1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | 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 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* 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. */ |
25 | |
26 | |
26 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | * 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. |
… | |
… | |
39 | |
40 | |
40 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
41 | |
42 | |
42 | #include <global.h> |
43 | #include <global.h> |
43 | #include <object.h> |
44 | #include <object.h> |
44 | #ifndef __CEXTRACT__ |
|
|
45 | # include <sproto.h> |
45 | #include <sproto.h> |
46 | #endif |
|
|
47 | #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. */ |
48 | #include <spells.h> |
47 | #include <spells.h> |
49 | |
48 | |
50 | /* Table of unarmed attack skills. Terminated by -1. This |
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
51 | * is also the list that we should try to use skills when |
50 | 0, // SK_NONE |
52 | * automatically applying one for the player. |
51 | # define def(uc, flags) flags, |
53 | */ |
52 | # include "skillinc.h" |
54 | static uint8 unarmed_skills[] = { |
53 | # undef def |
55 | SK_KARATE, |
|
|
56 | SK_CLAWING, |
|
|
57 | SK_FLAME_TOUCH, |
|
|
58 | SK_SPARK_TOUCH, |
|
|
59 | SK_SHIVER, |
|
|
60 | SK_ACID_SPLASH, |
|
|
61 | SK_POISON_NAIL, |
|
|
62 | SK_PUNCHING, |
|
|
63 | (uint8)-1 |
|
|
64 | }; |
54 | }; |
65 | |
55 | |
66 | 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); |
67 | 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); |
68 | |
58 | |
69 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
70 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
71 | * subtypes. |
61 | * subtypes. |
72 | */ |
62 | */ |
73 | void |
63 | void |
74 | init_skills (void) |
64 | init_skills () |
75 | { |
65 | { |
76 | int i; |
66 | for_all_archetypes (at) |
77 | archetype *at; |
|
|
78 | |
|
|
79 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
80 | if (at->clone.type == SKILL) |
67 | if (at->type == SKILL) |
81 | { |
68 | { |
82 | if (skill_names[at->clone.subtype] != NULL) |
69 | if (skill_names[at->subtype]) |
83 | 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", |
84 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
85 | else |
72 | else |
86 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->subtype] = at->skill; |
87 | } |
74 | } |
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 | { |
|
|
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 | } |
|
|
97 | } |
82 | } |
98 | |
|
|
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) |
|
|
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 | { |
|
|
112 | if (tmp->type == SKILL) |
96 | if (tmp->type == SKILL) |
|
|
97 | { |
|
|
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
|
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99 | |
|
|
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 | { |
|
|
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); |
|
|
106 | |
|
|
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) |
|
|
121 | { |
|
|
122 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
123 | } |
|
|
124 | else |
|
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125 | { |
|
|
126 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
|
|
127 | op->contr->last_skill_exp[tmp->subtype] = -1; |
|
|
128 | } |
|
|
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; |
|
|
127 | } |
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128 | |
|
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129 | object *player::find_skill (shstr_cmp name) const |
|
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130 | { |
|
|
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 | |
|
|
148 | /* We make sure the length of the string in the object is greater |
|
|
149 | * in length than the passed string. Eg, if we have a skill called |
|
|
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 (!who->apply (splay (skill_tool))) |
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 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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184 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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185 | && tmp->skill.starts_with (name)) |
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186 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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187 | return skop; |
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188 | |
190 | return NULL; |
189 | return 0; |
191 | } |
190 | } |
192 | |
|
|
193 | |
191 | |
194 | /* This returns the skill pointer of the given name (the |
192 | /* This returns the skill pointer of the given name (the |
195 | * one that accumlates exp, has the level, etc). |
193 | * one that accumulates exp, has the level, etc). |
196 | * |
194 | * |
197 | * It is presumed that the player will be needing to actually |
195 | * 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 |
196 | * use the skill, so thus if use of the skill requires a skill |
199 | * tool, this code will equip it. |
197 | * tool, this code will equip it. |
200 | * |
198 | * |
… | |
… | |
203 | * this replaces find_skill. |
201 | * this replaces find_skill. |
204 | */ |
202 | */ |
205 | object * |
203 | object * |
206 | find_skill_by_number (object *who, int skillno) |
204 | find_skill_by_number (object *who, int skillno) |
207 | { |
205 | { |
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) |
206 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
214 | { |
|
|
215 | if (tmp->type == SKILL && tmp->subtype == skillno) |
207 | if (tmp->type == SKILL && tmp->subtype == skillno) |
216 | skill = tmp; |
208 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
217 | |
|
|
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 | } |
|
|
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 | |
|
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245 | if (!skill) |
|
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246 | { |
|
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247 | skill = give_skill_by_name (who, skill_tool->skill); |
|
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248 | link_player_skills (who); |
|
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249 | } |
|
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250 | |
|
|
251 | return skill; |
209 | return skop; |
252 | } |
|
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253 | |
210 | |
254 | return NULL; |
211 | return 0; |
255 | } |
212 | } |
256 | |
213 | |
257 | /* This changes the objects skill to new_skill. |
214 | /* This changes the objects chosen_skill to new_skill. |
