1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
26 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
51 | # define def(uc, flags) flags, |
51 | # define def(uc, flags) flags, |
52 | # include "skillinc.h" |
52 | # include "skillinc.h" |
53 | # undef def |
53 | # undef def |
54 | }; |
54 | }; |
55 | |
55 | |
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56 | vector<object_ptr> skillvec; |
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57 | |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
58 | |
60 | |
59 | /* init_skills basically just sets up the skill_names table |
61 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
62 | * above. The index into the array is set up by the |
61 | * subtypes. |
63 | * subtypes. |
62 | */ |
64 | */ |
63 | void |
65 | void |
64 | init_skills (void) |
66 | init_skills () |
65 | { |
67 | { |
66 | for (archetype *at = first_archetype; at; at = at->next) |
68 | // nop |
67 | if (at->clone.type == SKILL) |
69 | } |
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70 | |
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71 | void |
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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) |
68 | { |
80 | { |
69 | if (skill_names[at->clone.subtype]) |
81 | // replace existing entry |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
82 | SKILL_INDEX (o) = i - skillvec.begin (); |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
83 | *i = o; |
72 | else |
84 | return; |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
|
|
74 | } |
85 | } |
75 | |
86 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
87 | // add new entry |
77 | * checking for this may catch some user errors. |
88 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
78 | */ |
89 | SKILL_INDEX (o) = skillvec.size (); |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
90 | skillvec.push_back (o); |
80 | if (!skill_names[i]) |
|
|
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
|
|
82 | } |
91 | } |
83 | |
92 | |
84 | /* This function goes through the player inventory and sets |
93 | /* This function goes through the player inventory and sets |
85 | * up the last_skills[] array in the player object. |
94 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
95 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
96 | * mostly used for sending exp. |
88 | */ |
97 | */ |
89 | void |
98 | void |
90 | link_player_skills (object *op) |
99 | player::link_skills () |
91 | { |
100 | { |
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101 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
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102 | last_skill_ob [i] = 0; |
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103 | |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
104 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
93 | if (tmp->type == SKILL) |
105 | if (tmp->type == SKILL) |
94 | { |
106 | { |
95 | /* This is really a warning, hence no else below */ |
107 | int idx = SKILL_INDEX (tmp); |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
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99 | |
108 | |
100 | if (tmp->subtype >= NUM_SKILLS) |
109 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
110 | |
102 | else |
111 | if (last_skill_ob [idx] != tmp) |
103 | { |
112 | { |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
113 | last_skill_ob [idx] = tmp; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
114 | if (ns) |
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115 | ns->last_skill_exp [idx] = -1; |
106 | } |
116 | } |
107 | } |
117 | } |
108 | } |
118 | } |
109 | |
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); |
|
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140 | } |
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141 | |
110 | /* This returns the skill pointer of the given name (the |
142 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
143 | * one that accumulates exp, has the level, etc). |
112 | * |
144 | * |
113 | * It is presumed that the player will be needing to actually |
145 | * It is presumed that the player will be needing to actually |
114 | * 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 |
115 | * tool, this code will equip it. |
147 | * tool, this code will equip it. |
116 | */ |
148 | */ |
117 | object * |
149 | object * |
118 | find_skill_by_name (object *who, const char *name) |
150 | find_skill_by_name (object *who, shstr_cmp sh) |
119 | { |
151 | { |
120 | if (!name) |
152 | object *skill_tool = 0; |
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153 | |
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154 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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155 | if (tmp->skill == sh) |
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156 | { |
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157 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
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158 | /* If this is a skill that can be used without applying tool, return it */ |
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159 | return splay (tmp); |
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160 | /* Try to find appropriate skilltool. If the player has one already |
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161 | * applied, we try to keep using that one. |
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162 | */ |
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163 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
