… | |
… | |
124 | return splay (tmp); |
124 | return splay (tmp); |
125 | |
125 | |
126 | return 0; |
126 | return 0; |
127 | } |
127 | } |
128 | |
128 | |
|
|
129 | object * |
129 | object *player::find_skill (shstr_cmp name) const |
130 | player::find_skill (shstr_cmp name) const |
130 | { |
131 | { |
131 | // might want to use last_skill_obj at one point, or maybe not |
132 | // might want to use last_skill_obj at one point, or maybe not |
132 | return ::find_skill (ob, name); |
133 | return ::find_skill (ob, name); |
133 | } |
134 | } |
134 | |
135 | |
… | |
… | |
162 | |
163 | |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
164 | /* Player has a tool to use the skill. If not applied, apply it - |
164 | * if not successful, return null. If they do have the skill tool |
165 | * if not successful, return null. If they do have the skill tool |
165 | * but not the skill itself, give it to them. |
166 | * but not the skill itself, give it to them. |
166 | */ |
167 | */ |
167 | object *skill = find_skill (who, skill_tool->skill); |
168 | object *skill = who->give_skill (skill_tool->skill); |
168 | |
|
|
169 | if (!skill) |
|
|
170 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
171 | |
169 | |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
170 | if (!skill_tool->flag [FLAG_APPLIED]) |
173 | if (!who->apply (splay (skill_tool))) |
171 | if (!who->apply (splay (skill_tool))) |
174 | return 0; |
172 | return 0; |
175 | |
173 | |
… | |
… | |
209 | return skop; |
207 | return skop; |
210 | |
208 | |
211 | return 0; |
209 | return 0; |
212 | } |
210 | } |
213 | |
211 | |
214 | /* This changes the objects chosen_skill to new_skill. |
212 | object * |
215 | * return 1 on success, 0 on error |
213 | object::give_skill (shstr_cmp name, bool can_use) |
216 | */ |
|
|
217 | bool |
|
|
218 | object::change_skill (object *new_skill) |
|
|
219 | { |
214 | { |
220 | if (type != PLAYER) |
215 | object *skill = find_skill (this, name); |
221 | return 0; |
|
|
222 | |
216 | |
223 | // optimise this supposedly common case |
|
|
224 | if (new_skill == chosen_skill) |
|
|
225 | return 1; |
|
|
226 | |
|
|
227 | if (chosen_skill) |
217 | if (!skill) |
228 | { |
218 | skill = give_skill_by_name (this, name); |
229 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
230 | change_abil (this, chosen_skill); |
|
|
231 | } |
|
|
232 | |
219 | |
233 | chosen_skill = new_skill; |
220 | if (skill && can_use) |
|
|
221 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
234 | |
222 | |
235 | if (chosen_skill) |
|
|
236 | { |
|
|
237 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
238 | change_abil (this, chosen_skill); |
|
|
239 | } |
|
|
240 | |
|
|
241 | // always clear current weapon, as the selected skill could |
|
|
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; |
|
|
245 | |
|
|
246 | update_stats (); |
|
|
247 | return 1; |
223 | return skill; |
248 | } |
224 | } |
249 | |
225 | |
250 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
226 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
251 | * We handle all requests for skill use outside of some combat here. |
227 | * We handle all requests for skill use outside of some combat here. |
252 | * We require a separate routine outside of fire() so as to allow monsters |
228 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
293 | /* Not 100% sure if this will work with new movement code - |
269 | /* Not 100% sure if this will work with new movement code - |
294 | * the levitation skill has move_type for flying, so when |
270 | * the levitation skill has move_type for flying, so when |
295 | * equipped, that should transfer to player, when not, |
271 | * equipped, that should transfer to player, when not, |
296 | * shouldn't. |
272 | * shouldn't. |
297 | */ |
273 | */ |
298 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
274 | if (skill->flag [FLAG_APPLIED]) |
299 | { |
275 | { |
300 | CLEAR_FLAG (skill, FLAG_APPLIED); |
276 | skill->clr_flag (FLAG_APPLIED); |
301 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
277 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
302 | } |
278 | } |
303 | else |
279 | else |
304 | { |
280 | { |
305 | SET_FLAG (skill, FLAG_APPLIED); |
281 | skill->set_flag (FLAG_APPLIED); |
306 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
282 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
307 | } |
283 | } |
308 | |
284 | |
309 | op->update_stats (); |
285 | op->update_stats (); |
310 | success = 1; |
286 | success = 1; |
… | |
… | |
400 | |
376 | |
401 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
377 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
402 | { |
378 | { |
403 | next = tmp->above; |
379 | next = tmp->above; |
404 | |
380 | |
405 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
381 | if (tmp->flag [FLAG_IS_CAULDRON]) |
406 | { |
382 | { |
407 | found_cauldron = true; |
383 | found_cauldron = true; |
408 | |
384 | |
409 | if (tmp->skill != skill->skill) |
385 | if (tmp->skill != skill->skill) |
410 | { |
386 | { |
… | |
… | |
414 | break; |
390 | break; |
415 | } |
391 | } |
416 | |
392 | |
417 | attempt_do_alchemy (op, tmp, skill); |
393 | attempt_do_alchemy (op, tmp, skill); |
418 | |
394 | |
419 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
395 | if (tmp->flag [FLAG_APPLIED]) |
420 | esrv_send_inventory (op, tmp); |
396 | esrv_send_inventory (op, tmp); |
421 | } |
397 | } |
422 | } |
398 | } |
423 | |
399 | |
424 | if (!found_cauldron) |
400 | if (!found_cauldron) |
… | |
… | |
464 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
440 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
465 | break; |
441 | break; |
466 | |
442 | |
467 | case SK_MINING: |
443 | case SK_MINING: |
468 | success = skill_mining (op, part, skill, dir, string); |
444 | 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; |
445 | break; |
474 | |
446 | |
475 | default: |
447 | default: |
476 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
448 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
477 | break; |
449 | break; |
… | |
… | |
553 | } |
525 | } |
554 | else |
526 | else |
555 | { /* all other items/living creatures */ |
527 | { /* all other items/living creatures */ |
556 | op_exp = op->stats.exp; |
528 | op_exp = op->stats.exp; |
