1 | /* |
1 | /* |
2 | * static char *rcsid_skill_util_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: skill_util.C,v 1.7 2006/09/03 00:18:42 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | /* |
|
|
6 | CrossFire, A Multiplayer game for X-windows |
|
|
7 | |
|
|
8 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
10 | |
7 | * |
11 | 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 |
12 | 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 |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
14 | (at your option) any later version. |
11 | * option) any later version. |
15 | |
12 | * |
16 | 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, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
20 | |
17 | * |
21 | 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 |
22 | 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 |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
24 | |
21 | * |
25 | The author can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | */ |
23 | */ |
27 | |
24 | |
28 | /* 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. */ |
29 | |
26 | |
30 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
31 | * 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. |
… | |
… | |
38 | * experience. Calc_skill_exp() handles the gained experience using |
35 | * experience. Calc_skill_exp() handles the gained experience using |
39 | * modifications in the skills[] table. - b.t. |
36 | * modifications in the skills[] table. - b.t. |
40 | */ |
37 | */ |
41 | |
38 | |
42 | /* define the following for skills utility debuging */ |
39 | /* define the following for skills utility debuging */ |
|
|
40 | |
43 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
44 | |
|
|
45 | #define WANT_UNARMED_SKILLS |
|
|
46 | |
42 | |
47 | #include <global.h> |
43 | #include <global.h> |
48 | #include <object.h> |
44 | #include <object.h> |
49 | #ifndef __CEXTRACT__ |
|
|
50 | #include <sproto.h> |
45 | #include <sproto.h> |
51 | #endif |
|
|
52 | #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. */ |
53 | #include <spells.h> |
47 | #include <spells.h> |
54 | |
48 | |
|
|
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
|
|
50 | 0, // SK_NONE |
|
|
51 | # define def(uc, flags) flags, |
|
|
52 | # include "skillinc.h" |
|
|
53 | # undef def |
|
|
54 | }; |
|
|
55 | |
55 | 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); |
56 | 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); |
57 | |
|
|
58 | shstr skill_names[NUM_SKILLS]; |
|
|
59 | |
58 | |
60 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
61 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
62 | * subtypes. |
61 | * subtypes. |
63 | */ |
62 | */ |
64 | void init_skills(void) { |
63 | void |
65 | int i; |
64 | init_skills () |
66 | archetype *at; |
65 | { |
67 | |
66 | for_all_archetypes (at) |
68 | for(at = first_archetype;at!=NULL;at=at->next) { |
|
|
69 | if (at->clone.type == SKILL) { |
67 | if (at->type == SKILL) |
|
|
68 | { |
70 | if (skill_names[at->clone.subtype] != NULL) { |
69 | if (skill_names[at->subtype]) |
71 | 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", |
72 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
73 | } else { |
72 | else |
74 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->subtype] = at->skill; |
75 | } |
|
|
76 | } |
74 | } |
77 | } |
|
|
78 | |
75 | |
79 | /* 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 |
80 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
81 | */ |
78 | */ |
82 | for (i=1; i<NUM_SKILLS; i++) { |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
83 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
84 | LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", |
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
85 | i); |
|
|
86 | } |
|
|
87 | } |
82 | } |
88 | |
|
|
89 | |
83 | |
90 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
91 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
92 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
93 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
94 | */ |
88 | */ |
95 | void link_player_skills(object *op) |
89 | void |
|
|
90 | player::link_skills () |
96 | { |
91 | { |
97 | object *tmp; |
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
93 | last_skill_ob [i] = 0; |
98 | |
94 | |
99 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
100 | if (tmp->type == SKILL) { |
96 | if (tmp->type == SKILL) |
|
|
97 | { |
|
|
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
|
|
99 | |
|
|
100 | if (last_skill_ob [tmp->subtype] != tmp) |
|
|
101 | { |
101 | /* This is really a warning, hence no else below */ |
102 | /* This is really a warning, hence no else below */ |
102 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { |
103 | if (last_skill_ob [tmp->subtype]) |
103 | LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
104 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
106 | |
|
|
107 | last_skill_ob [tmp->subtype] = tmp; |
|
|
108 | if (ns) |
|
|
109 | ns->last_skill_exp [tmp->subtype] = -1; |
105 | } |
110 | } |
106 | if (tmp->subtype >= NUM_SKILLS) { |
|
|
107 | LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
|
|
108 | tmp->subtype, NUM_SKILLS); |
|
|
109 | } else { |
|
|
110 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
|
|
111 | op->contr->last_skill_exp[tmp->subtype] = -1; |
|
|
112 | } |
|
|
113 | } |
111 | } |
114 | } |
112 | } |
|
|
113 | |
|
|
114 | static object * |
|
|
115 | find_skill (object *who, shstr_cmp name) |
|
|
116 | { |
|
|
117 | if (who->chosen_skill |
|
|
118 | && who->chosen_skill->skill == name |
|
|
119 | && who->chosen_skill->type == SKILL) |
|
|
120 | return who->chosen_skill; |
|
|
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); |
115 | } |
133 | } |
116 | |
134 | |
117 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
118 | * one that accumlates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
119 | * |
137 | * |
120 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
121 | * 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 |
122 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
123 | */ |
141 | */ |
124 | object *find_skill_by_name(object *who, const char *name) |
142 | object * |
|
|
143 | find_skill_by_name (object *who, shstr_cmp sh) |
125 | { |
144 | { |
126 | object *skill=NULL, *skill_tool=NULL, *tmp; |
145 | object *skill_tool = 0; |
127 | |
146 | |
128 | if (!name) return NULL; |
|
|
129 | |
|
|
130 | /* We make sure the length of the string in the object is greater |
|
|
131 | * in length than the passed string. Eg, if we have a skill called |
|
|
132 | * 'hi', we don't want to match if the user passed 'high' |
|
|
133 | */ |
|
|
134 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
135 | if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && |
148 | if (tmp->skill == sh) |
136 | strlen(tmp->skill) >= strlen(name)) skill = tmp; |
149 | { |
137 | |
150 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
|
|
151 | /* If this is a skill that can be used without applying tool, return it */ |
|
|
152 | return splay (tmp); |
138 | /* Try to find appropriate skilltool. If the player has one already |
153 | /* Try to find appropriate skilltool. If the player has one already |
139 | * applied, we try to keep using that one. |
154 | * applied, we try to keep using that one. |
140 | */ |
155 | */ |
141 | else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && |
