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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | (at your option) any later version. |
11 | * option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | 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 |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | |
21 | * |
22 | 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* 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. */ |
26 | |
26 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
28 | * 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. |
… | |
… | |
44 | #include <object.h> |
44 | #include <object.h> |
45 | #include <sproto.h> |
45 | #include <sproto.h> |
46 | #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. */ |
47 | #include <spells.h> |
47 | #include <spells.h> |
48 | |
48 | |
49 | /* Table of unarmed attack skills. Terminated by -1. This |
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
50 | * is also the list that we should try to use skills when |
50 | 0, // SK_NONE |
51 | * automatically applying one for the player. |
51 | # define def(uc, flags) flags, |
52 | */ |
52 | # include "skillinc.h" |
53 | static uint8 unarmed_skills[] = { |
53 | # undef def |
54 | SK_KARATE, |
|
|
55 | SK_CLAWING, |
|
|
56 | SK_FLAME_TOUCH, |
|
|
57 | SK_SPARK_TOUCH, |
|
|
58 | SK_SHIVER, |
|
|
59 | SK_ACID_SPLASH, |
|
|
60 | SK_POISON_NAIL, |
|
|
61 | SK_PUNCHING, |
|
|
62 | (uint8)-1 |
|
|
63 | }; |
54 | }; |
64 | |
55 | |
65 | 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); |
66 | 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); |
67 | |
58 | |
68 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
69 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
70 | * subtypes. |
61 | * subtypes. |
71 | */ |
62 | */ |
72 | void |
63 | void |
73 | init_skills (void) |
64 | init_skills () |
74 | { |
65 | { |
75 | int i; |
66 | for_all_archetypes (at) |
76 | archetype *at; |
|
|
77 | |
|
|
78 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
79 | if (at->clone.type == SKILL) |
67 | if (at->type == SKILL) |
80 | { |
68 | { |
81 | if (skill_names[at->clone.subtype] != NULL) |
69 | if (skill_names[at->subtype]) |
82 | 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", |
83 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
84 | else |
72 | else |
85 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->subtype] = at->skill; |
86 | } |
74 | } |
87 | |
75 | |
88 | /* 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 |
89 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
90 | */ |
78 | */ |
91 | for (i = 1; i < NUM_SKILLS; i++) |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
92 | { |
|
|
93 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
94 | 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); |
95 | } |
|
|
96 | } |
82 | } |
97 | |
83 | |
98 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
99 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
100 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
101 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
102 | */ |
88 | */ |
103 | void |
89 | void |
104 | link_player_skills (object *op) |
90 | player::link_skills () |
105 | { |
91 | { |
|
|
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
93 | last_skill_ob [i] = 0; |
|
|
94 | |
106 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
107 | if (tmp->type == SKILL) |
96 | if (tmp->type == SKILL) |
108 | { |
97 | { |
109 | /* This is really a warning, hence no else below */ |
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
110 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
|
|
111 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
112 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
|
|
113 | |
99 | |
114 | if (tmp->subtype >= NUM_SKILLS) |
100 | if (last_skill_ob [tmp->subtype] != tmp) |
115 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
116 | else |
|
|
117 | { |
101 | { |
|
|
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 | |
118 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
107 | last_skill_ob [tmp->subtype] = tmp; |
119 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
108 | if (ns) |
|
|
109 | ns->last_skill_exp [tmp->subtype] = -1; |
120 | } |
110 | } |
121 | } |
111 | } |
122 | } |
112 | } |
123 | |
113 | |
|
|
114 | static object * |
|
|
115 | find_skill (object *who, shstr_cmp name) |
|
|
116 | { |
|
|
117 | if (who->chosen_skill |
|
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118 | && who->chosen_skill->skill == name |
|
|
119 | && who->chosen_skill->type == SKILL) |
|
|
120 | return who->chosen_skill; |
|
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121 | |
|
|
122 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
123 | if (tmp->skill == name && tmp->type == SKILL) |
|
|
124 | return splay (tmp); |
|
|
125 | |
|
|
126 | return 0; |
|
|
127 | } |
|
|
128 | |
|
|
129 | object *player::find_skill (shstr_cmp name) const |
|
|
130 | { |
|
|
131 | // might want to use last_skill_obj at one point, or maybe not |
|
|
132 | return ::find_skill (ob, name); |
|
|
133 | } |
|
|
134 | |
124 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
125 | * one that accumlates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
126 | * |
137 | * |
127 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
128 | * 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 |
129 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
130 | */ |
141 | */ |
131 | object * |
142 | object * |
132 | find_skill_by_name (object *who, const char *name) |
143 | find_skill_by_name (object *who, shstr_cmp sh) |
133 | { |
144 | { |
134 | object *skill = NULL, *skill_tool = NULL, *tmp; |
145 | object *skill_tool = 0; |
135 | |
146 | |
136 | if (!name) |
|
|
137 | return NULL; |
|
|
138 | |
|
|
139 | /* We make sure the length of the string in the object is greater |
|
|
140 | * in length than the passed string. Eg, if we have a skill called |
|
|
141 | * 'hi', we don't want to match if the user passed 'high' |
|
|
142 | */ |
|
|
143 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
148 | if (tmp->skill == sh) |
144 | { |
149 | { |
145 | 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])) |
146 | skill = tmp; |
151 | /* If this is a skill that can be used without applying tool, return it */ |
147 | |
152 | return splay (tmp); |
148 | /* Try to find appropriate skilltool. If the player has one already |
153 | /* Try to find appropriate skilltool. If the player has one already |
149 | * applied, we try to keep using that one. |
154 | * applied, we try to keep using that one. |
150 | */ |
155 | */ |
151 | 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) |
152 | { |
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153 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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154 | skill_tool = tmp; |
157 | skill_tool = tmp; |
155 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
156 | skill_tool = tmp; |
|
|
157 | } |
158 | } |
158 | } |
159 | |
159 | /* If this is a skill that can be used without a tool, return it */ |
160 | if (!skill_tool) |
160 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
161 | return skill; |
161 | return 0; |
162 | |
162 | |
163 | /* 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 - |