258 | * note that this function doesn't always need to get used - |
|
|
259 | * you can now add skill exp to the player without the chosen_skill being |
|
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260 | * set. This function is of most interest to players to update |
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261 | * the various range information. |
|
|
262 | * if new_skill is null, this just unapplies the skill. |
|
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263 | * flag has the current meaning: |
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264 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
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265 | * need to ready a new skill, but don't want to clobber range. |
|
|
266 | * return 1 on success, 0 on error |
215 | * return 1 on success, 0 on error |
267 | */ |
216 | */ |
268 | |
217 | bool |
269 | int |
218 | object::change_skill (object *new_skill) |
270 | change_skill (object *who, object *new_skill, int flag) |
|
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271 | { |
219 | { |
272 | int old_range; |
|
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273 | |
|
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274 | if (who->type != PLAYER) |
220 | if (type != PLAYER) |
275 | return 0; |
221 | return 0; |
276 | |
222 | |
277 | old_range = who->contr->shoottype; |
223 | // optimise this supposedly common case |
278 | |
224 | if (new_skill == chosen_skill) |
279 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
|
280 | { |
|
|
281 | /* optimization for changing skill to current skill */ |
|
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282 | if (who->type == PLAYER && !(flag & 0x1)) |
|
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283 | who->contr->shoottype = range_skill; |
|
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284 | |
|
|
285 | return 1; |
225 | return 1; |
286 | } |
|
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287 | |
226 | |
288 | // move skill to front, so it will be preferred next time |
|
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289 | new_skill->remove (); |
|
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290 | who->insert (new_skill); |
|
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291 | |
|
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292 | if (!new_skill || who->chosen_skill) |
|
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293 | if (who->chosen_skill) |
227 | if (chosen_skill) |
294 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
228 | { |
|
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229 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
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230 | change_abil (this, chosen_skill); |
|
|
231 | } |
295 | |
232 | |
296 | /* Only goal in this case was to unapply a skill */ |
233 | chosen_skill = new_skill; |
|
|
234 | |
297 | if (!new_skill) |
235 | if (chosen_skill) |
298 | return 0; |
236 | { |
|
|
237 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
238 | change_abil (this, chosen_skill); |
|
|
239 | } |
299 | |
240 | |
300 | if (apply_special (who, new_skill, AP_APPLY)) |
241 | // always clear current weapon, as the selected skill could |
301 | return 0; |
242 | // conflict with the current weapon skill, which would go |
|
|
243 | // undetected and exp would be given to the wrong skill. |
|
|
244 | current_weapon = 0; |
302 | |
245 | |
303 | if (flag & 0x1) |
246 | update_stats (); |
304 | who->contr->shoottype = (rangetype)old_range; |
|
|
305 | |
|
|
306 | return 1; |
247 | return 1; |
307 | } |
|
|
308 | |
|
|
309 | /* This function just clears the chosen_skill and range_skill values |
|
|
310 | * inthe player. |
|
|
311 | */ |
|
|
312 | void |
|
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313 | clear_skill (object *who) |
|
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314 | { |
|
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315 | who->chosen_skill = NULL; |
|
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316 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
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317 | if (who->type == PLAYER) |
|
|
318 | { |
|
|
319 | who->contr->ranges[range_skill] = NULL; |
|
|
320 | if (who->contr->shoottype == range_skill) |
|
|
321 | who->contr->shoottype = range_none; |
|
|
322 | } |
|
|
323 | } |
248 | } |
324 | |
249 | |
325 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
250 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
326 | * We handle all requests for skill use outside of some combat here. |
251 | * We handle all requests for skill use outside of some combat here. |
327 | * We require a separate routine outside of fire() so as to allow monsters |
252 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
330 | * exp - no caller needed that info, but it also prevented the callers |
255 | * exp - no caller needed that info, but it also prevented the callers |
331 | * from know if a skill was actually used, as many skills don't |
256 | * from know if a skill was actually used, as many skills don't |
332 | * give any exp for their direct use (eg, throwing). |
257 | * give any exp for their direct use (eg, throwing). |
333 | * It returns 0 if no skill was used. |
258 | * It returns 0 if no skill was used. |
334 | */ |
259 | */ |
335 | |
|
|
336 | int |
260 | int |
337 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
261 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
338 | { |
262 | { |
339 | int success = 0, exp = 0; |
263 | int success = 0, exp = 0; |
340 | int did_alc = 0; |
|
|
341 | object *tmp, *next; |
|
|
342 | |
264 | |
343 | if (!skill) |
265 | if (!skill) |
344 | return 0; |
266 | return 0; |
345 | |
267 | |
346 | /* The code below presumes that the skill points to the object that |
268 | /* The code below presumes that the skill points to the object that |
… | |
… | |
348 | * go and try to find the actual real skill pointer, and if the |
270 | * go and try to find the actual real skill pointer, and if the |
349 | * the player doesn't have a bucket for that, create one. |
271 | * the player doesn't have a bucket for that, create one. |
350 | */ |
272 | */ |
351 | if (skill->type != SKILL && op->type == PLAYER) |
273 | if (skill->type != SKILL && op->type == PLAYER) |
352 | { |
274 | { |
353 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
275 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
354 | { |
|
|
355 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
276 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
356 | break; |
277 | { |
|
|
278 | skill = tmp; |
|
|
279 | goto found; |
357 | } |
280 | } |
358 | if (!tmp) |
281 | |
359 | tmp = give_skill_by_name (op, skill->skill); |