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164 | skill_tool = tmp; |
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165 | } |
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166 | |
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167 | if (!skill_tool) |
121 | return 0; |
168 | return 0; |
122 | |
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123 | object *skill = 0, *skill_tool = 0; |
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124 | |
|
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125 | /* We make sure the length of the string in the object is greater |
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126 | * in length than the passed string. Eg, if we have a skill called |
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127 | * 'hi', we don't want to match if the user passed 'high' |
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128 | */ |
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129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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130 | { |
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131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
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132 | skill = tmp; |
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133 | |
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134 | /* Try to find appropriate skilltool. If the player has one already |
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135 | * applied, we try to keep using that one. |
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136 | */ |
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137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
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138 | { |
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139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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140 | skill_tool = tmp; |
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141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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142 | skill_tool = tmp; |
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143 | } |
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144 | } |
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145 | |
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146 | /* If this is a skill that can be used without a tool, return it */ |
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147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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148 | return skill; |
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149 | |
169 | |
150 | /* 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 - |
151 | * 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 |
152 | * but not the skill itself, give it to them. |
172 | * but not the skill itself, give it to them. |
153 | */ |
173 | */ |
154 | if (skill_tool) |
174 | object *skill = who->give_skill (skill_tool->skill); |
155 | { |
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156 | if (!skill) |
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157 | { |
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158 | skill = give_skill_by_name (who, skill_tool->skill); |
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159 | link_player_skills (who); |
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160 | } |
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161 | |
175 | |
162 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
176 | if (!skill_tool->flag [FLAG_APPLIED]) |
163 | if (apply_special (who, skill_tool, 0)) |
177 | if (!who->apply (splay (skill_tool))) |
164 | return 0; |
178 | return 0; |
165 | |
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)) |
166 | return skill; |
191 | return skop; |
167 | } |
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168 | |
192 | |
169 | return 0; |
193 | return 0; |
170 | } |
194 | } |
171 | |
195 | |
172 | /* This returns the skill pointer of the given name (the |
196 | /* This returns the skill pointer of the given name (the |
173 | * one that accumlates exp, has the level, etc). |
197 | * one that accumulates exp, has the level, etc). |
174 | * |
198 | * |
175 | * It is presumed that the player will be needing to actually |
199 | * It is presumed that the player will be needing to actually |
176 | * 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 |
177 | * tool, this code will equip it. |
201 | * tool, this code will equip it. |
178 | * |
202 | * |
179 | * 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, |
180 | * but instead a skill name, we search by matching number. |
204 | * but instead a skill name, we search by matching number. |
181 | * 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) |
182 | */ |
208 | */ |
183 | object * |
209 | object * |
184 | find_skill_by_number (object *who, int skillno) |
210 | find_skill_by_number (object *who, int skillno) |
185 | { |
211 | { |
186 | if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) |
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187 | return 0; |
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188 | |
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189 | object *skill = NULL, *skill_tool = NULL; |
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190 | |
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191 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
212 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