164 | * 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 |
165 | * but not the skill itself, give it to them. |
165 | * but not the skill itself, give it to them. |
166 | */ |
166 | */ |
167 | if (skill_tool) |
167 | object *skill = find_skill (who, skill_tool->skill); |
168 | { |
168 | |
169 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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170 | { |
|
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171 | if (apply_special (who, skill_tool, 0)) |
|
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172 | return NULL; |
|
|
173 | } |
|
|
174 | if (!skill) |
169 | if (!skill) |
175 | { |
|
|
176 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
177 | link_player_skills (who); |
171 | |
178 | } |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
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173 | if (!who->apply (splay (skill_tool))) |
179 | return skill; |
174 | return 0; |
180 | } |
175 | |
|
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176 | return splay (skill); |
|
|
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 | |
181 | return NULL; |
189 | return 0; |
182 | } |
190 | } |
183 | |
|
|
184 | |
191 | |
185 | /* This returns the skill pointer of the given name (the |
192 | /* This returns the skill pointer of the given name (the |
186 | * one that accumlates exp, has the level, etc). |
193 | * one that accumulates exp, has the level, etc). |
187 | * |
194 | * |
188 | * It is presumed that the player will be needing to actually |
195 | * It is presumed that the player will be needing to actually |
189 | * 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 |
190 | * tool, this code will equip it. |
197 | * tool, this code will equip it. |
191 | * |
198 | * |
… | |
… | |
194 | * this replaces find_skill. |
201 | * this replaces find_skill. |
195 | */ |
202 | */ |
196 | object * |
203 | object * |
197 | find_skill_by_number (object *who, int skillno) |
204 | find_skill_by_number (object *who, int skillno) |
198 | { |
205 | { |
199 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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200 | |
|
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201 | if (skillno < 1 || skillno >= NUM_SKILLS) |
|
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202 | return NULL; |
|
|
203 | |
|
|
204 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
206 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
205 | { |
|
|
206 | if (tmp->type == SKILL && tmp->subtype == skillno) |
207 | if (tmp->type == SKILL && tmp->subtype == skillno) |
207 | skill = tmp; |
208 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
208 | |
|
|
209 | /* Try to find appropriate skilltool. If the player has one already |
|
|
210 | * applied, we try to keep using that one. |
|
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211 | */ |
|
|
212 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
|
213 | { |
|
|
214 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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215 | skill_tool = tmp; |
|
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216 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
217 | skill_tool = tmp; |
|
|
218 | } |
|
|
219 | } |
|
|
220 | /* If this is a skill that can be used without a tool, return it */ |
|
|
221 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
222 | return skill; |
|
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223 | |
|
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224 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
|
225 | * if not successful, return null. If they do have the skill tool |
|
|
226 | * but not the skill itself, give it to them. |
|
|
227 | */ |
|
|
228 | if (skill_tool) |
|
|
229 | { |
|
|
230 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
231 | { |
|
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232 | if (apply_special (who, skill_tool, 0)) |
|
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233 | return NULL; |
|
|
234 | } |
|
|
235 | |
|
|
236 | if (!skill) |
|
|
237 | { |
|
|
238 | skill = give_skill_by_name (who, skill_tool->skill); |
|
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239 | link_player_skills (who); |
|
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240 | } |
|
|
241 | |
|
|
242 | return skill; |
209 | return skop; |
243 | } |
|
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244 | |
210 | |
245 | return NULL; |
|
|
246 | } |
|
|
247 | |
|
|
248 | /* This changes the objects skill to new_skill. |
|
|
249 | * note that this function doesn't always need to get used - |
|
|
250 | * you can now add skill exp to the player without the chosen_skill being |
|
|
251 | * set. This function is of most interest to players to update |
|
|
252 | * the various range information. |
|
|
253 | * if new_skill is null, this just unapplies the skill. |
|
|
254 | * flag has the current meaning: |
|
|
255 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
|
256 | * need to ready a new skill, but don't want to clobber range. |
|
|
257 | * return 1 on success, 0 on error |
|
|
258 | */ |
|
|
259 | |
|
|
260 | int |
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|
261 | change_skill (object *who, object *new_skill, int flag) |
|
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262 | { |
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263 | int old_range; |
|
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264 | |
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265 | if (who->type != PLAYER) |
|
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266 | return 0; |
211 | return 0; |
267 | |
|
|
268 | old_range = who->contr->shoottype; |
|
|
269 | |
|
|
270 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
|
271 | { |
|
|
272 | /* optimization for changing skill to current skill */ |
|
|
273 | if (who->type == PLAYER && !(flag & 0x1)) |
|
|
274 | who->contr->shoottype = range_skill; |
|
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275 | |
|
|
276 | return 1; |
|
|
277 | } |
|
|
278 | |
|
|
279 | // move skill to front, so it will be preferred next time |
|
|
280 | new_skill->remove (); |
|
|
281 | who->insert (new_skill); |
|
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282 | |
|
|
283 | if (!new_skill || who->chosen_skill) |
|
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284 | if (who->chosen_skill) |
|
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285 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
|
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286 | |
|
|
287 | /* Only goal in this case was to unapply a skill */ |
|
|
288 | if (!new_skill) |
|
|
289 | return 0; |
|
|
290 | |
|
|
291 | if (apply_special (who, new_skill, AP_APPLY)) |
|
|
292 | return 0; |
|
|
293 | |
|
|
294 | if (flag & 0x1) |
|
|
295 | who->contr->shoottype = (rangetype)old_range; |
|
|
296 | |
|
|
297 | return 1; |
|
|
298 | } |
|
|
299 | |
|
|
300 | /* This function just clears the chosen_skill and range_skill values |
|
|
301 | * inthe player. |
|
|
302 | */ |
|
|
303 | void |
|
|
304 | clear_skill (object *who) |
|
|
305 | { |
|
|
306 | who->chosen_skill = NULL; |
|
|
307 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
308 | if (who->type == PLAYER) |
|
|
309 | { |