282 | skill = give_skill_by_name (op, skill->skill); |
360 | skill = tmp; |
283 | found: ; |
361 | } |
284 | } |
362 | |
285 | |
363 | // skill, by_whom, on_which_object, which direction, skill_argument |
286 | // skill, by_whom, on_which_object, which direction, skill_argument |
364 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
287 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
365 | return 0; |
288 | return 0; |
366 | |
289 | |
367 | switch (skill->subtype) |
290 | switch (skill->subtype) |
368 | { |
291 | { |
369 | case SK_LEVITATION: |
292 | case SK_LEVITATION: |
370 | /* Not 100% sure if this will work with new movement code - |
293 | /* Not 100% sure if this will work with new movement code - |
371 | * the levitation skill has move_type for flying, so when |
294 | * the levitation skill has move_type for flying, so when |
372 | * equipped, that should transfer to player, when not, |
295 | * equipped, that should transfer to player, when not, |
373 | * shouldn't. |
296 | * shouldn't. |
374 | */ |
297 | */ |
375 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
298 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
376 | { |
299 | { |
377 | CLEAR_FLAG (skill, FLAG_APPLIED); |
300 | CLEAR_FLAG (skill, FLAG_APPLIED); |
378 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
301 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
379 | } |
302 | } |
380 | else |
303 | else |
381 | { |
304 | { |
382 | SET_FLAG (skill, FLAG_APPLIED); |
305 | SET_FLAG (skill, FLAG_APPLIED); |
383 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
306 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
384 | } |
307 | } |
385 | fix_player (op); |
308 | |
|
|
309 | op->update_stats (); |
386 | success = 1; |
310 | success = 1; |
387 | break; |
311 | break; |
388 | |
312 | |
389 | case SK_STEALING: |
313 | case SK_STEALING: |
390 | exp = success = steal (op, dir, skill); |
314 | exp = success = steal (op, dir, skill); |
391 | break; |
315 | break; |
392 | |
316 | |
393 | case SK_LOCKPICKING: |
317 | case SK_LOCKPICKING: |
394 | exp = success = pick_lock (op, dir, skill); |
318 | exp = success = pick_lock (op, dir, skill); |
395 | break; |
319 | break; |
396 | |
320 | |
397 | case SK_HIDING: |
321 | case SK_HIDING: |
398 | exp = success = hide (op, skill); |
322 | exp = success = hide (op, skill); |
399 | break; |
323 | break; |
400 | |
324 | |
401 | case SK_JUMPING: |
325 | case SK_JUMPING: |
402 | success = jump (op, dir, skill); |
326 | exp = success = jump (op, dir, skill); |
403 | break; |
327 | break; |
404 | |
328 | |
405 | case SK_INSCRIPTION: |
329 | case SK_INSCRIPTION: |
406 | exp = success = write_on_item (op, string, skill); |
330 | exp = success = write_on_item (op, string, skill); |
407 | break; |
331 | break; |
408 | |
332 | |
409 | case SK_MEDITATION: |
333 | case SK_MEDITATION: |
410 | meditate (op, skill); |
334 | meditate (op, skill); |
411 | success = 1; |
335 | success = 1; |
412 | break; |
336 | break; |
413 | /* note that the following 'attack' skills gain exp through hit_player() */ |
337 | /* note that the following 'attack' skills gain exp through hit_player() */ |
414 | |
338 | |
415 | case SK_KARATE: |
339 | case SK_KARATE: |
416 | (void) attack_hth (op, dir, "karate-chopped", skill); |
340 | attack_hth (op, dir, "karate-chopped", skill); |
417 | break; |
341 | break; |
418 | |
342 | |
419 | case SK_PUNCHING: |
343 | case SK_PUNCHING: |
420 | (void) attack_hth (op, dir, "punched", skill); |
344 | attack_hth (op, dir, "punched", skill); |
421 | break; |
345 | break; |
422 | |
346 | |
423 | case SK_FLAME_TOUCH: |
347 | case SK_FLAME_TOUCH: |
424 | (void) attack_hth (op, dir, "flamed", skill); |
348 | attack_hth (op, dir, "flamed", skill); |
425 | break; |
349 | break; |
426 | |
350 | |
427 | case SK_SPARK_TOUCH: |
351 | case SK_SPARK_TOUCH: |
428 | (void) attack_hth (op, dir, "zapped", skill); |
352 | attack_hth (op, dir, "zapped", skill); |
429 | break; |
353 | break; |
430 | |
354 | |
431 | case SK_SHIVER: |
355 | case SK_SHIVER: |
432 | (void) attack_hth (op, dir, "froze", skill); |
356 | attack_hth (op, dir, "froze", skill); |
433 | break; |
357 | break; |
434 | |
358 | |
435 | case SK_ACID_SPLASH: |
359 | case SK_ACID_SPLASH: |
436 | (void) attack_hth (op, dir, "dissolved", skill); |
360 | attack_hth (op, dir, "dissolved", skill); |
437 | break; |
361 | break; |
438 | |
362 | |
439 | case SK_POISON_NAIL: |
363 | case SK_POISON_NAIL: |
440 | (void) attack_hth (op, dir, "injected poison into", skill); |
364 | attack_hth (op, dir, "injected poison into", skill); |
441 | break; |
365 | break; |
442 | |
366 | |
443 | case SK_CLAWING: |
367 | case SK_CLAWING: |
444 | (void) attack_hth (op, dir, "clawed", skill); |
368 | attack_hth (op, dir, "clawed", skill); |
445 | break; |
369 | break; |
446 | |
370 | |
447 | case SK_ONE_HANDED_WEAPON: |
371 | case SK_ONE_HANDED_WEAPON: |
448 | case SK_TWO_HANDED_WEAPON: |
372 | case SK_TWO_HANDED_WEAPON: |
449 | (void) attack_melee_weapon (op, dir, NULL, skill); |
373 | attack_melee_weapon (op, dir, NULL, skill); |
450 | break; |
374 | break; |
451 | |
375 | |
452 | case SK_FIND_TRAPS: |
376 | case SK_FIND_TRAPS: |
453 | exp = success = find_traps (op, skill); |
377 | exp = success = find_traps (op, skill); |
454 | break; |
378 | break; |
455 | |
379 | |
456 | case SK_SINGING: |
380 | case SK_SINGING: |
457 | exp = success = singing (op, dir, skill); |
381 | exp = success = singing (op, dir, skill); |
458 | break; |
382 | break; |
459 | |
383 | |
460 | case SK_ORATORY: |
384 | case SK_ORATORY: |
461 | exp = success = use_oratory (op, dir, skill); |
385 | exp = success = use_oratory (op, dir, skill); |
462 | break; |
386 | break; |
463 | |
387 | |
464 | case SK_SMITHERY: |
388 | case SK_SMITHERY: |
465 | case SK_BOWYER: |
389 | case SK_BOWYER: |
466 | case SK_JEWELER: |
390 | case SK_JEWELER: |
467 | case SK_ALCHEMY: |
391 | case SK_ALCHEMY: |
468 | case SK_THAUMATURGY: |
392 | case SK_THAUMATURGY: |
469 | case SK_LITERACY: |
393 | case SK_LITERACY: |
470 | case SK_WOODSMAN: |
394 | case SK_WOODSMAN: |
471 | /* first, we try to find a cauldron, and do the alchemy thing. |
395 | /* first, we try to find a cauldron, and do the alchemy thing. |
472 | * failing that, we go and identify stuff. |
396 | * failing that, we go and identify stuff. |
473 | */ |
397 | */ |
|
|
398 | { |
|
|
399 | bool found_cauldron = false; |
|
|
400 | |
474 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
401 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
475 | { |
402 | { |
476 | next = tmp->above; |
403 | next = tmp->above; |
477 | |
404 | |
478 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
405 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
479 | { |
406 | { |
|
|
