1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_skill_util_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: skill_util.C,v 1.10 2006/09/12 00:26:16 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | 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 |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
16 | (at your option) any later version. |
11 | * option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | 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 |
24 | 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 |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
26 | |
21 | * |
27 | 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> |
28 | */ |
23 | */ |
29 | |
24 | |
30 | /* 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. */ |
31 | |
26 | |
32 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
33 | * 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. |
… | |
… | |
43 | |
38 | |
44 | /* define the following for skills utility debuging */ |
39 | /* define the following for skills utility debuging */ |
45 | |
40 | |
46 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
47 | |
42 | |
48 | #define WANT_UNARMED_SKILLS |
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49 | |
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50 | #include <global.h> |
43 | #include <global.h> |
51 | #include <object.h> |
44 | #include <object.h> |
52 | #ifndef __CEXTRACT__ |
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53 | # include <sproto.h> |
45 | #include <sproto.h> |
54 | #endif |
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55 | #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. */ |
56 | #include <spells.h> |
47 | #include <spells.h> |
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48 | |
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49 | const uint8_t skill_flags[NUM_SKILLS] = { |
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50 | 0, // SK_NONE |
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51 | # define def(uc, flags) flags, |
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52 | # include "skillinc.h" |
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53 | # undef def |
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54 | }; |
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55 | |
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56 | vector<object_ptr> skillvec; |
57 | |
57 | |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
60 | |
60 | |
61 | /* init_skills basically just sets up the skill_names table |
61 | /* init_skills basically just sets up the skill_names table |
62 | * above. The index into the array is set up by the |
62 | * above. The index into the array is set up by the |
63 | * subtypes. |
63 | * subtypes. |
64 | */ |
64 | */ |
65 | void |
65 | void |
66 | init_skills (void) |
66 | init_skills () |
67 | { |
67 | { |
68 | int i; |
68 | // nop |
69 | archetype *at; |
69 | } |
70 | |
70 | |
71 | for (at = first_archetype; at != NULL; at = at->next) |
71 | void |
72 | if (at->clone.type == SKILL) |
72 | add_skill_archetype (object *o) |
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73 | { |
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74 | printf ("<%s><%s>\n", &o->name, &o->skill);//D |
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75 | |
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76 | assert (("skill name must equal skill skill", o->name == o->skill)); |
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77 | |
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78 | for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
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79 | if ((*i)->name == o->name) |
73 | { |
80 | { |
74 | if (skill_names[at->clone.subtype] != NULL) |
81 | // replace existing entry |
75 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
82 | SKILL_INDEX (o) = i - skillvec.begin (); |
76 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
83 | *i = o; |
77 | else |
84 | return; |
78 | skill_names[at->clone.subtype] = at->clone.skill; |
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79 | } |
85 | } |
80 | |
86 | |
81 | /* This isn't really an error if there is no skill subtype set, but |
87 | // add new entry |
82 | * checking for this may catch some user errors. |
88 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
83 | */ |
89 | SKILL_INDEX (o) = skillvec.size (); |
84 | for (i = 1; i < NUM_SKILLS; i++) |
90 | skillvec.push_back (o); |
85 | { |
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86 | if (!skill_names[i]) |
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87 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
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88 | } |
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89 | } |
91 | } |
90 | |
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91 | |
92 | |
92 | /* This function goes through the player inventory and sets |
93 | /* This function goes through the player inventory and sets |
93 | * up the last_skills[] array in the player object. |
94 | * up the last_skills[] array in the player object. |
94 | * the last_skills[] is used to more quickly lookup skills - |
95 | * the last_skills[] is used to more quickly lookup skills - |
95 | * mostly used for sending exp. |
96 | * mostly used for sending exp. |
96 | */ |
97 | */ |
97 | void |
98 | void |
98 | link_player_skills (object *op) |
99 | player::link_skills () |
99 | { |
100 | { |
100 | object *tmp; |
101 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
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102 | last_skill_ob [i] = 0; |
101 | |
103 | |
102 | for (tmp = op->inv; tmp; tmp = tmp->below) |
104 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
103 | { |
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104 | if (tmp->type == SKILL) |
105 | if (tmp->type == SKILL) |
105 | { |
106 | { |
106 | /* This is really a warning, hence no else below */ |
107 | int idx = SKILL_INDEX (tmp); |
107 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
108 | |
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109 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
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110 | |
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111 | if (last_skill_ob [idx] != tmp) |
108 | { |
112 | { |
109 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
113 | last_skill_ob [idx] = tmp; |
110 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
114 | if (ns) |
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115 | ns->last_skill_exp [idx] = -1; |
111 | } |
116 | } |
112 | if (tmp->subtype >= NUM_SKILLS) |
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113 | { |
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114 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
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115 | } |
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116 | else |
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117 | { |
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118 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
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119 | op->contr->last_skill_exp[tmp->subtype] = -1; |
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120 | } |
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121 | } |
117 | } |
122 | } |
118 | } |
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119 | |
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120 | static object * |
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121 | find_skill (object *who, shstr_cmp name) |
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122 | { |
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123 | if (who->chosen_skill |
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124 | && who->chosen_skill->skill == name |
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125 | && who->chosen_skill->type == SKILL) |
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126 | return who->chosen_skill; |
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127 | |
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128 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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129 | if (tmp->skill == name && tmp->type == SKILL) |
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130 | return splay (tmp); |
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131 | |
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132 | return 0; |
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133 | } |
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134 | |
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135 | object * |
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136 | player::find_skill (shstr_cmp name) const |
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137 | { |
