1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_skill_util_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
14 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
16 | (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
26 | |
21 | * |
27 | The author can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
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 () |
69 | { |
65 | { |
70 | int i; |
66 | for_all_archetypes (at) |
71 | archetype *at; |
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72 | |
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73 | for (at = first_archetype; at != NULL; at = at->next) |
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74 | { |
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75 | if (at->clone.type == SKILL) |
67 | if (at->type == SKILL) |
76 | { |
68 | { |
77 | if (skill_names[at->clone.subtype] != NULL) |
69 | if (skill_names[at->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->subtype, &skill_names[at->subtype], &at->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->subtype] = at->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 | player::link_skills () |
107 | { |
91 | { |
108 | object *tmp; |
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
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93 | last_skill_ob [i] = 0; |
109 | |
94 | |
110 | for (tmp = op->inv; tmp; tmp = tmp->below) |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
111 | { |
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112 | if (tmp->type == SKILL) |
96 | if (tmp->type == SKILL) |
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97 | { |
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98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
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99 | |
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100 | if (last_skill_ob [tmp->subtype] != tmp) |
113 | { |
101 | { |
114 | /* This is really a warning, hence no else below */ |
102 | /* 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) |
103 | if (last_skill_ob [tmp->subtype]) |
116 | { |
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117 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
118 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
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106 | |
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107 | last_skill_ob [tmp->subtype] = tmp; |
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108 | if (ns) |
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109 | ns->last_skill_exp [tmp->subtype] = -1; |
119 | } |
110 | } |
120 | if (tmp->subtype >= NUM_SKILLS) |
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121 | { |
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122 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
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123 | } |
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124 | else |
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125 | { |
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126 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
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127 | op->contr->last_skill_exp[tmp->subtype] = -1; |
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128 | } |
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129 | } |
111 | } |
130 | } |
112 | } |
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113 | |
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114 | static object * |
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115 | find_skill (object *who, shstr_cmp name) |
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116 | { |
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117 | if (who->chosen_skill |
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118 | && who->chosen_skill->skill == name |
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119 | && who->chosen_skill->type == SKILL) |
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120 | return who->chosen_skill; |
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121 | |
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122 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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123 | if (tmp->skill == name && tmp->type == SKILL) |
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124 | return splay (tmp); |
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125 | |
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126 | return 0; |
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127 | } |
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128 | |
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129 | object *player::find_skill (shstr_cmp name) const |
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130 | { |
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131 | // might want to use last_skill_obj at one point, or maybe not |
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132 | return ::find_skill (ob, name); |
131 | } |
133 | } |
132 | |
134 | |
133 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
134 | * one that accumlates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
135 | * |
137 | * |
136 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
137 | * use the skill, so thus if use of the skill requires a skill |
139 | * use the skill, so thus if use of the skill requires a skill |
138 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
139 | */ |
141 | */ |
140 | object * |
142 | object * |
141 | find_skill_by_name (object *who, const char *name) |
143 | find_skill_by_name (object *who, shstr_cmp sh) |
142 | { |
144 | { |
143 | object *skill = NULL, *skill_tool = NULL, *tmp; |
145 | object *skill_tool = 0; |
144 | |
146 | |
145 | if (!name) |
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146 | return NULL; |
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147 | |
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148 | /* We make sure the length of the string in the object is greater |
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149 | * in length than the passed string. Eg, if we have a skill called |
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150 | * 'hi', we don't want to match if the user passed 'high' |
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151 | */ |
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152 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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148 | if (tmp->skill == sh) |
153 | { |
149 | { |
154 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
150 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
155 | skill = tmp; |
151 | /* If this is a skill that can be used without applying tool, return it */ |
156 | |
152 | return splay (tmp); |
157 | /* Try to find appropriate skilltool. If the player has one already |
153 | /* Try to find appropriate skilltool. If the player has one already |
158 | * applied, we try to keep using that one. |
154 | * applied, we try to keep using that one. |
159 | */ |
155 | */ |
160 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
156 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
161 | { |
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162 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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163 | skill_tool = tmp; |
157 | skill_tool = tmp; |