|
|
310 | who->contr->ranges[range_skill] = NULL; |
|
|
311 | if (who->contr->shoottype == range_skill) |
|
|
312 | who->contr->shoottype = range_none; |
|
|
313 | } |
|
|
314 | } |
212 | } |
315 | |
213 | |
316 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
214 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
317 | * We handle all requests for skill use outside of some combat here. |
215 | * We handle all requests for skill use outside of some combat here. |
318 | * We require a separate routine outside of fire() so as to allow monsters |
216 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
321 | * exp - no caller needed that info, but it also prevented the callers |
219 | * exp - no caller needed that info, but it also prevented the callers |
322 | * from know if a skill was actually used, as many skills don't |
220 | * from know if a skill was actually used, as many skills don't |
323 | * give any exp for their direct use (eg, throwing). |
221 | * give any exp for their direct use (eg, throwing). |
324 | * It returns 0 if no skill was used. |
222 | * It returns 0 if no skill was used. |
325 | */ |
223 | */ |
326 | |
|
|
327 | int |
224 | int |
328 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
225 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
329 | { |
226 | { |
330 | int success = 0, exp = 0; |
227 | int success = 0, exp = 0; |
331 | int did_alc = 0; |
|
|
332 | object *tmp, *next; |
|
|
333 | |
228 | |
334 | if (!skill) |
229 | if (!skill) |
335 | return 0; |
230 | return 0; |
336 | |
231 | |
337 | /* The code below presumes that the skill points to the object that |
232 | /* The code below presumes that the skill points to the object that |
… | |
… | |
339 | * go and try to find the actual real skill pointer, and if the |
234 | * go and try to find the actual real skill pointer, and if the |
340 | * the player doesn't have a bucket for that, create one. |
235 | * the player doesn't have a bucket for that, create one. |
341 | */ |
236 | */ |
342 | if (skill->type != SKILL && op->type == PLAYER) |
237 | if (skill->type != SKILL && op->type == PLAYER) |
343 | { |
238 | { |
344 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
239 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
345 | { |
|
|
346 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
240 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
347 | break; |
241 | { |
|
|
242 | skill = tmp; |
|
|
243 | goto found; |
348 | } |
244 | } |
349 | if (!tmp) |
245 | |
350 | tmp = give_skill_by_name (op, skill->skill); |
246 | skill = give_skill_by_name (op, skill->skill); |
351 | skill = tmp; |
247 | found: ; |
352 | } |
248 | } |
353 | |
249 | |
354 | // skill, by_whom, on_which_object, which direction, skill_argument |
250 | // skill, by_whom, on_which_object, which direction, skill_argument |
355 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
251 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
356 | return 0; |
252 | return 0; |
357 | |
253 | |
358 | switch (skill->subtype) |
254 | switch (skill->subtype) |
359 | { |
255 | { |
360 | case SK_LEVITATION: |
256 | case SK_LEVITATION: |
361 | /* Not 100% sure if this will work with new movement code - |
257 | /* Not 100% sure if this will work with new movement code - |
362 | * the levitation skill has move_type for flying, so when |
258 | * the levitation skill has move_type for flying, so when |
363 | * equipped, that should transfer to player, when not, |
259 | * equipped, that should transfer to player, when not, |
364 | * shouldn't. |
260 | * shouldn't. |
365 | */ |
261 | */ |
366 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
262 | if (skill->flag [FLAG_APPLIED]) |
367 | { |
263 | { |
368 | CLEAR_FLAG (skill, FLAG_APPLIED); |
264 | skill->clr_flag (FLAG_APPLIED); |
369 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
265 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
370 | } |
266 | } |
371 | else |
267 | else |
372 | { |
268 | { |
373 | SET_FLAG (skill, FLAG_APPLIED); |
269 | skill->set_flag (FLAG_APPLIED); |
374 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
270 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
375 | } |
271 | } |
|
|
272 | |
376 | op->update_stats (); |
273 | op->update_stats (); |
377 | success = 1; |
274 | success = 1; |
378 | break; |
275 | break; |
379 | |
276 | |
380 | case SK_STEALING: |
277 | case SK_STEALING: |
381 | exp = success = steal (op, dir, skill); |
278 | exp = success = steal (op, dir, skill); |
382 | break; |
279 | break; |
383 | |
280 | |
384 | case SK_LOCKPICKING: |
281 | case SK_LOCKPICKING: |
385 | exp = success = pick_lock (op, dir, skill); |
282 | exp = success = pick_lock (op, dir, skill); |
386 | break; |
283 | break; |
387 | |
284 | |
388 | case SK_HIDING: |
285 | case SK_HIDING: |
389 | exp = success = hide (op, skill); |
286 | exp = success = hide (op, skill); |
390 | break; |
287 | break; |
391 | |
288 | |
392 | case SK_JUMPING: |
289 | case SK_JUMPING: |
393 | success = jump (op, dir, skill); |
290 | exp = success = jump (op, dir, skill); |
394 | break; |
291 | break; |
395 | |
292 | |
396 | case SK_INSCRIPTION: |
293 | case SK_INSCRIPTION: |
397 | exp = success = write_on_item (op, string, skill); |
294 | exp = success = write_on_item (op, string, skill); |
398 | break; |
295 | break; |
399 | |
296 | |
400 | case SK_MEDITATION: |
297 | case SK_MEDITATION: |
401 | meditate (op, skill); |
298 | meditate (op, skill); |
402 | success = 1; |
299 | success = 1; |
403 | break; |
300 | break; |
404 | /* note that the following 'attack' skills gain exp through hit_player() */ |
301 | /* note that the following 'attack' skills gain exp through hit_player() */ |
405 | |
302 | |
406 | case SK_KARATE: |
303 | case SK_KARATE: |
407 | (void) attack_hth (op, dir, "karate-chopped", skill); |
304 | attack_hth (op, dir, "karate-chopped", skill); |
408 | break; |
305 | break; |
409 | |
306 | |
410 | case SK_PUNCHING: |
307 | case SK_PUNCHING: |
411 | (void) attack_hth (op, dir, "punched", skill); |
308 | attack_hth (op, dir, "punched", skill); |
412 | break; |
309 | break; |
413 | |
310 | |
414 | case SK_FLAME_TOUCH: |
311 | case SK_FLAME_TOUCH: |
415 | (void) attack_hth (op, dir, "flamed", skill); |
312 | attack_hth (op, dir, "flamed", skill); |
416 | break; |
313 | break; |
417 | |
314 | |
418 | case SK_SPARK_TOUCH: |
315 | case SK_SPARK_TOUCH: |
419 | (void) attack_hth (op, dir, "zapped", skill); |
316 | attack_hth (op, dir, "zapped", skill); |
420 | break; |
317 | break; |
421 | |
318 | |
422 | case SK_SHIVER: |
319 | case SK_SHIVER: |
423 | (void) attack_hth (op, dir, "froze", skill); |
320 | attack_hth (op, dir, "froze", skill); |
424 | break; |
321 | break; |
425 | |
322 | |
426 | case SK_ACID_SPLASH: |
323 | case SK_ACID_SPLASH: |
427 | (void) attack_hth (op, dir, "dissolved", skill); |
324 | attack_hth (op, dir, "dissolved", skill); |
428 | break; |
325 | break; |
429 | |
326 | |
430 | case SK_POISON_NAIL: |
327 | case SK_POISON_NAIL: |
431 | (void) attack_hth (op, dir, "injected poison into", skill); |
328 | attack_hth (op, dir, "injected poison into", skill); |
432 | break; |
329 | break; |
433 | |
330 | |
434 | case SK_CLAWING: |
331 | case SK_CLAWING: |
435 | (void) attack_hth (op, dir, "clawed", skill); |
332 | attack_hth (op, dir, "clawed", skill); |
436 | break; |