407 | found_cauldron = true; |
|
|
408 | |
|
|
409 | if (tmp->skill != skill->skill) |
|
|
410 | { |
|
|
411 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
|
412 | query_name (tmp), |
|
|
413 | query_name (skill)); |
|
|
414 | break; |
|
|
415 | } |
|
|
416 | |
480 | attempt_do_alchemy (op, tmp); |
417 | attempt_do_alchemy (op, tmp, skill); |
481 | |
418 | |
482 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
419 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
483 | esrv_send_inventory (op, tmp); |
420 | esrv_send_inventory (op, tmp); |
484 | |
|
|
485 | did_alc = 1; |
|
|
486 | } |
421 | } |
487 | } |
422 | } |
488 | |
423 | |
489 | if (did_alc == 0) |
424 | if (!found_cauldron) |
490 | exp = success = skill_ident (op, skill); |
425 | exp = success = skill_ident (op, skill); |
491 | |
426 | } |
492 | break; |
427 | break; |
493 | |
428 | |
494 | case SK_DET_MAGIC: |
429 | case SK_DET_MAGIC: |
495 | case SK_DET_CURSE: |
430 | case SK_DET_CURSE: |
496 | exp = success = skill_ident (op, skill); |
431 | exp = success = skill_ident (op, skill); |
497 | break; |
432 | break; |
498 | |
433 | |
499 | case SK_DISARM_TRAPS: |
434 | case SK_DISARM_TRAPS: |
500 | exp = success = remove_trap (op, dir, skill); |
435 | exp = success = remove_trap (op, dir, skill); |
501 | break; |
436 | break; |
502 | |
437 | |
503 | case SK_THROWING: |
438 | case SK_THROWING: |
504 | success = skill_throw (op, part, dir, string, skill); |
439 | success = skill_throw (op, part, dir, string, skill); |
505 | break; |
440 | break; |
506 | |
441 | |
507 | case SK_SET_TRAP: |
442 | case SK_SET_TRAP: |
508 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
443 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
509 | break; |
444 | break; |
510 | |
445 | |
511 | case SK_USE_MAGIC_ITEM: |
446 | case SK_USE_MAGIC_ITEM: |
512 | case SK_MISSILE_WEAPON: |
447 | case SK_MISSILE_WEAPON: |
513 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
448 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
514 | break; |
449 | break; |
515 | |
450 | |
516 | case SK_PRAYING: |
451 | case SK_PRAYING: |
517 | success = pray (op, skill); |
452 | success = pray (op, skill); |
518 | break; |
453 | break; |
519 | |
454 | |
520 | case SK_BARGAINING: |
455 | case SK_BARGAINING: |
521 | success = describe_shop (op); |
456 | success = describe_shop (op); |
522 | break; |
457 | break; |
523 | |
458 | |
524 | case SK_SORCERY: |
459 | case SK_SORCERY: |
525 | case SK_EVOCATION: |
460 | case SK_EVOCATION: |
526 | case SK_PYROMANCY: |
461 | case SK_PYROMANCY: |
527 | case SK_SUMMONING: |
462 | case SK_SUMMONING: |
528 | case SK_CLIMBING: |
463 | case SK_CLIMBING: |
529 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
530 | break; |
465 | break; |
531 | |
466 | |
|
|
467 | case SK_MINING: |
|
|
468 | success = skill_mining (op, part, skill, dir, string); |
|
|
469 | break; |
|
|
470 | |
|
|
471 | case SK_FISHING: |
|
|
472 | success = skill_fishing (op, part, skill, dir, string); |
|
|
473 | break; |
|
|
474 | |
532 | default: |
475 | default: |
533 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
476 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
534 | break; |
477 | break; |
535 | } |
478 | } |
536 | |
479 | |
537 | /* For players we now update the speed_left from using the skill. |
480 | /* For players we now update the speed_left from using the skill. |
538 | * Monsters have no skill use time because of the random nature in |
481 | * Monsters have no skill use time because of the random nature in |
539 | * which use_monster_skill is called already simulates this. |
482 | * which use_monster_skill is called already simulates this. |
540 | * If certain skills should take more/less time, that should be |
483 | * If certain skills should take more/less time, that should be |
541 | * in the code for the skill itself. |
484 | * in the code for the skill itself. |
542 | */ |
485 | */ |
543 | |
|
|
544 | if (op->type == PLAYER) |
486 | if (op->type == PLAYER) |
545 | op->speed_left -= 1.0; |
487 | op->speed_left -= 1.f; |
546 | |
488 | |
547 | /* this is a good place to add experience for successfull use of skills. |
489 | /* this is a good place to add experience for successfull use of skills. |
548 | * Note that add_exp() will figure out player/monster experience |
490 | * Note that add_exp() will figure out player/monster experience |
549 | * gain problems. |
491 | * gain problems. |
550 | */ |
492 | */ |
… | |
… | |
578 | * op is the object that was 'defeated'. |
520 | * op is the object that was 'defeated'. |
579 | * skill is the skill used. If no skill is used, it should just |
521 | * skill is the skill used. If no skill is used, it should just |
580 | * point back to who. |
522 | * point back to who. |
581 | * |
523 | * |
582 | */ |
524 | */ |
583 | |
|
|
584 | int |
525 | int |
585 | calc_skill_exp (object *who, object *op, object *skill) |
526 | calc_skill_exp (object *who, object *op, object *skill) |
586 | { |
527 | { |
587 | int op_exp = 0, op_lvl = 0; |
528 | int op_exp = 0, op_lvl = 0; |
588 | float base, value, lvl_mult = 0.0; |
529 | float base, value, lvl_mult = 0.0; |
… | |
… | |
597 | * If an object is not alive and magical we set the base exp higher to |
538 | * If an object is not alive and magical we set the base exp higher to |
598 | * help out exp awards for skill_ident skills. Also, if |
539 | * help out exp awards for skill_ident skills. Also, if |
599 | * an item is type RUNE, we give out exp based on stats.Cha |
540 | * an item is type RUNE, we give out exp based on stats.Cha |
600 | * and level (this was the old system) -b.t. |
541 | * and level (this was the old system) -b.t. |
601 | */ |
542 | */ |
602 | |
|
|
603 | if (!op) |
543 | if (!op) |
604 | { /* no item/creature */ |
544 | { /* no item/creature */ |
605 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
545 | op_lvl = max (1, who->map->difficulty); |
606 | op_exp = 0; |
546 | op_exp = 0; |
607 | } |
547 | } |
608 | else if (op->type == RUNE || op->type == TRAP) |
548 | else if (op->type == RUNE || op->type == TRAP) |
609 | { /* all traps. If stats.Cha > 1 we use that |
549 | { /* all traps. If stats.Cha > 1 we use that |
610 | * for the amount of experience */ |
550 | * for the amount of experience */ |
… | |
… | |
614 | else |
554 | else |
615 | { /* all other items/living creatures */ |
555 | { /* all other items/living creatures */ |
616 | op_exp = op->stats.exp; |
556 | op_exp = op->stats.exp; |
617 | op_lvl = op->level; |
557 | op_lvl = op->level; |
618 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
558 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
619 | { /* for ident/make items */ |
559 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
620 | op_lvl += 5 * abs (op->magic); |