164 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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165 | skill_tool = tmp; |
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166 | } |
158 | } |
167 | } |
159 | |
168 | /* If this is a skill that can be used without a tool, return it */ |
160 | if (!skill_tool) |
169 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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170 | return skill; |
161 | return 0; |
171 | |
162 | |
172 | /* Player has a tool to use the skill. IF not applied, apply it - |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
173 | * if not successful, return null. If they do have the skill tool |
164 | * if not successful, return null. If they do have the skill tool |
174 | * but not the skill itself, give it to them. |
165 | * but not the skill itself, give it to them. |
175 | */ |
166 | */ |
176 | if (skill_tool) |
167 | object *skill = find_skill (who, skill_tool->skill); |
177 | { |
168 | |
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) |
169 | if (!skill) |
184 | { |
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185 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
186 | link_player_skills (who); |
171 | |
187 | } |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
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173 | if (apply_special (who, splay (skill_tool), AP_APPLY)) |
188 | return skill; |
174 | return 0; |
189 | } |
175 | |
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176 | return splay (skill); |
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177 | } |
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178 | |
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179 | object * |
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180 | find_skill_by_name_fuzzy (object *who, const char *name) |
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181 | { |
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182 | if (!name) |
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183 | return 0; |
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184 | |
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185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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187 | && tmp->skill.starts_with (name)) |
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188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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189 | return skop; |
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190 | |
190 | return NULL; |
191 | return 0; |
191 | } |
192 | } |
192 | |
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193 | |
193 | |
194 | /* This returns the skill pointer of the given name (the |
194 | /* This returns the skill pointer of the given name (the |
195 | * one that accumlates exp, has the level, etc). |
195 | * one that accumulates exp, has the level, etc). |
196 | * |
196 | * |
197 | * It is presumed that the player will be needing to actually |
197 | * It is presumed that the player will be needing to actually |
198 | * use the skill, so thus if use of the skill requires a skill |
198 | * use the skill, so thus if use of the skill requires a skill |
199 | * tool, this code will equip it. |
199 | * tool, this code will equip it. |
200 | * |
200 | * |
… | |
… | |
203 | * this replaces find_skill. |
203 | * this replaces find_skill. |
204 | */ |
204 | */ |
205 | object * |
205 | object * |
206 | find_skill_by_number (object *who, int skillno) |
206 | find_skill_by_number (object *who, int skillno) |
207 | { |
207 | { |
208 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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209 | |
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210 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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211 | return NULL; |
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212 | |
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213 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
208 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
214 | { |
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215 | if (tmp->type == SKILL && tmp->subtype == skillno) |
209 | if (tmp->type == SKILL && tmp->subtype == skillno) |
216 | skill = tmp; |
210 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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; |
211 | return skop; |
250 | } |
212 | |
251 | return NULL; |
213 | return 0; |
252 | } |
214 | } |
253 | |
215 | |
254 | /* This changes the objects skill to new_skill. |
216 | /* This changes the objects chosen_skill to new_skill. |
255 | * note that this function doesn't always need to get used - |
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256 | * you can now add skill exp to the player without the chosen_skill being |
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257 | * set. This function is of most interest to players to update |
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258 | * the various range information. |
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259 | * if new_skill is null, this just unapplies the skill. |
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260 | * flag has the current meaning: |
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261 | * 0x1: If set, don't update the range pointer. This is useful when we |
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262 | * need to ready a new skill, but don't want to clobber range. |
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263 | * return 1 on success, 0 on error |
217 | * return 1 on success, 0 on error |
264 | */ |
218 | */ |
265 | |
219 | bool |
266 | int |
220 | object::change_skill (object *new_skill) |
267 | change_skill (object *who, object *new_skill, int flag) |
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268 | { |
221 | { |
269 | int old_range; |
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270 | |
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271 | if (who->type != PLAYER) |
222 | if (type != PLAYER) |
272 | return 0; |
223 | return 0; |
273 | |
224 | |
274 | old_range = who->contr->shoottype; |
225 | // optimise this supposedly common case |
275 | |
226 | if (new_skill == chosen_skill) |
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; |
227 | return 1; |
282 | } |
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283 | |
228 | |
284 | if (!new_skill || who->chosen_skill) |
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285 | if (who->chosen_skill) |
229 | if (chosen_skill) |
286 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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287 | |
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288 | /* Only goal in this case was to unapply a skill */ |
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289 | if (!new_skill) |
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290 | return 0; |
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291 | |
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292 | if (apply_special (who, new_skill, AP_APPLY)) |
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293 | { |
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294 | return 0; |
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295 | } |
230 | { |
296 | if (flag & 0x1) |
231 | chosen_skill->flag [FLAG_APPLIED] = false; |