192 | { |
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193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
213 | if (tmp->type == SKILL && tmp->subtype == skillno) |
194 | skill = tmp; |
214 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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215 | return skop; |
195 | |
216 | |
196 | /* Try to find appropriate skilltool. If the player has one already |
217 | return 0; |
197 | * applied, we try to keep using that one. |
218 | } |
198 | */ |
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199 | //TODO: afaics, skill tools have subtype 0 always |
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200 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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201 | { |
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202 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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203 | skill_tool = tmp; |
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204 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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205 | skill_tool = tmp; |
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206 | } |
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207 | } |
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208 | |
219 | |
209 | /* If this is a skill that can be used without a tool, return it */ |
220 | object * |
210 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
221 | object::give_skill (shstr_cmp name, bool can_use) |
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222 | { |
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223 | object *skill = find_skill (this, name); |
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224 | |
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225 | if (!skill) |
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226 | skill = give_skill_by_name (this, name); |
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227 | |
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228 | if (skill && can_use) |
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229 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
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230 | |
211 | return skill; |
231 | return skill; |
212 | |
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213 | /* Player has a tool to use the skill. If not applied, apply it - |
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214 | * if not successful, return null. If they do have the skill tool |
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215 | * but not the skill itself, give it to them. |
|
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216 | */ |
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217 | if (skill_tool) |
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218 | { |
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219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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220 | { |
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221 | if (apply_special (who, skill_tool, 0)) |
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222 | return NULL; |
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223 | } |
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224 | |
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225 | if (!skill) |
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226 | { |
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227 | skill = give_skill_by_name (who, skill_tool->skill); |
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228 | link_player_skills (who); |
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229 | } |
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230 | |
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231 | return skill; |
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232 | } |
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233 | |
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234 | return NULL; |
|
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235 | } |
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236 | |
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237 | /* This changes the objects skill to new_skill. |
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238 | * note that this function doesn't always need to get used - |
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239 | * you can now add skill exp to the player without the chosen_skill being |
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240 | * set. This function is of most interest to players to update |
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241 | * the various range information. |
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242 | * return 1 on success, 0 on error |
|
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243 | */ |
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244 | int |
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245 | change_skill (object *who, object *new_skill, int flag) |
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246 | { |
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247 | if (who->type != PLAYER) |
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248 | return 0; |
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249 | |
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250 | #if 0 |
|
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251 | // optimise this supposedly common case |