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138 | // might want to use last_skill_obj at one point, or maybe not |
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139 | return ::find_skill (ob, name); |
123 | } |
140 | } |
124 | |
141 | |
125 | /* This returns the skill pointer of the given name (the |
142 | /* This returns the skill pointer of the given name (the |
126 | * one that accumlates exp, has the level, etc). |
143 | * one that accumulates exp, has the level, etc). |
127 | * |
144 | * |
128 | * It is presumed that the player will be needing to actually |
145 | * It is presumed that the player will be needing to actually |
129 | * use the skill, so thus if use of the skill requires a skill |
146 | * use the skill, so thus if use of the skill requires a skill |
130 | * tool, this code will equip it. |
147 | * tool, this code will equip it. |
131 | */ |
148 | */ |
132 | object * |
149 | object * |
133 | find_skill_by_name (object *who, const char *name) |
150 | find_skill_by_name (object *who, shstr_cmp sh) |
134 | { |
151 | { |
135 | object *skill = NULL, *skill_tool = NULL, *tmp; |
152 | object *skill_tool = 0; |
136 | |
153 | |
137 | if (!name) |
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138 | return NULL; |
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139 | |
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140 | /* We make sure the length of the string in the object is greater |
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141 | * in length than the passed string. Eg, if we have a skill called |
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142 | * 'hi', we don't want to match if the user passed 'high' |
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143 | */ |
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144 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
154 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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155 | if (tmp->skill == sh) |
145 | { |
156 | { |
146 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
157 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
147 | skill = tmp; |
158 | /* If this is a skill that can be used without applying tool, return it */ |
148 | |
159 | return splay (tmp); |
149 | /* Try to find appropriate skilltool. If the player has one already |
160 | /* Try to find appropriate skilltool. If the player has one already |
150 | * applied, we try to keep using that one. |
161 | * applied, we try to keep using that one. |
151 | */ |
162 | */ |
152 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
163 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
153 | { |
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154 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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155 | skill_tool = tmp; |
164 | skill_tool = tmp; |
156 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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157 | skill_tool = tmp; |
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158 | } |
165 | } |
159 | } |
166 | |
160 | /* If this is a skill that can be used without a tool, return it */ |
167 | if (!skill_tool) |
161 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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162 | return skill; |
168 | return 0; |
163 | |
169 | |
164 | /* Player has a tool to use the skill. IF not applied, apply it - |
170 | /* Player has a tool to use the skill. If not applied, apply it - |
165 | * if not successful, return null. If they do have the skill tool |
171 | * if not successful, return null. If they do have the skill tool |
166 | * but not the skill itself, give it to them. |
172 | * but not the skill itself, give it to them. |
167 | */ |
173 | */ |
168 | if (skill_tool) |
174 | object *skill = who->give_skill (skill_tool->skill); |
169 | { |
175 | |
170 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
176 | if (!skill_tool->flag [FLAG_APPLIED]) |
171 | { |
177 | if (!who->apply (splay (skill_tool))) |
172 | if (apply_special (who, skill_tool, 0)) |
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173 | return NULL; |
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174 | } |
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175 | if (!skill) |
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176 | { |
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177 | skill = give_skill_by_name (who, skill_tool->skill); |
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178 | link_player_skills (who); |
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179 | } |
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180 | return skill; |
178 | return 0; |
181 | } |
179 | |
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180 | return splay (skill); |
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181 | } |
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182 | |
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183 | object * |
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184 | find_skill_by_name_fuzzy (object *who, const char *name) |
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185 | { |
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186 | if (name) |
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187 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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188 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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189 | && tmp->skill.starts_with (name)) |
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190 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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191 | return skop; |
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192 | |
182 | return NULL; |
193 | return 0; |
183 | } |
194 | } |
184 | |
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185 | |
195 | |
186 | /* This returns the skill pointer of the given name (the |
196 | /* This returns the skill pointer of the given name (the |
187 | * one that accumlates exp, has the level, etc). |
197 | * one that accumulates exp, has the level, etc). |
188 | * |
198 | * |
189 | * It is presumed that the player will be needing to actually |
199 | * It is presumed that the player will be needing to actually |
190 | * use the skill, so thus if use of the skill requires a skill |
200 | * use the skill, so thus if use of the skill requires a skill |
191 | * tool, this code will equip it. |
201 | * tool, this code will equip it. |
192 | * |
202 | * |
193 | * This code is basically the same as find_skill_by_name() above, |
203 | * This code is basically the same as find_skill_by_name() above, |
194 | * but instead a skill name, we search by matching number. |
204 | * but instead a skill name, we search by matching number. |
195 | * this replaces find_skill. |
205 | * this replaces find_skill. |
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206 | * |
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207 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
196 | */ |
208 | */ |
197 | object * |
209 | object * |
198 | find_skill_by_number (object *who, int skillno) |
210 | find_skill_by_number (object *who, int skillno) |
199 | { |
211 | { |
200 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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201 | |
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202 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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203 | return NULL; |
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204 | |
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205 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
212 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
206 | { |
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207 | if (tmp->type == SKILL && tmp->subtype == skillno) |
213 | if (tmp->type == SKILL && tmp->subtype == skillno) |
208 | skill = tmp; |
214 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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215 | return skop; |
209 | |
216 | |
210 | /* Try to find appropriate skilltool. If the player has one already |
217 | return 0; |
211 | * applied, we try to keep using that one. |
218 | } |
212 | */ |
219 | |
213 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
220 | object * |
214 | { |
221 | object::give_skill (shstr_cmp name, bool can_use) |
215 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
222 | { |
216 | skill_tool = tmp; |
223 | object *skill = find_skill (this, name); |
217 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
224 | |
218 | skill_tool = tmp; |
225 | if (!skill) |
219 | } |
226 | skill = give_skill_by_name (this, name); |
220 | } |
227 | |
221 | /* If this is a skill that can be used without a tool, return it */ |
228 | if (skill && can_use) |