156 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
142 | strlen(tmp->skill) >= strlen(name)) { |
|
|
143 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
|
|
144 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
|
|
145 | skill_tool = tmp; |
157 | skill_tool = tmp; |
146 | } |
158 | } |
147 | } |
|
|
148 | /* If this is a skill that can be used without a tool, return it */ |
|
|
149 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
|
|
150 | |
159 | |
|
|
160 | if (!skill_tool) |
|
|
161 | return 0; |
|
|
162 | |
151 | /* 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 - |
152 | * 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 |
153 | * but not the skill itself, give it to them. |
165 | * but not the skill itself, give it to them. |
154 | */ |
166 | */ |
155 | if (skill_tool) { |
167 | object *skill = find_skill (who, skill_tool->skill); |
156 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
168 | |
157 | if (apply_special(who, skill_tool, 0)) return NULL; |
|
|
158 | } |
|
|
159 | if (!skill) { |
169 | if (!skill) |
160 | skill = give_skill_by_name(who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
161 | link_player_skills(who); |
171 | |
162 | } |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
|
173 | if (!who->apply (splay (skill_tool))) |
|
|
174 | return 0; |
|
|
175 | |
|
|
176 | return splay (skill); |
|
|
177 | } |
|
|
178 | |
|
|
179 | object * |
|
|
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
|
|
181 | { |
|
|
182 | if (name) |
|
|
183 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
184 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
|
185 | && tmp->skill.starts_with (name)) |
|
|
186 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
163 | return skill; |
187 | return skop; |
164 | } |
|
|
165 | return NULL; |
|
|
166 | } |
|
|
167 | |
188 | |
|
|
189 | return 0; |
|
|
190 | } |
168 | |
191 | |
169 | /* This returns the skill pointer of the given name (the |
192 | /* This returns the skill pointer of the given name (the |
170 | * one that accumlates exp, has the level, etc). |
193 | * one that accumulates exp, has the level, etc). |
171 | * |
194 | * |
172 | * It is presumed that the player will be needing to actually |
195 | * It is presumed that the player will be needing to actually |
173 | * 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 |
174 | * tool, this code will equip it. |
197 | * tool, this code will equip it. |
175 | * |
198 | * |
176 | * This code is basically the same as find_skill_by_name() above, |
199 | * This code is basically the same as find_skill_by_name() above, |
177 | * but instead a skill name, we search by matching number. |
200 | * but instead a skill name, we search by matching number. |
178 | * this replaces find_skill. |
201 | * this replaces find_skill. |
179 | */ |
202 | */ |
|
|
203 | object * |
180 | object *find_skill_by_number(object *who, int skillno) |
204 | find_skill_by_number (object *who, int skillno) |
181 | { |
205 | { |
182 | object *skill=NULL, *skill_tool=NULL, *tmp; |
|
|
183 | |
|
|
184 | if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
|
|
185 | |
|
|
186 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
206 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
187 | if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; |
|
|
188 | |
|
|
189 | /* Try to find appropriate skilltool. If the player has one already |
|
|
190 | * applied, we try to keep using that one. |
|
|
191 | */ |
|
|
192 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { |
207 | if (tmp->type == SKILL && tmp->subtype == skillno) |
193 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
208 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
194 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
|
|
195 | skill_tool = tmp; |
|
|
196 | } |
|
|
197 | } |
|
|
198 | /* If this is a skill that can be used without a tool, return it */ |
|
|
199 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
|
|
200 | |
|
|
201 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
|
202 | * if not successful, return null. If they do have the skill tool |
|
|
203 | * but not the skill itself, give it to them. |
|
|
204 | */ |
|
|
205 | if (skill_tool) { |
|
|
206 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
|
|
207 | if (apply_special(who, skill_tool, 0)) return NULL; |
|
|
208 | } |
|
|
209 | if (!skill) { |
|
|
210 | skill = give_skill_by_name(who, skill_tool->skill); |
|
|
211 | link_player_skills(who); |
|
|
212 | } |
|
|
213 | return skill; |
209 | return skop; |
214 | } |
|
|
215 | return NULL; |
|
|
216 | } |
|
|
217 | |
210 | |
218 | /* This changes the objects skill to new_skill. |
|
|
219 | * note that this function doesn't always need to get used - |
|
|
220 | * you can now add skill exp to the player without the chosen_skill being |
|
|
221 | * set. This function is of most interest to players to update |
|
|
222 | * the various range information. |
|
|
223 | * if new_skill is null, this just unapplies the skill. |
|
|
224 | * flag has the current meaning: |
|
|
225 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
|
226 | * need to ready a new skill, but don't want to clobber range. |
|
|
227 | * return 1 on success, 0 on error |
|
|
228 | */ |
|
|
229 | |
|
|
230 | int change_skill (object *who, object *new_skill, int flag) |
|
|
231 | { |
|
|
232 | int old_range; |
|
|
233 | |
|
|
234 | if ( who->type != PLAYER ) |
|
|
235 | return 0; |
|
|
236 | |
|
|
237 | old_range = who->contr->shoottype; |
|
|
238 | |
|
|
239 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
|
240 | { |
|
|
241 | /* optimization for changing skill to current skill */ |
|
|
242 | if (who->type == PLAYER && !(flag & 0x1)) |
|
|
243 | who->contr->shoottype = range_skill; |
|
|
244 | return 1; |
|
|
245 | } |
|
|
246 | |
|
|
247 | if (!new_skill || who->chosen_skill) |
|
|
248 | if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
|
|
249 | |
|
|
250 | /* Only goal in this case was to unapply a skill */ |
|
|
251 | if (!new_skill) return 0; |
|
|
252 | |
|
|
253 | if (apply_special (who, new_skill, AP_APPLY)) { |
|
|
254 | return 0; |
|
|
255 | } |
|
|
256 | if (flag & 0x1) |
|
|
257 | who->contr->shoottype = (rangetype) old_range; |
|
|
258 | |
|
|
259 | return 1; |
211 | return 0; |
260 | } |
|
|
261 | |
|
|
262 | /* This function just clears the chosen_skill and range_skill values |
|
|
263 | * inthe player. |
|
|
264 | */ |
|
|
265 | void clear_skill(object *who) |
|
|
266 | { |
|
|
267 | who->chosen_skill = NULL; |
|
|
268 | CLEAR_FLAG(who, FLAG_READY_SKILL); |
|
|
269 | if (who->type == PLAYER) { |
|
|
270 | who->contr->ranges[range_skill] = NULL; |
|
|
271 | if (who->contr->shoottype == range_skill) |
|
|
272 | who->contr->shoottype = range_none; |
|
|
273 | } |
|
|
274 | } |
212 | } |
275 | |
213 | |
276 | /* 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(). |
277 | * 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. |
278 | * 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 |
… | |
… | |
281 | * 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 |
282 | * 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 |
283 | * give any exp for their direct use (eg, throwing). |
221 | * give any exp for their direct use (eg, throwing). |
284 | * It returns 0 if no skill was used. |
222 | * It returns 0 if no skill was used. |
285 | */ |
223 | */ |
286 | |
224 | int |
287 | int 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) |