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252 | if (new_skill == who->chosen_skill) |
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253 | return 1; |
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254 | #endif |
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255 | |
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256 | if (!new_skill) |
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257 | { |
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258 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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259 | who->debug_desc ()); |
|
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260 | return 0; |
|
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261 | } |
|
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262 | |
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263 | // the skill could be readied already because it is used by a weapon. |
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264 | who->change_weapon (0); |
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265 | new_skill->inv_splay (); |
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266 | |
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267 | if (apply_special (who, new_skill, AP_APPLY)) |
|
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268 | return 0; |
|
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269 | |
|
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270 | return 1; |
|
|
271 | } |
|
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272 | |
|
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273 | /* This function just clears the chosen_skill and range_skill values |
|
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274 | * in the player. |
|
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275 | */ |
|
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276 | void |
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277 | clear_skill (object *who) |
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278 | { |
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279 | who->chosen_skill = 0; |
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280 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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281 | |
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282 | if (player *pl = who->contr) |
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283 | if (pl->ranged_ob && pl->ranged_ob->type == SKILL) |
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284 | pl->ranged_ob = 0; |
|
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285 | } |
232 | } |
286 | |
233 | |
287 | /* 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(). |
288 | * 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. |
289 | * 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 |
… | |
… | |
296 | */ |
243 | */ |
297 | int |
244 | int |
298 | 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) |
299 | { |
246 | { |
300 | int success = 0, exp = 0; |
247 | int success = 0, exp = 0; |
301 | int did_alc = 0; |
|
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302 | |
248 | |
303 | if (!skill) |
249 | if (!skill) |
304 | return 0; |
250 | return 0; |
305 | |
251 | |
306 | /* 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 |
… | |
… | |
331 | /* Not 100% sure if this will work with new movement code - |
277 | /* Not 100% sure if this will work with new movement code - |
332 | * the levitation skill has move_type for flying, so when |
278 | * the levitation skill has move_type for flying, so when |
333 | * equipped, that should transfer to player, when not, |
279 | * equipped, that should transfer to player, when not, |
334 | * shouldn't. |
280 | * shouldn't. |
335 | */ |
281 | */ |
336 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
282 | if (skill->flag [FLAG_APPLIED]) |
337 | { |
283 | { |
338 | CLEAR_FLAG (skill, FLAG_APPLIED); |
284 | skill->clr_flag (FLAG_APPLIED); |
339 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
285 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
340 | } |
286 | } |
341 | else |
287 | else |
342 | { |
288 | { |
343 | SET_FLAG (skill, FLAG_APPLIED); |
289 | skill->set_flag (FLAG_APPLIED); |
344 | 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!"); |
345 | } |
291 | } |
346 | |
292 | |
347 | op->update_stats (); |
293 | op->update_stats (); |
348 | success = 1; |
294 | success = 1; |
349 | break; |
295 | break; |
… | |
… | |
359 | case SK_HIDING: |
305 | case SK_HIDING: |
360 | exp = success = hide (op, skill); |
306 | exp = success = hide (op, skill); |
361 | break; |
307 | break; |
362 | |
308 | |
363 | case SK_JUMPING: |
309 | case SK_JUMPING: |
364 | success = jump (op, dir, skill); |
310 | exp = success = jump (op, dir, skill); |
365 | break; |
311 | break; |
366 | |
312 | |
367 | case SK_INSCRIPTION: |
313 | case SK_INSCRIPTION: |
368 | exp = success = write_on_item (op, string, skill); |
314 | exp = success = write_on_item (op, string, skill); |
369 | break; |
315 | break; |
… | |
… | |
431 | case SK_LITERACY: |
377 | case SK_LITERACY: |
432 | case SK_WOODSMAN: |
378 | case SK_WOODSMAN: |
433 | /* 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. |
434 | * failing that, we go and identify stuff. |
380 | * failing that, we go and identify stuff. |
435 | */ |
381 | */ |
|
|
382 | { |
|
|
383 | bool found_cauldron = false; |
|
|
384 | |
436 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
385 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
437 | { |
386 | { |
438 | next = tmp->above; |