222 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
229 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
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230 | |
223 | return skill; |
231 | return skill; |
224 | |
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225 | /* Player has a tool to use the skill. IF not applied, apply it - |
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226 | * if not successful, return null. If they do have the skill tool |
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227 | * but not the skill itself, give it to them. |
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228 | */ |
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229 | if (skill_tool) |
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230 | { |
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231 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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232 | { |
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233 | if (apply_special (who, skill_tool, 0)) |
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234 | return NULL; |
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235 | } |
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236 | if (!skill) |
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237 | { |
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238 | skill = give_skill_by_name (who, skill_tool->skill); |
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239 | link_player_skills (who); |
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240 | } |
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241 | return skill; |
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242 | } |
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243 | return NULL; |
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244 | } |
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245 | |
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246 | /* This changes the objects skill to new_skill. |
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247 | * note that this function doesn't always need to get used - |
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248 | * you can now add skill exp to the player without the chosen_skill being |
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249 | * set. This function is of most interest to players to update |
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250 | * the various range information. |
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251 | * if new_skill is null, this just unapplies the skill. |
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252 | * flag has the current meaning: |
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253 | * 0x1: If set, don't update the range pointer. This is useful when we |
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254 | * need to ready a new skill, but don't want to clobber range. |
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255 | * return 1 on success, 0 on error |
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256 | */ |
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257 | |
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258 | int |
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259 | change_skill (object *who, object *new_skill, int flag) |
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260 | { |
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261 | int old_range; |
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262 | |
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263 | if (who->type != PLAYER) |
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264 | return 0; |
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265 | |
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266 | old_range = who->contr->shoottype; |
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267 | |
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268 | if (who->chosen_skill && who->chosen_skill == new_skill) |
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269 | { |
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270 | /* optimization for changing skill to current skill */ |
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271 | if (who->type == PLAYER && !(flag & 0x1)) |
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272 | who->contr->shoottype = range_skill; |
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273 | return 1; |
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274 | } |
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275 | |
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276 | if (!new_skill || who->chosen_skill) |
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277 | if (who->chosen_skill) |
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278 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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279 | |
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280 | /* Only goal in this case was to unapply a skill */ |
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281 | if (!new_skill) |
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282 | return 0; |
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283 | |
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284 | if (apply_special (who, new_skill, AP_APPLY)) |
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285 | { |
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286 | return 0; |
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287 | } |
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288 | if (flag & 0x1) |
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289 | who->contr->shoottype = (rangetype) old_range; |
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290 | |
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291 | return 1; |
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292 | } |
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293 | |
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294 | /* This function just clears the chosen_skill and range_skill values |
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295 | * inthe player. |
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296 | */ |
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297 | void |
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298 | clear_skill (object *who) |
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299 | { |
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300 | who->chosen_skill = NULL; |
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301 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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302 | if (who->type == PLAYER) |
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303 | { |
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304 | who->contr->ranges[range_skill] = NULL; |
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305 | if (who->contr->shoottype == range_skill) |
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306 | who->contr->shoottype = range_none; |
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307 | } |
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308 | } |
232 | } |
309 | |
233 | |
310 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
234 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
311 | * We handle all requests for skill use outside of some combat here. |
235 | * We handle all requests for skill use outside of some combat here. |
312 | * We require a separate routine outside of fire() so as to allow monsters |
236 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
315 | * exp - no caller needed that info, but it also prevented the callers |
239 | * exp - no caller needed that info, but it also prevented the callers |
316 | * from know if a skill was actually used, as many skills don't |
240 | * from know if a skill was actually used, as many skills don't |
317 | * give any exp for their direct use (eg, throwing). |
241 | * give any exp for their direct use (eg, throwing). |
318 | * It returns 0 if no skill was used. |
242 | * It returns 0 if no skill was used. |
319 | */ |
243 | */ |
320 | |
|
|
321 | int |
244 | int |
322 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
245 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
323 | { |
246 | { |
324 | int success = 0, exp = 0; |
247 | int success = 0, exp = 0; |
325 | int did_alc = 0; |
|
|
326 | object *tmp, *next; |
|
|
327 | |
248 | |
328 | if (!skill) |
249 | if (!skill) |
329 | return 0; |
250 | return 0; |
330 | |
251 | |
331 | /* The code below presumes that the skill points to the object that |
252 | /* The code below presumes that the skill points to the object that |
… | |
… | |
333 | * go and try to find the actual real skill pointer, and if the |
254 | * go and try to find the actual real skill pointer, and if the |