|
|
621 | } |
|
|
622 | } |
560 | } |
623 | |
561 | |
624 | if (op_lvl < 1) |
562 | if (op_lvl < 1) |
625 | op_lvl = 1; |
563 | op_lvl = 1; |
626 | |
564 | |
… | |
… | |
634 | /* if skill really is a skill, then we can look at the skill archetype for |
572 | /* if skill really is a skill, then we can look at the skill archetype for |
635 | * bse reward value (exp) and level multiplier factor. |
573 | * bse reward value (exp) and level multiplier factor. |
636 | */ |
574 | */ |
637 | if (skill->type == SKILL) |
575 | if (skill->type == SKILL) |
638 | { |
576 | { |
639 | base += skill->arch->clone.stats.exp; |
577 | base += skill->arch->stats.exp; |
640 | if (settings.simple_exp) |
578 | if (settings.simple_exp) |
641 | { |
579 | { |
642 | if (skill->arch->clone.level) |
580 | if (skill->arch->level) |
643 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
581 | lvl_mult = (float) skill->arch->level / 100.0; |
644 | else |
582 | else |
645 | lvl_mult = 1.0; /* no adjustment */ |
583 | lvl_mult = 1.0; /* no adjustment */ |
646 | } |
584 | } |
647 | else |
585 | else |
648 | { |
586 | { |
649 | if (skill->level) |
587 | if (skill->level) |
650 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
588 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
651 | else |
589 | else |
652 | lvl_mult = 1.0; |
590 | lvl_mult = 1.0; |
653 | } |
591 | } |
654 | } |
592 | } |
655 | else |
593 | else |
656 | { |
594 | { |
657 | /* Don't divide by zero here! */ |
595 | /* Don't divide by zero here! */ |
658 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
596 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
659 | } |
597 | } |
660 | } |
598 | } |
661 | |
599 | |
662 | /* assemble the exp total, and return value */ |
600 | /* assemble the exp total, and return value */ |
663 | |
601 | |
… | |
… | |
677 | * This one actually teaches the player the skill as something |
615 | * This one actually teaches the player the skill as something |
678 | * they can equip. |
616 | * they can equip. |
679 | * Return 0 if the player knows the skill, 1 if the |
617 | * Return 0 if the player knows the skill, 1 if the |
680 | * player learns the skill, 2 otherwise. |
618 | * player learns the skill, 2 otherwise. |
681 | */ |
619 | */ |
682 | |
|
|
683 | int |
620 | int |
684 | learn_skill (object *pl, object *scroll) |
621 | learn_skill (object *pl, object *scroll) |
685 | { |
622 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | if (!scroll->skill) |
623 | if (!scroll->skill) |
689 | { |
624 | { |
690 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
625 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
691 | return 2; |
626 | return 2; |
692 | } |
627 | } |
693 | |
628 | |
694 | /* can't use find_skill_by_name because we want skills the player knows |
629 | object *tmp = find_skill (pl, scroll->skill); |
695 | * but can't use natively. |
|
|
696 | */ |
|
|
697 | |
|
|
698 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
699 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
700 | break; |
|
|
701 | |
630 | |
702 | /* player already knows it */ |
631 | /* player already knows it */ |
703 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
632 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
704 | return 0; |
633 | return 0; |
705 | |
634 | |
… | |
… | |
718 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
647 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
719 | return 2; |
648 | return 2; |
720 | } |
649 | } |
721 | |
650 | |
722 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
651 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
723 | link_player_skills (pl); |
652 | |
724 | return 1; |
653 | return 1; |
725 | } |
654 | } |
726 | |
655 | |
727 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
656 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
728 | |
|
|
729 | /* Probably belongs in some global utils-type file? */ |
657 | /* Probably belongs in some global utils-type file? */ |
730 | static int |
658 | static int |
731 | clipped_percent (sint64 a, sint64 b) |
659 | clipped_percent (sint64 a, sint64 b) |
732 | { |
660 | { |
733 | int rv; |
661 | int rv; |
… | |
… | |
753 | * Note this function is a bit more complicated becauase we |
681 | * Note this function is a bit more complicated becauase we |
754 | * we want ot sort the skills before printing them. If we |
682 | * we want ot sort the skills before printing them. If we |
755 | * just dumped this as we found it, this would be a bit |
683 | * just dumped this as we found it, this would be a bit |
756 | * simpler. |
684 | * simpler. |
757 | */ |
685 | */ |
758 | |
686 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
759 | void |
687 | void |
760 | show_skills (object *op, const char *search) |
688 | show_skills (object *pl, const char *search) |
761 | { |
689 | { |
762 | object *tmp = NULL; |
|
|
763 | char buf[MAX_BUF]; |
|
|
764 | const char *cp; |
690 | const char *cp; |
765 | int i, num_skills_found = 0; |
691 | int i, num_skills_found = 0; |
766 | static const char *const periods = "........................................"; |
692 | const char *const periods = ".............................."; // 30 |
767 | |
693 | |
768 | /* Need to have a pointer and use strdup for qsort to work properly */ |
694 | /* Need to have a pointer and use strdup for qsort to work properly */ |
769 | char skills[NUM_SKILLS][MAX_BUF]; |
695 | char skills[NUM_SKILLS][128]; // d'oh |
770 | |
696 | |
|
|
697 | object *op = pl->contr->ob; |
771 | |
698 | |
772 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
699 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
773 | { |
700 | { |
774 | if (tmp->type == SKILL) |
701 | if (tmp->type == SKILL) |
775 | { |
702 | { |
776 | if (search && strstr (tmp->name, search) == NULL) |
703 | if (search && !tmp->name.contains (search)) |
777 | continue; |
704 | continue; |
|
|
705 | |
|
|
706 | char buf[30]; |
|
|
707 | |
778 | /* Basically want to fill this out to 40 spaces with periods */ |
708 | /* Basically want to fill this out to 30 spaces with periods */ |
779 | sprintf (buf, "%s%s", &tmp->name, periods); |
709 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
780 | buf[40] = 0; |
|
|
781 | |
710 | |
782 | if (settings.permanent_exp_ratio) |
711 | if (settings.permanent_exp_ratio) |
783 | { |
|
|
784 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
712 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
785 | buf, tmp->level, tmp->stats.exp, |
713 | buf, tmp->level, tmp->stats.exp, |
786 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
714 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
787 | } |
|
|
788 | else |
715 | else |
789 | { |
|
|
790 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