333 | break; |
437 | |
334 | |
438 | case SK_ONE_HANDED_WEAPON: |
335 | case SK_ONE_HANDED_WEAPON: |
439 | case SK_TWO_HANDED_WEAPON: |
336 | case SK_TWO_HANDED_WEAPON: |
440 | (void) attack_melee_weapon (op, dir, NULL, skill); |
337 | attack_melee_weapon (op, dir, NULL, skill); |
441 | break; |
338 | break; |
442 | |
339 | |
443 | case SK_FIND_TRAPS: |
340 | case SK_FIND_TRAPS: |
444 | exp = success = find_traps (op, skill); |
341 | exp = success = find_traps (op, skill); |
445 | break; |
342 | break; |
446 | |
343 | |
447 | case SK_SINGING: |
344 | case SK_SINGING: |
448 | exp = success = singing (op, dir, skill); |
345 | exp = success = singing (op, dir, skill); |
449 | break; |
346 | break; |
450 | |
347 | |
451 | case SK_ORATORY: |
348 | case SK_ORATORY: |
452 | exp = success = use_oratory (op, dir, skill); |
349 | exp = success = use_oratory (op, dir, skill); |
453 | break; |
350 | break; |
454 | |
351 | |
455 | case SK_SMITHERY: |
352 | case SK_SMITHERY: |
456 | case SK_BOWYER: |
353 | case SK_BOWYER: |
457 | case SK_JEWELER: |
354 | case SK_JEWELER: |
458 | case SK_ALCHEMY: |
355 | case SK_ALCHEMY: |
459 | case SK_THAUMATURGY: |
356 | case SK_THAUMATURGY: |
460 | case SK_LITERACY: |
357 | case SK_LITERACY: |
461 | case SK_WOODSMAN: |
358 | case SK_WOODSMAN: |
462 | /* first, we try to find a cauldron, and do the alchemy thing. |
359 | /* first, we try to find a cauldron, and do the alchemy thing. |
463 | * failing that, we go and identify stuff. |
360 | * failing that, we go and identify stuff. |
464 | */ |
361 | */ |
|
|
362 | { |
|
|
363 | bool found_cauldron = false; |
|
|
364 | |
465 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
365 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
466 | { |
366 | { |
467 | next = tmp->above; |
367 | next = tmp->above; |
468 | |
368 | |
469 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
369 | if (tmp->flag [FLAG_IS_CAULDRON]) |
470 | { |
370 | { |
|
|
371 | found_cauldron = true; |
|
|
372 | |
|
|
373 | if (tmp->skill != skill->skill) |
|
|
374 | { |
|
|
375 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
|
376 | query_name (tmp), |
|
|
377 | query_name (skill)); |
|
|
378 | break; |
|
|
379 | } |
|
|
380 | |
471 | attempt_do_alchemy (op, tmp); |
381 | attempt_do_alchemy (op, tmp, skill); |
472 | |
382 | |
473 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
383 | if (tmp->flag [FLAG_APPLIED]) |
474 | esrv_send_inventory (op, tmp); |
384 | esrv_send_inventory (op, tmp); |
475 | |
|
|
476 | did_alc = 1; |
|
|
477 | } |
385 | } |
478 | } |
386 | } |
479 | |
387 | |
480 | if (did_alc == 0) |
388 | if (!found_cauldron) |
481 | exp = success = skill_ident (op, skill); |
389 | exp = success = skill_ident (op, skill); |
482 | |
390 | } |
483 | break; |
391 | break; |
484 | |
392 | |
485 | case SK_DET_MAGIC: |
393 | case SK_DET_MAGIC: |
486 | case SK_DET_CURSE: |
394 | case SK_DET_CURSE: |
487 | exp = success = skill_ident (op, skill); |
395 | exp = success = skill_ident (op, skill); |
488 | break; |
396 | break; |
489 | |
397 | |
490 | case SK_DISARM_TRAPS: |
398 | case SK_DISARM_TRAPS: |
491 | exp = success = remove_trap (op, dir, skill); |
399 | exp = success = remove_trap (op, dir, skill); |
492 | break; |
400 | break; |
493 | |
401 | |
494 | case SK_THROWING: |
402 | case SK_THROWING: |
495 | success = skill_throw (op, part, dir, string, skill); |
403 | success = skill_throw (op, part, dir, string, skill); |
496 | break; |
404 | break; |
497 | |
405 | |
498 | case SK_SET_TRAP: |
406 | case SK_SET_TRAP: |
499 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
407 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
500 | break; |
408 | break; |
501 | |
409 | |
502 | case SK_USE_MAGIC_ITEM: |
410 | case SK_USE_MAGIC_ITEM: |
503 | case SK_MISSILE_WEAPON: |
411 | case SK_MISSILE_WEAPON: |
504 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
412 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
505 | break; |
413 | break; |
506 | |
414 | |
507 | case SK_PRAYING: |
415 | case SK_PRAYING: |
508 | success = pray (op, skill); |
416 | success = pray (op, skill); |
509 | break; |
417 | break; |
510 | |
418 | |
511 | case SK_BARGAINING: |
419 | case SK_BARGAINING: |
512 | success = describe_shop (op); |
420 | success = describe_shop (op); |
513 | break; |
421 | break; |
514 | |
422 | |
515 | case SK_SORCERY: |
423 | case SK_SORCERY: |
516 | case SK_EVOCATION: |
424 | case SK_EVOCATION: |
517 | case SK_PYROMANCY: |
425 | case SK_PYROMANCY: |
518 | case SK_SUMMONING: |
426 | case SK_SUMMONING: |
519 | case SK_CLIMBING: |
427 | case SK_CLIMBING: |
520 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
428 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
521 | break; |
429 | break; |
522 | |
430 | |
|
|
431 | case SK_MINING: |
|
|
432 | success = skill_mining (op, part, skill, dir, string); |
|
|
433 | break; |
|
|
434 | |
|
|
435 | case SK_FISHING: |
|
|
436 | success = skill_fishing (op, part, skill, dir, string); |
|
|
437 | break; |
|
|
438 | |
523 | default: |
439 | default: |
524 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
440 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
525 | break; |
441 | break; |
526 | } |
442 | } |
527 | |
443 | |
528 | /* For players we now update the speed_left from using the skill. |
444 | /* For players we now update the speed_left from using the skill. |
529 | * Monsters have no skill use time because of the random nature in |
445 | * Monsters have no skill use time because of the random nature in |
530 | * which use_monster_skill is called already simulates this. |
446 | * which use_monster_skill is called already simulates this. |
531 | * If certain skills should take more/less time, that should be |
447 | * If certain skills should take more/less time, that should be |
532 | * in the code for the skill itself. |
448 | * in the code for the skill itself. |
533 | */ |
449 | */ |
534 | |
|
|
535 | if (op->type == PLAYER) |
450 | if (op->type == PLAYER) |
536 | op->speed_left -= 1.0; |
451 | op->speed_left -= 1.f; |
537 | |
452 | |
538 | /* this is a good place to add experience for successfull use of skills. |
453 | /* this is a good place to add experience for successfull use of skills. |
539 | * Note that add_exp() will figure out player/monster experience |
454 | * Note that add_exp() will figure out player/monster experience |
540 | * gain problems. |
455 | * gain problems. |
541 | */ |
456 | */ |
… | |
… | |
569 | * op is the object that was 'defeated'. |
484 | * op is the object that was 'defeated'. |
570 | * skill is the skill used. If no skill is used, it should just |
485 | * skill is the skill used. If no skill is used, it should just |
571 | * point back to who. |
486 | * point back to who. |
572 | * |
487 | * |
573 | */ |
488 | */ |
574 | |
|
|
575 | int |
489 | int |
576 | calc_skill_exp (object *who, object *op, object *skill) |
490 | calc_skill_exp (object *who, object *op, object *skill) |
577 | { |
491 | { |
578 | int op_exp = 0, op_lvl = 0; |
492 | int op_exp = 0, op_lvl = 0; |
579 | float base, value, lvl_mult = 0.0; |
493 | float base, value, lvl_mult = 0.0; |
… | |
… | |
588 | * If an object is not alive and magical we set the base exp higher to |
502 | * If an object is not alive and magical we set the base exp higher to |
589 | * help out exp awards for skill_ident skills. Also, if |