297 | who->contr->shoottype = (rangetype) old_range; |
232 | change_abil (this, chosen_skill); |
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233 | } |
298 | |
234 | |
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235 | chosen_skill = new_skill; |
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236 | |
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237 | if (chosen_skill) |
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238 | { |
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239 | chosen_skill->flag [FLAG_APPLIED] = true; |
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240 | change_abil (this, chosen_skill); |
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241 | } |
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242 | |
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243 | // always clear current weapon, as the selected skill could |
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244 | // conflict with the current weapon skill, which would go |
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245 | // undetected and exp would be given to the wrong skill. |
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246 | current_weapon = 0; |
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247 | |
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248 | update_stats (); |
299 | return 1; |
249 | return 1; |
300 | } |
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301 | |
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302 | /* This function just clears the chosen_skill and range_skill values |
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303 | * inthe player. |
|
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304 | */ |
|
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305 | void |
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306 | clear_skill (object *who) |
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307 | { |
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|
308 | who->chosen_skill = NULL; |
|
|
309 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
310 | if (who->type == PLAYER) |
|
|
311 | { |
|
|
312 | who->contr->ranges[range_skill] = NULL; |
|
|
313 | if (who->contr->shoottype == range_skill) |
|
|
314 | who->contr->shoottype = range_none; |
|
|
315 | } |
|
|
316 | } |
250 | } |
317 | |
251 | |
318 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
252 | /* 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. |
253 | * We handle all requests for skill use outside of some combat here. |
320 | * We require a separate routine outside of fire() so as to allow monsters |
254 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
323 | * exp - no caller needed that info, but it also prevented the callers |
257 | * 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 |
258 | * from know if a skill was actually used, as many skills don't |
325 | * give any exp for their direct use (eg, throwing). |
259 | * give any exp for their direct use (eg, throwing). |
326 | * It returns 0 if no skill was used. |
260 | * It returns 0 if no skill was used. |
327 | */ |
261 | */ |
328 | |
|
|
329 | int |
262 | int |
330 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
263 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
331 | { |
264 | { |
332 | int success = 0, exp = 0; |
265 | int success = 0, exp = 0; |
333 | int did_alc = 0; |
|
|
334 | object *tmp, *next; |
|
|
335 | |
266 | |
336 | if (!skill) |
267 | if (!skill) |
337 | return 0; |
268 | return 0; |
338 | |
269 | |
339 | /* The code below presumes that the skill points to the object that |
270 | /* The code below presumes that the skill points to the object that |
… | |
… | |
341 | * go and try to find the actual real skill pointer, and if the |
272 | * go and try to find the actual real skill pointer, and if the |
342 | * the player doesn't have a bucket for that, create one. |
273 | * the player doesn't have a bucket for that, create one. |
343 | */ |
274 | */ |
344 | if (skill->type != SKILL && op->type == PLAYER) |
275 | if (skill->type != SKILL && op->type == PLAYER) |
345 | { |
276 | { |
346 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
277 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
347 | { |
|
|
348 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
278 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
349 | break; |
279 | { |
|
|
280 | skill = tmp; |
|
|
281 | goto found; |
350 | } |
282 | } |
351 | if (!tmp) |
283 | |
352 | tmp = give_skill_by_name (op, skill->skill); |
284 | skill = give_skill_by_name (op, skill->skill); |
353 | skill = tmp; |
285 | found: ; |
354 | } |
286 | } |
355 | |
287 | |
356 | // skill, by_whom, on_which_object, which direction, skill_argument |
288 | // 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))) |
289 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
358 | return 0; |
290 | return 0; |
359 | |
291 | |
360 | switch (skill->subtype) |
292 | switch (skill->subtype) |
361 | { |
293 | { |
362 | case SK_LEVITATION: |
294 | case SK_LEVITATION: |
363 | /* Not 100% sure if this will work with new movement code - |
295 | /* Not 100% sure if this will work with new movement code - |
364 | * the levitation skill has move_type for flying, so when |
296 | * the levitation skill has move_type for flying, so when |
365 | * equipped, that should transfer to player, when not, |
297 | * equipped, that should transfer to player, when not, |
366 | * shouldn't. |
298 | * shouldn't. |
367 | */ |
299 | */ |
368 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
300 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
369 | { |
301 | { |
370 | CLEAR_FLAG (skill, FLAG_APPLIED); |
302 | CLEAR_FLAG (skill, FLAG_APPLIED); |
371 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
372 | } |
304 | } |
373 | else |
305 | else |
374 | { |
306 | { |
375 | SET_FLAG (skill, FLAG_APPLIED); |
307 | SET_FLAG (skill, FLAG_APPLIED); |
376 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
377 | } |
309 | } |
378 | fix_player (op); |
310 | |
|
|
311 | op->update_stats (); |
379 | success = 1; |
312 | success = 1; |
380 | break; |
313 | break; |
381 | |
314 | |
382 | case SK_STEALING: |
315 | case SK_STEALING: |
383 | exp = success = steal (op, dir, skill); |
316 | exp = success = steal (op, dir, skill); |
384 | break; |
317 | break; |
385 | |
318 | |
386 | case SK_LOCKPICKING: |
319 | case SK_LOCKPICKING: |
387 | exp = success = pick_lock (op, dir, skill); |
320 | exp = success = pick_lock (op, dir, skill); |
388 | break; |
321 | break; |
389 | |
322 | |
390 | case SK_HIDING: |
323 | case SK_HIDING: |
391 | exp = success = hide (op, skill); |
324 | exp = success = hide (op, skill); |
392 | break; |
325 | break; |
393 | |
326 | |
394 | case SK_JUMPING: |
327 | case SK_JUMPING: |
395 | success = jump (op, dir, skill); |
328 | exp = success = jump (op, dir, skill); |
396 | break; |
329 | break; |
397 | |
330 | |
398 | case SK_INSCRIPTION: |
331 | case SK_INSCRIPTION: |
399 | exp = success = write_on_item (op, string, skill); |
332 | exp = success = write_on_item (op, string, skill); |
400 | break; |
333 | break; |
401 | |
334 | |
402 | case SK_MEDITATION: |
335 | case SK_MEDITATION: |
403 | meditate (op, skill); |
336 | meditate (op, skill); |
404 | success = 1; |
337 | success = 1; |
405 | break; |
338 | break; |
406 | /* note that the following 'attack' skills gain exp through hit_player() */ |
339 | /* note that the following 'attack' skills gain exp through hit_player() */ |
