… | |
… | |
51 | # define def(uc, flags) flags, |
51 | # define def(uc, flags) flags, |
52 | # include "skillinc.h" |
52 | # include "skillinc.h" |
53 | # undef def |
53 | # undef def |
54 | }; |
54 | }; |
55 | |
55 | |
|
|
56 | vector<object_ptr> skillvec; |
|
|
57 | |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
58 | |
60 | |
59 | /* init_skills basically just sets up the skill_names table |
61 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
62 | * above. The index into the array is set up by the |
61 | * subtypes. |
63 | * subtypes. |
62 | */ |
64 | */ |
63 | void |
65 | void |
64 | init_skills () |
66 | init_skills () |
65 | { |
67 | { |
66 | for_all_archetypes (at) |
68 | // nop |
67 | if (at->type == SKILL) |
69 | } |
|
|
70 | |
|
|
71 | void |
|
|
72 | add_skill_archetype (object *o) |
|
|
73 | { |
|
|
74 | printf ("<%s><%s>\n", &o->name, &o->skill);//D |
|
|
75 | |
|
|
76 | assert (("skill name must equal skill skill", o->name == o->skill)); |
|
|
77 | |
|
|
78 | for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
|
|
79 | if ((*i)->name == o->name) |
68 | { |
80 | { |
69 | if (skill_names[at->subtype]) |
81 | // replace existing entry |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
82 | SKILL_INDEX (o) = i - skillvec.begin (); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
83 | *i = o; |
72 | else |
84 | return; |
73 | skill_names[at->subtype] = at->skill; |
|
|
74 | } |
85 | } |
75 | |
86 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
87 | // add new entry |
77 | * checking for this may catch some user errors. |
88 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
78 | */ |
89 | SKILL_INDEX (o) = skillvec.size (); |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
90 | skillvec.push_back (o); |
80 | if (!skill_names[i]) |
|
|
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
|
|
82 | } |
91 | } |
83 | |
92 | |
84 | /* This function goes through the player inventory and sets |
93 | /* This function goes through the player inventory and sets |
85 | * up the last_skills[] array in the player object. |
94 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
95 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
96 | * mostly used for sending exp. |
88 | */ |
97 | */ |
89 | void |
98 | void |
90 | player::link_skills () |
99 | player::link_skills () |
91 | { |
100 | { |
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
101 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
93 | last_skill_ob [i] = 0; |
102 | last_skill_ob [i] = 0; |
94 | |
103 | |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
104 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
96 | if (tmp->type == SKILL) |
105 | if (tmp->type == SKILL) |
97 | { |
106 | { |
|
|
107 | int idx = SKILL_INDEX (tmp); |
|
|
108 | |
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
109 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
99 | |
110 | |
100 | if (last_skill_ob [tmp->subtype] != tmp) |
111 | if (last_skill_ob [idx] != tmp) |
101 | { |
112 | { |
102 | /* This is really a warning, hence no else below */ |
|
|
103 | if (last_skill_ob [tmp->subtype]) |
|
|
104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
106 | |
|
|
107 | last_skill_ob [tmp->subtype] = tmp; |
113 | last_skill_ob [idx] = tmp; |
108 | if (ns) |
114 | if (ns) |
109 | ns->last_skill_exp [tmp->subtype] = -1; |
115 | ns->last_skill_exp [idx] = -1; |
110 | } |
116 | } |
111 | } |
117 | } |
112 | } |
118 | } |
113 | |
119 | |
114 | static object * |
120 | static object * |
… | |
… | |
124 | return splay (tmp); |
130 | return splay (tmp); |
125 | |
131 | |
126 | return 0; |
132 | return 0; |
127 | } |
133 | } |
128 | |
134 | |
|
|
135 | object * |
129 | object *player::find_skill (shstr_cmp name) const |
136 | player::find_skill (shstr_cmp name) const |
130 | { |
137 | { |
131 | // might want to use last_skill_obj at one point, or maybe not |
138 | // might want to use last_skill_obj at one point, or maybe not |
132 | return ::find_skill (ob, name); |
139 | return ::find_skill (ob, name); |
133 | } |
140 | } |
134 | |
141 | |
… | |
… | |
162 | |
169 | |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
170 | /* 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 |
171 | * if not successful, return null. If they do have the skill tool |
165 | * but not the skill itself, give it to them. |
172 | * but not the skill itself, give it to them. |
166 | */ |
173 | */ |
167 | object *skill = find_skill (who, skill_tool->skill); |
174 | object *skill = who->give_skill (skill_tool->skill); |
168 | |
|
|
169 | if (!skill) |
|
|
170 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
171 | |
175 | |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
176 | if (!skill_tool->flag [FLAG_APPLIED]) |
173 | if (!who->apply (splay (skill_tool))) |
177 | if (!who->apply (splay (skill_tool))) |
174 | return 0; |
178 | return 0; |
175 | |
179 | |
… | |
… | |
197 | * tool, this code will equip it. |
201 | * tool, this code will equip it. |
198 | * |
202 | * |
199 | * This code is basically the same as find_skill_by_name() above, |
203 | * This code is basically the same as find_skill_by_name() above, |
200 | * but instead a skill name, we search by matching number. |
204 | * but instead a skill name, we search by matching number. |
201 | * this replaces find_skill. |
205 | * this replaces find_skill. |
|
|
206 | * |