|
|
226 | { |
288 | int success=0, exp=0; |
227 | int success = 0, exp = 0; |
289 | int did_alc = 0; |
|
|
290 | object *tmp, *next; |
|
|
291 | |
228 | |
292 | if (!skill) return 0; |
229 | if (!skill) |
|
|
230 | return 0; |
293 | |
231 | |
294 | /* 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 |
295 | * holds the exp, level, etc of the skill. So if this is a player |
233 | * holds the exp, level, etc of the skill. So if this is a player |
296 | * 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 |
297 | * the player doesn't have a bucket for that, create one. |
235 | * the player doesn't have a bucket for that, create one. |
298 | */ |
236 | */ |
299 | if (skill->type != SKILL && op->type == PLAYER) { |
237 | if (skill->type != SKILL && op->type == PLAYER) |
|
|
238 | { |
300 | for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
239 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
301 | if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
240 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
302 | } |
241 | { |
303 | if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
|
|
304 | skill = tmp; |
242 | skill = tmp; |
305 | } |
243 | goto found; |
|
|
244 | } |
306 | |
245 | |
|
|
246 | skill = give_skill_by_name (op, skill->skill); |
|
|
247 | found: ; |
|
|
248 | } |
|
|
249 | |
307 | // skill, by_whom, on_which_object, which direction, skill_argument |
250 | // skill, by_whom, on_which_object, which direction, skill_argument |
308 | 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))) |
309 | return 0; |
252 | return 0; |
310 | |
253 | |
311 | switch(skill->subtype) { |
254 | switch (skill->subtype) |
|
|
255 | { |
312 | case SK_LEVITATION: |
256 | case SK_LEVITATION: |
313 | /* Not 100% sure if this will work with new movement code - |
257 | /* Not 100% sure if this will work with new movement code - |
314 | * the levitation skill has move_type for flying, so when |
258 | * the levitation skill has move_type for flying, so when |
315 | * equipped, that should transfer to player, when not, |
259 | * equipped, that should transfer to player, when not, |
316 | * shouldn't. |
260 | * shouldn't. |
317 | */ |
261 | */ |
318 | if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
262 | if (skill->flag [FLAG_APPLIED]) |
319 | CLEAR_FLAG(skill,FLAG_APPLIED); |
263 | { |
|
|
264 | skill->clr_flag (FLAG_APPLIED); |
320 | new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
265 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
321 | } |
266 | } |
322 | else { |
267 | else |
323 | SET_FLAG(skill,FLAG_APPLIED); |
268 | { |
|
|
269 | skill->set_flag (FLAG_APPLIED); |
324 | 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!"); |
325 | } |
271 | } |
326 | fix_player(op); |
272 | |
|
|
273 | op->update_stats (); |
327 | success=1; |
274 | success = 1; |
328 | break; |
275 | break; |
329 | |
276 | |
330 | case SK_STEALING: |
277 | case SK_STEALING: |
331 | exp = success = steal(op, dir, skill); |
278 | exp = success = steal (op, dir, skill); |
332 | break; |
279 | break; |
333 | |
280 | |
334 | case SK_LOCKPICKING: |
281 | case SK_LOCKPICKING: |
335 | exp = success = pick_lock(op, dir, skill); |
282 | exp = success = pick_lock (op, dir, skill); |
336 | break; |
283 | break; |
337 | |
284 | |
338 | case SK_HIDING: |
285 | case SK_HIDING: |
339 | exp = success = hide(op, skill); |
286 | exp = success = hide (op, skill); |
340 | break; |
287 | break; |
341 | |
288 | |
342 | case SK_JUMPING: |
289 | case SK_JUMPING: |
343 | success = jump(op, dir, skill); |
290 | exp = success = jump (op, dir, skill); |
344 | break; |
291 | break; |
345 | |
292 | |
346 | case SK_INSCRIPTION: |
293 | case SK_INSCRIPTION: |
347 | exp = success = write_on_item(op,string, skill); |
294 | exp = success = write_on_item (op, string, skill); |
348 | break; |
295 | break; |
349 | |
296 | |
350 | case SK_MEDITATION: |
297 | case SK_MEDITATION: |
351 | meditate(op, skill); |
298 | meditate (op, skill); |
352 | success=1; |
299 | success = 1; |
353 | break; |
300 | break; |
354 | /* note that the following 'attack' skills gain exp through hit_player() */ |
301 | /* note that the following 'attack' skills gain exp through hit_player() */ |
355 | |
302 | |
356 | case SK_KARATE: |
303 | case SK_KARATE: |
357 | (void) attack_hth(op,dir,"karate-chopped", skill); |
304 | attack_hth (op, dir, "karate-chopped", skill); |
358 | break; |
305 | break; |
359 | |
306 | |
360 | case SK_PUNCHING: |
307 | case SK_PUNCHING: |
361 | (void) attack_hth(op,dir,"punched", skill); |
308 | attack_hth (op, dir, "punched", skill); |
362 | break; |
309 | break; |
363 | |
310 | |
364 | case SK_FLAME_TOUCH: |
311 | case SK_FLAME_TOUCH: |
365 | (void) attack_hth(op,dir,"flamed", skill); |
312 | attack_hth (op, dir, "flamed", skill); |
366 | break; |
313 | break; |
367 | |
314 | |
368 | case SK_SPARK_TOUCH: |
315 | case SK_SPARK_TOUCH: |
369 | (void) attack_hth(op,dir,"zapped", skill); |
316 | attack_hth (op, dir, "zapped", skill); |
370 | break; |
317 | break; |
371 | |
318 | |
372 | case SK_SHIVER: |
319 | case SK_SHIVER: |
373 | (void) attack_hth(op,dir,"froze", skill); |
320 | attack_hth (op, dir, "froze", skill); |
374 | break; |
321 | break; |
375 | |
322 | |
376 | case SK_ACID_SPLASH: |
323 | case SK_ACID_SPLASH: |
377 | (void) attack_hth(op,dir,"dissolved", skill); |
324 | attack_hth (op, dir, "dissolved", skill); |
378 | break; |
325 | break; |
379 | |
326 | |
380 | case SK_POISON_NAIL: |
327 | case SK_POISON_NAIL: |
381 | (void) attack_hth(op,dir,"injected poison into", skill); |
328 | attack_hth (op, dir, "injected poison into", skill); |
382 | break; |
329 | break; |
383 | |
330 | |
384 | case SK_CLAWING: |
331 | case SK_CLAWING: |
385 | (void) attack_hth(op,dir,"clawed", skill); |
332 | attack_hth (op, dir, "clawed", skill); |
386 | break; |
333 | break; |
387 | |
334 | |
388 | case SK_ONE_HANDED_WEAPON: |
335 | case SK_ONE_HANDED_WEAPON: |
389 | case SK_TWO_HANDED_WEAPON: |
336 | case SK_TWO_HANDED_WEAPON: |
390 | (void) attack_melee_weapon(op,dir,NULL, skill); |
337 | attack_melee_weapon (op, dir, NULL, skill); |
391 | break; |
338 | break; |
392 | |
339 | |
393 | case SK_FIND_TRAPS: |
340 | case SK_FIND_TRAPS: |
394 | exp = success = find_traps(op, skill); |
341 | exp = success = find_traps (op, skill); |
395 | break; |
342 | break; |
396 | |
343 | |
397 | case SK_SINGING: |
344 | case SK_SINGING: |
398 | exp = success = singing(op,dir, skill); |
345 | exp = success = singing (op, dir, skill); |
399 | break; |
346 | break; |
400 | |
347 | |
401 | case SK_ORATORY: |
348 | case SK_ORATORY: |
402 | exp = success = use_oratory(op,dir, skill); |
349 | exp = success = use_oratory (op, dir, skill); |
403 | break; |
350 | break; |
404 | |
351 | |
405 | case SK_SMITHERY: |
352 | case SK_SMITHERY: |
406 | case SK_BOWYER: |
353 | case SK_BOWYER: |
407 | case SK_JEWELER: |
354 | case SK_JEWELER: |
408 | case SK_ALCHEMY: |
355 | case SK_ALCHEMY: |
409 | case SK_THAUMATURGY: |
356 | case SK_THAUMATURGY: |
410 | case SK_LITERACY: |
357 | case SK_LITERACY: |
411 | case SK_WOODSMAN: |
358 | case SK_WOODSMAN: |
412 | /* 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. |
413 | * failing that, we go and identify stuff. |
360 | * failing that, we go and identify stuff. |
|
|
361 | */ |
|
|
362 | { |
|
|
363 | bool found_cauldron = false; |
|
|
364 | |
|
|
365 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
414 | */ |
366 | { |
415 | for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { |
|
|
416 | next=tmp->above; |
367 | next = tmp->above; |
417 | if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
368 | |
|
|
369 | if (tmp->flag [FLAG_IS_CAULDRON]) |
|
|
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 | |
418 | attempt_do_alchemy(op, tmp); |
381 | attempt_do_alchemy (op, tmp, skill); |
|
|
382 | |
419 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
383 | if (tmp->flag [FLAG_APPLIED]) |
420 | esrv_send_inventory(op, tmp); |
384 | esrv_send_inventory (op, tmp); |
421 | did_alc=1; |
|
|
422 | } |
385 | } |
423 | } |
386 | } |
424 | if (did_alc == 0) |
|
|
425 | exp = success = skill_ident(op,skill); |
|
|
426 | break; |
|
|
427 | |
387 | |
428 | case SK_DET_MAGIC: |
388 | if (!found_cauldron) |
429 | case SK_DET_CURSE: |
|
|
430 | exp = success = skill_ident(op,skill); |
389 | exp = success = skill_ident (op, skill); |
|
|
390 | } |
431 | break; |
391 | break; |
432 | |
392 | |
|
|
393 | case SK_DET_MAGIC: |
|
|
394 | case SK_DET_CURSE: |
|
|
395 | exp = success = skill_ident (op, skill); |
|
|
396 | break; |
|
|
397 | |
433 | case SK_DISARM_TRAPS: |
398 | case SK_DISARM_TRAPS: |
434 | exp = success = remove_trap(op,dir, skill); |
399 | exp = success = remove_trap (op, dir, skill); |
435 | break; |
400 | break; |
436 | |
401 | |
437 | case SK_THROWING: |
402 | case SK_THROWING: |
438 | success = skill_throw(op,part,dir,string, skill); |
403 | success = skill_throw (op, part, dir, string, skill); |
439 | break; |
404 | break; |
440 | |
405 | |
441 | case SK_SET_TRAP: |
406 | case SK_SET_TRAP: |
442 | 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."); |
443 | break; |
408 | break; |
444 | |
409 | |
445 | case SK_USE_MAGIC_ITEM: |
410 | case SK_USE_MAGIC_ITEM: |
446 | case SK_MISSILE_WEAPON: |
411 | case SK_MISSILE_WEAPON: |
447 | 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."); |
448 | break; |
413 | break; |
449 | |
414 | |
450 | case SK_PRAYING: |
415 | case SK_PRAYING: |
451 | success = pray(op, skill); |
416 | success = pray (op, skill); |
452 | break; |
417 | break; |
453 | |
418 | |
454 | case SK_BARGAINING: |
419 | case SK_BARGAINING: |
455 | success = describe_shop(op); |
420 | success = describe_shop (op); |
456 | break; |
421 | break; |
457 | |
422 | |
458 | case SK_SORCERY: |
423 | case SK_SORCERY: |
459 | case SK_EVOCATION: |
424 | case SK_EVOCATION: |
460 | case SK_PYROMANCY: |
425 | case SK_PYROMANCY: |
461 | case SK_SUMMONING: |
426 | case SK_SUMMONING: |
462 | case SK_CLIMBING: |
427 | case SK_CLIMBING: |
463 | 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."); |
464 | break; |
429 | break; |
465 | |
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 | |
466 | default: |
439 | default: |
467 | LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
440 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
468 | ,query_name(op), op->chosen_skill->stats.sp); |
|
|
469 | break; |
441 | break; |
470 | } |
442 | } |
471 | |
443 | |
472 | /* 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. |
473 | * 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 |
474 | * which use_monster_skill is called already simulates this. |
446 | * which use_monster_skill is called already simulates this. |
475 | * If certain skills should take more/less time, that should be |
447 | * If certain skills should take more/less time, that should be |
476 | * in the code for the skill itself. |
448 | * in the code for the skill itself. |
477 | */ |
449 | */ |
478 | |
450 | if (op->type == PLAYER) |
479 | if(op->type==PLAYER) op->speed_left -= 1.0; |
451 | op->speed_left -= 1.f; |
480 | |
452 | |
481 | /* 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. |
482 | * Note that add_exp() will figure out player/monster experience |
454 | * Note that add_exp() will figure out player/monster experience |
483 | * gain problems. |
455 | * gain problems. |
484 | */ |
456 | */ |
485 | |
457 | |
|
|
458 | if (success && exp) |
486 | if(success && exp) change_exp(op,exp, skill->skill, 0); |
459 | change_exp (op, exp, skill->skill, 0); |
487 | |
460 | |
488 | return success; |
461 | return success; |
489 | } |
462 | } |
490 | |
463 | |
491 | /* calc_skill_exp() - calculates amount of experience can be gained for |
464 | /* calc_skill_exp() - calculates amount of experience can be gained for |
492 | * successfull use of a skill. Returns value of experience gain. |
465 | * successfull use of a skill. Returns value of experience gain. |
493 | * Here we take the view that a player must 'overcome an opponent' |
466 | * Here we take the view that a player must 'overcome an opponent' |
… | |
… | |
511 | * op is the object that was 'defeated'. |
484 | * op is the object that was 'defeated'. |
512 | * 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 |
513 | * point back to who. |
486 | * point back to who. |
514 | * |
487 | * |
515 | */ |
488 | */ |
516 | |
489 | int |
517 | int calc_skill_exp(object *who, object *op, object *skill) { |
490 | calc_skill_exp (object *who, object *op, object *skill) |
|
|
491 | { |
518 | int op_exp=0,op_lvl= 0; |
492 | int op_exp = 0, op_lvl = 0; |
519 | float base,value,lvl_mult=0.0; |
493 | float base, value, lvl_mult = 0.0; |
520 | |
494 | |
521 | if (!skill) skill = who; |
495 | if (!skill) |
|
|
496 | skill = who; |
522 | |
497 | |
523 | /* Oct 95 - where we have an object, I expanded our treatment |
498 | /* Oct 95 - where we have an object, I expanded our treatment |
524 | * to 3 cases: |
499 | * to 3 cases: |
525 | * non-living magic obj, runes and everything else. |
500 | * non-living magic obj, runes and everything else. |
526 | * |
501 | * |
527 | * 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 |
528 | * help out exp awards for skill_ident skills. Also, if |
503 | * help out exp awards for skill_ident skills. Also, if |
529 | * 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 |
530 | * and level (this was the old system) -b.t. |
505 | * and level (this was the old system) -b.t. |
531 | */ |
506 | */ |
532 | |
507 | if (!op) |
533 | if(!op) { /* no item/creature */ |
508 | { /* no item/creature */ |
534 | op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
509 | op_lvl = max (1, who->map->difficulty); |
535 | op_exp = 0; |
510 | op_exp = 0; |
536 | } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
511 | } |
|
|
512 | else if (op->type == RUNE || op->type == TRAP) |
|
|
513 | { /* all traps. If stats.Cha > 1 we use that |
537 | * for the amount of experience */ |
514 | * for the amount of experience */ |
538 | op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
515 | op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
539 | op_lvl = op->level; |
516 | op_lvl = op->level; |
540 | } else { /* all other items/living creatures */ |
517 | } |
|
|
518 | else |
|
|
519 | { /* all other items/living creatures */ |
541 | op_exp = op->stats.exp; |
520 | op_exp = op->stats.exp; |
542 | op_lvl = op->level; |
521 | op_lvl = op->level; |
543 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
522 | if (!op->flag [FLAG_ALIVE]) |
544 | op_lvl += 5 * abs(op->magic); |
523 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
545 | } |
|
|
546 | } |
524 | } |
547 | |
525 | |
548 | if(op_lvl<1) op_lvl = 1; |
526 | if (op_lvl < 1) |
|
|
527 | op_lvl = 1; |
549 | |
528 | |
550 | if(who->type!=PLAYER) { /* for monsters only */ |
529 | if (who->type != PLAYER) |
|
|
530 | { /* for monsters only */ |
551 | return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