407 | |
340 | |
408 | case SK_KARATE: |
341 | case SK_KARATE: |
409 | (void) attack_hth (op, dir, "karate-chopped", skill); |
342 | attack_hth (op, dir, "karate-chopped", skill); |
410 | break; |
343 | break; |
411 | |
344 | |
412 | case SK_PUNCHING: |
345 | case SK_PUNCHING: |
413 | (void) attack_hth (op, dir, "punched", skill); |
346 | attack_hth (op, dir, "punched", skill); |
414 | break; |
347 | break; |
415 | |
348 | |
416 | case SK_FLAME_TOUCH: |
349 | case SK_FLAME_TOUCH: |
417 | (void) attack_hth (op, dir, "flamed", skill); |
350 | attack_hth (op, dir, "flamed", skill); |
418 | break; |
351 | break; |
419 | |
352 | |
420 | case SK_SPARK_TOUCH: |
353 | case SK_SPARK_TOUCH: |
421 | (void) attack_hth (op, dir, "zapped", skill); |
354 | attack_hth (op, dir, "zapped", skill); |
422 | break; |
355 | break; |
423 | |
356 | |
424 | case SK_SHIVER: |
357 | case SK_SHIVER: |
425 | (void) attack_hth (op, dir, "froze", skill); |
358 | attack_hth (op, dir, "froze", skill); |
426 | break; |
359 | break; |
427 | |
360 | |
428 | case SK_ACID_SPLASH: |
361 | case SK_ACID_SPLASH: |
429 | (void) attack_hth (op, dir, "dissolved", skill); |
362 | attack_hth (op, dir, "dissolved", skill); |
430 | break; |
363 | break; |
431 | |
364 | |
432 | case SK_POISON_NAIL: |
365 | case SK_POISON_NAIL: |
433 | (void) attack_hth (op, dir, "injected poison into", skill); |
366 | attack_hth (op, dir, "injected poison into", skill); |
434 | break; |
367 | break; |
435 | |
368 | |
436 | case SK_CLAWING: |
369 | case SK_CLAWING: |
437 | (void) attack_hth (op, dir, "clawed", skill); |
370 | attack_hth (op, dir, "clawed", skill); |
438 | break; |
371 | break; |
439 | |
372 | |
440 | case SK_ONE_HANDED_WEAPON: |
373 | case SK_ONE_HANDED_WEAPON: |
441 | case SK_TWO_HANDED_WEAPON: |
374 | case SK_TWO_HANDED_WEAPON: |
442 | (void) attack_melee_weapon (op, dir, NULL, skill); |
375 | attack_melee_weapon (op, dir, NULL, skill); |
443 | break; |
376 | break; |
444 | |
377 | |
445 | case SK_FIND_TRAPS: |
378 | case SK_FIND_TRAPS: |
446 | exp = success = find_traps (op, skill); |
379 | exp = success = find_traps (op, skill); |
447 | break; |
380 | break; |
448 | |
381 | |
449 | case SK_SINGING: |
382 | case SK_SINGING: |
450 | exp = success = singing (op, dir, skill); |
383 | exp = success = singing (op, dir, skill); |
451 | break; |
384 | break; |
452 | |
385 | |
453 | case SK_ORATORY: |
386 | case SK_ORATORY: |
454 | exp = success = use_oratory (op, dir, skill); |
387 | exp = success = use_oratory (op, dir, skill); |
455 | break; |
388 | break; |
456 | |
389 | |
457 | case SK_SMITHERY: |
390 | case SK_SMITHERY: |
458 | case SK_BOWYER: |
391 | case SK_BOWYER: |
459 | case SK_JEWELER: |
392 | case SK_JEWELER: |
460 | case SK_ALCHEMY: |
393 | case SK_ALCHEMY: |
461 | case SK_THAUMATURGY: |
394 | case SK_THAUMATURGY: |
462 | case SK_LITERACY: |
395 | case SK_LITERACY: |
463 | case SK_WOODSMAN: |
396 | case SK_WOODSMAN: |
464 | /* first, we try to find a cauldron, and do the alchemy thing. |
397 | /* first, we try to find a cauldron, and do the alchemy thing. |
465 | * failing that, we go and identify stuff. |
398 | * failing that, we go and identify stuff. |
466 | */ |
399 | */ |
|
|
400 | { |
|
|
401 | bool found_cauldron = false; |
|
|
402 | |
467 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
403 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
468 | { |
404 | { |
469 | next = tmp->above; |
405 | next = tmp->above; |
|
|
406 | |
470 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
407 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
471 | { |
408 | { |
|
|
409 | found_cauldron = true; |
|
|
410 | |
|
|
411 | if (tmp->skill != skill->skill) |
|
|
412 | { |
|
|
413 | op->failmsg (format ("You can't use the %s with the %s skill!", |
|
|
414 | query_name (tmp), |
|
|
415 | query_name (skill))); |
|
|
416 | break; |
|
|
417 | } |
|
|
418 | |
472 | attempt_do_alchemy (op, tmp); |
419 | attempt_do_alchemy (op, tmp, skill); |
|
|
420 | |
473 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
421 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
474 | esrv_send_inventory (op, tmp); |
422 | esrv_send_inventory (op, tmp); |
475 | did_alc = 1; |
|
|
476 | } |
423 | } |
477 | } |
424 | } |
478 | if (did_alc == 0) |
425 | |
|
|
426 | if (!found_cauldron) |
479 | exp = success = skill_ident (op, skill); |
427 | exp = success = skill_ident (op, skill); |
|
|
428 | } |
480 | break; |
429 | break; |
481 | |
430 | |
482 | case SK_DET_MAGIC: |
431 | case SK_DET_MAGIC: |
483 | case SK_DET_CURSE: |
432 | case SK_DET_CURSE: |
484 | exp = success = skill_ident (op, skill); |
433 | exp = success = skill_ident (op, skill); |
485 | break; |
434 | break; |
486 | |
435 | |
487 | case SK_DISARM_TRAPS: |
436 | case SK_DISARM_TRAPS: |
488 | exp = success = remove_trap (op, dir, skill); |
437 | exp = success = remove_trap (op, dir, skill); |
489 | break; |
438 | break; |
490 | |
439 | |
491 | case SK_THROWING: |
440 | case SK_THROWING: |
492 | success = skill_throw (op, part, dir, string, skill); |
441 | success = skill_throw (op, part, dir, string, skill); |
493 | break; |
442 | break; |
494 | |
443 | |
495 | case SK_SET_TRAP: |
444 | case SK_SET_TRAP: |
496 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
445 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
497 | break; |
446 | break; |
498 | |
447 | |
499 | case SK_USE_MAGIC_ITEM: |
448 | case SK_USE_MAGIC_ITEM: |
500 | case SK_MISSILE_WEAPON: |
449 | case SK_MISSILE_WEAPON: |
501 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
450 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
502 | break; |
451 | break; |
503 | |
452 | |
504 | case SK_PRAYING: |
453 | case SK_PRAYING: |
505 | success = pray (op, skill); |
454 | success = pray (op, skill); |
506 | break; |
455 | break; |
507 | |
456 | |
508 | case SK_BARGAINING: |
457 | case SK_BARGAINING: |
509 | success = describe_shop (op); |
458 | success = describe_shop (op); |
510 | break; |
459 | break; |
511 | |
460 | |
512 | case SK_SORCERY: |
461 | case SK_SORCERY: |
513 | case SK_EVOCATION: |
462 | case SK_EVOCATION: |
514 | case SK_PYROMANCY: |
463 | case SK_PYROMANCY: |
515 | case SK_SUMMONING: |
464 | case SK_SUMMONING: |
516 | case SK_CLIMBING: |
465 | case SK_CLIMBING: |
517 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
466 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
518 | break; |
467 | break; |
519 | |
468 | |
|
|
469 | case SK_MINING: |
|
|
470 | success = skill_mining (op, part, skill, dir, string); |
|
|
471 | break; |
|
|
472 | |
|
|
473 | case SK_FISHING: |
|
|
474 | success = skill_fishing (op, part, skill, dir, string); |
|
|
475 | break; |
|
|
476 | |
520 | default: |
477 | default: |
521 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
478 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
522 | break; |
479 | break; |
523 | } |
480 | } |
524 | |
481 | |
525 | /* For players we now update the speed_left from using the skill. |
482 | /* 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 |
483 | * Monsters have no skill use time because of the random nature in |
527 | * which use_monster_skill is called already simulates this. |
484 | * which use_monster_skill is called already simulates this. |
528 | * If certain skills should take more/less time, that should be |
485 | * If certain skills should take more/less time, that should be |
529 | * in the code for the skill itself. |
486 | * in the code for the skill itself. |