|
|
207 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
202 | */ |
208 | */ |
203 | object * |
209 | object * |
204 | find_skill_by_number (object *who, int skillno) |
210 | find_skill_by_number (object *who, int skillno) |
205 | { |
211 | { |
206 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
212 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
… | |
… | |
209 | return skop; |
215 | return skop; |
210 | |
216 | |
211 | return 0; |
217 | return 0; |
212 | } |
218 | } |
213 | |
219 | |
214 | /* This changes the objects chosen_skill to new_skill. |
220 | object * |
215 | * return 1 on success, 0 on error |
221 | object::give_skill (shstr_cmp name, bool can_use) |
216 | */ |
|
|
217 | bool |
|
|
218 | object::change_skill (object *new_skill) |
|
|
219 | { |
222 | { |
220 | if (type != PLAYER) |
223 | object *skill = find_skill (this, name); |
221 | return 0; |
|
|
222 | |
224 | |
223 | // optimise this supposedly common case |
|
|
224 | if (new_skill == chosen_skill) |
|
|
225 | return 1; |
|
|
226 | |
|
|
227 | if (chosen_skill) |
225 | if (!skill) |
228 | { |
226 | skill = give_skill_by_name (this, name); |
229 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
230 | change_abil (this, chosen_skill); |
|
|
231 | } |
|
|
232 | |
227 | |
233 | chosen_skill = new_skill; |
228 | if (skill && can_use) |
|
|
229 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
234 | |
230 | |
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; |
231 | return skill; |
248 | } |
232 | } |
249 | |
233 | |
250 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
234 | /* 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. |
235 | * 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 |
236 | * 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 - |
277 | /* Not 100% sure if this will work with new movement code - |
294 | * the levitation skill has move_type for flying, so when |
278 | * the levitation skill has move_type for flying, so when |
295 | * equipped, that should transfer to player, when not, |
279 | * equipped, that should transfer to player, when not, |
296 | * shouldn't. |
280 | * shouldn't. |
297 | */ |
281 | */ |
298 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
282 | if (skill->flag [FLAG_APPLIED]) |
299 | { |
283 | { |
300 | CLEAR_FLAG (skill, FLAG_APPLIED); |
284 | skill->clr_flag (FLAG_APPLIED); |
301 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
285 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
302 | } |
286 | } |
303 | else |
287 | else |
304 | { |
288 | { |
305 | SET_FLAG (skill, FLAG_APPLIED); |
289 | skill->set_flag (FLAG_APPLIED); |
306 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
290 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
307 | } |
291 | } |
308 | |
292 | |
309 | op->update_stats (); |
293 | op->update_stats (); |
310 | success = 1; |
294 | success = 1; |
… | |
… | |
400 | |
384 | |
401 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
385 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
402 | { |
386 | { |
403 | next = tmp->above; |
387 | next = tmp->above; |
404 | |
388 | |
405 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
389 | if (tmp->flag [FLAG_IS_CAULDRON]) |
406 | { |
390 | { |
407 | found_cauldron = true; |
391 | found_cauldron = true; |
408 | |
392 | |
409 | if (tmp->skill != skill->skill) |
393 | if (tmp->skill != skill->skill) |
410 | { |
394 | { |
… | |
… | |
414 | break; |
398 | break; |
415 | } |
399 | } |
416 | |
400 | |
417 | attempt_do_alchemy (op, tmp, skill); |
401 | attempt_do_alchemy (op, tmp, skill); |
418 | |
402 | |
419 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
403 | if (tmp->flag [FLAG_APPLIED]) |
420 | esrv_send_inventory (op, tmp); |
404 | esrv_send_inventory (op, tmp); |
421 | } |
405 | } |
422 | } |
406 | } |
423 | |
407 | |
424 | if (!found_cauldron) |
408 | if (!found_cauldron) |
… | |
… | |
464 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
448 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
465 | break; |
449 | break; |
466 | |
450 | |
467 | case SK_MINING: |
451 | case SK_MINING: |
468 | success = skill_mining (op, part, skill, dir, string); |
452 | 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; |
453 | break; |
474 | |
454 | |
475 | default: |
455 | default: |
476 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
456 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
477 | break; |
457 | break; |
… | |
… | |
553 | } |
533 | } |
554 | else |
534 | else |
555 | { /* all other items/living creatures */ |
535 | { /* all other items/living creatures */ |
556 | op_exp = op->stats.exp; |
536 | op_exp = op->stats.exp; |
557 | op_lvl = op->level; |
537 | op_lvl = op->level; |
558 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
538 | if (!op->flag [FLAG_ALIVE]) |
559 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
539 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
560 | } |
540 | } |
561 | |
541 | |
562 | if (op_lvl < 1) |
542 | if (op_lvl < 1) |
563 | op_lvl = 1; |
543 | op_lvl = 1; |
… | |
… | |
627 | } |
607 | } |
628 | |
608 | |
629 | object *tmp = find_skill (pl, scroll->skill); |
609 | object *tmp = find_skill (pl, scroll->skill); |
630 | |
610 | |
631 | /* player already knows it */ |
611 | /* player already knows it */ |
632 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
612 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