716 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
791 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
717 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
792 | } |
718 | |
793 | /* I don't know why some characters get a bunch of skills, but |
719 | /* I don't know why some characters get a bunch of skills, but |
794 | * it sometimes happens (maybe a leftover from bugier earlier code |
720 | * it sometimes happens (maybe a leftover from bugier earlier code |
795 | * and those character are still about). In any case, lets handle |
721 | * and those character are still about). In any case, lets handle |
796 | * it so it doesn't crash the server - otherwise, one character may |
722 | * it so it doesn't crash the server - otherwise, one character may |
797 | * crash the server numerous times. |
723 | * crash the server numerous times. |
798 | */ |
724 | */ |
799 | if (num_skills_found >= NUM_SKILLS) |
725 | if (num_skills_found >= NUM_SKILLS) |
800 | { |
726 | { |
801 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
727 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
802 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
728 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
803 | break; |
729 | break; |
804 | } |
730 | } |
805 | } |
731 | } |
806 | } |
732 | } |
807 | |
733 | |
808 | clear_win_info (op); |
734 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
809 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
735 | |
|
|
736 | msg << "T<Player skills:>\n\n"; |
810 | if (num_skills_found > 1) |
737 | if (num_skills_found > 1) |
811 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
738 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
812 | |
739 | |
813 | for (i = 0; i < num_skills_found; i++) |
740 | for (i = 0; i < num_skills_found; i++) |
814 | { |
741 | msg << " C<" << skills [i] << ">\n"; |
815 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
|
|
816 | } |
|
|
817 | |
742 | |
818 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
743 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
819 | |
744 | |
820 | cp = determine_god (op); |
745 | cp = determine_god (op); |
821 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
746 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
822 | |
747 | |
823 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
748 | msg << "Your equipped item power is " << (int)op->contr->item_power |
824 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
749 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
750 | << ".\n"; |
|
|
751 | |
|
|
752 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
825 | } |
753 | } |
826 | |
754 | |
827 | /* use_skill() - similar to invoke command, it executes the skill in the |
755 | /* use_skill() - similar to invoke command, it executes the skill in the |
828 | * direction that the user is facing. Returns false if we are unable to |
756 | * direction that the user is facing. Returns false if we are unable to |
829 | * change to the requested skill, or were unable to use the skill properly. |
757 | * change to the requested skill, or were unable to use the skill properly. |
830 | * This is tricky because skills can have spaces. We basically roll |
758 | * This is tricky because skills can have spaces. We basically roll |
831 | * our own find_skill_by_name so we can try to do better string matching. |
759 | * our own find_skill_by_name so we can try to do better string matching. |
832 | */ |
760 | */ |
833 | |
|
|
834 | int |
761 | int |
835 | use_skill (object *op, const char *string) |
762 | use_skill (object *op, const char *string) |
836 | { |
763 | { |
837 | object *skop; |
764 | object *skop; |
838 | size_t len; |
765 | size_t len; |
839 | |
766 | |
840 | if (!string) |
767 | if (!string) |
841 | return 0; |
768 | return 0; |
842 | |
769 | |
843 | for (skop = op->inv; skop != NULL; skop = skop->below) |
770 | for (skop = op->inv; skop; skop = skop->below) |
844 | { |
771 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
845 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
846 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
772 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
773 | { |
|
|
774 | skop = find_skill_by_name (op, skop->skill); |
847 | break; |
775 | break; |
848 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
849 | break; |
|
|
850 | } |
776 | } |
|
|
777 | |
851 | if (!skop) |
778 | if (!skop) |
852 | { |
779 | { |
853 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
780 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
781 | return 0; |
|
|
782 | } |
|
|
783 | |
|
|
784 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
785 | { |
|
|
786 | op->failmsgf ( |
|
|
787 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
788 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
789 | "use it with some item, or it's always active.>", |
|
|
790 | &skop->skill |
|
|
791 | ); |
854 | return 0; |
792 | return 0; |
855 | } |
793 | } |
856 | |
794 | |
857 | len = strlen (skop->skill); |
795 | len = strlen (skop->skill); |
858 | |
796 | |
… | |
… | |
860 | * options given to the skill. Its pretty simple - if there |
798 | * options given to the skill. Its pretty simple - if there |
861 | * are extra parameters (as deteremined by string length), we |
799 | * are extra parameters (as deteremined by string length), we |
862 | * want to skip over any leading spaces. |
800 | * want to skip over any leading spaces. |
863 | */ |
801 | */ |
864 | if (len >= strlen (string)) |
802 | if (len >= strlen (string)) |
865 | { |
|
|
866 | string = NULL; |
803 | string = NULL; |
867 | } |
|
|
868 | else |
804 | else |
869 | { |
805 | { |
870 | string += len; |
806 | string += len; |
871 | while (*string == 0x20) |
807 | while (*string == 0x20) |
872 | string++; |
808 | string++; |
|
|
809 | |
873 | if (strlen (string) == 0) |
810 | if (strlen (string) == 0) |
874 | string = NULL; |
811 | string = NULL; |
875 | } |
812 | } |
876 | |
813 | |
877 | #ifdef SKILL_UTIL_DEBUG |
814 | #ifdef SKILL_UTIL_DEBUG |
878 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
815 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
879 | #endif |
816 | #endif |
880 | |
817 | |
881 | /* Change to the new skill, then execute it. */ |
|
|
882 | if (do_skill (op, op, skop, op->facing, string)) |
818 | if (do_skill (op, op, skop, op->facing, string)) |
883 | return 1; |
819 | return 1; |
884 | |
820 | |
885 | return 0; |
821 | return 0; |
886 | } |
822 | } |
887 | |
823 | |
888 | static bool |
824 | static bool |
889 | hth_skill_p (object *skill) |
825 | hth_skill_p (object *skill) |
890 | { |
826 | { |
891 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
827 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