334 | * the player doesn't have a bucket for that, create one. |
255 | * the player doesn't have a bucket for that, create one. |
335 | */ |
256 | */ |
336 | if (skill->type != SKILL && op->type == PLAYER) |
257 | if (skill->type != SKILL && op->type == PLAYER) |
337 | { |
258 | { |
338 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
259 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
339 | { |
|
|
340 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
260 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
341 | break; |
261 | { |
|
|
262 | skill = tmp; |
|
|
263 | goto found; |
342 | } |
264 | } |
343 | if (!tmp) |
265 | |
344 | tmp = give_skill_by_name (op, skill->skill); |
266 | skill = give_skill_by_name (op, skill->skill); |
345 | skill = tmp; |
267 | found: ; |
346 | } |
268 | } |
347 | |
269 | |
348 | // skill, by_whom, on_which_object, which direction, skill_argument |
270 | // skill, by_whom, on_which_object, which direction, skill_argument |
349 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
271 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
350 | return 0; |
272 | return 0; |
351 | |
273 | |
352 | switch (skill->subtype) |
274 | switch (skill->subtype) |
353 | { |
275 | { |
354 | case SK_LEVITATION: |
276 | case SK_LEVITATION: |
355 | /* Not 100% sure if this will work with new movement code - |
277 | /* Not 100% sure if this will work with new movement code - |
356 | * the levitation skill has move_type for flying, so when |
278 | * the levitation skill has move_type for flying, so when |
357 | * equipped, that should transfer to player, when not, |
279 | * equipped, that should transfer to player, when not, |
358 | * shouldn't. |
280 | * shouldn't. |
359 | */ |
281 | */ |
360 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
282 | if (skill->flag [FLAG_APPLIED]) |
361 | { |
283 | { |
362 | CLEAR_FLAG (skill, FLAG_APPLIED); |
284 | skill->clr_flag (FLAG_APPLIED); |
363 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
285 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
364 | } |
286 | } |
365 | else |
287 | else |
366 | { |
288 | { |
367 | SET_FLAG (skill, FLAG_APPLIED); |
289 | skill->set_flag (FLAG_APPLIED); |
368 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
290 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
369 | } |
291 | } |
370 | fix_player (op); |
292 | |
|
|
293 | op->update_stats (); |
371 | success = 1; |
294 | success = 1; |
372 | break; |
295 | break; |
373 | |
296 | |
374 | case SK_STEALING: |
297 | case SK_STEALING: |
375 | exp = success = steal (op, dir, skill); |
298 | exp = success = steal (op, dir, skill); |
376 | break; |
299 | break; |
377 | |
300 | |
378 | case SK_LOCKPICKING: |
301 | case SK_LOCKPICKING: |
379 | exp = success = pick_lock (op, dir, skill); |
302 | exp = success = pick_lock (op, dir, skill); |
380 | break; |
303 | break; |
381 | |
304 | |
382 | case SK_HIDING: |
305 | case SK_HIDING: |
383 | exp = success = hide (op, skill); |
306 | exp = success = hide (op, skill); |
384 | break; |
307 | break; |
385 | |
308 | |
386 | case SK_JUMPING: |
309 | case SK_JUMPING: |
387 | success = jump (op, dir, skill); |
310 | exp = success = jump (op, dir, skill); |
388 | break; |
311 | break; |
389 | |
312 | |
390 | case SK_INSCRIPTION: |
313 | case SK_INSCRIPTION: |
391 | exp = success = write_on_item (op, string, skill); |
314 | exp = success = write_on_item (op, string, skill); |
392 | break; |
315 | break; |
393 | |
316 | |
394 | case SK_MEDITATION: |
317 | case SK_MEDITATION: |
395 | meditate (op, skill); |
318 | meditate (op, skill); |
396 | success = 1; |
319 | success = 1; |
397 | break; |
320 | break; |
398 | /* note that the following 'attack' skills gain exp through hit_player() */ |
321 | /* note that the following 'attack' skills gain exp through hit_player() */ |
399 | |
322 | |
400 | case SK_KARATE: |
323 | case SK_KARATE: |
401 | (void) attack_hth (op, dir, "karate-chopped", skill); |
324 | attack_hth (op, dir, "karate-chopped", skill); |
402 | break; |
325 | break; |
403 | |
326 | |
404 | case SK_PUNCHING: |
327 | case SK_PUNCHING: |
405 | (void) attack_hth (op, dir, "punched", skill); |
328 | attack_hth (op, dir, "punched", skill); |
406 | break; |
329 | break; |
407 | |
330 | |
408 | case SK_FLAME_TOUCH: |
331 | case SK_FLAME_TOUCH: |
409 | (void) attack_hth (op, dir, "flamed", skill); |
332 | attack_hth (op, dir, "flamed", skill); |
410 | break; |
333 | break; |
411 | |
334 | |
412 | case SK_SPARK_TOUCH: |
335 | case SK_SPARK_TOUCH: |
413 | (void) attack_hth (op, dir, "zapped", skill); |
336 | attack_hth (op, dir, "zapped", skill); |
414 | break; |
337 | break; |
415 | |
338 | |
416 | case SK_SHIVER: |
339 | case SK_SHIVER: |
417 | (void) attack_hth (op, dir, "froze", skill); |
340 | attack_hth (op, dir, "froze", skill); |
418 | break; |
341 | break; |
419 | |
342 | |
420 | case SK_ACID_SPLASH: |
343 | case SK_ACID_SPLASH: |
421 | (void) attack_hth (op, dir, "dissolved", skill); |
344 | attack_hth (op, dir, "dissolved", skill); |
422 | break; |
345 | break; |
423 | |
346 | |
424 | case SK_POISON_NAIL: |
347 | case SK_POISON_NAIL: |
425 | (void) attack_hth (op, dir, "injected poison into", skill); |
348 | attack_hth (op, dir, "injected poison into", skill); |
426 | break; |
349 | break; |
427 | |
350 | |
428 | case SK_CLAWING: |
351 | case SK_CLAWING: |
429 | (void) attack_hth (op, dir, "clawed", skill); |
352 | attack_hth (op, dir, "clawed", skill); |
430 | break; |
353 | break; |
431 | |
354 | |
432 | case SK_ONE_HANDED_WEAPON: |
355 | case SK_ONE_HANDED_WEAPON: |
433 | case SK_TWO_HANDED_WEAPON: |
356 | case SK_TWO_HANDED_WEAPON: |
434 | (void) attack_melee_weapon (op, dir, NULL, skill); |
357 | attack_melee_weapon (op, dir, NULL, skill); |
435 | break; |
358 | break; |
436 | |
359 | |
437 | case SK_FIND_TRAPS: |
360 | case SK_FIND_TRAPS: |
438 | exp = success = find_traps (op, skill); |
361 | exp = success = find_traps (op, skill); |
439 | break; |
362 | break; |
440 | |
363 | |
441 | case SK_SINGING: |
364 | case SK_SINGING: |
442 | exp = success = singing (op, dir, skill); |
365 | exp = success = singing (op, dir, skill); |
443 | break; |
366 | break; |
444 | |
367 | |
445 | case SK_ORATORY: |
368 | case SK_ORATORY: |
446 | exp = success = use_oratory (op, dir, skill); |
369 | exp = success = use_oratory (op, dir, skill); |
447 | break; |
370 | break; |
448 | |
371 | |
449 | case SK_SMITHERY: |
372 | case SK_SMITHERY: |
450 | case SK_BOWYER: |
373 | case SK_BOWYER: |
451 | case SK_JEWELER: |
374 | case SK_JEWELER: |
452 | case SK_ALCHEMY: |
375 | case SK_ALCHEMY: |
453 | case SK_THAUMATURGY: |
376 | case SK_THAUMATURGY: |
454 | case SK_LITERACY: |
377 | case SK_LITERACY: |
455 | case SK_WOODSMAN: |
378 | case SK_WOODSMAN: |
456 | /* first, we try to find a cauldron, and do the alchemy thing. |
379 | /* first, we try to find a cauldron, and do the alchemy thing. |
457 | * failing that, we go and identify stuff. |
380 | * failing that, we go and identify stuff. |
458 | */ |
381 | */ |
|
|
382 | { |
|
|
383 | bool found_cauldron = false; |
|
|
384 | |
459 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
385 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
460 | { |
386 | { |
461 | next = tmp->above; |
387 | next = tmp->above; |
|
|
388 | |
462 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
389 | if (tmp->flag [FLAG_IS_CAULDRON]) |
463 | { |
390 | { |
|
|
391 | found_cauldron = true; |
|
|
392 | |
|
|
393 | if (tmp->skill != skill->skill) |
|
|
394 | { |
|
|
395 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
|
396 | query_name (tmp), |
|
|
397 | query_name (skill)); |
|
|
398 | break; |
|
|
399 | } |
|
|
400 | |
464 | attempt_do_alchemy (op, tmp); |
401 | attempt_do_alchemy (op, tmp, skill); |
|
|
402 | |
465 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
403 | if (tmp->flag [FLAG_APPLIED]) |
466 | esrv_send_inventory (op, tmp); |
404 | esrv_send_inventory (op, tmp); |
467 | did_alc = 1; |
|
|
468 | } |
405 | } |
469 | } |
406 | } |
470 | if (did_alc == 0) |
407 | |
|
|
408 | if (!found_cauldron) |
471 | exp = success = skill_ident (op, skill); |
409 | exp = success = skill_ident (op, skill); |
|
|
410 | } |
472 | break; |
411 | break; |
473 | |
412 | |
474 | case SK_DET_MAGIC: |
413 | case SK_DET_MAGIC: |
475 | case SK_DET_CURSE: |
414 | case SK_DET_CURSE: |
476 | exp = success = skill_ident (op, skill); |
415 | exp = success = skill_ident (op, skill); |
477 | break; |
416 | break; |
478 | |
417 | |
479 | case SK_DISARM_TRAPS: |
418 | case SK_DISARM_TRAPS: |
480 | exp = success = remove_trap (op, dir, skill); |
419 | exp = success = remove_trap (op, dir, skill); |
481 | break; |
420 | break; |
482 | |
421 | |
483 | case SK_THROWING: |
422 | case SK_THROWING: |
484 | success = skill_throw (op, part, dir, string, skill); |
423 | success = skill_throw (op, part, dir, string, skill); |
485 | break; |
424 | break; |
486 | |
425 | |
487 | case SK_SET_TRAP: |
426 | case SK_SET_TRAP: |