387 | next = tmp->above; |
439 | |
388 | |
440 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
389 | if (tmp->flag [FLAG_IS_CAULDRON]) |
441 | { |
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 | |
442 | attempt_do_alchemy (op, tmp); |
401 | attempt_do_alchemy (op, tmp, skill); |
443 | |
402 | |
444 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
403 | if (tmp->flag [FLAG_APPLIED]) |
445 | esrv_send_inventory (op, tmp); |
404 | esrv_send_inventory (op, tmp); |
446 | |
|
|
447 | did_alc = 1; |
|
|
448 | } |
405 | } |
449 | } |
406 | } |
450 | |
407 | |
451 | if (did_alc == 0) |
408 | if (!found_cauldron) |
452 | exp = success = skill_ident (op, skill); |
409 | exp = success = skill_ident (op, skill); |
453 | |
410 | } |
454 | break; |
411 | break; |
455 | |
412 | |
456 | case SK_DET_MAGIC: |
413 | case SK_DET_MAGIC: |
457 | case SK_DET_CURSE: |
414 | case SK_DET_CURSE: |
458 | exp = success = skill_ident (op, skill); |
415 | exp = success = skill_ident (op, skill); |
… | |
… | |
489 | case SK_SUMMONING: |
446 | case SK_SUMMONING: |
490 | case SK_CLIMBING: |
447 | case SK_CLIMBING: |
491 | 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."); |
492 | break; |
449 | break; |
493 | |
450 | |
|
|
451 | case SK_MINING: |
|
|
452 | success = skill_mining (op, part, skill, dir, string); |
|
|
453 | break; |
|
|
454 | |
494 | default: |
455 | default: |
495 | 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); |
496 | break; |
457 | break; |
497 | } |
458 | } |
498 | |
459 | |
… | |
… | |
500 | * 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 |
501 | * which use_monster_skill is called already simulates this. |
462 | * which use_monster_skill is called already simulates this. |
502 | * If certain skills should take more/less time, that should be |
463 | * If certain skills should take more/less time, that should be |
503 | * in the code for the skill itself. |
464 | * in the code for the skill itself. |
504 | */ |
465 | */ |
505 | |
|
|
506 | if (op->type == PLAYER) |
466 | if (op->type == PLAYER) |
507 | op->speed_left -= 1.f; |
467 | op->speed_left -= 1.f; |
508 | |
468 | |
509 | /* 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. |
510 | * Note that add_exp() will figure out player/monster experience |
470 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
558 | * 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 |
559 | * help out exp awards for skill_ident skills. Also, if |
519 | * help out exp awards for skill_ident skills. Also, if |
560 | * 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 |
561 | * and level (this was the old system) -b.t. |
521 | * and level (this was the old system) -b.t. |
562 | */ |
522 | */ |
563 | |
|
|
564 | if (!op) |
523 | if (!op) |
565 | { /* no item/creature */ |
524 | { /* no item/creature */ |
566 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
525 | op_lvl = max (1, who->map->difficulty); |
567 | op_exp = 0; |
526 | op_exp = 0; |
568 | } |
527 | } |
569 | else if (op->type == RUNE || op->type == TRAP) |
528 | else if (op->type == RUNE || op->type == TRAP) |
570 | { /* all traps. If stats.Cha > 1 we use that |
529 | { /* all traps. If stats.Cha > 1 we use that |
571 | * for the amount of experience */ |
530 | * for the amount of experience */ |
… | |
… | |
574 | } |
533 | } |
575 | else |
534 | else |
576 | { /* all other items/living creatures */ |
535 | { /* all other items/living creatures */ |
577 | op_exp = op->stats.exp; |
536 | op_exp = op->stats.exp; |
578 | op_lvl = op->level; |
537 | op_lvl = op->level; |
579 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
538 | if (!op->flag [FLAG_ALIVE]) |
580 | { /* for ident/make items */ |
539 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
581 | op_lvl += 5 * abs (op->magic); |
|
|
582 | } |
|
|
583 | } |
540 | } |
584 | |
541 | |
585 | if (op_lvl < 1) |
542 | if (op_lvl < 1) |
586 | op_lvl = 1; |
543 | op_lvl = 1; |
587 | |
544 | |
… | |
… | |
595 | /* 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 |
596 | * bse reward value (exp) and level multiplier factor. |
553 | * bse reward value (exp) and level multiplier factor. |
597 | */ |
554 | */ |
598 | if (skill->type == SKILL) |
555 | if (skill->type == SKILL) |
599 | { |
556 | { |
600 | base += skill->arch->clone.stats.exp; |
557 | base += skill->arch->stats.exp; |
601 | if (settings.simple_exp) |
558 | if (settings.simple_exp) |
602 | { |
559 | { |
603 | if (skill->arch->clone.level) |
560 | if (skill->arch->level) |
604 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
561 | lvl_mult = (float) skill->arch->level / 100.0; |
605 | else |
562 | else |
606 | lvl_mult = 1.0; /* no adjustment */ |
563 | lvl_mult = 1.0; /* no adjustment */ |
607 | } |
564 | } |
608 | else |
565 | else |
609 | { |
566 | { |
610 | if (skill->level) |
567 | if (skill->level) |
611 | 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); |
612 | else |
569 | else |
613 | lvl_mult = 1.0; |
570 | lvl_mult = 1.0; |
614 | } |
571 | } |
615 | } |
572 | } |
616 | else |
573 | else |
617 | { |
574 | { |
618 | /* Don't divide by zero here! */ |
575 | /* Don't divide by zero here! */ |
619 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
576 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
620 | } |
577 | } |
621 | } |
578 | } |
622 | |
579 | |
623 | /* assemble the exp total, and return value */ |
580 | /* assemble the exp total, and return value */ |
624 | |
581 | |
… | |
… | |
641 | * player learns the skill, 2 otherwise. |
598 | * player learns the skill, 2 otherwise. |
642 | */ |
599 | */ |
643 | int |
600 | int |
644 | learn_skill (object *pl, object *scroll) |