557 | op_lvl = op->level; |
529 | op_lvl = op->level; |
558 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
530 | if (!op->flag [FLAG_ALIVE]) |
559 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
531 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
560 | } |
532 | } |
561 | |
533 | |
562 | if (op_lvl < 1) |
534 | if (op_lvl < 1) |
563 | op_lvl = 1; |
535 | op_lvl = 1; |
… | |
… | |
627 | } |
599 | } |
628 | |
600 | |
629 | object *tmp = find_skill (pl, scroll->skill); |
601 | object *tmp = find_skill (pl, scroll->skill); |
630 | |
602 | |
631 | /* player already knows it */ |
603 | /* player already knows it */ |
632 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
604 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
633 | return 0; |
605 | return 0; |
634 | |
606 | |
635 | /* now a random change to learn, based on player Int. |
607 | /* now a random change to learn, based on player Int. |
636 | * give bonus based on level - otherwise stupid characters |
608 | * give bonus based on level - otherwise stupid characters |
637 | * might never be able to learn anything. |
609 | * might never be able to learn anything. |
… | |
… | |
646 | { |
618 | { |
647 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
619 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
648 | return 2; |
620 | return 2; |
649 | } |
621 | } |
650 | |
622 | |
651 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
623 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
652 | |
624 | |
653 | return 1; |
625 | return 1; |
654 | } |
626 | } |
655 | |
627 | |
656 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
… | |
… | |
831 | */ |
803 | */ |
832 | static object * |
804 | static object * |
833 | find_player_hth_skill (object *op) |
805 | find_player_hth_skill (object *op) |
834 | { |
806 | { |
835 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
807 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
836 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
808 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
837 | return tmp; |
809 | return tmp; |
838 | |
810 | |
839 | return 0; |
811 | return 0; |
840 | } |
812 | } |
841 | |
813 | |
… | |
… | |
869 | } |
841 | } |
870 | else |
842 | else |
871 | { |
843 | { |
872 | if (!pl->combat_ob) |
844 | if (!pl->combat_ob) |
873 | { |
845 | { |
874 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
846 | if (op->flag [FLAG_READY_WEAPON]) |
875 | { |
847 | { |
876 | for (tmp = op->inv; tmp; tmp = tmp->below) |
848 | for (tmp = op->inv; tmp; tmp = tmp->below) |
877 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
849 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
878 | break; |
850 | break; |
879 | |
851 | |
880 | if (!tmp) |
852 | if (!tmp) |
881 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
853 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
882 | |
854 | |
… | |
… | |
924 | |
896 | |
925 | int success = attack_ob (tmp, op); |
897 | int success = attack_ob (tmp, op); |
926 | |
898 | |
927 | /* print appropriate messages to the player */ |
899 | /* print appropriate messages to the player */ |
928 | |
900 | |
929 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
901 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
930 | { |
902 | { |
931 | if (op->type == PLAYER) |
903 | if (op->type == PLAYER) |
932 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
904 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
933 | else if (tmp->type == PLAYER) |
905 | else if (tmp->type == PLAYER) |
934 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
906 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
977 | /* space must be blocked for there to be anything interesting to do */ |
949 | /* space must be blocked for there to be anything interesting to do */ |
978 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
950 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
979 | return 0; |
951 | return 0; |
980 | |
952 | |
981 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
953 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
982 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
954 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
983 | { |
955 | { |
984 | /* Don't attack party members */ |
956 | /* Don't attack party members */ |
985 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
957 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
986 | return 0; |
958 | return 0; |
987 | |
959 | |
… | |
… | |
1009 | static int |
981 | static int |
1010 | attack_hth (object *pl, int dir, const char *string, object *skill) |
982 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1011 | { |
983 | { |
1012 | object *enemy = NULL, *weapon; |
984 | object *enemy = NULL, *weapon; |
1013 | |
985 | |
1014 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
986 | if (pl->flag [FLAG_READY_WEAPON]) |
1015 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
987 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1016 | { |
988 | { |
1017 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
989 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1018 | { |
990 | { |
1019 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
991 | weapon->clr_flag (FLAG_APPLIED); |
1020 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
992 | pl->clr_flag (FLAG_READY_WEAPON); |
1021 | pl->update_stats (); |
993 | pl->update_stats (); |
1022 | if (pl->type == PLAYER) |
994 | if (pl->type == PLAYER) |
1023 | { |
995 | { |
1024 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
996 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1025 | esrv_update_item (UPD_FLAGS, pl, weapon); |
997 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1043 | */ |
1015 | */ |
1044 | static int |
1016 | static int |
1045 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1017 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1046 | { |
1018 | { |
1047 | |
1019 | |
1048 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1020 | if (!op->flag [FLAG_READY_WEAPON]) |
1049 | { |
1021 | { |
1050 | if (op->type == PLAYER) |
1022 | if (op->type == PLAYER) |
1051 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1023 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1052 | |
1024 | |
1053 | return 0; |
1025 | return 0; |