488 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
427 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
489 | break; |
428 | break; |
490 | |
429 | |
491 | case SK_USE_MAGIC_ITEM: |
430 | case SK_USE_MAGIC_ITEM: |
492 | case SK_MISSILE_WEAPON: |
431 | case SK_MISSILE_WEAPON: |
493 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
432 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
494 | break; |
433 | break; |
495 | |
434 | |
496 | case SK_PRAYING: |
435 | case SK_PRAYING: |
497 | success = pray (op, skill); |
436 | success = pray (op, skill); |
498 | break; |
437 | break; |
499 | |
438 | |
500 | case SK_BARGAINING: |
439 | case SK_BARGAINING: |
501 | success = describe_shop (op); |
440 | success = describe_shop (op); |
502 | break; |
441 | break; |
503 | |
442 | |
504 | case SK_SORCERY: |
443 | case SK_SORCERY: |
505 | case SK_EVOCATION: |
444 | case SK_EVOCATION: |
506 | case SK_PYROMANCY: |
445 | case SK_PYROMANCY: |
507 | case SK_SUMMONING: |
446 | case SK_SUMMONING: |
508 | case SK_CLIMBING: |
447 | case SK_CLIMBING: |
509 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
448 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
510 | break; |
449 | break; |
511 | |
450 | |
|
|
451 | case SK_MINING: |
|
|
452 | success = skill_mining (op, part, skill, dir, string); |
|
|
453 | break; |
|
|
454 | |
512 | default: |
455 | default: |
513 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
456 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
514 | break; |
457 | break; |
515 | } |
458 | } |
516 | |
459 | |
517 | /* For players we now update the speed_left from using the skill. |
460 | /* For players we now update the speed_left from using the skill. |
518 | * Monsters have no skill use time because of the random nature in |
461 | * Monsters have no skill use time because of the random nature in |
519 | * which use_monster_skill is called already simulates this. |
462 | * which use_monster_skill is called already simulates this. |
520 | * If certain skills should take more/less time, that should be |
463 | * If certain skills should take more/less time, that should be |
521 | * in the code for the skill itself. |
464 | * in the code for the skill itself. |
522 | */ |
465 | */ |
523 | |
|
|
524 | if (op->type == PLAYER) |
466 | if (op->type == PLAYER) |
525 | op->speed_left -= 1.0; |
467 | op->speed_left -= 1.f; |
526 | |
468 | |
527 | /* this is a good place to add experience for successfull use of skills. |
469 | /* this is a good place to add experience for successfull use of skills. |
528 | * Note that add_exp() will figure out player/monster experience |
470 | * Note that add_exp() will figure out player/monster experience |
529 | * gain problems. |
471 | * gain problems. |
530 | */ |
472 | */ |
… | |
… | |
558 | * op is the object that was 'defeated'. |
500 | * op is the object that was 'defeated'. |
559 | * skill is the skill used. If no skill is used, it should just |
501 | * skill is the skill used. If no skill is used, it should just |
560 | * point back to who. |
502 | * point back to who. |
561 | * |
503 | * |
562 | */ |
504 | */ |
563 | |
|
|
564 | int |
505 | int |
565 | calc_skill_exp (object *who, object *op, object *skill) |
506 | calc_skill_exp (object *who, object *op, object *skill) |
566 | { |
507 | { |
567 | int op_exp = 0, op_lvl = 0; |
508 | int op_exp = 0, op_lvl = 0; |
568 | float base, value, lvl_mult = 0.0; |
509 | float base, value, lvl_mult = 0.0; |
… | |
… | |
577 | * If an object is not alive and magical we set the base exp higher to |
518 | * If an object is not alive and magical we set the base exp higher to |
578 | * help out exp awards for skill_ident skills. Also, if |
519 | * help out exp awards for skill_ident skills. Also, if |
579 | * an item is type RUNE, we give out exp based on stats.Cha |
520 | * an item is type RUNE, we give out exp based on stats.Cha |
580 | * and level (this was the old system) -b.t. |
521 | * and level (this was the old system) -b.t. |
581 | */ |
522 | */ |
582 | |
|
|
583 | if (!op) |
523 | if (!op) |
584 | { /* no item/creature */ |
524 | { /* no item/creature */ |
585 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
525 | op_lvl = max (1, who->map->difficulty); |
586 | op_exp = 0; |
526 | op_exp = 0; |
587 | } |
527 | } |
588 | else if (op->type == RUNE || op->type == TRAP) |
528 | else if (op->type == RUNE || op->type == TRAP) |
589 | { /* all traps. If stats.Cha > 1 we use that |
529 | { /* all traps. If stats.Cha > 1 we use that |
590 | * for the amount of experience */ |
530 | * for the amount of experience */ |
… | |
… | |
593 | } |
533 | } |
594 | else |
534 | else |
595 | { /* all other items/living creatures */ |
535 | { /* all other items/living creatures */ |
596 | op_exp = op->stats.exp; |
536 | op_exp = op->stats.exp; |
597 | op_lvl = op->level; |
537 | op_lvl = op->level; |
598 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
538 | if (!op->flag [FLAG_ALIVE]) |
599 | { /* for ident/make items */ |
539 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
600 | op_lvl += 5 * abs (op->magic); |
|
|
601 | } |
|
|
602 | } |
540 | } |
603 | |
541 | |
604 | if (op_lvl < 1) |
542 | if (op_lvl < 1) |
605 | op_lvl = 1; |
543 | op_lvl = 1; |
606 | |
544 | |
… | |
… | |
614 | /* if skill really is a skill, then we can look at the skill archetype for |
552 | /* if skill really is a skill, then we can look at the skill archetype for |
615 | * bse reward value (exp) and level multiplier factor. |
553 | * bse reward value (exp) and level multiplier factor. |
616 | */ |
554 | */ |
617 | if (skill->type == SKILL) |
555 | if (skill->type == SKILL) |
618 | { |
556 | { |
619 | base += skill->arch->clone.stats.exp; |
557 | base += skill->arch->stats.exp; |
620 | if (settings.simple_exp) |
558 | if (settings.simple_exp) |
621 | { |
559 | { |
622 | if (skill->arch->clone.level) |
560 | if (skill->arch->level) |
623 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
561 | lvl_mult = (float) skill->arch->level / 100.0; |
624 | else |
562 | else |
625 | lvl_mult = 1.0; /* no adjustment */ |
563 | lvl_mult = 1.0; /* no adjustment */ |
626 | } |
564 | } |
627 | else |
565 | else |
628 | { |
566 | { |
629 | if (skill->level) |
567 | if (skill->level) |
630 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
568 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
631 | else |
569 | else |
632 | lvl_mult = 1.0; |
570 | lvl_mult = 1.0; |
633 | } |
571 | } |
634 | } |
572 | } |
635 | else |
573 | else |
636 | { |
574 | { |
637 | /* Don't divide by zero here! */ |
575 | /* Don't divide by zero here! */ |
638 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
576 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
639 | } |
577 | } |
640 | } |
578 | } |
641 | |
579 | |
642 | /* assemble the exp total, and return value */ |
580 | /* assemble the exp total, and return value */ |
643 | |
581 | |
… | |
… | |
657 | * This one actually teaches the player the skill as something |
595 | * This one actually teaches the player the skill as something |
658 | * they can equip. |
596 | * they can equip. |
659 | * Return 0 if the player knows the skill, 1 if the |
597 | * Return 0 if the player knows the skill, 1 if the |
660 | * player learns the skill, 2 otherwise. |
598 | * player learns the skill, 2 otherwise. |
661 | */ |
599 | */ |
662 | |
|
|
663 | int |
600 | int |
664 | learn_skill (object *pl, object *scroll) |
601 | learn_skill (object *pl, object *scroll) |
665 | { |
602 | { |
666 | object *tmp; |
|
|
667 | |
|
|
668 | if (!scroll->skill) |
603 | if (!scroll->skill) |
669 | { |
604 | { |
670 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
605 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
671 | return 2; |
606 | return 2; |
672 | } |
607 | } |
673 | |
608 | |
674 | /* can't use find_skill_by_name because we want skills the player knows |
609 | object *tmp = find_skill (pl, scroll->skill); |
675 | * but can't use natively. |
|
|
676 | */ |
|
|
677 | |
|
|
678 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
679 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
680 | break; |
|
|
681 | |
610 | |
682 | /* player already knows it */ |
611 | /* player already knows it */ |
683 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
612 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
684 | return 0; |
613 | return 0; |
685 | |
|
|
686 | |
|
|
687 | |
614 | |
688 | /* now a random change to learn, based on player Int. |
615 | /* now a random change to learn, based on player Int. |
689 | * give bonus based on level - otherwise stupid characters |
616 | * give bonus based on level - otherwise stupid characters |
690 | * might never be able to learn anything. |
617 | * might never be able to learn anything. |
691 | */ |
618 | */ |
… | |
… | |
699 | { |
626 | { |
700 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
627 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
701 | return 2; |
628 | return 2; |