601 | learn_skill (object *pl, object *scroll) |
645 | { |
602 | { |
646 | object *tmp; |
|
|
647 | |
|
|
648 | if (!scroll->skill) |
603 | if (!scroll->skill) |
649 | { |
604 | { |
650 | 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); |
651 | return 2; |
606 | return 2; |
652 | } |
607 | } |
653 | |
608 | |
654 | /* can't use find_skill_by_name because we want skills the player knows |
609 | object *tmp = find_skill (pl, scroll->skill); |
655 | * but can't use natively. |
|
|
656 | */ |
|
|
657 | |
|
|
658 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
659 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
660 | break; |
|
|
661 | |
610 | |
662 | /* player already knows it */ |
611 | /* player already knows it */ |
663 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
612 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
664 | return 0; |
613 | return 0; |
665 | |
614 | |
666 | /* now a random change to learn, based on player Int. |
615 | /* now a random change to learn, based on player Int. |
667 | * give bonus based on level - otherwise stupid characters |
616 | * give bonus based on level - otherwise stupid characters |
668 | * might never be able to learn anything. |
617 | * might never be able to learn anything. |
… | |
… | |
677 | { |
626 | { |
678 | 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); |
679 | return 2; |
628 | return 2; |
680 | } |
629 | } |
681 | |
630 | |
682 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
631 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
683 | link_player_skills (pl); |
632 | |
684 | return 1; |
633 | return 1; |
685 | } |
634 | } |
686 | |
635 | |
687 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
636 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
688 | /* Probably belongs in some global utils-type file? */ |
637 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
712 | * Note this function is a bit more complicated becauase we |
661 | * Note this function is a bit more complicated becauase we |
713 | * we want ot sort the skills before printing them. If we |
662 | * we want ot sort the skills before printing them. If we |
714 | * 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 |
715 | * simpler. |
664 | * simpler. |
716 | */ |
665 | */ |
717 | |
666 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
718 | void |
667 | void |
719 | show_skills (object *op, const char *search) |
668 | show_skills (object *pl, const char *search) |
720 | { |
669 | { |
721 | object *tmp = NULL; |
|
|
722 | char buf[MAX_BUF]; |
|
|
723 | const char *cp; |
670 | const char *cp; |
724 | int i, num_skills_found = 0; |
671 | int i, num_skills_found = 0; |
725 | static const char *const periods = "........................................"; |
672 | const char *const periods = ".............................."; // 30 |
726 | |
673 | |
727 | /* 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 */ |
728 | char skills[NUM_SKILLS][MAX_BUF]; |
675 | char skills[NUM_SKILLS][128]; // d'oh |
729 | |
676 | |
|
|
677 | object *op = pl->contr->ob; |
730 | |
678 | |
731 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
679 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
732 | { |
680 | { |
733 | if (tmp->type == SKILL) |
681 | if (tmp->type == SKILL) |
734 | { |
682 | { |
735 | if (search && strstr (tmp->name, search) == NULL) |
683 | if (search && !tmp->name.contains (search)) |
736 | continue; |
684 | continue; |
|
|
685 | |
|
|
686 | char buf[30]; |
|
|
687 | |
737 | /* Basically want to fill this out to 40 spaces with periods */ |
688 | /* Basically want to fill this out to 30 spaces with periods */ |
738 | sprintf (buf, "%s%s", &tmp->name, periods); |
689 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
739 | buf[40] = 0; |
|
|
740 | |
690 | |
741 | if (settings.permanent_exp_ratio) |
691 | if (settings.permanent_exp_ratio) |
742 | { |
|
|
743 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
692 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
744 | buf, tmp->level, tmp->stats.exp, |
693 | buf, tmp->level, tmp->stats.exp, |
745 | 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)); |
746 | } |
|
|
747 | else |
695 | else |
748 | { |
|
|
749 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
696 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
750 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
697 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
751 | } |
698 | |
752 | /* 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 |
753 | * it sometimes happens (maybe a leftover from bugier earlier code |
700 | * it sometimes happens (maybe a leftover from bugier earlier code |
754 | * and those character are still about). In any case, lets handle |
701 | * and those character are still about). In any case, lets handle |
755 | * 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 |
756 | * crash the server numerous times. |
703 | * crash the server numerous times. |
757 | */ |
704 | */ |
758 | if (num_skills_found >= NUM_SKILLS) |
705 | if (num_skills_found >= NUM_SKILLS) |
759 | { |
706 | { |
760 | 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."); |
761 | 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"); |
762 | break; |
709 | break; |
763 | } |
710 | } |
764 | } |
711 | } |
765 | } |
712 | } |
766 | |
713 | |
767 | clear_win_info (op); |
714 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
768 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
715 | |
|
|
716 | msg << "T<Player skills:>\n\n"; |
769 | if (num_skills_found > 1) |
717 | if (num_skills_found > 1) |