530 | */ |
487 | */ |
531 | |
|
|
532 | if (op->type == PLAYER) |
488 | if (op->type == PLAYER) |
533 | op->speed_left -= 1.0; |
489 | op->speed_left -= 1.f; |
534 | |
490 | |
535 | /* this is a good place to add experience for successfull use of skills. |
491 | /* this is a good place to add experience for successfull use of skills. |
536 | * Note that add_exp() will figure out player/monster experience |
492 | * Note that add_exp() will figure out player/monster experience |
537 | * gain problems. |
493 | * gain problems. |
538 | */ |
494 | */ |
… | |
… | |
566 | * op is the object that was 'defeated'. |
522 | * op is the object that was 'defeated'. |
567 | * skill is the skill used. If no skill is used, it should just |
523 | * skill is the skill used. If no skill is used, it should just |
568 | * point back to who. |
524 | * point back to who. |
569 | * |
525 | * |
570 | */ |
526 | */ |
571 | |
|
|
572 | int |
527 | int |
573 | calc_skill_exp (object *who, object *op, object *skill) |
528 | calc_skill_exp (object *who, object *op, object *skill) |
574 | { |
529 | { |
575 | int op_exp = 0, op_lvl = 0; |
530 | int op_exp = 0, op_lvl = 0; |
576 | float base, value, lvl_mult = 0.0; |
531 | float base, value, lvl_mult = 0.0; |
… | |
… | |
585 | * If an object is not alive and magical we set the base exp higher to |
540 | * If an object is not alive and magical we set the base exp higher to |
586 | * help out exp awards for skill_ident skills. Also, if |
541 | * help out exp awards for skill_ident skills. Also, if |
587 | * an item is type RUNE, we give out exp based on stats.Cha |
542 | * an item is type RUNE, we give out exp based on stats.Cha |
588 | * and level (this was the old system) -b.t. |
543 | * and level (this was the old system) -b.t. |
589 | */ |
544 | */ |
590 | |
|
|
591 | if (!op) |
545 | if (!op) |
592 | { /* no item/creature */ |
546 | { /* no item/creature */ |
593 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
547 | op_lvl = max (1, who->map->difficulty); |
594 | op_exp = 0; |
548 | op_exp = 0; |
595 | } |
549 | } |
596 | else if (op->type == RUNE || op->type == TRAP) |
550 | else if (op->type == RUNE || op->type == TRAP) |
597 | { /* all traps. If stats.Cha > 1 we use that |
551 | { /* all traps. If stats.Cha > 1 we use that |
598 | * for the amount of experience */ |
552 | * for the amount of experience */ |
… | |
… | |
602 | else |
556 | else |
603 | { /* all other items/living creatures */ |
557 | { /* all other items/living creatures */ |
604 | op_exp = op->stats.exp; |
558 | op_exp = op->stats.exp; |
605 | op_lvl = op->level; |
559 | op_lvl = op->level; |
606 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
560 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
607 | { /* for ident/make items */ |
561 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
608 | op_lvl += 5 * abs (op->magic); |
|
|
609 | } |
|
|
610 | } |
562 | } |
611 | |
563 | |
612 | if (op_lvl < 1) |
564 | if (op_lvl < 1) |
613 | op_lvl = 1; |
565 | op_lvl = 1; |
614 | |
566 | |
… | |
… | |
622 | /* if skill really is a skill, then we can look at the skill archetype for |
574 | /* if skill really is a skill, then we can look at the skill archetype for |
623 | * bse reward value (exp) and level multiplier factor. |
575 | * bse reward value (exp) and level multiplier factor. |
624 | */ |
576 | */ |
625 | if (skill->type == SKILL) |
577 | if (skill->type == SKILL) |
626 | { |
578 | { |
627 | base += skill->arch->clone.stats.exp; |
579 | base += skill->arch->stats.exp; |
628 | if (settings.simple_exp) |
580 | if (settings.simple_exp) |
629 | { |
581 | { |
630 | if (skill->arch->clone.level) |
582 | if (skill->arch->level) |
631 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
583 | lvl_mult = (float) skill->arch->level / 100.0; |
632 | else |
584 | else |
633 | lvl_mult = 1.0; /* no adjustment */ |
585 | lvl_mult = 1.0; /* no adjustment */ |
634 | } |
586 | } |
635 | else |
587 | else |
636 | { |
588 | { |
637 | if (skill->level) |
589 | if (skill->level) |
638 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
590 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
639 | else |
591 | else |
640 | lvl_mult = 1.0; |
592 | lvl_mult = 1.0; |
641 | } |
593 | } |
642 | } |
594 | } |
643 | else |
595 | else |
644 | { |
596 | { |
645 | /* Don't divide by zero here! */ |
597 | /* Don't divide by zero here! */ |
646 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
598 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
647 | } |
599 | } |
648 | } |
600 | } |
649 | |
601 | |
650 | /* assemble the exp total, and return value */ |
602 | /* assemble the exp total, and return value */ |
651 | |
603 | |
… | |
… | |
665 | * This one actually teaches the player the skill as something |
617 | * This one actually teaches the player the skill as something |
666 | * they can equip. |
618 | * they can equip. |
667 | * Return 0 if the player knows the skill, 1 if the |
619 | * Return 0 if the player knows the skill, 1 if the |
668 | * player learns the skill, 2 otherwise. |
620 | * player learns the skill, 2 otherwise. |
669 | */ |
621 | */ |
670 | |
|
|
671 | int |
622 | int |
672 | learn_skill (object *pl, object *scroll) |
623 | learn_skill (object *pl, object *scroll) |
673 | { |
624 | { |
674 | object *tmp; |
|
|
675 | |
|
|
676 | if (!scroll->skill) |
625 | if (!scroll->skill) |
677 | { |
626 | { |
678 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
627 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
679 | return 2; |
628 | return 2; |
680 | } |
629 | } |
681 | |
630 | |
682 | /* can't use find_skill_by_name because we want skills the player knows |
631 | object *tmp = find_skill (pl, scroll->skill); |
683 | * but can't use natively. |
|
|
684 | */ |
|
|
685 | |
|
|
686 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
687 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
688 | break; |
|
|
689 | |
632 | |
690 | /* player already knows it */ |
633 | /* player already knows it */ |
691 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
634 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
692 | return 0; |
635 | return 0; |
693 | |
|
|
694 | |
|
|
695 | |
636 | |
696 | /* now a random change to learn, based on player Int. |
637 | /* now a random change to learn, based on player Int. |
697 | * give bonus based on level - otherwise stupid characters |
638 | * give bonus based on level - otherwise stupid characters |
698 | * might never be able to learn anything. |
639 | * might never be able to learn anything. |
699 | */ |
640 | */ |
… | |
… | |
708 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
649 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
709 | return 2; |
650 | return 2; |
710 | } |
651 | } |
711 | |
652 | |
712 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
653 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
713 | link_player_skills (pl); |
654 | |
714 | return 1; |
655 | return 1; |
715 | } |
656 | } |
716 | |
657 | |
717 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
658 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
718 | |
|
|
719 | /* Probably belongs in some global utils-type file? */ |
659 | /* Probably belongs in some global utils-type file? */ |
720 | static int |
660 | static int |
721 | clipped_percent (sint64 a, sint64 b) |
661 | clipped_percent (sint64 a, sint64 b) |
722 | { |
662 | { |
723 | int rv; |
663 | int rv; |
… | |
… | |
743 | * Note this function is a bit more complicated becauase we |