503 | * help out exp awards for skill_ident skills. Also, if |
590 | * an item is type RUNE, we give out exp based on stats.Cha |
504 | * an item is type RUNE, we give out exp based on stats.Cha |
591 | * and level (this was the old system) -b.t. |
505 | * and level (this was the old system) -b.t. |
592 | */ |
506 | */ |
593 | |
|
|
594 | if (!op) |
507 | if (!op) |
595 | { /* no item/creature */ |
508 | { /* no item/creature */ |
596 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
509 | op_lvl = max (1, who->map->difficulty); |
597 | op_exp = 0; |
510 | op_exp = 0; |
598 | } |
511 | } |
599 | else if (op->type == RUNE || op->type == TRAP) |
512 | else if (op->type == RUNE || op->type == TRAP) |
600 | { /* all traps. If stats.Cha > 1 we use that |
513 | { /* all traps. If stats.Cha > 1 we use that |
601 | * for the amount of experience */ |
514 | * for the amount of experience */ |
… | |
… | |
604 | } |
517 | } |
605 | else |
518 | else |
606 | { /* all other items/living creatures */ |
519 | { /* all other items/living creatures */ |
607 | op_exp = op->stats.exp; |
520 | op_exp = op->stats.exp; |
608 | op_lvl = op->level; |
521 | op_lvl = op->level; |
609 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
522 | if (!op->flag [FLAG_ALIVE]) |
610 | { /* for ident/make items */ |
523 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
611 | op_lvl += 5 * abs (op->magic); |
|
|
612 | } |
|
|
613 | } |
524 | } |
614 | |
525 | |
615 | if (op_lvl < 1) |
526 | if (op_lvl < 1) |
616 | op_lvl = 1; |
527 | op_lvl = 1; |
617 | |
528 | |
… | |
… | |
625 | /* if skill really is a skill, then we can look at the skill archetype for |
536 | /* if skill really is a skill, then we can look at the skill archetype for |
626 | * bse reward value (exp) and level multiplier factor. |
537 | * bse reward value (exp) and level multiplier factor. |
627 | */ |
538 | */ |
628 | if (skill->type == SKILL) |
539 | if (skill->type == SKILL) |
629 | { |
540 | { |
630 | base += skill->arch->clone.stats.exp; |
541 | base += skill->arch->stats.exp; |
631 | if (settings.simple_exp) |
542 | if (settings.simple_exp) |
632 | { |
543 | { |
633 | if (skill->arch->clone.level) |
544 | if (skill->arch->level) |
634 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
545 | lvl_mult = (float) skill->arch->level / 100.0; |
635 | else |
546 | else |
636 | lvl_mult = 1.0; /* no adjustment */ |
547 | lvl_mult = 1.0; /* no adjustment */ |
637 | } |
548 | } |
638 | else |
549 | else |
639 | { |
550 | { |
640 | if (skill->level) |
551 | if (skill->level) |
641 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
552 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
642 | else |
553 | else |
643 | lvl_mult = 1.0; |
554 | lvl_mult = 1.0; |
644 | } |
555 | } |
645 | } |
556 | } |
646 | else |
557 | else |
647 | { |
558 | { |
648 | /* Don't divide by zero here! */ |
559 | /* Don't divide by zero here! */ |
649 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
560 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
650 | } |
561 | } |
651 | } |
562 | } |
652 | |
563 | |
653 | /* assemble the exp total, and return value */ |
564 | /* assemble the exp total, and return value */ |
654 | |
565 | |
… | |
… | |
668 | * This one actually teaches the player the skill as something |
579 | * This one actually teaches the player the skill as something |
669 | * they can equip. |
580 | * they can equip. |
670 | * Return 0 if the player knows the skill, 1 if the |
581 | * Return 0 if the player knows the skill, 1 if the |
671 | * player learns the skill, 2 otherwise. |
582 | * player learns the skill, 2 otherwise. |
672 | */ |
583 | */ |
673 | |
|
|
674 | int |
584 | int |
675 | learn_skill (object *pl, object *scroll) |
585 | learn_skill (object *pl, object *scroll) |
676 | { |
586 | { |
677 | object *tmp; |
|
|
678 | |
|
|
679 | if (!scroll->skill) |
587 | if (!scroll->skill) |
680 | { |
588 | { |
681 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
589 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
682 | return 2; |
590 | return 2; |
683 | } |
591 | } |
684 | |
592 | |
685 | /* can't use find_skill_by_name because we want skills the player knows |
593 | object *tmp = find_skill (pl, scroll->skill); |
686 | * but can't use natively. |
|
|
687 | */ |
|
|
688 | |
|
|
689 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
690 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
691 | break; |
|
|
692 | |
594 | |
693 | /* player already knows it */ |
595 | /* player already knows it */ |
694 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
596 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
695 | return 0; |
597 | return 0; |
696 | |
598 | |
697 | /* now a random change to learn, based on player Int. |
599 | /* now a random change to learn, based on player Int. |
698 | * give bonus based on level - otherwise stupid characters |
600 | * give bonus based on level - otherwise stupid characters |
699 | * might never be able to learn anything. |
601 | * might never be able to learn anything. |
… | |
… | |
708 | { |
610 | { |
709 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
611 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
710 | return 2; |
612 | return 2; |
711 | } |
613 | } |
712 | |
614 | |
713 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
615 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
714 | link_player_skills (pl); |
616 | |
715 | return 1; |
617 | return 1; |
716 | } |
618 | } |
717 | |
619 | |
718 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
620 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
719 | |
|
|
720 | /* Probably belongs in some global utils-type file? */ |
621 | /* Probably belongs in some global utils-type file? */ |
721 | static int |
622 | static int |
722 | clipped_percent (sint64 a, sint64 b) |
623 | clipped_percent (sint64 a, sint64 b) |
723 | { |
624 | { |
724 | int rv; |
625 | int rv; |
… | |
… | |
744 | * Note this function is a bit more complicated becauase we |
645 | * Note this function is a bit more complicated becauase we |
745 | * we want ot sort the skills before printing them. If we |
646 | * we want ot sort the skills before printing them. If we |
746 | * just dumped this as we found it, this would be a bit |
647 | * just dumped this as we found it, this would be a bit |
747 | * simpler. |
648 | * simpler. |
748 | */ |
649 | */ |
749 | |
650 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
750 | void |
651 | void |
751 | show_skills (object *op, const char *search) |
652 | show_skills (object *pl, const char *search) |
752 | { |
653 | { |
753 | object *tmp = NULL; |
|
|
754 | char buf[MAX_BUF]; |
|
|
755 | const char *cp; |
654 | const char *cp; |
756 | int i, num_skills_found = 0; |
655 | int i, num_skills_found = 0; |
757 | static const char *const periods = "........................................"; |
656 | const char *const periods = ".............................."; // 30 |
758 | |
657 | |
759 | /* Need to have a pointer and use strdup for qsort to work properly */ |
658 | /* Need to have a pointer and use strdup for qsort to work properly */ |
760 | char skills[NUM_SKILLS][MAX_BUF]; |
659 | char skills[NUM_SKILLS][128]; // d'oh |
761 | |
660 | |
|
|
661 | object *op = pl->contr->ob; |
762 | |
662 | |