531 | return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
|
|
532 | } |
|
|
533 | else |
552 | } else { /* for players */ |
534 | { /* for players */ |
553 | base = op_exp; |
535 | base = op_exp; |
554 | /* 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 |
555 | * bse reward value (exp) and level multiplier factor. |
537 | * bse reward value (exp) and level multiplier factor. |
556 | */ |
538 | */ |
557 | if (skill->type == SKILL) { |
539 | if (skill->type == SKILL) |
|
|
540 | { |
558 | base += skill->arch->clone.stats.exp; |
541 | base += skill->arch->stats.exp; |
559 | if (settings.simple_exp) { |
542 | if (settings.simple_exp) |
|
|
543 | { |
560 | if (skill->arch->clone.level) |
544 | if (skill->arch->level) |
561 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
545 | lvl_mult = (float) skill->arch->level / 100.0; |
562 | else |
546 | else |
563 | lvl_mult = 1.0; /* no adjustment */ |
547 | lvl_mult = 1.0; /* no adjustment */ |
564 | } |
548 | } |
565 | else { |
549 | else |
|
|
550 | { |
566 | if (skill->level) |
551 | if (skill->level) |
567 | 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); |
568 | else |
553 | else |
569 | lvl_mult = 1.0; |
554 | lvl_mult = 1.0; |
570 | } |
555 | } |
571 | } else { |
|
|
572 | /* Don't divide by zero here! */ |
|
|
573 | lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
|
|
574 | } |
556 | } |
|
|
557 | else |
|
|
558 | { |
|
|
559 | /* Don't divide by zero here! */ |
|
|
560 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
|
|
561 | } |
575 | } |
562 | } |
576 | |
563 | |
577 | /* assemble the exp total, and return value */ |
564 | /* assemble the exp total, and return value */ |
578 | |
565 | |
579 | value = base * lvl_mult; |
566 | value = base * lvl_mult; |
|
|
567 | if (value < 1) |
580 | if (value < 1) value=1; /* Always give at least 1 exp point */ |
568 | value = 1; /* Always give at least 1 exp point */ |
581 | |
569 | |
582 | #ifdef SKILL_UTIL_DEBUG |
570 | #ifdef SKILL_UTIL_DEBUG |
583 | LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
571 | LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); |
584 | who->name,skill->level,op->name,op_lvl); |
|
|
585 | #endif |
572 | #endif |
586 | return ( (int) value); |
573 | return ((int) value); |
587 | } |
574 | } |
588 | |
575 | |
589 | /* Learn skill. This inserts the requested skill in the player's |
576 | /* Learn skill. This inserts the requested skill in the player's |
590 | * inventory. The skill field of the scroll should have the |
577 | * inventory. The skill field of the scroll should have the |
591 | * exact name of the requested skill. |
578 | * exact name of the requested skill. |
592 | * This one actually teaches the player the skill as something |
579 | * This one actually teaches the player the skill as something |
593 | * they can equip. |
580 | * they can equip. |
594 | * Return 0 if the player knows the skill, 1 if the |
581 | * Return 0 if the player knows the skill, 1 if the |
595 | * player learns the skill, 2 otherwise. |
582 | * player learns the skill, 2 otherwise. |
596 | */ |
583 | */ |
597 | |
|
|
598 | int |
584 | int |
599 | learn_skill (object *pl, object *scroll) { |
585 | learn_skill (object *pl, object *scroll) |
600 | object *tmp; |
586 | { |
601 | |
|
|
602 | if (!scroll->skill) { |
587 | if (!scroll->skill) |
|
|
588 | { |
603 | 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); |
604 | return 2; |
590 | return 2; |
605 | } |
591 | } |
606 | |
592 | |
607 | /* can't use find_skill_by_name because we want skills the player knows |
593 | object *tmp = find_skill (pl, scroll->skill); |
608 | * but can't use natively. |
|
|
609 | */ |
|
|
610 | |
594 | |
611 | for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
|
|
612 | if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
|
|
613 | |
|
|
614 | /* player already knows it */ |
595 | /* player already knows it */ |
615 | if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
596 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
597 | return 0; |
616 | |
598 | |
617 | |
|
|
618 | |
|
|
619 | /* now a random change to learn, based on player Int. |
599 | /* now a random change to learn, based on player Int. |
620 | * give bonus based on level - otherwise stupid characters |
600 | * give bonus based on level - otherwise stupid characters |
621 | * might never be able to learn anything. |
601 | * might never be able to learn anything. |
622 | */ |
602 | */ |
623 | if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
603 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
624 | return 2; /* failure :< */ |
604 | return 2; /* failure :< */ |
625 | |
605 | |
626 | if (!tmp) |
606 | if (!tmp) |
627 | tmp = give_skill_by_name(pl, scroll->skill); |
607 | tmp = give_skill_by_name (pl, scroll->skill); |
628 | |
608 | |
629 | if (!tmp) { |
609 | if (!tmp) |
|
|
610 | { |
630 | 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); |
631 | return 2; |
612 | return 2; |
632 | } |
613 | } |
633 | |
614 | |
634 | SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
615 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
635 | link_player_skills(pl); |
616 | |
636 | return 1; |
617 | return 1; |
637 | } |
618 | } |
638 | |
619 | |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
620 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
640 | /* Probably belongs in some global utils-type file? */ |
621 | /* Probably belongs in some global utils-type file? */ |
|
|
622 | static int |
641 | static int clipped_percent(sint64 a, sint64 b) |
623 | clipped_percent (sint64 a, sint64 b) |
642 | { |
624 | { |
643 | int rv; |
625 | int rv; |
644 | |
626 | |
645 | if (b <= 0) |
627 | if (b <= 0) |
646 | return 0; |
628 | return 0; |
647 | |
629 | |
648 | rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); |
630 | rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
649 | |
631 | |
650 | if (rv < 0) |
632 | if (rv < 0) |
651 | return 0; |
633 | return 0; |
652 | else if (rv > 100) |
634 | else if (rv > 100) |
653 | return 100; |
635 | return 100; |
654 | |
636 | |
655 | return rv; |
637 | return rv; |
656 | } |
638 | } |
657 | |
639 | |
658 | /* show_skills() - Meant to allow players to examine |
640 | /* show_skills() - Meant to allow players to examine |
659 | * their current skill list. |
641 | * their current skill list. |
… | |
… | |
663 | * Note this function is a bit more complicated becauase we |
645 | * Note this function is a bit more complicated becauase we |
664 | * we want ot sort the skills before printing them. If we |
646 | * we want ot sort the skills before printing them. If we |
665 | * 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 |
666 | * simpler. |
648 | * simpler. |
667 | */ |
649 | */ |
668 | |
650 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
|
|
651 | void |
669 | void show_skills(object *op, const char* search) { |
652 | show_skills (object *pl, const char *search) |
670 | object *tmp=NULL; |
653 | { |
671 | char buf[MAX_BUF]; |
|
|
672 | const char *cp; |
654 | const char *cp; |
673 | int i,num_skills_found=0; |
655 | int i, num_skills_found = 0; |
674 | static const char *const periods = "........................................"; |
656 | const char *const periods = ".............................."; // 30 |
|
|
657 | |
675 | /* 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 */ |
676 | char skills[NUM_SKILLS][MAX_BUF]; |
659 | char skills[NUM_SKILLS][128]; // d'oh |