683 | * Note this function is a bit more complicated becauase we |
744 | * we want ot sort the skills before printing them. If we |
684 | * we want ot sort the skills before printing them. If we |
745 | * just dumped this as we found it, this would be a bit |
685 | * just dumped this as we found it, this would be a bit |
746 | * simpler. |
686 | * simpler. |
747 | */ |
687 | */ |
748 | |
688 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
749 | void |
689 | void |
750 | show_skills (object *op, const char *search) |
690 | show_skills (object *pl, const char *search) |
751 | { |
691 | { |
752 | object *tmp = NULL; |
|
|
753 | char buf[MAX_BUF]; |
|
|
754 | const char *cp; |
692 | const char *cp; |
755 | int i, num_skills_found = 0; |
693 | int i, num_skills_found = 0; |
756 | static const char *const periods = "........................................"; |
694 | const char *const periods = ".............................."; // 30 |
757 | |
695 | |
758 | /* Need to have a pointer and use strdup for qsort to work properly */ |
696 | /* Need to have a pointer and use strdup for qsort to work properly */ |
759 | char skills[NUM_SKILLS][MAX_BUF]; |
697 | char skills[NUM_SKILLS][128]; // d'oh |
760 | |
698 | |
|
|
699 | object *op = pl->contr->ob; |
761 | |
700 | |
762 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
701 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
763 | { |
702 | { |
764 | if (tmp->type == SKILL) |
703 | if (tmp->type == SKILL) |
765 | { |
704 | { |
766 | if (search && strstr (tmp->name, search) == NULL) |
705 | if (search && !tmp->name.contains (search)) |
767 | continue; |
706 | continue; |
|
|
707 | |
|
|
708 | char buf[30]; |
|
|
709 | |
768 | /* Basically want to fill this out to 40 spaces with periods */ |
710 | /* Basically want to fill this out to 30 spaces with periods */ |
769 | sprintf (buf, "%s%s", &tmp->name, periods); |
711 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
770 | buf[40] = 0; |
|
|
771 | |
712 | |
772 | if (settings.permanent_exp_ratio) |
713 | if (settings.permanent_exp_ratio) |
773 | { |
|
|
774 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
714 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
775 | buf, tmp->level, |
715 | 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)); |
716 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
778 | } |
|
|
779 | else |
717 | else |
780 | { |
|
|
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
718 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
782 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
719 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
783 | } |
720 | |
784 | /* I don't know why some characters get a bunch of skills, but |
721 | /* I don't know why some characters get a bunch of skills, but |
785 | * it sometimes happens (maybe a leftover from bugier earlier code |
722 | * it sometimes happens (maybe a leftover from bugier earlier code |
786 | * and those character are still about). In any case, lets handle |
723 | * and those character are still about). In any case, lets handle |
787 | * it so it doesn't crash the server - otherwise, one character may |
724 | * it so it doesn't crash the server - otherwise, one character may |
788 | * crash the server numerous times. |
725 | * crash the server numerous times. |
789 | */ |
726 | */ |
790 | if (num_skills_found >= NUM_SKILLS) |
727 | if (num_skills_found >= NUM_SKILLS) |
791 | { |
728 | { |
792 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
729 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
793 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
730 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
794 | break; |
731 | break; |
795 | } |
732 | } |
796 | } |
733 | } |
797 | } |
734 | } |
798 | |
735 | |
799 | clear_win_info (op); |
736 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
737 | |
|
|
738 | msg << "T<Player skills:>\n\n"; |
801 | if (num_skills_found > 1) |
739 | if (num_skills_found > 1) |
802 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
740 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
803 | |
741 | |
804 | for (i = 0; i < num_skills_found; i++) |
742 | for (i = 0; i < num_skills_found; i++) |
805 | { |
743 | msg << " C<" << skills [i] << ">\n"; |
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
|
|
807 | } |
|
|
808 | |
744 | |
809 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
745 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
810 | |
746 | |
811 | cp = determine_god (op); |
747 | cp = determine_god (op); |
812 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
748 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
813 | |
749 | |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
750 | msg << "Your equipped item power is " << (int)op->contr->item_power |
815 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
751 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
752 | << ".\n"; |
|
|
753 | |
|
|
754 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
816 | } |
755 | } |
817 | |
756 | |
818 | /* use_skill() - similar to invoke command, it executes the skill in the |
757 | /* use_skill() - similar to invoke command, it executes the skill in the |
819 | * direction that the user is facing. Returns false if we are unable to |
758 | * direction that the user is facing. Returns false if we are unable to |
820 | * change to the requested skill, or were unable to use the skill properly. |
759 | * change to the requested skill, or were unable to use the skill properly. |
821 | * This is tricky because skills can have spaces. We basically roll |
760 | * This is tricky because skills can have spaces. We basically roll |
822 | * our own find_skill_by_name so we can try to do better string matching. |
761 | * our own find_skill_by_name so we can try to do better string matching. |
823 | */ |
762 | */ |
824 | |
|
|
825 | int |
763 | int |
826 | use_skill (object *op, const char *string) |
764 | use_skill (object *op, const char *string) |
827 | { |
765 | { |
828 | object *skop; |
766 | object *skop; |
829 | size_t len; |
767 | size_t len; |
830 | |
768 | |
831 | if (!string) |
769 | if (!string) |
832 | return 0; |
770 | return 0; |
833 | |
771 | |
834 | for (skop = op->inv; skop != NULL; skop = skop->below) |
772 | for (skop = op->inv; skop; skop = skop->below) |
835 | { |
773 | { |
|
|
774 | if (skop->type == SKILL |
836 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
775 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
837 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
776 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
838 | break; |
777 | break; |
|
|
778 | else if (skop->type == SKILL_TOOL |
839 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
779 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
840 | break; |
780 | break; |
841 | } |
781 | } |
|
|
782 | |
842 | if (!skop) |
783 | if (!skop) |
843 | { |
784 | { |
844 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
785 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
845 | return 0; |
786 | return 0; |
846 | } |
787 | } |
… | |
… | |
851 | * options given to the skill. Its pretty simple - if there |
792 | * options given to the skill. Its pretty simple - if there |
852 | * are extra parameters (as deteremined by string length), we |
793 | * are extra parameters (as deteremined by string length), we |
853 | * want to skip over any leading spaces. |
794 | * want to skip over any leading spaces. |