763 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
663 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
764 | { |
664 | { |
765 | if (tmp->type == SKILL) |
665 | if (tmp->type == SKILL) |
766 | { |
666 | { |
767 | if (search && strstr (tmp->name, search) == NULL) |
667 | if (search && !tmp->name.contains (search)) |
768 | continue; |
668 | continue; |
|
|
669 | |
|
|
670 | char buf[30]; |
|
|
671 | |
769 | /* Basically want to fill this out to 40 spaces with periods */ |
672 | /* Basically want to fill this out to 30 spaces with periods */ |
770 | sprintf (buf, "%s%s", &tmp->name, periods); |
673 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
771 | buf[40] = 0; |
|
|
772 | |
674 | |
773 | if (settings.permanent_exp_ratio) |
675 | if (settings.permanent_exp_ratio) |
774 | { |
|
|
775 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
676 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
776 | buf, tmp->level, tmp->stats.exp, |
677 | buf, tmp->level, tmp->stats.exp, |
777 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
678 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
778 | } |
|
|
779 | else |
679 | else |
780 | { |
|
|
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
680 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
782 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
681 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
783 | } |
682 | |
784 | /* I don't know why some characters get a bunch of skills, but |
683 | /* I don't know why some characters get a bunch of skills, but |
785 | * it sometimes happens (maybe a leftover from bugier earlier code |
684 | * it sometimes happens (maybe a leftover from bugier earlier code |
786 | * and those character are still about). In any case, lets handle |
685 | * and those character are still about). In any case, lets handle |
787 | * it so it doesn't crash the server - otherwise, one character may |
686 | * it so it doesn't crash the server - otherwise, one character may |
788 | * crash the server numerous times. |
687 | * crash the server numerous times. |
789 | */ |
688 | */ |
790 | if (num_skills_found >= NUM_SKILLS) |
689 | if (num_skills_found >= NUM_SKILLS) |
791 | { |
690 | { |
792 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
691 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
793 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
692 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
794 | break; |
693 | break; |
795 | } |
694 | } |
796 | } |
695 | } |
797 | } |
696 | } |
798 | |
697 | |
799 | clear_win_info (op); |
698 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
699 | |
|
|
700 | msg << "T<Player skills:>\n\n"; |
801 | if (num_skills_found > 1) |
701 | if (num_skills_found > 1) |
802 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
702 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
803 | |
703 | |
804 | for (i = 0; i < num_skills_found; i++) |
704 | for (i = 0; i < num_skills_found; i++) |
805 | { |
705 | msg << " C<" << skills [i] << ">\n"; |
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
|
|
807 | } |
|
|
808 | |
706 | |
809 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
707 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
810 | |
708 | |
811 | cp = determine_god (op); |
709 | cp = determine_god (op); |
812 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
710 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
813 | |
711 | |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
712 | msg << "Your equipped item power is " << (int)op->contr->item_power |
815 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
713 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
714 | << ".\n"; |
|
|
715 | |
|
|
716 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
816 | } |
717 | } |
817 | |
718 | |
818 | /* use_skill() - similar to invoke command, it executes the skill in the |
719 | /* use_skill() - similar to invoke command, it executes the skill in the |
819 | * direction that the user is facing. Returns false if we are unable to |
720 | * direction that the user is facing. Returns false if we are unable to |
820 | * change to the requested skill, or were unable to use the skill properly. |
721 | * change to the requested skill, or were unable to use the skill properly. |
821 | * This is tricky because skills can have spaces. We basically roll |
722 | * This is tricky because skills can have spaces. We basically roll |
822 | * our own find_skill_by_name so we can try to do better string matching. |
723 | * our own find_skill_by_name so we can try to do better string matching. |
823 | */ |
724 | */ |
824 | |
|
|
825 | int |
725 | int |
826 | use_skill (object *op, const char *string) |
726 | use_skill (object *op, const char *string) |
827 | { |
727 | { |
828 | object *skop; |
728 | object *skop; |
829 | size_t len; |
729 | size_t len; |
830 | |
730 | |
831 | if (!string) |
731 | if (!string) |
832 | return 0; |
732 | return 0; |
833 | |
733 | |
834 | for (skop = op->inv; skop != NULL; skop = skop->below) |
734 | for (skop = op->inv; skop; skop = skop->below) |
835 | { |
735 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
836 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
837 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
736 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
737 | { |
|
|
738 | skop = find_skill_by_name (op, skop->skill); |
838 | break; |
739 | break; |
839 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
840 | break; |
|
|
841 | } |
740 | } |
|
|
741 | |
842 | if (!skop) |
742 | if (!skop) |
843 | { |
743 | { |
844 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
744 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
745 | return 0; |
|
|
746 | } |
|
|
747 | |
|
|
748 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
749 | { |
|
|
750 | op->failmsgf ( |
|
|
751 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
752 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
753 | "use it with some item, or it's always active.>", |
|
|
754 | &skop->skill |
|
|
755 | ); |
845 | return 0; |
756 | return 0; |
846 | } |
757 | } |
847 | |
758 | |
848 | len = strlen (skop->skill); |
759 | len = strlen (skop->skill); |
849 | |
760 | |
… | |
… | |
851 | * options given to the skill. Its pretty simple - if there |
762 | * options given to the skill. Its pretty simple - if there |
852 | * are extra parameters (as deteremined by string length), we |
763 | * are extra parameters (as deteremined by string length), we |
853 | * want to skip over any leading spaces. |
764 | * want to skip over any leading spaces. |
854 | */ |
765 | */ |
855 | if (len >= strlen (string)) |
766 | if (len >= strlen (string)) |
856 | { |
|
|
857 | string = NULL; |
767 | string = NULL; |
858 | } |
|
|
859 | else |
768 | else |
860 | { |
769 | { |
861 | string += len; |
770 | string += len; |
862 | while (*string == 0x20) |
771 | while (*string == 0x20) |
863 | string++; |
772 | string++; |
|
|
773 | |
864 | if (strlen (string) == 0) |
774 | if (strlen (string) == 0) |
865 | string = NULL; |
775 | string = NULL; |
866 | } |
776 | } |
867 | |
777 | |
868 | #ifdef SKILL_UTIL_DEBUG |
778 | #ifdef SKILL_UTIL_DEBUG |
869 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
779 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
870 | #endif |