770 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
718 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
771 | |
719 | |
772 | for (i = 0; i < num_skills_found; i++) |
720 | for (i = 0; i < num_skills_found; i++) |
773 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
721 | msg << " C<" << skills [i] << ">\n"; |
774 | |
722 | |
775 | 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"; |
776 | |
724 | |
777 | cp = determine_god (op); |
725 | cp = determine_god (op); |
778 | 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"; |
779 | |
727 | |
780 | 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 |
781 | 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); |
782 | } |
733 | } |
783 | |
734 | |
784 | /* 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 |
785 | * 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 |
786 | * 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. |
… | |
… | |
794 | size_t len; |
745 | size_t len; |
795 | |
746 | |
796 | if (!string) |
747 | if (!string) |
797 | return 0; |
748 | return 0; |
798 | |
749 | |
799 | for (skop = op->inv; skop != NULL; skop = skop->below) |
750 | for (skop = op->inv; skop; skop = skop->below) |
800 | { |
751 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
801 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
802 | !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); |
803 | break; |
755 | break; |
804 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
805 | break; |
|
|
806 | } |
756 | } |
|
|
757 | |
807 | if (!skop) |
758 | if (!skop) |
808 | { |
759 | { |
809 | 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 | ); |
810 | return 0; |
772 | return 0; |
811 | } |
773 | } |
812 | |
774 | |
813 | len = strlen (skop->skill); |
775 | len = strlen (skop->skill); |
814 | |
776 | |
… | |
… | |
816 | * options given to the skill. Its pretty simple - if there |
778 | * options given to the skill. Its pretty simple - if there |
817 | * are extra parameters (as deteremined by string length), we |
779 | * are extra parameters (as deteremined by string length), we |
818 | * want to skip over any leading spaces. |
780 | * want to skip over any leading spaces. |
819 | */ |
781 | */ |
820 | if (len >= strlen (string)) |
782 | if (len >= strlen (string)) |
821 | { |
|
|
822 | string = NULL; |
783 | string = NULL; |
823 | } |
|
|
824 | else |
784 | else |
825 | { |
785 | { |
826 | string += len; |
786 | string += len; |
827 | while (*string == 0x20) |
787 | while (*string == 0x20) |
828 | string++; |
788 | string++; |
|
|
789 | |
829 | if (strlen (string) == 0) |
790 | if (strlen (string) == 0) |
830 | string = NULL; |
791 | string = NULL; |
831 | } |
792 | } |
832 | |
793 | |
833 | #ifdef SKILL_UTIL_DEBUG |
794 | #ifdef SKILL_UTIL_DEBUG |
834 | 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"); |
835 | #endif |
796 | #endif |
836 | |
797 | |
837 | /* Change to the new skill, then execute it. */ |
|
|
838 | if (do_skill (op, op, skop, op->facing, string)) |
798 | if (do_skill (op, op, skop, op->facing, string)) |
839 | return 1; |
799 | return 1; |
840 | |
800 | |
841 | return 0; |
801 | return 0; |
842 | } |
802 | } |
843 | |
803 | |
844 | static bool |
804 | static bool |
845 | hth_skill_p (object *skill) |
805 | hth_skill_p (object *skill) |
846 | { |
806 | { |
847 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
807 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
848 | } |
808 | } |
849 | |
809 | |
850 | /* This finds the first unarmed skill the player has, and returns it. |
810 | /* This finds the first unarmed skill the player has, and returns it. |
851 | */ |
811 | */ |
852 | static object * |
812 | static object * |
853 | find_player_hth_skill (object *op) |
813 | find_player_hth_skill (object *op) |
854 | { |
814 | { |
855 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
815 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
856 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
816 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
857 | return tmp; |
817 | return tmp; |
858 | |
818 | |
859 | return 0; |
819 | return 0; |
860 | } |
820 | } |
861 | |
821 | |
… | |
… | |
880 | * 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 |
881 | * 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. |
882 | */ |
842 | */ |
883 | if (player *pl = op->contr) |
843 | if (player *pl = op->contr) |
884 | { |
844 | { |
885 | if (!pl->combat_ob) |
845 | if (skill) |
886 | { |
846 | { |
887 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
847 | if (!op->apply (skill)) |
|
|
848 | return 0; |
|
|
849 | } |
|
|
850 | else |
|
|
851 | { |
|
|
852 | if (!pl->combat_ob) |
888 | { |
853 | { |
889 | for (tmp = op->inv; tmp; tmp = tmp->below) |
854 | if (op->flag [FLAG_READY_WEAPON]) |
890 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
891 | break; |
|
|
892 | |
|
|
893 | if (!tmp) |
|
|
894 | { |
855 | { |
|
|
856 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
857 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
|
|
858 | break; |
|
|
859 | |
|
|
860 | if (!tmp) |
895 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
861 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
896 | return 0; |
862 | |
|
|
863 | pl->combat_ob = tmp; |
897 | } |
864 | } |
898 | |
865 | |
899 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
866 | if (!pl->combat_ob) |
900 | } |
|
|
901 | else |
|
|
902 | { |
|
|
903 | if (!skill) |
|
|
904 | { |
867 | { |
905 | /* See if the players chosen skill is a combat skill, and use |
868 | /* See if the players chosen skill is a combat skill, and use |