677 | |
660 | |
|
|
661 | object *op = pl->contr->ob; |
678 | |
662 | |
679 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
663 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
664 | { |
680 | if (tmp->type == SKILL) { |
665 | if (tmp->type == SKILL) |
681 | if ( search && strstr(tmp->name,search)==NULL ) continue; |
666 | { |
|
|
667 | if (search && !tmp->name.contains (search)) |
|
|
668 | continue; |
|
|
669 | |
|
|
670 | char buf[30]; |
|
|
671 | |
682 | /* Basically want to fill this out to 40 spaces with periods */ |
672 | /* Basically want to fill this out to 30 spaces with periods */ |
683 | sprintf(buf,"%s%s", &tmp->name, periods); |
673 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
684 | buf[40] = 0; |
|
|
685 | |
674 | |
686 | if (settings.permanent_exp_ratio) { |
675 | if (settings.permanent_exp_ratio) |
687 | sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", |
676 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
688 | buf,tmp->level, |
677 | buf, tmp->level, tmp->stats.exp, |
689 | (long long)tmp->stats.exp, |
|
|
690 | (long long)level_exp(tmp->level+1, op->expmul), |
|
|
691 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
678 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
692 | } else { |
679 | else |
693 | sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
680 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
694 | buf,tmp->level, |
681 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
695 | (long long)tmp->stats.exp, |
682 | |
696 | (long long)level_exp(tmp->level+1, op->expmul)); |
|
|
697 | } |
|
|
698 | /* 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 |
699 | * it sometimes happens (maybe a leftover from bugier earlier code |
684 | * it sometimes happens (maybe a leftover from bugier earlier code |
700 | * and those character are still about). In any case, lets handle |
685 | * and those character are still about). In any case, lets handle |
701 | * 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 |
702 | * crash the server numerous times. |
687 | * crash the server numerous times. |
703 | */ |
688 | */ |
704 | if (num_skills_found >= NUM_SKILLS) { |
689 | if (num_skills_found >= NUM_SKILLS) |
|
|
690 | { |
705 | 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."); |
706 | 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"); |
707 | break; |
693 | break; |
708 | } |
694 | } |
709 | } |
695 | } |
710 | } |
696 | } |
711 | |
697 | |
712 | clear_win_info(op); |
698 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
713 | new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); |
|
|
714 | if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); |
|
|
715 | |
699 | |
|
|
700 | msg << "T<Player skills:>\n\n"; |
|
|
701 | if (num_skills_found > 1) |
|
|
702 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
|
|
703 | |
716 | for (i=0; i<num_skills_found; i++) { |
704 | for (i = 0; i < num_skills_found; i++) |
717 | new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
705 | msg << " C<" << skills [i] << ">\n"; |
718 | } |
|
|
719 | |
706 | |
720 | new_draw_info_format(NDI_UNIQUE, 0, op, |
707 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
721 | "You can handle %d weapon improvements.",op->level/5+5); |
|
|
722 | |
708 | |
723 | cp = determine_god(op); |
709 | cp = determine_god (op); |
724 | new_draw_info_format(NDI_UNIQUE, 0, op, |
710 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
725 | "You worship %s.", cp?cp:"no god at current time"); |
|
|
726 | |
711 | |
727 | 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 |
728 | 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); |
729 | } |
717 | } |
730 | |
718 | |
731 | /* 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 |
732 | * 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 |
733 | * 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. |
734 | * This is tricky because skills can have spaces. We basically roll |
722 | * This is tricky because skills can have spaces. We basically roll |
735 | * 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. |
736 | */ |
724 | */ |
737 | |
725 | int |
738 | int use_skill(object *op, const char *string) { |
726 | use_skill (object *op, const char *string) |
|
|
727 | { |
739 | object *skop; |
728 | object *skop; |
740 | size_t len; |
729 | size_t len; |
741 | |
730 | |
742 | if (!string) return 0; |
731 | if (!string) |
|
|
732 | return 0; |
743 | |
733 | |
744 | for (skop = op->inv; skop != NULL; skop=skop->below) { |
734 | for (skop = op->inv; skop; skop = skop->below) |
745 | if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
735 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
746 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
736 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
737 | { |
|
|
738 | skop = find_skill_by_name (op, skop->skill); |
747 | break; |
739 | break; |
748 | else if (skop->type == SKILL_TOOL && |
|
|
749 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
|
|
750 | break; |
|
|
751 | } |
740 | } |
|
|
741 | |
752 | if (!skop) { |
742 | if (!skop) |
753 | new_draw_info_format(NDI_UNIQUE, 0, op, |
743 | { |
754 | "Unable to find skill %s", string); |
744 | op->failmsgf ("Unable to find skill %s.", string); |
755 | return 0; |
745 | return 0; |
|
|
746 | } |
|
|
747 | |
|
|
748 | if (!(skill_flags [skop->subtype] & SF_USE)) |
756 | } |
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 | ); |
|
|
756 | return 0; |
|
|
757 | } |
757 | |
758 | |
758 | len=strlen(skop->skill); |
759 | len = strlen (skop->skill); |
759 | |
760 | |
760 | /* All this logic goes and skips over the skill name to find any |
761 | /* All this logic goes and skips over the skill name to find any |
761 | * options given to the skill. Its pretty simple - if there |
762 | * options given to the skill. Its pretty simple - if there |
762 | * are extra parameters (as deteremined by string length), we |
763 | * are extra parameters (as deteremined by string length), we |
763 | * want to skip over any leading spaces. |
764 | * want to skip over any leading spaces. |
764 | */ |
765 | */ |
765 | if(len>=strlen(string)) { |
766 | if (len >= strlen (string)) |
766 | string=NULL; |
767 | string = NULL; |
767 | } else { |
768 | else |
|
|
769 | { |
768 | string += len; |
770 | string += len; |
769 | while(*string==0x20) string++; |
771 | while (*string == 0x20) |
770 | if(strlen(string)==0) string = NULL; |
772 | string++; |
771 | } |
773 | |
|
|
774 | if (strlen (string) == 0) |
|
|
775 | string = NULL; |
772 | |
776 | } |
|
|
777 | |
773 | #ifdef SKILL_UTIL_DEBUG |
778 | #ifdef SKILL_UTIL_DEBUG |
774 | 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"); |
775 | #endif |
780 | #endif |
776 | |
781 | |
777 | /* Change to the new skill, then execute it. */ |
|
|
778 | if(do_skill(op,op,skop, op->facing,string)) return 1; |
782 | if (do_skill (op, op, skop, op->facing, string)) |
779 | |
|
|
780 | return 0; |
783 | return 1; |
781 | } |
|
|
782 | |
784 | |
|
|
785 | return 0; |
|
|
786 | } |
783 | |
787 | |
|
|
788 | static bool |
|
|
789 | hth_skill_p (object *skill) |
|
|
790 | { |
|
|
791 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
|
|
792 | } |
784 | |
793 | |
785 | /* This finds the best unarmed skill the player has, and returns |
794 | /* This finds the first unarmed skill the player has, and returns it. |
786 | * it. Best can vary a little - we consider clawing to always |
|
|