780 | #endif |
871 | |
781 | |
872 | /* Change to the new skill, then execute it. */ |
|
|
873 | if (do_skill (op, op, skop, op->facing, string)) |
782 | if (do_skill (op, op, skop, op->facing, string)) |
874 | return 1; |
783 | return 1; |
875 | |
784 | |
876 | return 0; |
785 | return 0; |
877 | } |
786 | } |
878 | |
787 | |
879 | static bool |
788 | static bool |
880 | hth_skill_p (object *skill) |
789 | hth_skill_p (object *skill) |
881 | { |
790 | { |
882 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
791 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
883 | if (skill->subtype == unarmed_skills[i]) |
|
|
884 | return 1; |
|
|
885 | |
|
|
886 | return 0; |
|
|
887 | } |
792 | } |
888 | |
793 | |
889 | /* This finds the first unarmed skill the player has, and returns it. |
794 | /* This finds the first unarmed skill the player has, and returns it. |
890 | */ |
795 | */ |
891 | static object * |
796 | static object * |
892 | find_player_hth_skill (object *op) |
797 | find_player_hth_skill (object *op) |
893 | { |
798 | { |
894 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
799 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
895 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
800 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
896 | return tmp; |
801 | return tmp; |
897 | |
802 | |
898 | return 0; |
803 | return 0; |
899 | } |
804 | } |
900 | |
805 | |
… | |
… | |
905 | * tmp is the targetted monster. |
810 | * tmp is the targetted monster. |
906 | * op is what is attacking |
811 | * op is what is attacking |
907 | * string is passed along to describe what messages to describe |
812 | * string is passed along to describe what messages to describe |
908 | * the damage. |
813 | * the damage. |
909 | */ |
814 | */ |
910 | |
|
|
911 | static int |
815 | static int |
912 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
816 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
913 | { |
817 | { |
914 | int success; |
|
|
915 | |
|
|
916 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
818 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
917 | return RESULT_INT (0); |
819 | return RESULT_INT (0); |
918 | |
820 | |
919 | /* For Players only: if there is no ready weapon, and no "attack" skill |
821 | /* For Players only: if there is no ready weapon, and no "attack" skill |
920 | * is readied either then try to find a skill for the player to use. |
822 | * is readied either then try to find a skill for the player to use. |
921 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
823 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
922 | * the caller should have set it appropriately). We still want to pass |
824 | * the caller should have set it appropriately). We still want to pass |
923 | * through that code if skill is set to change to the skill. |
825 | * through that code if skill is set to change to the skill. |
924 | */ |
826 | */ |
925 | if (op->type == PLAYER) |
827 | if (player *pl = op->contr) |
926 | { |
828 | { |
927 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
829 | if (skill) |
928 | { |
830 | { |
929 | if (!skill) |
831 | if (!op->apply (skill)) |
930 | { |
|
|
931 | /* See if the players chosen skill is a combat skill, and use |
|
|
932 | * it if appropriate. |
|
|
933 | */ |
|
|
934 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
935 | skill = op->chosen_skill; |
|
|
936 | else |
|
|
937 | { |
|
|
938 | skill = find_player_hth_skill (op); |
|
|
939 | |
|
|
940 | if (!skill) |
|
|
941 | { |
|
|
942 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
|
|
943 | return 0; |
|
|
944 | } |
|
|
945 | } |
|
|
946 | } |
|
|
947 | |
|
|
948 | /* now try to ready the new skill */ |
|
|
949 | if (!change_skill (op, skill, 0)) |
|
|
950 | { /* oh oh, trouble! */ |
|
|
951 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
952 | return 0; |
832 | return 0; |
953 | } |
|
|
954 | } |
833 | } |
955 | else |
834 | else |
956 | { |
835 | { |
957 | /* Seen some crashes below where current_weapon is not set, |
836 | if (!pl->combat_ob) |
958 | * even though the flag says it is. So if current weapon isn't set, |
|
|
959 | * do some work in trying to find the object to use. |
|
|
960 | */ |
|
|
961 | if (!op->current_weapon) |
|
|
962 | { |
837 | { |
963 | object *tmp; |
838 | if (op->flag [FLAG_READY_WEAPON]) |
964 | |
|
|
965 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
966 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
967 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
968 | break; |
|
|
969 | |
|
|
970 | if (!tmp) |
|
|
971 | { |
839 | { |
|
|
840 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
841 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
|
|
842 | break; |
|
|
843 | |
|
|
844 | if (!tmp) |
972 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
845 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
973 | op->current_weapon = NULL; |
846 | |
|
|
847 | pl->combat_ob = tmp; |
|
|
848 | } |
|
|
849 | |
|
|
850 | if (!pl->combat_ob) |
|
|
851 | { |
|
|
852 | /* See if the players chosen skill is a combat skill, and use |
|
|
853 | * it if appropriate. |
|
|
854 | */ |
|
|
855 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
856 | skill = op->chosen_skill; |
|
|
857 | else |
|
|
858 | { |
|
|
859 | skill = find_player_hth_skill (op); |
|
|
860 | |
|
|
861 | if (!skill) |
|
|
862 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
|
|
863 | } |
|
|
864 | |
|
|
865 | op->apply (skill); |
|
|
866 | } |
|
|
867 | |
|
|
868 | if (!pl->combat_ob) |
|
|
869 | { |
|
|
870 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
974 | return 0; |
871 | return 0; |
975 | } |
872 | } |
976 | else |
|
|
977 | { |
|
|
978 | op->current_weapon = tmp; |
|
|
979 | } |
|
|
980 | } |
873 | } |
981 | |
874 | |
982 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
875 | if (!op->apply (pl->combat_ob)) |
|
|
876 | return 0; |
983 | } |
877 | } |
984 | } |
|
|
985 | |
878 | |
986 | /* lose invisiblity/hiding status for running attacks */ |
879 | /* lose invisiblity/hiding status for running attacks */ |
987 | |
880 | if (pl->tmp_invis) |
988 | if (op->type == PLAYER && op->contr->tmp_invis) |
881 | { |
989 | { |
|
|
990 | op->contr->tmp_invis = 0; |
882 | pl->tmp_invis = 0; |
991 | op->invisible = 0; |
883 | op->invisible = 0; |
992 | op->hide = 0; |
884 | op->flag [FLAG_HIDDEN] = 0; |
993 | update_object (op, UP_OBJ_FACE); |
885 | update_object (op, UP_OBJ_CHANGE); |
|
|
886 | } |
994 | } |
887 | } |
995 | |
888 | |
996 | success = attack_ob (tmp, op); |
889 | int success = attack_ob (tmp, op); |
997 | |
890 | |
998 | /* print appropriate messages to the player */ |
891 | /* print appropriate messages to the player */ |
999 | |
892 | |
1000 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
893 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
1001 | { |
894 | { |
1002 | if (op->type == PLAYER) |
895 | if (op->type == PLAYER) |
1003 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
896 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1004 | else if (tmp->type == PLAYER) |
897 | else if (tmp->type == PLAYER) |
1005 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
898 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1006 | } |
899 | } |
|
|
900 | |
1007 | return success; |
901 | return success; |