854 | */ |
795 | */ |
855 | if (len >= strlen (string)) |
796 | if (len >= strlen (string)) |
856 | { |
|
|
857 | string = NULL; |
797 | string = NULL; |
858 | } |
|
|
859 | else |
798 | else |
860 | { |
799 | { |
861 | string += len; |
800 | string += len; |
862 | while (*string == 0x20) |
801 | while (*string == 0x20) |
863 | string++; |
802 | string++; |
|
|
803 | |
864 | if (strlen (string) == 0) |
804 | if (strlen (string) == 0) |
865 | string = NULL; |
805 | string = NULL; |
866 | } |
806 | } |
867 | |
807 | |
868 | #ifdef SKILL_UTIL_DEBUG |
808 | #ifdef SKILL_UTIL_DEBUG |
869 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
809 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
870 | #endif |
810 | #endif |
871 | |
811 | |
872 | /* Change to the new skill, then execute it. */ |
|
|
873 | if (do_skill (op, op, skop, op->facing, string)) |
812 | if (do_skill (op, op, skop, op->facing, string)) |
874 | return 1; |
813 | return 1; |
875 | |
814 | |
876 | return 0; |
815 | return 0; |
877 | } |
816 | } |
878 | |
817 | |
|
|
818 | static bool |
|
|
819 | hth_skill_p (object *skill) |
|
|
820 | { |
|
|
821 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
|
|
822 | } |
879 | |
823 | |
880 | |
|
|
881 | /* This finds the best unarmed skill the player has, and returns |
824 | /* 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 | */ |
825 | */ |
895 | static object * |
826 | static object * |
896 | find_best_player_hth_skill (object *op) |
827 | find_player_hth_skill (object *op) |
897 | { |
828 | { |
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) |
829 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
902 | { |
830 | 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; |
831 | return tmp; |
907 | |
832 | |
908 | /* The order in the array is preferred order. So basically, |
833 | 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 | } |
834 | } |
930 | |
835 | |
931 | /* do_skill_attack() - We have got an appropriate opponent from either |
836 | /* 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 |
837 | * 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. |
838 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
935 | * tmp is the targetted monster. |
840 | * tmp is the targetted monster. |
936 | * op is what is attacking |
841 | * op is what is attacking |
937 | * string is passed along to describe what messages to describe |
842 | * string is passed along to describe what messages to describe |
938 | * the damage. |
843 | * the damage. |
939 | */ |
844 | */ |
940 | |
|
|
941 | static int |
845 | static int |
942 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
846 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
943 | { |
847 | { |
944 | int success; |
|
|
945 | |
|
|
946 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
848 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
947 | return RESULT_INT (0); |
849 | return RESULT_INT (0); |
948 | |
850 | |
949 | /* For Players only: if there is no ready weapon, and no "attack" skill |
851 | /* 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. |
852 | * 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, |
853 | * 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 |
854 | * 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. |
855 | * through that code if skill is set to change to the skill. |
954 | */ |
856 | */ |
955 | if (op->type == PLAYER) |
857 | if (player *pl = op->contr) |
956 | { |
858 | { |
957 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
859 | if (skill) |
|
|
860 | op->change_skill (skill); |
|
|
861 | else |
958 | { |
862 | { |
959 | size_t i; |
863 | if (!pl->combat_ob) |
960 | |
|
|
961 | if (!skill) |
|
|
962 | { |
864 | { |
963 | /* See if the players chosen skill is a combat skill, and use |
865 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
964 | * it if appropriate. |
|
|
965 | */ |
|
|
966 | if (op->chosen_skill) |
|
|
967 | { |
866 | { |
968 | for (i = 0; i < sizeof (unarmed_skills); i++) |
867 | for (tmp = op->inv; tmp; tmp = tmp->below) |
969 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
868 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
970 | { |
|
|
971 | skill = op->chosen_skill; |
|
|
972 | break; |
869 | break; |
973 | } |
870 | |
|
|
871 | if (!tmp) |
|
|
872 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
873 | |
|
|
874 | pl->combat_ob = tmp; |
974 | } |
875 | } |
975 | /* If we didn't find a skill above, look harder for a good skill */ |
876 | |
976 | if (!skill) |
877 | if (!pl->combat_ob) |
977 | { |
878 | { |
978 | skill = find_best_player_hth_skill (op); |
879 | /* See if the players chosen skill is a combat skill, and use |
979 | |
880 | * it if appropriate. |
980 | if (!skill) |
881 | */ |
|
|
882 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
883 | skill = op->chosen_skill; |
|
|
884 | else |
981 | { |
885 | { |
|
|
886 | skill = find_player_hth_skill (op); |
|
|
887 | |
|
|
888 | if (!skill) |
982 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
889 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
983 | return 0; |
|
|
984 | } |
890 | } |
|
|
891 | |
|
|
892 | op->apply (skill); |
985 | } |
893 | } |
986 | } |
894 | |
987 | if (skill != op->chosen_skill) |
895 | if (!pl->combat_ob) |
988 | { |
896 | { |
989 | /* now try to ready the new skill */ |
897 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
990 | if (!change_skill (op, skill, 0)) |
|
|
991 | { /* oh oh, trouble! */ |
|
|
992 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
993 | return 0; |
898 | return 0; |
994 | } |
899 | } |
995 | } |
900 | } |
|
|
901 | |
|
|
902 | if (!op->apply (pl->combat_ob)) |
|
|
903 | return 0; |
996 | } |
904 | } |
997 | else |
905 | |
|
|
906 | /* lose invisiblity/hiding status for running attacks */ |
|
|
907 | if (pl->tmp_invis) |
998 | { |
908 | { |
999 | /* Seen some crashes below where current_weapon is not set, |
909 | pl->tmp_invis = 0; |
1000 | * even though the flag says it is. So if current weapon isn't set, |
910 | op->invisible = 0; |
1001 | * do some work in trying to find the object to use. |
911 | op->flag [FLAG_HIDDEN] = 0; |
1002 | */ |
912 | update_object (op, UP_OBJ_CHANGE); |
1003 | if (!op->current_weapon) |
|
|
1004 | { |
|
|
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); |
|
|
1015 | op->current_weapon = NULL; |
|
|
1016 | return 0; |
|
|
1017 | } |
|
|
1018 | else |
|
|
1019 | { |
|
|
1020 | op->current_weapon = tmp; |
|
|
1021 | } |
|
|
1022 | } |
|
|
1023 | |
|
|
1024 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
|
|
1025 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
|
|
1026 | { |
|
|
1027 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
1028 | } |
|
|
1029 | } |
913 | } |
1030 | } |
914 | } |
1031 | |
915 | |
1032 | /* lose invisiblity/hiding status for running attacks */ |
|
|
1033 | |
|
|
1034 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
1035 | { |
|
|
1036 | op->contr->tmp_invis = 0; |
|
|
1037 | op->invisible = 0; |
|
|
1038 | op->hide = 0; |
|
|
1039 | update_object (op, UP_OBJ_FACE); |
|
|
1040 | } |
|
|
1041 | |
|
|
1042 | success = attack_ob (tmp, op); |
916 | int success = attack_ob (tmp, op); |
1043 | |
917 | |
1044 | /* print appropriate messages to the player */ |
918 | /* print appropriate messages to the player */ |
1045 | |
919 | |
1046 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
920 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1047 | { |