906 | * it if appropriate. |
869 | * it if appropriate. |
907 | */ |
870 | */ |
908 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
871 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
910 | else |
873 | else |
911 | { |
874 | { |
912 | skill = find_player_hth_skill (op); |
875 | skill = find_player_hth_skill (op); |
913 | |
876 | |
914 | if (!skill) |
877 | if (!skill) |
915 | { |
|
|
916 | 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!"); |
917 | return 0; |
|
|
918 | } |
|
|
919 | } |
879 | } |
|
|
880 | |
|
|
881 | op->apply (skill); |
920 | } |
882 | } |
921 | |
883 | |
922 | /* now try to ready the new skill */ |
884 | if (!pl->combat_ob) |
923 | if (!change_skill (op, skill, 0)) |
885 | { |
924 | { /* oh oh, trouble! */ |
886 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
925 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
|
|
926 | return 0; |
887 | return 0; |
927 | } |
888 | } |
928 | } |
889 | } |
929 | |
890 | |
930 | if (!pl->combat_ob) |
891 | if (!op->apply (pl->combat_ob)) |
931 | { |
|
|
932 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
933 | return 0; |
892 | return 0; |
934 | } |
|
|
935 | } |
893 | } |
936 | |
|
|
937 | if (!op->change_weapon (pl->combat_ob)) |
|
|
938 | return 0; |
|
|
939 | |
894 | |
940 | /* lose invisiblity/hiding status for running attacks */ |
895 | /* lose invisiblity/hiding status for running attacks */ |
941 | if (pl->tmp_invis) |
896 | if (pl->tmp_invis) |
942 | { |
897 | { |
943 | pl->tmp_invis = 0; |
898 | pl->tmp_invis = 0; |
944 | op->invisible = 0; |
899 | op->invisible = 0; |
945 | op->hide = 0; |
900 | op->flag [FLAG_HIDDEN] = 0; |
946 | update_object (op, UP_OBJ_CHANGE); |
901 | update_object (op, UP_OBJ_CHANGE); |
947 | } |
902 | } |
948 | } |
903 | } |
949 | |
904 | |
950 | int success = attack_ob (tmp, op); |
905 | int success = attack_ob (tmp, op); |
951 | |
906 | |
952 | /* print appropriate messages to the player */ |
907 | /* print appropriate messages to the player */ |
953 | |
908 | |
954 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
909 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
955 | { |
910 | { |
956 | if (op->type == PLAYER) |
911 | if (op->type == PLAYER) |
957 | 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)); |
958 | else if (tmp->type == PLAYER) |
913 | else if (tmp->type == PLAYER) |
959 | 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); |
… | |
… | |
962 | return success; |
917 | return success; |
963 | } |
918 | } |
964 | |
919 | |
965 | /* 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 |
966 | * system. In essence, this code handles |
921 | * system. In essence, this code handles |
967 | * 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 |
968 | * treated here. If an opponent is already supplied by move_player(), |
923 | * treated here. If an opponent is already supplied by move_player(), |
969 | * 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 |
970 | * appropriate opponent exists. |
925 | * appropriate opponent exists. |
971 | * |
926 | * |
972 | * This is called by move_player() and attack_hth() |
927 | * This is called by move_player() and attack_hth() |
… | |
… | |
1002 | /* 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 */ |
1003 | 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))) |
1004 | return 0; |
959 | return 0; |
1005 | |
960 | |
1006 | 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) |
1007 | 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) |
1008 | { |
963 | { |
1009 | /* Don't attack party members */ |
964 | /* Don't attack party members */ |
1010 | 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)) |
1011 | return 0; |
966 | return 0; |
1012 | |
967 | |
… | |
… | |
1034 | static int |
989 | static int |
1035 | attack_hth (object *pl, int dir, const char *string, object *skill) |
990 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1036 | { |
991 | { |
1037 | object *enemy = NULL, *weapon; |
992 | object *enemy = NULL, *weapon; |
1038 | |
993 | |
1039 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
994 | if (pl->flag [FLAG_READY_WEAPON]) |
1040 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
995 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1041 | { |
996 | { |
1042 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
997 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1043 | { |
998 | { |
1044 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
999 | weapon->clr_flag (FLAG_APPLIED); |
1045 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1000 | pl->clr_flag (FLAG_READY_WEAPON); |
1046 | pl->update_stats (); |
1001 | pl->update_stats (); |
1047 | if (pl->type == PLAYER) |
1002 | if (pl->type == PLAYER) |
1048 | { |
1003 | { |
1049 | 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."); |
1050 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1005 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1068 | */ |
1023 | */ |
1069 | static int |
1024 | static int |
1070 | 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) |
1071 | { |
1026 | { |
1072 | |
1027 | |
1073 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1028 | if (!op->flag [FLAG_READY_WEAPON]) |
1074 | { |
1029 | { |
1075 | if (op->type == PLAYER) |
1030 | if (op->type == PLAYER) |
1076 | 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!"); |
1077 | |
1032 | |
1078 | return 0; |
1033 | return 0; |
1079 | } |
1034 | } |
1080 | |
1035 | |
1081 | return skill_attack (NULL, op, dir, string, skill); |
1036 | return skill_attack (NULL, op, dir, string, skill); |
1082 | |
|
|
1083 | } |
1037 | } |
|
|
1038 | |