1008 | } |
902 | } |
1009 | |
|
|
1010 | |
903 | |
1011 | /* skill_attack() - Core routine for use when we attack using a skills |
904 | /* skill_attack() - Core routine for use when we attack using a skills |
1012 | * system. In essence, this code handles |
905 | * system. In essence, this code handles |
1013 | * all skill-based attacks, ie hth, missile and melee weapons should be |
906 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1014 | * treated here. If an opponent is already supplied by move_player(), |
907 | * treated here. If an opponent is already supplied by move_player(), |
1015 | * we move right onto do_skill_attack(), otherwise we find if an |
908 | * we move right onto do_skill_attack(), otherwise we find if an |
1016 | * appropriate opponent exists. |
909 | * appropriate opponent exists. |
1017 | * |
910 | * |
1018 | * This is called by move_player() and attack_hth() |
911 | * This is called by move_player() and attack_hth() |
1019 | * |
912 | * |
1020 | * Initial implementation by -bt thomas@astro.psu.edu |
913 | * Initial implementation by -bt thomas@astro.psu.edu |
1021 | */ |
914 | */ |
1022 | |
|
|
1023 | int |
915 | int |
1024 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
916 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1025 | { |
917 | { |
1026 | sint16 tx, ty; |
918 | sint16 tx, ty; |
1027 | maptile *m; |
919 | maptile *m; |
… | |
… | |
1034 | ty = freearr_y[dir]; |
926 | ty = freearr_y[dir]; |
1035 | |
927 | |
1036 | /* If we don't yet have an opponent, find if one exists, and attack. |
928 | /* If we don't yet have an opponent, find if one exists, and attack. |
1037 | * Legal opponents are the same as outlined in move_player_attack() |
929 | * Legal opponents are the same as outlined in move_player_attack() |
1038 | */ |
930 | */ |
1039 | |
931 | if (!tmp) |
1040 | if (tmp == NULL) |
|
|
1041 | { |
932 | { |
1042 | m = pl->map; |
933 | m = pl->map; |
1043 | tx = pl->x + freearr_x[dir]; |
934 | tx = pl->x + freearr_x[dir]; |
1044 | ty = pl->y + freearr_y[dir]; |
935 | ty = pl->y + freearr_y[dir]; |
1045 | |
936 | |
… | |
… | |
1050 | /* space must be blocked for there to be anything interesting to do */ |
941 | /* space must be blocked for there to be anything interesting to do */ |
1051 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
942 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1052 | return 0; |
943 | return 0; |
1053 | |
944 | |
1054 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
945 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1055 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
946 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
1056 | { |
947 | { |
1057 | /* Don't attack party members */ |
948 | /* Don't attack party members */ |
1058 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
949 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1059 | return 0; |
950 | return 0; |
|
|
951 | |
1060 | break; |
952 | break; |
1061 | } |
953 | } |
1062 | } |
954 | } |
|
|
955 | |
1063 | if (!tmp) |
956 | if (!tmp) |
1064 | { |
957 | { |
1065 | if (pl->type == PLAYER) |
958 | if (pl->type == PLAYER) |
1066 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
959 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
960 | |
1067 | return 0; |
961 | return 0; |
1068 | } |
962 | } |
1069 | |
963 | |
1070 | return do_skill_attack (tmp, pl, string, skill); |
964 | return do_skill_attack (tmp, pl, string, skill); |
1071 | } |
965 | } |
1072 | |
|
|
1073 | |
966 | |
1074 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
967 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1075 | |
968 | |
1076 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
969 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1077 | * (attack_hth) we check for weapon use, etc in the second (the new |
970 | * (attack_hth) we check for weapon use, etc in the second (the new |
1078 | * function skill_attack() we actually attack. |
971 | * function skill_attack() we actually attack. |
1079 | */ |
972 | */ |
1080 | |
|
|
1081 | static int |
973 | static int |
1082 | attack_hth (object *pl, int dir, const char *string, object *skill) |
974 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1083 | { |
975 | { |
1084 | object *enemy = NULL, *weapon; |
976 | object *enemy = NULL, *weapon; |
1085 | |
977 | |
1086 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
978 | if (pl->flag [FLAG_READY_WEAPON]) |
1087 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
979 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1088 | { |
980 | { |
1089 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
981 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1090 | { |
982 | { |
1091 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
983 | weapon->clr_flag (FLAG_APPLIED); |
1092 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
984 | pl->clr_flag (FLAG_READY_WEAPON); |
1093 | pl->update_stats (); |
985 | pl->update_stats (); |
1094 | if (pl->type == PLAYER) |
986 | if (pl->type == PLAYER) |
1095 | { |
987 | { |
1096 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
988 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1097 | esrv_update_item (UPD_FLAGS, pl, weapon); |
989 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1098 | } |
990 | } |
|
|
991 | |
1099 | break; |
992 | break; |
1100 | } |
993 | } |
1101 | } |
994 | } |
|
|
995 | |
1102 | return skill_attack (enemy, pl, dir, string, skill); |
996 | return skill_attack (enemy, pl, dir, string, skill); |
1103 | } |
997 | } |
1104 | |
|
|
1105 | |
998 | |
1106 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
999 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1107 | * For now we are just checking to see if we have a ready weapon here. |
1000 | * For now we are just checking to see if we have a ready weapon here. |
1108 | * But there is a real neato possible feature of this scheme which |
1001 | * But there is a real neato possible feature of this scheme which |
1109 | * bears mentioning: |
1002 | * bears mentioning: |
1110 | * Since we are only calling this from do_skill() in the future |
1003 | * Since we are only calling this from do_skill() in the future |
1111 | * we may make this routine handle 'special' melee weapons attacks |
1004 | * we may make this routine handle 'special' melee weapons attacks |
1112 | * (like disarming manuever with sai) based on player SK_level and |
1005 | * (like disarming manuever with sai) based on player SK_level and |
1113 | * weapon type. |
1006 | * weapon type. |
1114 | */ |
1007 | */ |
1115 | |
|
|
1116 | static int |
1008 | static int |
1117 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1009 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1118 | { |
1010 | { |
1119 | |
1011 | |
1120 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1012 | if (!op->flag [FLAG_READY_WEAPON]) |
1121 | { |
1013 | { |
1122 | if (op->type == PLAYER) |
1014 | if (op->type == PLAYER) |
1123 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1015 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1016 | |
1124 | return 0; |
1017 | return 0; |
1125 | } |
1018 | } |
|
|
1019 | |
1126 | return skill_attack (NULL, op, dir, string, skill); |
1020 | return skill_attack (NULL, op, dir, string, skill); |
1127 | |
|
|
1128 | } |
1021 | } |
|
|
1022 | |