702 | } |
629 | } |
703 | |
630 | |
704 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
631 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
705 | link_player_skills (pl); |
632 | |
706 | return 1; |
633 | return 1; |
707 | } |
634 | } |
708 | |
635 | |
709 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
636 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
710 | |
|
|
711 | /* Probably belongs in some global utils-type file? */ |
637 | /* Probably belongs in some global utils-type file? */ |
712 | static int |
638 | static int |
713 | clipped_percent (sint64 a, sint64 b) |
639 | clipped_percent (sint64 a, sint64 b) |
714 | { |
640 | { |
715 | int rv; |
641 | int rv; |
… | |
… | |
735 | * Note this function is a bit more complicated becauase we |
661 | * Note this function is a bit more complicated becauase we |
736 | * we want ot sort the skills before printing them. If we |
662 | * we want ot sort the skills before printing them. If we |
737 | * just dumped this as we found it, this would be a bit |
663 | * just dumped this as we found it, this would be a bit |
738 | * simpler. |
664 | * simpler. |
739 | */ |
665 | */ |
740 | |
666 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
741 | void |
667 | void |
742 | show_skills (object *op, const char *search) |
668 | show_skills (object *pl, const char *search) |
743 | { |
669 | { |
744 | object *tmp = NULL; |
|
|
745 | char buf[MAX_BUF]; |
|
|
746 | const char *cp; |
670 | const char *cp; |
747 | int i, num_skills_found = 0; |
671 | int i, num_skills_found = 0; |
748 | static const char *const periods = "........................................"; |
672 | const char *const periods = ".............................."; // 30 |
749 | |
673 | |
750 | /* Need to have a pointer and use strdup for qsort to work properly */ |
674 | /* Need to have a pointer and use strdup for qsort to work properly */ |
751 | char skills[NUM_SKILLS][MAX_BUF]; |
675 | char skills[NUM_SKILLS][128]; // d'oh |
752 | |
676 | |
|
|
677 | object *op = pl->contr->ob; |
753 | |
678 | |
754 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
679 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
755 | { |
680 | { |
756 | if (tmp->type == SKILL) |
681 | if (tmp->type == SKILL) |
757 | { |
682 | { |
758 | if (search && strstr (tmp->name, search) == NULL) |
683 | if (search && !tmp->name.contains (search)) |
759 | continue; |
684 | continue; |
|
|
685 | |
|
|
686 | char buf[30]; |
|
|
687 | |
760 | /* Basically want to fill this out to 40 spaces with periods */ |
688 | /* Basically want to fill this out to 30 spaces with periods */ |
761 | sprintf (buf, "%s%s", &tmp->name, periods); |
689 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
762 | buf[40] = 0; |
|
|
763 | |
690 | |
764 | if (settings.permanent_exp_ratio) |
691 | if (settings.permanent_exp_ratio) |
765 | { |
|
|
766 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
692 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
767 | buf, tmp->level, |
693 | buf, tmp->level, tmp->stats.exp, |
768 | (long long) tmp->stats.exp, |
|
|
769 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
694 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
770 | } |
|
|
771 | else |
695 | else |
772 | { |
|
|
773 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
696 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
774 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
697 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
775 | } |
698 | |
776 | /* I don't know why some characters get a bunch of skills, but |
699 | /* I don't know why some characters get a bunch of skills, but |
777 | * it sometimes happens (maybe a leftover from bugier earlier code |
700 | * it sometimes happens (maybe a leftover from bugier earlier code |
778 | * and those character are still about). In any case, lets handle |
701 | * and those character are still about). In any case, lets handle |
779 | * it so it doesn't crash the server - otherwise, one character may |
702 | * it so it doesn't crash the server - otherwise, one character may |
780 | * crash the server numerous times. |
703 | * crash the server numerous times. |
781 | */ |
704 | */ |
782 | if (num_skills_found >= NUM_SKILLS) |
705 | if (num_skills_found >= NUM_SKILLS) |
783 | { |
706 | { |
784 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
707 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
785 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
708 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
786 | break; |
709 | break; |
787 | } |
710 | } |
788 | } |
711 | } |
789 | } |
712 | } |
790 | |
713 | |
791 | clear_win_info (op); |
714 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
792 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
715 | |
|
|
716 | msg << "T<Player skills:>\n\n"; |
793 | if (num_skills_found > 1) |
717 | if (num_skills_found > 1) |
794 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
718 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
795 | |
719 | |
796 | for (i = 0; i < num_skills_found; i++) |
720 | for (i = 0; i < num_skills_found; i++) |
797 | { |
721 | msg << " C<" << skills [i] << ">\n"; |
798 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
|
|
799 | } |
|
|
800 | |
722 | |
801 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
723 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
802 | |
724 | |
803 | cp = determine_god (op); |
725 | cp = determine_god (op); |
804 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
726 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
805 | |
727 | |
806 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
728 | msg << "Your equipped item power is " << (int)op->contr->item_power |
807 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
729 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
730 | << ".\n"; |
|
|
731 | |
|
|
732 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
808 | } |
733 | } |
809 | |
734 | |
810 | /* use_skill() - similar to invoke command, it executes the skill in the |
735 | /* use_skill() - similar to invoke command, it executes the skill in the |
811 | * direction that the user is facing. Returns false if we are unable to |
736 | * direction that the user is facing. Returns false if we are unable to |
812 | * change to the requested skill, or were unable to use the skill properly. |
737 | * change to the requested skill, or were unable to use the skill properly. |
813 | * This is tricky because skills can have spaces. We basically roll |
738 | * This is tricky because skills can have spaces. We basically roll |
814 | * our own find_skill_by_name so we can try to do better string matching. |
739 | * our own find_skill_by_name so we can try to do better string matching. |
815 | */ |
740 | */ |
816 | |
|
|
817 | int |
741 | int |
818 | use_skill (object *op, const char *string) |
742 | use_skill (object *op, const char *string) |
819 | { |
743 | { |
820 | object *skop; |
744 | object *skop; |
821 | size_t len; |
745 | size_t len; |
822 | |
746 | |
823 | if (!string) |
747 | if (!string) |
824 | return 0; |
748 | return 0; |
825 | |
749 | |
826 | for (skop = op->inv; skop != NULL; skop = skop->below) |
750 | for (skop = op->inv; skop; skop = skop->below) |
827 | { |
751 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
828 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
829 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
752 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
753 | { |
|
|
754 | skop = find_skill_by_name (op, skop->skill); |
830 | break; |
755 | break; |
831 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
832 | break; |
|
|
833 | } |
756 | } |
|
|
757 | |
834 | if (!skop) |
758 | if (!skop) |
835 | { |
759 | { |
836 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
760 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
761 | return 0; |
|
|
762 | } |
|
|
763 | |
|
|
764 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
765 | { |
|
|
766 | op->failmsgf ( |
|
|
767 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
768 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
769 | "use it with some item, or it's always active.>", |
|
|
770 | &skop->skill |
|
|
771 | ); |
837 | return 0; |
772 | return 0; |
838 | } |
773 | } |
839 | |
774 | |
840 | len = strlen (skop->skill); |
775 | len = strlen (skop->skill); |
841 | |
776 | |
… | |
… | |
843 | * options given to the skill. Its pretty simple - if there |
778 | * options given to the skill. Its pretty simple - if there |
844 | * are extra parameters (as deteremined by string length), we |
779 | * are extra parameters (as deteremined by string length), we |
845 | * want to skip over any leading spaces. |
780 | * want to skip over any leading spaces. |
846 | */ |
781 | */ |
847 | if (len >= strlen (string)) |
782 | if (len >= strlen (string)) |
848 | { |
|
|
849 | string = NULL; |
783 | string = NULL; |
850 | } |
|
|
851 | else |