787 | * be the best for dragons. |
|
|
788 | * This could be more intelligent, eg, look at the skill level |
|
|
789 | * of the skill and go from there (eg, a level 40 puncher is |
|
|
790 | * is probably better than level 1 karate). OTOH, if you |
|
|
791 | * don't bother to set up your skill properly, that is the players |
|
|
792 | * problem (although, it might be nice to have a preferred skill |
|
|
793 | * field the player can set. |
|
|
794 | * Unlike the old code, we don't give out any skills - it is |
|
|
795 | * possible you just don't have any ability to get into unarmed |
|
|
796 | * combat. If everyone race/class should have one, this should |
|
|
797 | * be handled in the starting treasurelists, not in the code. |
|
|
798 | */ |
795 | */ |
|
|
796 | static object * |
799 | static object *find_best_player_hth_skill(object *op) |
797 | find_player_hth_skill (object *op) |
800 | { |
798 | { |
801 | object *tmp, *best_skill=NULL; |
|
|
802 | int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; |
|
|
803 | |
|
|
804 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
799 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
805 | if (tmp->type == SKILL) { |
800 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
806 | if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
801 | return tmp; |
807 | |
802 | |
808 | /* The order in the array is preferred order. So basically, |
803 | return 0; |
809 | * we just cut down the number to search - eg, if we find a skill |
|
|
810 | * early on in flame touch, then we only need to look into the unarmed_array |
|
|
811 | * to the entry before flame touch - don't care about the entries afterward, |
|
|
812 | * because they are infrerior skills. |
|
|
813 | * if we end up finding the best skill (i==0) might as well return |
|
|
814 | * right away - can't get any better than that. |
|
|
815 | */ |
|
|
816 | for (i=0; i<last_skill; i++) { |
|
|
817 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { |
|
|
818 | best_skill = tmp; |
|
|
819 | last_skill = i; |
|
|
820 | if (i==0) return best_skill; |
|
|
821 | } |
|
|
822 | } |
|
|
823 | } |
|
|
824 | } |
|
|
825 | return best_skill; |
|
|
826 | } |
804 | } |
827 | |
805 | |
828 | /* do_skill_attack() - We have got an appropriate opponent from either |
806 | /* do_skill_attack() - We have got an appropriate opponent from either |
829 | * move_player_attack() or skill_attack(). In this part we get on with |
807 | * move_player_attack() or skill_attack(). In this part we get on with |
830 | * attacking, take care of messages from the attack and changes in invisible. |
808 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
832 | * tmp is the targetted monster. |
810 | * tmp is the targetted monster. |
833 | * op is what is attacking |
811 | * op is what is attacking |
834 | * string is passed along to describe what messages to describe |
812 | * string is passed along to describe what messages to describe |
835 | * the damage. |
813 | * the damage. |
836 | */ |
814 | */ |
837 | |
815 | static int |
838 | static int 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) |
839 | int success; |
817 | { |
840 | |
|
|
841 | 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))) |
842 | return RESULT_INT (0); |
819 | return RESULT_INT (0); |
843 | |
820 | |
844 | /* 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 |
845 | * 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. |
846 | * 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, |
847 | * 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 |
848 | * 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. |
849 | */ |
826 | */ |
850 | if(op->type==PLAYER) { |
827 | if (player *pl = op->contr) |
851 | if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
828 | { |
852 | size_t i; |
|
|
853 | |
|
|
854 | if (!skill) { |
829 | if (skill) |
855 | /* See if the players chosen skill is a combat skill, and use |
830 | { |
856 | * it if appropriate. |
831 | if (!op->apply (skill)) |
|
|
832 | return 0; |
|
|
833 | } |
|
|
834 | else |
|
|
835 | { |
|
|
836 | if (!pl->combat_ob) |
|
|
837 | { |
|
|
838 | if (op->flag [FLAG_READY_WEAPON]) |
857 | */ |
839 | { |
858 | if (op->chosen_skill) { |
840 | for (tmp = op->inv; tmp; tmp = tmp->below) |
859 | for (i=0; i<sizeof(unarmed_skills); i++) |
841 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
860 | if (op->chosen_skill->subtype == unarmed_skills[i]) { |
|
|
861 | skill = op->chosen_skill; |
|
|
862 | break; |
842 | break; |
863 | } |
843 | |
|
|
844 | if (!tmp) |
|
|
845 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
846 | |
|
|
847 | pl->combat_ob = tmp; |
864 | } |
848 | } |
865 | /* If we didn't find a skill above, look harder for a good skill */ |
849 | |
866 | if (!skill) { |
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 | { |
867 | skill = find_best_player_hth_skill(op); |
859 | skill = find_player_hth_skill (op); |
868 | |
860 | |
869 | if (!skill) { |
861 | if (!skill) |
870 | new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
862 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
871 | return 0; |
|
|
872 | } |
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); |
|
|
871 | return 0; |
873 | } |
872 | } |
874 | } |
873 | } |
875 | if (skill != op->chosen_skill) { |
874 | |
876 | /* now try to ready the new skill */ |
875 | if (!op->apply (pl->combat_ob)) |
877 | if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ |
|
|
878 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
879 | return 0; |
876 | return 0; |
880 | } |
|
|
881 | } |
|
|
882 | } else { |
|
|
883 | /* Seen some crashes below where current_weapon is not set, |
|
|
884 | * even though the flag says it is. So if current weapon isn't set, |
|
|
885 | * do some work in trying to find the object to use. |
|
|
886 | */ |
|
|
887 | if (!op->current_weapon) { |
|
|
888 | object *tmp; |
|
|
889 | |
|
|
890 | LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
|
|
891 | &op->name); |
|
|
892 | for (tmp=op->inv; tmp; tmp=tmp->below) |
|
|
893 | if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
|
|
894 | |
|
|
895 | if (!tmp) { |
|
|
896 | LOG(llevError,"Could not find applied weapon on %s\n", |
|
|
897 | &op->name); |
|
|
898 | op->current_weapon=NULL; |
|
|
899 | return 0; |
|
|
900 | } else { |
|
|
901 | op->current_weapon = tmp; |
|
|
902 | } |
|
|
903 | } |
|
|
904 | |
|
|
905 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
|
|
906 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { |
|
|
907 | change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); |
|
|
908 | } |
|
|
909 | } |
877 | } |
910 | } |
|
|
911 | |
878 | |
912 | /* lose invisiblity/hiding status for running attacks */ |
879 | /* lose invisiblity/hiding status for running attacks */ |
913 | |
880 | if (pl->tmp_invis) |
914 | if(op->type==PLAYER && op->contr->tmp_invis) { |
881 | { |
915 | op->contr->tmp_invis=0; |
882 | pl->tmp_invis = 0; |
916 | op->invisible=0; |
883 | op->invisible = 0; |
917 | op->hide=0; |
884 | op->flag [FLAG_HIDDEN] = 0; |
918 | update_object(op,UP_OBJ_FACE); |
885 | update_object (op, UP_OBJ_CHANGE); |
|
|
886 | } |
919 | } |
887 | } |
920 | |
888 | |
921 | success = attack_ob(tmp,op); |
889 | int success = attack_ob (tmp, op); |
922 | |
890 | |
923 | /* print appropriate messages to the player */ |
891 | /* print appropriate messages to the player */ |
924 | |
892 | |
925 | if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