892 | if (skill->subtype == unarmed_skills[i]) |
|
|
893 | return 1; |
|
|
894 | |
|
|
895 | return 0; |
|
|
896 | } |
828 | } |
897 | |
829 | |
898 | /* This finds the first unarmed skill the player has, and returns it. |
830 | /* This finds the first unarmed skill the player has, and returns it. |
899 | */ |
831 | */ |
900 | static object * |
832 | static object * |
… | |
… | |
914 | * tmp is the targetted monster. |
846 | * tmp is the targetted monster. |
915 | * op is what is attacking |
847 | * op is what is attacking |
916 | * string is passed along to describe what messages to describe |
848 | * string is passed along to describe what messages to describe |
917 | * the damage. |
849 | * the damage. |
918 | */ |
850 | */ |
919 | |
|
|
920 | static int |
851 | static int |
921 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
852 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
922 | { |
853 | { |
923 | int success; |
|
|
924 | |
|
|
925 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
854 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
926 | return RESULT_INT (0); |
855 | return RESULT_INT (0); |
927 | |
856 | |
928 | /* For Players only: if there is no ready weapon, and no "attack" skill |
857 | /* For Players only: if there is no ready weapon, and no "attack" skill |
929 | * is readied either then try to find a skill for the player to use. |
858 | * is readied either then try to find a skill for the player to use. |
930 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
859 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
931 | * the caller should have set it appropriately). We still want to pass |
860 | * the caller should have set it appropriately). We still want to pass |
932 | * through that code if skill is set to change to the skill. |
861 | * through that code if skill is set to change to the skill. |
933 | */ |
862 | */ |
934 | if (op->type == PLAYER) |
863 | if (player *pl = op->contr) |
935 | { |
864 | { |
936 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
865 | if (skill) |
937 | { |
866 | { |
938 | if (!skill) |
867 | if (!op->apply (skill)) |
939 | { |
|
|
940 | /* See if the players chosen skill is a combat skill, and use |
|
|
941 | * it if appropriate. |
|
|
942 | */ |
|
|
943 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
944 | skill = op->chosen_skill; |
|
|
945 | else |
|
|
946 | { |
|
|
947 | skill = find_player_hth_skill (op); |
|
|
948 | |
|
|
949 | if (!skill) |
|
|
950 | { |
|
|
951 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
|
|
952 | return 0; |
|
|
953 | } |
|
|
954 | } |
|
|
955 | } |
|
|
956 | |
|
|
957 | /* now try to ready the new skill */ |
|
|
958 | if (!change_skill (op, skill, 0)) |
|
|
959 | { /* oh oh, trouble! */ |
|
|
960 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
961 | return 0; |
868 | return 0; |
962 | } |
|
|
963 | } |
869 | } |
964 | else |
870 | else |
965 | { |
871 | { |
966 | /* Seen some crashes below where current_weapon is not set, |
872 | if (!pl->combat_ob) |
967 | * even though the flag says it is. So if current weapon isn't set, |
|
|
968 | * do some work in trying to find the object to use. |
|
|
969 | */ |
|
|
970 | if (!op->current_weapon) |
|
|
971 | { |
873 | { |
972 | object *tmp; |
874 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
973 | |
|
|
974 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
975 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
976 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
977 | break; |
|
|
978 | |
|
|
979 | if (!tmp) |
|
|
980 | { |
875 | { |
|
|
876 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
877 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
878 | break; |
|
|
879 | |
|
|
880 | if (!tmp) |
981 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
881 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
982 | op->current_weapon = NULL; |
882 | |
|
|
883 | pl->combat_ob = tmp; |
|
|
884 | } |
|
|
885 | |
|
|
886 | if (!pl->combat_ob) |
|
|
887 | { |
|
|
888 | /* See if the players chosen skill is a combat skill, and use |
|
|
889 | * it if appropriate. |
|
|
890 | */ |
|
|
891 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
892 | skill = op->chosen_skill; |
|
|
893 | else |
|
|
894 | { |
|
|
895 | skill = find_player_hth_skill (op); |
|
|
896 | |
|
|
897 | if (!skill) |
|
|
898 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
|
|
899 | } |
|
|
900 | |
|
|
901 | op->apply (skill); |
|
|
902 | } |
|
|
903 | |
|
|
904 | if (!pl->combat_ob) |
|
|
905 | { |
|
|
906 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
983 | return 0; |
907 | return 0; |
984 | } |
908 | } |
985 | else |
|
|
986 | { |
|
|
987 | op->current_weapon = tmp; |
|
|
988 | } |
|
|
989 | } |
909 | } |
990 | |
910 | |
991 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
911 | if (!op->apply (pl->combat_ob)) |
|
|
912 | return 0; |
992 | } |
913 | } |
993 | } |
|
|
994 | |
914 | |
995 | /* lose invisiblity/hiding status for running attacks */ |
915 | /* lose invisiblity/hiding status for running attacks */ |
996 | |
916 | if (pl->tmp_invis) |
997 | if (op->type == PLAYER && op->contr->tmp_invis) |
917 | { |
998 | { |
|
|
999 | op->contr->tmp_invis = 0; |
918 | pl->tmp_invis = 0; |
1000 | op->invisible = 0; |
919 | op->invisible = 0; |
1001 | op->hide = 0; |
920 | op->flag [FLAG_HIDDEN] = 0; |
1002 | update_object (op, UP_OBJ_FACE); |
921 | update_object (op, UP_OBJ_CHANGE); |
|
|
922 | } |
1003 | } |
923 | } |
1004 | |
924 | |
1005 | success = attack_ob (tmp, op); |
925 | int success = attack_ob (tmp, op); |
1006 | |
926 | |
1007 | /* print appropriate messages to the player */ |
927 | /* print appropriate messages to the player */ |
1008 | |
928 | |
1009 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
929 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1010 | { |
930 | { |
1011 | if (op->type == PLAYER) |
931 | if (op->type == PLAYER) |
1012 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
932 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1013 | else if (tmp->type == PLAYER) |
933 | else if (tmp->type == PLAYER) |
1014 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
934 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1015 | } |
935 | } |
|
|
936 | |
1016 | return success; |
937 | return success; |
1017 | } |
938 | } |
1018 | |
|
|
1019 | |
939 | |
1020 | /* skill_attack() - Core routine for use when we attack using a skills |
940 | /* skill_attack() - Core routine for use when we attack using a skills |
1021 | * system. In essence, this code handles |
941 | * system. In essence, this code handles |
1022 | * all skill-based attacks, ie hth, missile and melee weapons should be |