921 | { |
1048 | if (op->type == PLAYER) |
922 | if (op->type == PLAYER) |
1049 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
923 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1050 | else if (tmp->type == PLAYER) |
924 | else if (tmp->type == PLAYER) |
1051 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
925 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1052 | } |
926 | } |
|
|
927 | |
1053 | return success; |
928 | return success; |
1054 | } |
929 | } |
1055 | |
|
|
1056 | |
930 | |
1057 | /* skill_attack() - Core routine for use when we attack using a skills |
931 | /* skill_attack() - Core routine for use when we attack using a skills |
1058 | * system. In essence, this code handles |
932 | * system. In essence, this code handles |
1059 | * all skill-based attacks, ie hth, missile and melee weapons should be |
933 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1060 | * treated here. If an opponent is already supplied by move_player(), |
934 | * treated here. If an opponent is already supplied by move_player(), |
1061 | * we move right onto do_skill_attack(), otherwise we find if an |
935 | * we move right onto do_skill_attack(), otherwise we find if an |
1062 | * appropriate opponent exists. |
936 | * appropriate opponent exists. |
1063 | * |
937 | * |
1064 | * This is called by move_player() and attack_hth() |
938 | * This is called by move_player() and attack_hth() |
1065 | * |
939 | * |
1066 | * Initial implementation by -bt thomas@astro.psu.edu |
940 | * Initial implementation by -bt thomas@astro.psu.edu |
1067 | */ |
941 | */ |
1068 | |
|
|
1069 | int |
942 | int |
1070 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
943 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1071 | { |
944 | { |
1072 | sint16 tx, ty; |
945 | sint16 tx, ty; |
1073 | mapstruct *m; |
946 | maptile *m; |
1074 | int mflags; |
947 | int mflags; |
1075 | |
948 | |
1076 | if (!dir) |
949 | if (!dir) |
1077 | dir = pl->facing; |
950 | dir = pl->facing; |
|
|
951 | |
1078 | tx = freearr_x[dir]; |
952 | tx = freearr_x[dir]; |
1079 | ty = freearr_y[dir]; |
953 | ty = freearr_y[dir]; |
1080 | |
954 | |
1081 | /* If we don't yet have an opponent, find if one exists, and attack. |
955 | /* 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() |
956 | * Legal opponents are the same as outlined in move_player_attack() |
1083 | */ |
957 | */ |
1084 | |
958 | if (!tmp) |
1085 | if (tmp == NULL) |
|
|
1086 | { |
959 | { |
1087 | m = pl->map; |
960 | m = pl->map; |
1088 | tx = pl->x + freearr_x[dir]; |
961 | tx = pl->x + freearr_x[dir]; |
1089 | ty = pl->y + freearr_y[dir]; |
962 | ty = pl->y + freearr_y[dir]; |
1090 | |
963 | |
… | |
… | |
1094 | |
967 | |
1095 | /* space must be blocked for there to be anything interesting to do */ |
968 | /* 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))) |
969 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1097 | return 0; |
970 | return 0; |
1098 | |
971 | |
1099 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
972 | 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) |
973 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1101 | { |
974 | { |
1102 | /* Don't attack party members */ |
975 | /* Don't attack party members */ |
1103 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
976 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1104 | return 0; |
977 | return 0; |
|
|
978 | |
1105 | break; |
979 | break; |
1106 | } |
980 | } |
1107 | } |
981 | } |
|
|
982 | |
1108 | if (!tmp) |
983 | if (!tmp) |
1109 | { |
984 | { |
1110 | if (pl->type == PLAYER) |
985 | if (pl->type == PLAYER) |
1111 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
986 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
987 | |
1112 | return 0; |
988 | return 0; |
1113 | } |
989 | } |
1114 | |
990 | |
1115 | return do_skill_attack (tmp, pl, string, skill); |
991 | return do_skill_attack (tmp, pl, string, skill); |
1116 | } |
992 | } |
1117 | |
|
|
1118 | |
993 | |
1119 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
994 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1120 | |
995 | |
1121 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
996 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1122 | * (attack_hth) we check for weapon use, etc in the second (the new |
997 | * (attack_hth) we check for weapon use, etc in the second (the new |
1123 | * function skill_attack() we actually attack. |
998 | * function skill_attack() we actually attack. |
1124 | */ |
999 | */ |
1125 | |
|
|
1126 | static int |
1000 | static int |
1127 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1001 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1128 | { |
1002 | { |
1129 | object *enemy = NULL, *weapon; |
1003 | object *enemy = NULL, *weapon; |
1130 | |
1004 | |
… | |
… | |
1133 | { |
1007 | { |
1134 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1008 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1135 | { |
1009 | { |
1136 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1010 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1137 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1011 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1138 | fix_player (pl); |
1012 | pl->update_stats (); |
1139 | if (pl->type == PLAYER) |
1013 | if (pl->type == PLAYER) |
1140 | { |
1014 | { |
1141 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1015 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1142 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1016 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1143 | } |
1017 | } |
|
|
1018 | |
1144 | break; |
1019 | break; |
1145 | } |
1020 | } |
1146 | } |
1021 | } |
|
|
1022 | |
1147 | return skill_attack (enemy, pl, dir, string, skill); |
1023 | return skill_attack (enemy, pl, dir, string, skill); |
1148 | } |
1024 | } |
1149 | |
|
|
1150 | |
1025 | |
1151 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1026 | /* 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. |
1027 | * 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 |
1028 | * But there is a real neato possible feature of this scheme which |
1154 | * bears mentioning: |
1029 | * bears mentioning: |
1155 | * Since we are only calling this from do_skill() in the future |
1030 | * Since we are only calling this from do_skill() in the future |
1156 | * we may make this routine handle 'special' melee weapons attacks |
1031 | * we may make this routine handle 'special' melee weapons attacks |
1157 | * (like disarming manuever with sai) based on player SK_level and |
1032 | * (like disarming manuever with sai) based on player SK_level and |
1158 | * weapon type. |
1033 | * weapon type. |
1159 | */ |
1034 | */ |
1160 | |
|
|
1161 | static int |
1035 | static int |
1162 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1036 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1163 | { |
1037 | { |
1164 | |
1038 | |
1165 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1039 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1166 | { |
1040 | { |
1167 | if (op->type == PLAYER) |
1041 | if (op->type == PLAYER) |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1042 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1043 | |
1169 | return 0; |
1044 | return 0; |
1170 | } |
1045 | } |
|
|
1046 | |
1171 | return skill_attack (NULL, op, dir, string, skill); |
1047 | return skill_attack (NULL, op, dir, string, skill); |
1172 | |
|
|
1173 | } |
1048 | } |
|
|
1049 | |