/* * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Crossfire TRT is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * for more details. * * You should have received a copy of the GNU General Public License along * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * The authors can be reached via e-mail to */ /* Created July 95 to separate skill utilities from actual skills -b.t. */ /* Reconfigured skills code to allow linking of skills to experience * categories. This is done solely through the init_new_exp_system() fctn. * June/July 1995 -b.t. thomas@astro.psu.edu */ /* July 1995 - Initial associated skills coding. Experience gains * come solely from the use of skills. Overcoming an opponent (in combat, * finding/disarming a trap, stealing from somebeing, etc) gains * experience. Calc_skill_exp() handles the gained experience using * modifications in the skills[] table. - b.t. */ /* define the following for skills utility debuging */ /* #define SKILL_UTIL_DEBUG */ #include #include #include #include /* for defs of STR,CON,DEX,etc. -b.t. */ #include const uint8_t skill_flags[NUM_SKILLS] = { 0, // SK_NONE # define def(uc, flags) flags, # include "skillinc.h" # undef def }; static int attack_hth (object *pl, int dir, const char *string, object *skill); static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); /* init_skills basically just sets up the skill_names table * above. The index into the array is set up by the * subtypes. */ void init_skills (void) { for_all_archetypes (at) if (at->type == SKILL) { if (skill_names[at->subtype]) LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", at->subtype, &skill_names[at->subtype], &at->skill); else skill_names[at->subtype] = at->skill; } /* This isn't really an error if there is no skill subtype set, but * checking for this may catch some user errors. */ for (int i = 1; i < NUM_SKILLS; i++) if (!skill_names[i]) LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); } /* This function goes through the player inventory and sets * up the last_skills[] array in the player object. * the last_skills[] is used to more quickly lookup skills - * mostly used for sending exp. */ void link_player_skills (object *op) { for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == SKILL) { /* This is really a warning, hence no else below */ if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); if (tmp->subtype >= NUM_SKILLS) LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); else { op->contr->last_skill_ob[tmp->subtype] = tmp; op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go } } } static object * find_skill (object *who, const shstr &sh) { for (object *tmp = who->inv; tmp; tmp = tmp->below) if (tmp->skill == sh && tmp->type == SKILL) return tmp; return 0; } /* This returns the skill pointer of the given name (the * one that accumulates exp, has the level, etc). * * It is presumed that the player will be needing to actually * use the skill, so thus if use of the skill requires a skill * tool, this code will equip it. */ object * find_skill_by_name (object *who, const shstr &sh) { object *skill_tool = 0; for (object *tmp = who->inv; tmp; tmp = tmp->below) if (tmp->skill == sh) { if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) /* If this is a skill that can be used without applying tool, return it */ return splay (tmp); /* Try to find appropriate skilltool. If the player has one already * applied, we try to keep using that one. */ else if (tmp->type == SKILL_TOOL && !skill_tool) skill_tool = tmp; } if (!skill_tool) return 0; /* Player has a tool to use the skill. If not applied, apply it - * if not successful, return null. If they do have the skill tool * but not the skill itself, give it to them. */ object *skill = find_skill (who, skill_tool->skill); if (!skill) { skill = give_skill_by_name (who, skill_tool->skill); link_player_skills (who); } if (!skill_tool->flag [FLAG_APPLIED]) if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) return 0; return splay (skill); } object * find_skill_by_name (object *who, const char *name) { if (!name) return 0; for (object *tmp = who->inv; tmp; tmp = tmp->below) if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) && tmp->skill.begins_with (name)) if (object *skop = find_skill_by_name (who, tmp->skill)) return skop; return 0; } /* This returns the skill pointer of the given name (the * one that accumulates exp, has the level, etc). * * It is presumed that the player will be needing to actually * use the skill, so thus if use of the skill requires a skill * tool, this code will equip it. * * This code is basically the same as find_skill_by_name() above, * but instead a skill name, we search