942 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1023 | * treated here. If an opponent is already supplied by move_player(), |
943 | * treated here. If an opponent is already supplied by move_player(), |
1024 | * we move right onto do_skill_attack(), otherwise we find if an |
944 | * we move right onto do_skill_attack(), otherwise we find if an |
1025 | * appropriate opponent exists. |
945 | * appropriate opponent exists. |
1026 | * |
946 | * |
1027 | * This is called by move_player() and attack_hth() |
947 | * This is called by move_player() and attack_hth() |
1028 | * |
948 | * |
1029 | * Initial implementation by -bt thomas@astro.psu.edu |
949 | * Initial implementation by -bt thomas@astro.psu.edu |
1030 | */ |
950 | */ |
1031 | |
|
|
1032 | int |
951 | int |
1033 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
952 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1034 | { |
953 | { |
1035 | sint16 tx, ty; |
954 | sint16 tx, ty; |
1036 | maptile *m; |
955 | maptile *m; |
… | |
… | |
1043 | ty = freearr_y[dir]; |
962 | ty = freearr_y[dir]; |
1044 | |
963 | |
1045 | /* If we don't yet have an opponent, find if one exists, and attack. |
964 | /* If we don't yet have an opponent, find if one exists, and attack. |
1046 | * Legal opponents are the same as outlined in move_player_attack() |
965 | * Legal opponents are the same as outlined in move_player_attack() |
1047 | */ |
966 | */ |
1048 | |
967 | if (!tmp) |
1049 | if (tmp == NULL) |
|
|
1050 | { |
968 | { |
1051 | m = pl->map; |
969 | m = pl->map; |
1052 | tx = pl->x + freearr_x[dir]; |
970 | tx = pl->x + freearr_x[dir]; |
1053 | ty = pl->y + freearr_y[dir]; |
971 | ty = pl->y + freearr_y[dir]; |
1054 | |
972 | |
… | |
… | |
1058 | |
976 | |
1059 | /* space must be blocked for there to be anything interesting to do */ |
977 | /* space must be blocked for there to be anything interesting to do */ |
1060 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
978 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1061 | return 0; |
979 | return 0; |
1062 | |
980 | |
1063 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
981 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1064 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
982 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1065 | { |
983 | { |
1066 | /* Don't attack party members */ |
984 | /* Don't attack party members */ |
1067 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
985 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1068 | return 0; |
986 | return 0; |
|
|
987 | |
1069 | break; |
988 | break; |
1070 | } |
989 | } |
1071 | } |
990 | } |
|
|
991 | |
1072 | if (!tmp) |
992 | if (!tmp) |
1073 | { |
993 | { |
1074 | if (pl->type == PLAYER) |
994 | if (pl->type == PLAYER) |
1075 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
995 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
996 | |
1076 | return 0; |
997 | return 0; |
1077 | } |
998 | } |
1078 | |
999 | |
1079 | return do_skill_attack (tmp, pl, string, skill); |
1000 | return do_skill_attack (tmp, pl, string, skill); |
1080 | } |
1001 | } |
1081 | |
|
|
1082 | |
1002 | |
1083 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1003 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1084 | |
1004 | |
1085 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1005 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1086 | * (attack_hth) we check for weapon use, etc in the second (the new |
1006 | * (attack_hth) we check for weapon use, etc in the second (the new |
1087 | * function skill_attack() we actually attack. |
1007 | * function skill_attack() we actually attack. |
1088 | */ |
1008 | */ |
1089 | |
|
|
1090 | static int |
1009 | static int |
1091 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1010 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1092 | { |
1011 | { |
1093 | object *enemy = NULL, *weapon; |
1012 | object *enemy = NULL, *weapon; |
1094 | |
1013 | |
… | |
… | |
1097 | { |
1016 | { |
1098 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1017 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1099 | { |
1018 | { |
1100 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1019 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1101 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1020 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1102 | fix_player (pl); |
1021 | pl->update_stats (); |
1103 | if (pl->type == PLAYER) |
1022 | if (pl->type == PLAYER) |
1104 | { |
1023 | { |
1105 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1024 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1106 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1025 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1107 | } |
1026 | } |
|
|
1027 | |
1108 | break; |
1028 | break; |
1109 | } |
1029 | } |
1110 | } |
1030 | } |
|
|
1031 | |
1111 | return skill_attack (enemy, pl, dir, string, skill); |
1032 | return skill_attack (enemy, pl, dir, string, skill); |
1112 | } |
1033 | } |
1113 | |
|
|
1114 | |
1034 | |
1115 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1035 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1116 | * For now we are just checking to see if we have a ready weapon here. |
1036 | * For now we are just checking to see if we have a ready weapon here. |
1117 | * But there is a real neato possible feature of this scheme which |
1037 | * But there is a real neato possible feature of this scheme which |
1118 | * bears mentioning: |
1038 | * bears mentioning: |
1119 | * Since we are only calling this from do_skill() in the future |
1039 | * Since we are only calling this from do_skill() in the future |
1120 | * we may make this routine handle 'special' melee weapons attacks |
1040 | * we may make this routine handle 'special' melee weapons attacks |
1121 | * (like disarming manuever with sai) based on player SK_level and |
1041 | * (like disarming manuever with sai) based on player SK_level and |
1122 | * weapon type. |
1042 | * weapon type. |
1123 | */ |
1043 | */ |
1124 | |
|
|
1125 | static int |
1044 | static int |
1126 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1045 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1127 | { |
1046 | { |
1128 | |
1047 | |
1129 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1048 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1130 | { |
1049 | { |
1131 | if (op->type == PLAYER) |
1050 | if (op->type == PLAYER) |
1132 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1051 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1052 | |
1133 | return 0; |
1053 | return 0; |
1134 | } |
1054 | } |
|
|
1055 | |
1135 | return skill_attack (NULL, op, dir, string, skill); |
1056 | return skill_attack (NULL, op, dir, string, skill); |
1136 | |
|
|
1137 | } |
1057 | } |
|
|
1058 | |