633 | return 0; |
613 | return 0; |
634 | |
614 | |
635 | /* now a random change to learn, based on player Int. |
615 | /* now a random change to learn, based on player Int. |
636 | * give bonus based on level - otherwise stupid characters |
616 | * give bonus based on level - otherwise stupid characters |
637 | * might never be able to learn anything. |
617 | * might never be able to learn anything. |
… | |
… | |
646 | { |
626 | { |
647 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
627 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
648 | return 2; |
628 | return 2; |
649 | } |
629 | } |
650 | |
630 | |
651 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
631 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
652 | |
632 | |
653 | return 1; |
633 | return 1; |
654 | } |
634 | } |
655 | |
635 | |
656 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
636 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
… | |
… | |
831 | */ |
811 | */ |
832 | static object * |
812 | static object * |
833 | find_player_hth_skill (object *op) |
813 | find_player_hth_skill (object *op) |
834 | { |
814 | { |
835 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
815 | 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)) |
816 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
837 | return tmp; |
817 | return tmp; |
838 | |
818 | |
839 | return 0; |
819 | return 0; |
840 | } |
820 | } |
841 | |
821 | |
… | |
… | |
869 | } |
849 | } |
870 | else |
850 | else |
871 | { |
851 | { |
872 | if (!pl->combat_ob) |
852 | if (!pl->combat_ob) |
873 | { |
853 | { |
874 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
854 | if (op->flag [FLAG_READY_WEAPON]) |
875 | { |
855 | { |
876 | for (tmp = op->inv; tmp; tmp = tmp->below) |
856 | for (tmp = op->inv; tmp; tmp = tmp->below) |
877 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
857 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
878 | break; |
858 | break; |
879 | |
859 | |
880 | if (!tmp) |
860 | if (!tmp) |
881 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
861 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
882 | |
862 | |
… | |
… | |
924 | |
904 | |
925 | int success = attack_ob (tmp, op); |
905 | int success = attack_ob (tmp, op); |
926 | |
906 | |
927 | /* print appropriate messages to the player */ |
907 | /* print appropriate messages to the player */ |
928 | |
908 | |
929 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
909 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
930 | { |
910 | { |
931 | if (op->type == PLAYER) |
911 | if (op->type == PLAYER) |
932 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
912 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
933 | else if (tmp->type == PLAYER) |
913 | else if (tmp->type == PLAYER) |
934 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
914 | 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 */ |
957 | /* 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))) |
958 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
979 | return 0; |
959 | return 0; |
980 | |
960 | |
981 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
961 | 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) |
962 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
983 | { |
963 | { |
984 | /* Don't attack party members */ |
964 | /* Don't attack party members */ |
985 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
965 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
986 | return 0; |
966 | return 0; |
987 | |
967 | |
… | |
… | |
1009 | static int |
989 | static int |
1010 | attack_hth (object *pl, int dir, const char *string, object *skill) |
990 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1011 | { |
991 | { |
1012 | object *enemy = NULL, *weapon; |
992 | object *enemy = NULL, *weapon; |
1013 | |
993 | |
1014 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
994 | if (pl->flag [FLAG_READY_WEAPON]) |
1015 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
995 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1016 | { |
996 | { |
1017 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
997 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1018 | { |
998 | { |
1019 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
999 | weapon->clr_flag (FLAG_APPLIED); |
1020 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1000 | pl->clr_flag (FLAG_READY_WEAPON); |
1021 | pl->update_stats (); |
1001 | pl->update_stats (); |
1022 | if (pl->type == PLAYER) |
1002 | if (pl->type == PLAYER) |
1023 | { |
1003 | { |
1024 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1004 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1025 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1005 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1043 | */ |
1023 | */ |
1044 | static int |
1024 | static int |
1045 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1025 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1046 | { |
1026 | { |
1047 | |
1027 | |
1048 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1028 | if (!op->flag [FLAG_READY_WEAPON]) |
1049 | { |
1029 | { |
1050 | if (op->type == PLAYER) |
1030 | if (op->type == PLAYER) |
1051 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1031 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1052 | |
1032 | |
1053 | return 0; |
1033 | return 0; |