784 | else |
852 | { |
785 | { |
853 | string += len; |
786 | string += len; |
854 | while (*string == 0x20) |
787 | while (*string == 0x20) |
855 | string++; |
788 | string++; |
|
|
789 | |
856 | if (strlen (string) == 0) |
790 | if (strlen (string) == 0) |
857 | string = NULL; |
791 | string = NULL; |
858 | } |
792 | } |
859 | |
793 | |
860 | #ifdef SKILL_UTIL_DEBUG |
794 | #ifdef SKILL_UTIL_DEBUG |
861 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
795 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
862 | #endif |
796 | #endif |
863 | |
797 | |
864 | /* Change to the new skill, then execute it. */ |
|
|
865 | if (do_skill (op, op, skop, op->facing, string)) |
798 | if (do_skill (op, op, skop, op->facing, string)) |
866 | return 1; |
799 | return 1; |
867 | |
800 | |
868 | return 0; |
801 | return 0; |
869 | } |
802 | } |
870 | |
803 | |
|
|
804 | static bool |
|
|
805 | hth_skill_p (object *skill) |
|
|
806 | { |
|
|
807 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
|
|
808 | } |
871 | |
809 | |
872 | |
|
|
873 | /* This finds the best unarmed skill the player has, and returns |
810 | /* This finds the first unarmed skill the player has, and returns it. |
874 | * it. Best can vary a little - we consider clawing to always |
|
|
875 | * be the best for dragons. |
|
|
876 | * This could be more intelligent, eg, look at the skill level |
|
|
877 | * of the skill and go from there (eg, a level 40 puncher is |
|
|
878 | * is probably better than level 1 karate). OTOH, if you |
|
|
879 | * don't bother to set up your skill properly, that is the players |
|
|
880 | * problem (although, it might be nice to have a preferred skill |
|
|
881 | * field the player can set. |
|
|
882 | * Unlike the old code, we don't give out any skills - it is |
|
|
883 | * possible you just don't have any ability to get into unarmed |
|
|
884 | * combat. If everyone race/class should have one, this should |
|
|
885 | * be handled in the starting treasurelists, not in the code. |
|
|
886 | */ |
811 | */ |
887 | static object * |
812 | static object * |
888 | find_best_player_hth_skill (object *op) |
813 | find_player_hth_skill (object *op) |
889 | { |
814 | { |
890 | object *tmp, *best_skill = NULL; |
|
|
891 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
|
|
892 | |
|
|
893 | for (tmp = op->inv; tmp; tmp = tmp->below) |
815 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
894 | { |
816 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
895 | if (tmp->type == SKILL) |
|
|
896 | { |
|
|
897 | if (dragon && tmp->subtype == SK_CLAWING) |
|
|
898 | return tmp; |
817 | return tmp; |
899 | |
818 | |
900 | /* The order in the array is preferred order. So basically, |
819 | return 0; |
901 | * we just cut down the number to search - eg, if we find a skill |
|
|
902 | * early on in flame touch, then we only need to look into the unarmed_array |
|
|
903 | * to the entry before flame touch - don't care about the entries afterward, |
|
|
904 | * because they are infrerior skills. |
|
|
905 | * if we end up finding the best skill (i==0) might as well return |
|
|
906 | * right away - can't get any better than that. |
|
|
907 | */ |
|
|
908 | for (i = 0; i < last_skill; i++) |
|
|
909 | { |
|
|
910 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
911 | { |
|
|
912 | best_skill = tmp; |
|
|
913 | last_skill = i; |
|
|
914 | if (i == 0) |
|
|
915 | return best_skill; |
|
|
916 | } |
|
|
917 | } |
|
|
918 | } |
|
|
919 | } |
|
|
920 | return best_skill; |
|
|
921 | } |
820 | } |
922 | |
821 | |
923 | /* do_skill_attack() - We have got an appropriate opponent from either |
822 | /* do_skill_attack() - We have got an appropriate opponent from either |
924 | * move_player_attack() or skill_attack(). In this part we get on with |
823 | * move_player_attack() or skill_attack(). In this part we get on with |
925 | * attacking, take care of messages from the attack and changes in invisible. |
824 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
927 | * tmp is the targetted monster. |
826 | * tmp is the targetted monster. |
928 | * op is what is attacking |
827 | * op is what is attacking |
929 | * string is passed along to describe what messages to describe |
828 | * string is passed along to describe what messages to describe |
930 | * the damage. |
829 | * the damage. |
931 | */ |
830 | */ |
932 | |
|
|
933 | static int |
831 | static int |
934 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
832 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
935 | { |
833 | { |
936 | int success; |
|
|
937 | |
|
|
938 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
834 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
939 | return RESULT_INT (0); |
835 | return RESULT_INT (0); |
940 | |
836 | |
941 | /* For Players only: if there is no ready weapon, and no "attack" skill |
837 | /* For Players only: if there is no ready weapon, and no "attack" skill |
942 | * is readied either then try to find a skill for the player to use. |
838 | * is readied either then try to find a skill for the player to use. |
943 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
839 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
944 | * the caller should have set it appropriately). We still want to pass |
840 | * the caller should have set it appropriately). We still want to pass |
945 | * through that code if skill is set to change to the skill. |
841 | * through that code if skill is set to change to the skill. |
946 | */ |
842 | */ |
947 | if (op->type == PLAYER) |
843 | if (player *pl = op->contr) |
948 | { |
844 | { |
949 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
845 | if (skill) |
950 | { |
846 | { |
951 | size_t i; |
|
|
952 | |
|
|
953 | if (!skill) |
847 | if (!op->apply (skill)) |
|
|
848 | return 0; |
|
|
849 | } |
|
|
850 | else |
|
|
851 | { |
|
|
852 | if (!pl->combat_ob) |
954 | { |
853 | { |
955 | /* See if the players chosen skill is a combat skill, and use |
854 | if (op->flag [FLAG_READY_WEAPON]) |
956 | * it if appropriate. |
|
|
957 | */ |
|
|
958 | if (op->chosen_skill) |
|
|
959 | { |
855 | { |
960 | for (i = 0; i < sizeof (unarmed_skills); i++) |
856 | for (tmp = op->inv; tmp; tmp = tmp->below) |
961 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
857 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
962 | { |
|
|
963 | skill = op->chosen_skill; |
|
|
964 | break; |
858 | break; |
965 | } |
859 | |
|
|
860 | if (!tmp) |
|
|
861 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
862 | |
|
|
863 | pl->combat_ob = tmp; |
966 | } |
864 | } |
967 | /* If we didn't find a skill above, look harder for a good skill */ |
865 | |
968 | if (!skill) |
866 | if (!pl->combat_ob) |
969 | { |
867 | { |
970 | skill = find_best_player_hth_skill (op); |
868 | /* See if the players chosen skill is a combat skill, and use |
971 | |
869 | * it if appropriate. |
972 | if (!skill) |
870 | */ |
|
|
871 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
872 | skill = op->chosen_skill; |
|
|
873 | else |
973 | { |
874 | { |
|
|
875 | skill = find_player_hth_skill (op); |
|
|
876 | |
|
|
877 | if (!skill) |
974 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
878 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
975 | return 0; |
|
|
976 | } |
879 | } |
|
|
880 | |
|
|
881 | op->apply (skill); |
977 | } |
882 | } |
978 | } |
883 | |
979 | if (skill != op->chosen_skill) |
884 | if (!pl->combat_ob) |
980 | { |
885 | { |
981 | /* now try to ready the new skill */ |
886 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
982 | if (!change_skill (op, skill, 0)) |
|
|
983 | { /* oh oh, trouble! */ |
|
|
984 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
985 | return 0; |
887 | return 0; |
986 | } |
888 | } |
987 | } |
889 | } |
|
|
890 | |
|
|
891 | if (!op->apply (pl->combat_ob)) |
|
|
892 | return 0; |
988 | } |
893 | } |
989 | else |
894 | |
|
|
895 | /* lose invisiblity/hiding status for running attacks */ |
|
|
896 | if (pl->tmp_invis) |
990 | { |
897 | { |
991 | /* Seen some crashes below where current_weapon is not set, |
898 | pl->tmp_invis = 0; |
992 | * even though the flag says it is. So if current weapon isn't set, |
899 | op->invisible = 0; |
993 | * do some work in trying to find the object to use. |
900 | op->flag [FLAG_HIDDEN] = 0; |
994 | */ |
901 | update_object (op, UP_OBJ_CHANGE); |
995 | if (!op->current_weapon) |
|
|
996 | { |
|
|
997 | object *tmp; |
|
|
998 | |
|
|
999 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
1000 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1001 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1002 | break; |
|
|
1003 | |
|
|
1004 | if (!tmp) |
|
|
1005 | { |
|
|
1006 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
1007 | op->current_weapon = NULL; |
|
|
1008 | return 0; |
|
|
1009 | } |
|
|
1010 | else |
|
|
1011 | { |
|
|
1012 | op->current_weapon = tmp; |
|
|
1013 | } |
|
|
1014 | } |
|
|
1015 | |
|
|