893 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
|
|
894 | { |
926 | if(op->type==PLAYER) |
895 | if (op->type == PLAYER) |
927 | new_draw_info_format(NDI_UNIQUE, 0,op, |
896 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
928 | "You %s %s!",string,query_name(tmp)); |
|
|
929 | else if(tmp->type==PLAYER) |
897 | else if (tmp->type == PLAYER) |
930 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
898 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
931 | "%s %s you!",query_name(op),string); |
|
|
932 | } |
899 | } |
|
|
900 | |
933 | return success; |
901 | return success; |
934 | } |
902 | } |
935 | |
|
|
936 | |
903 | |
937 | /* 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 |
938 | * system. In essence, this code handles |
905 | * system. In essence, this code handles |
939 | * 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 |
940 | * treated here. If an opponent is already supplied by move_player(), |
907 | * treated here. If an opponent is already supplied by move_player(), |
941 | * 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 |
942 | * appropriate opponent exists. |
909 | * appropriate opponent exists. |
943 | * |
910 | * |
944 | * This is called by move_player() and attack_hth() |
911 | * This is called by move_player() and attack_hth() |
945 | * |
912 | * |
946 | * Initial implementation by -bt thomas@astro.psu.edu |
913 | * Initial implementation by -bt thomas@astro.psu.edu |
947 | */ |
914 | */ |
948 | |
915 | int |
949 | int 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) |
|
|
917 | { |
950 | sint16 tx,ty; |
918 | sint16 tx, ty; |
951 | mapstruct *m; |
919 | maptile *m; |
952 | int mflags; |
920 | int mflags; |
953 | |
921 | |
|
|
922 | if (!dir) |
954 | if(!dir) dir=pl->facing; |
923 | dir = pl->facing; |
|
|
924 | |
955 | tx=freearr_x[dir]; |
925 | tx = freearr_x[dir]; |
956 | ty=freearr_y[dir]; |
926 | ty = freearr_y[dir]; |
957 | |
927 | |
958 | /* 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. |
959 | * Legal opponents are the same as outlined in move_player_attack() |
929 | * Legal opponents are the same as outlined in move_player_attack() |
960 | */ |
930 | */ |
961 | |
931 | if (!tmp) |
962 | if(tmp==NULL) { |
932 | { |
963 | m = pl->map; |
933 | m = pl->map; |
964 | tx = pl->x + freearr_x[dir]; |
934 | tx = pl->x + freearr_x[dir]; |
965 | ty = pl->y + freearr_y[dir]; |
935 | ty = pl->y + freearr_y[dir]; |
966 | |
936 | |
967 | mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
937 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
968 | if (mflags & P_OUT_OF_MAP) return 0; |
938 | if (mflags & P_OUT_OF_MAP) |
969 | |
|
|
970 | /* space must be blocked for there to be anything interesting to do */ |
|
|
971 | if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; |
|
|
972 | |
|
|
973 | for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
|
|
974 | if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
|
|
975 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
|
|
976 | || tmp->type==LOCKED_DOOR ) { |
|
|
977 | /* Don't attack party members */ |
|
|
978 | if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
|
|
979 | && pl->contr->party==tmp->contr->party)) |
|
|
980 | return 0; |
|
|
981 | break; |
|
|
982 | } |
|
|
983 | } |
|
|
984 | if (!tmp) { |
|
|
985 | if(pl->type==PLAYER) |
|
|
986 | new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
|
|
987 | return 0; |
939 | return 0; |
|
|
940 | |
|
|
941 | /* space must be blocked for there to be anything interesting to do */ |
|
|
942 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
|
|
943 | return 0; |
|
|
944 | |
|
|
945 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
|
|
946 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
|
|
947 | { |
|
|
948 | /* Don't attack party members */ |
|
|
949 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
|
|
950 | return 0; |
|
|
951 | |
|
|
952 | break; |
|
|
953 | } |
|
|
954 | } |
|
|
955 | |
|
|
956 | if (!tmp) |
988 | } |
957 | { |
|
|
958 | if (pl->type == PLAYER) |
|
|
959 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
989 | |
960 | |
|
|
961 | return 0; |
|
|
962 | } |
|
|
963 | |
990 | return do_skill_attack(tmp,pl,string, skill); |
964 | return do_skill_attack (tmp, pl, string, skill); |
991 | } |
965 | } |
992 | |
|
|
993 | |
966 | |
994 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
967 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
|
|
968 | |
995 | /* 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 |
996 | * (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 |
997 | * function skill_attack() we actually attack. |
971 | * function skill_attack() we actually attack. |
998 | */ |
972 | */ |
999 | |
973 | static int |
1000 | static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
974 | attack_hth (object *pl, int dir, const char *string, object *skill) |
|
|
975 | { |
1001 | object *enemy=NULL,*weapon; |
976 | object *enemy = NULL, *weapon; |
1002 | |
977 | |
1003 | if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
978 | if (pl->flag [FLAG_READY_WEAPON]) |
1004 | for(weapon=pl->inv;weapon;weapon=weapon->below) { |
979 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
|
|
980 | { |
1005 | if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
981 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1006 | CLEAR_FLAG(weapon,FLAG_APPLIED); |
982 | { |
1007 | CLEAR_FLAG(pl,FLAG_READY_WEAPON); |
983 | weapon->clr_flag (FLAG_APPLIED); |
1008 | fix_player(pl); |
984 | pl->clr_flag (FLAG_READY_WEAPON); |
|
|
985 | pl->update_stats (); |
1009 | if(pl->type==PLAYER) { |
986 | if (pl->type == PLAYER) |
|
|
987 | { |
1010 | 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."); |
1011 | esrv_update_item(UPD_FLAGS, pl, weapon); |
989 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1012 | } |
990 | } |
|
|
991 | |
1013 | break; |
992 | break; |
1014 | } |
993 | } |
1015 | } |
994 | } |
|
|
995 | |
1016 | return skill_attack(enemy,pl,dir,string, skill); |
996 | return skill_attack (enemy, pl, dir, string, skill); |
1017 | } |
997 | } |
1018 | |
|
|
1019 | |
998 | |
1020 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
999 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1021 | * 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. |
1022 | * 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 |
1023 | * bears mentioning: |
1002 | * bears mentioning: |
1024 | * 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 |
1025 | * we may make this routine handle 'special' melee weapons attacks |
1004 | * we may make this routine handle 'special' melee weapons attacks |
1026 | * (like disarming manuever with sai) based on player SK_level and |
1005 | * (like disarming manuever with sai) based on player SK_level and |
1027 | * weapon type. |
1006 | * weapon type. |
1028 | */ |
1007 | */ |
1029 | |
1008 | static int |
1030 | static int 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) |
|
|
1010 | { |
1031 | |
1011 | |
1032 | if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1012 | if (!op->flag [FLAG_READY_WEAPON]) |
|
|
1013 | { |
1033 | if(op->type==PLAYER) |
1014 | if (op->type == PLAYER) |
1034 | 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 | |
1035 | return 0; |
1017 | return 0; |
1036 | } |
1018 | } |
|
|
1019 | |
1037 | return skill_attack(NULL,op,dir,string, skill); |
1020 | return skill_attack (NULL, op, dir, string, skill); |
1038 | |
|
|
1039 | } |
1021 | } |
|
|
1022 | |