1016 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
|
|
1017 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
|
|
1018 | { |
|
|
1019 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
1020 | } |
|
|
1021 | } |
902 | } |
1022 | } |
903 | } |
1023 | |
904 | |
1024 | /* lose invisiblity/hiding status for running attacks */ |
|
|
1025 | |
|
|
1026 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
1027 | { |
|
|
1028 | op->contr->tmp_invis = 0; |
|
|
1029 | op->invisible = 0; |
|
|
1030 | op->hide = 0; |
|
|
1031 | update_object (op, UP_OBJ_FACE); |
|
|
1032 | } |
|
|
1033 | |
|
|
1034 | success = attack_ob (tmp, op); |
905 | int success = attack_ob (tmp, op); |
1035 | |
906 | |
1036 | /* print appropriate messages to the player */ |
907 | /* print appropriate messages to the player */ |
1037 | |
908 | |
1038 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
909 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
1039 | { |
910 | { |
1040 | if (op->type == PLAYER) |
911 | if (op->type == PLAYER) |
1041 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
912 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1042 | else if (tmp->type == PLAYER) |
913 | else if (tmp->type == PLAYER) |
1043 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
914 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1044 | } |
915 | } |
|
|
916 | |
1045 | return success; |
917 | return success; |
1046 | } |
918 | } |
1047 | |
|
|
1048 | |
919 | |
1049 | /* skill_attack() - Core routine for use when we attack using a skills |
920 | /* skill_attack() - Core routine for use when we attack using a skills |
1050 | * system. In essence, this code handles |
921 | * system. In essence, this code handles |
1051 | * all skill-based attacks, ie hth, missile and melee weapons should be |
922 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1052 | * treated here. If an opponent is already supplied by move_player(), |
923 | * treated here. If an opponent is already supplied by move_player(), |
1053 | * we move right onto do_skill_attack(), otherwise we find if an |
924 | * we move right onto do_skill_attack(), otherwise we find if an |
1054 | * appropriate opponent exists. |
925 | * appropriate opponent exists. |
1055 | * |
926 | * |
1056 | * This is called by move_player() and attack_hth() |
927 | * This is called by move_player() and attack_hth() |
1057 | * |
928 | * |
1058 | * Initial implementation by -bt thomas@astro.psu.edu |
929 | * Initial implementation by -bt thomas@astro.psu.edu |
1059 | */ |
930 | */ |
1060 | |
|
|
1061 | int |
931 | int |
1062 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
932 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1063 | { |
933 | { |
1064 | sint16 tx, ty; |
934 | sint16 tx, ty; |
1065 | mapstruct *m; |
935 | maptile *m; |
1066 | int mflags; |
936 | int mflags; |
1067 | |
937 | |
1068 | if (!dir) |
938 | if (!dir) |
1069 | dir = pl->facing; |
939 | dir = pl->facing; |
|
|
940 | |
1070 | tx = freearr_x[dir]; |
941 | tx = freearr_x[dir]; |
1071 | ty = freearr_y[dir]; |
942 | ty = freearr_y[dir]; |
1072 | |
943 | |
1073 | /* If we don't yet have an opponent, find if one exists, and attack. |
944 | /* If we don't yet have an opponent, find if one exists, and attack. |
1074 | * Legal opponents are the same as outlined in move_player_attack() |
945 | * Legal opponents are the same as outlined in move_player_attack() |
1075 | */ |
946 | */ |
1076 | |
947 | if (!tmp) |
1077 | if (tmp == NULL) |
|
|
1078 | { |
948 | { |
1079 | m = pl->map; |
949 | m = pl->map; |
1080 | tx = pl->x + freearr_x[dir]; |
950 | tx = pl->x + freearr_x[dir]; |
1081 | ty = pl->y + freearr_y[dir]; |
951 | ty = pl->y + freearr_y[dir]; |
1082 | |
952 | |
… | |
… | |
1086 | |
956 | |
1087 | /* space must be blocked for there to be anything interesting to do */ |
957 | /* space must be blocked for there to be anything interesting to do */ |
1088 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
958 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1089 | return 0; |
959 | return 0; |
1090 | |
960 | |
1091 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
961 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1092 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
962 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
1093 | { |
963 | { |
1094 | /* Don't attack party members */ |
964 | /* Don't attack party members */ |
1095 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
965 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1096 | return 0; |
966 | return 0; |
|
|
967 | |
1097 | break; |
968 | break; |
1098 | } |
969 | } |
1099 | } |
970 | } |
|
|
971 | |
1100 | if (!tmp) |
972 | if (!tmp) |
1101 | { |
973 | { |
1102 | if (pl->type == PLAYER) |
974 | if (pl->type == PLAYER) |
1103 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
975 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
976 | |
1104 | return 0; |
977 | return 0; |
1105 | } |
978 | } |
1106 | |
979 | |
1107 | return do_skill_attack (tmp, pl, string, skill); |
980 | return do_skill_attack (tmp, pl, string, skill); |
1108 | } |
981 | } |
1109 | |
|
|
1110 | |
982 | |
1111 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
983 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1112 | |
984 | |
1113 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
985 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1114 | * (attack_hth) we check for weapon use, etc in the second (the new |
986 | * (attack_hth) we check for weapon use, etc in the second (the new |
1115 | * function skill_attack() we actually attack. |
987 | * function skill_attack() we actually attack. |
1116 | */ |
988 | */ |
1117 | |
|
|
1118 | static int |
989 | static int |
1119 | attack_hth (object *pl, int dir, const char *string, object *skill) |
990 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1120 | { |
991 | { |
1121 | object *enemy = NULL, *weapon; |
992 | object *enemy = NULL, *weapon; |
1122 | |
993 | |
1123 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
994 | if (pl->flag [FLAG_READY_WEAPON]) |
1124 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
995 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1125 | { |
996 | { |
1126 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
997 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1127 | { |
998 | { |
1128 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
999 | weapon->clr_flag (FLAG_APPLIED); |
1129 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1000 | pl->clr_flag (FLAG_READY_WEAPON); |
1130 | fix_player (pl); |
1001 | pl->update_stats (); |
1131 | if (pl->type == PLAYER) |
1002 | if (pl->type == PLAYER) |
1132 | { |
1003 | { |
1133 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1004 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1134 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1005 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1135 | } |
1006 | } |
|
|
1007 | |
1136 | break; |
1008 | break; |
1137 | } |
1009 | } |
1138 | } |
1010 | } |
|
|
1011 | |
1139 | return skill_attack (enemy, pl, dir, string, skill); |
1012 | return skill_attack (enemy, pl, dir, string, skill); |
1140 | } |
1013 | } |
1141 | |
|
|
1142 | |
1014 | |
1143 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1015 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1144 | * For now we are just checking to see if we have a ready weapon here. |
1016 | * For now we are just checking to see if we have a ready weapon here. |
1145 | * But there is a real neato possible feature of this scheme which |
1017 | * But there is a real neato possible feature of this scheme which |
1146 | * bears mentioning: |
1018 | * bears mentioning: |
1147 | * Since we are only calling this from do_skill() in the future |
1019 | * Since we are only calling this from do_skill() in the future |
1148 | * we may make this routine handle 'special' melee weapons attacks |
1020 | * we may make this routine handle 'special' melee weapons attacks |
1149 | * (like disarming manuever with sai) based on player SK_level and |
1021 | * (like disarming manuever with sai) based on player SK_level and |
1150 | * weapon type. |
1022 | * weapon type. |
1151 | */ |
1023 | */ |
1152 | |
|
|
1153 | static int |
1024 | static int |
1154 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1025 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1155 | { |
1026 | { |
1156 | |
1027 | |
1157 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1028 | if (!op->flag [FLAG_READY_WEAPON]) |
1158 | { |
1029 | { |
1159 | if (op->type == PLAYER) |
1030 | if (op->type == PLAYER) |
1160 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1031 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1032 | |
1161 | return 0; |
1033 | return 0; |
1162 | } |
1034 | } |
|
|
1035 | |
1163 | return skill_attack (NULL, op, dir, string, skill); |
1036 | return skill_attack (NULL, op, dir, string, skill); |
1164 | |
|
|
1165 | } |
1037 | } |
|
|
1038 | |