by matching number. * this replaces find_skill. */ object * find_skill_by_number (object *who, int skillno) { for (object *tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == SKILL && tmp->subtype == skillno) if (object *skop = find_skill_by_name (who, tmp->skill)) return skop; return 0; } /* This changes the objects chosen_skill to new_skill. * return 1 on success, 0 on error */ bool object::change_skill (object *new_skill) { if (type != PLAYER) return 0; // optimise this supposedly common case if (new_skill == chosen_skill) return 1; if (chosen_skill) { chosen_skill->flag [FLAG_APPLIED] = false; change_abil (this, chosen_skill); } chosen_skill = new_skill; if (chosen_skill) { chosen_skill->flag [FLAG_APPLIED] = true; change_abil (this, chosen_skill); } // always clear current weapon, as the selected skill could // conflict with the current weapon skill, which would go // undetected and exp would be given to the wrong skill. current_weapon = 0; update_stats (); return 1; } /* do_skill() - Main skills use function-similar in scope to cast_spell(). * We handle all requests for skill use outside of some combat here. * We require a separate routine outside of fire() so as to allow monsters * to utilize skills. Returns 1 on use of skill, otherwise 0. * This is changed (2002-11-30) from the old method that returned * exp - no caller needed that info, but it also prevented the callers * from know if a skill was actually used, as many skills don't * give any exp for their direct use (eg, throwing). * It returns 0 if no skill was used. */ int do_skill (object *op, object *part, object *skill, int dir, const char *string) { int success = 0, exp = 0; int did_alc = 0; if (!skill) return 0; /* The code below presumes that the skill points to the object that * holds the exp, level, etc of the skill. So if this is a player * go and try to find the actual real skill pointer, and if the * the player doesn't have a bucket for that, create one. */ if (skill->type != SKILL && op->type == PLAYER) { for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == SKILL && tmp->skill == skill->skill) { skill = tmp; goto found; } skill = give_skill_by_name (op, skill->skill); found: ; } // skill, by_whom, on_which_object, which direction, skill_argument if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) return 0; switch (skill->subtype) { case SK_LEVITATION: /* Not 100% sure if this will work with new movement code - * the levitation skill has move_type for flying, so when * equipped, that should transfer to player, when not, * shouldn't. */ if (QUERY_FLAG (skill, FLAG_APPLIED)) { CLEAR_FLAG (skill, FLAG_APPLIED); new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); } else { SET_FLAG (skill, FLAG_APPLIED); new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); } op->update_stats (); success = 1; break; case SK_STEALING: exp = success = steal (op, dir, skill); break; case SK_LOCKPICKING: exp = success = pick_lock (op, dir, skill); break; case SK_HIDING: exp = success = hide (op, skill); break; case SK_JUMPING: success = jump (op, dir, skill); break; case SK_INSCRIPTION: exp = success = write_on_item (op, string, skill); break; case SK_MEDITATION: meditate (op, skill); success = 1; break; /* note that the following 'attack' skills gain exp through hit_player() */ case SK_KARATE: attack_hth (op, dir, "karate-chopped", skill); break; case SK_PUNCHING: attack_hth (op, dir, "punched", skill); break; case SK_FLAME_TOUCH: attack_hth (op, dir, "flamed", skill); break; case SK_SPARK_TOUCH: attack_hth (op, dir, "zapped", skill); break; case SK_SHIVER: attack_hth (op, dir, "froze", skill); break; case SK_ACID_SPLASH: attack_hth (op, dir, "dissolved", skill); break; case SK_POISON_NAIL: attack_hth (op, dir, "injected poison into", skill); break; case SK_CLAWING: attack_hth (op, dir, "clawed", skill); break; case SK_ONE_HANDED_WEAPON: case SK_TWO_HANDED_WEAPON: attack_melee_weapon (op, dir, NULL, skill); break; case SK_FIND_TRAPS: exp = success = find_traps (op, skill); break; case SK_SINGING: exp = success = singing (op, dir, skill); break; case SK_ORATORY: exp = success = use_oratory (op, dir, skill); break; case SK_SMITHERY: case SK_BOWYER: case SK_JEWELER: case SK_ALCHEMY: case SK_THAUMATURGY: case SK_LITERACY: case SK_WOODSMAN: /* first, we try to find a cauldron, and do the alchemy thing. * failing that, we go and identify stuff. */ for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) { next = tmp->above; if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) { attempt_do_alchemy (op, tmp); if (QUERY_FLAG (tmp, FLAG_APPLIED)) esrv_send_inventory (op, tmp); did_alc = 1; } } if (did_alc == 0) exp = success = skill_ident (op, skill); break; case SK_DET_MAGIC: case SK_DET_CURSE: exp = success = skill_ident (op, skill); break; case SK_DISARM_TRAPS: exp = success = remove_trap (op, dir, skill); break; case SK_THROWING: success = skill_throw (op, part, dir, string, skill); break; case SK_SET_TRAP: new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); break; case SK_USE_MAGIC_ITEM: case SK_MISSILE_WEAPON: new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); break; case SK_PRAYING: success = pray (op, skill); break; case SK_BARGAINING: success = describe_shop (op); break; case SK_SORCERY: case SK_EVOCATION: case SK_PYROMANCY: case SK_SUMMONING: case SK_CLIMBING: new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); break; default: LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); break; } /* For players we now update the speed_left from using the skill. * Monsters have no skill use time because of the random nature in * which use_monster_skill is called already simulates this. * If certain skills should take more/less time, that should be * in the code for the skill itself. */ if (op->type == PLAYER) op->speed_left -= 1.f; /* this is a good place to add experience for successfull use of skills. * Note that add_exp() will figure out player/monster experience * gain problems. */ if (success && exp) change_exp (op, exp, skill->skill, 0); return success; } /* calc_skill_exp() - calculates amount of experience can be gained for * successfull use of a skill. Returns value of experience gain. * Here we take the view that a player must 'overcome an opponent' * in order to gain experience. Examples include foes killed combat, * finding/disarming a trap, stealing from somebeing, etc. * The gained experience is based primarily on the difference in levels, * exp point value of vanquished foe, the relevent stats of the skill being * used and modifications in the skills[] table. * * For now, monsters and players will be treated differently. Below I give * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. * Monsters just get 10% of the exp of the opponent. * * players get a ratio, eg, opponent lvl / player level. This is then * multiplied by various things. If simple exp is true, then * this multiplier, include the level difference, is always 1. * This revised method prevents some cases where there are big gaps * in the amount you get just because you are now equal level vs lower * level * who is player/creature that used the skill. * op is the object that was 'defeated'. * skill is the skill used. If no skill is used, it should just * point back to who. * */ int calc_skill_exp (object *who, object *op, object *skill) { int op_exp = 0, op_lvl = 0; float base, value, lvl_mult = 0.0; if (!skill) skill = who; /* Oct 95 - where we have an object, I expanded our treatment * to 3 cases: * non-living magic obj, runes and everything else. * * If an object is not alive and magical we set the base exp higher to * help out exp awards for skill_ident skills. Also, if * an item is type RUNE, we give out exp based on stats.Cha * and level (this was the old system) -b.t. */ if (!op) { /* no item/creature */ op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; op_exp = 0; } else if (op->type == RUNE || op->type == TRAP) { /* all traps. If stats.Cha > 1 we use that * for the amount of experience */ op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; op_lvl = op->level; } else { /* all other items/living creatures */ op_exp = op->stats.exp; op_lvl = op->level; if (!QUERY_FLAG (op, FLAG_ALIVE)) { /* for ident/make items */ op_lvl += 5 * abs (op->magic); } } if (op_lvl < 1) op_lvl = 1; if (who->type != PLAYER) { /* for monsters only */ return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ } else { /* for players */ base = op_exp; /* if skill really is a skill, then we can look at the skill archetype for * bse reward value (exp) and level multiplier factor. */ if (skill->type == SKILL) { base += skill->arch->stats.exp; if (settings.simple_exp) { if (skill->arch->level) lvl_mult = (float) skill->arch->level / 100.0; else lvl_mult = 1.0; /* no adjustment */ } else { if (skill->level) lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); else lvl_mult = 1.0; } } else { /* Don't divide by zero here! */ lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); } } /* assemble the exp total, and return value */ value = base * lvl_mult; if (value < 1) value = 1; /* Always give at least 1 exp point */ #ifdef SKILL_UTIL_DEBUG LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); #endif return ((int) value); } /* Learn skill. This inserts the requested skill in the player's * inventory. The skill field of the scroll should have the * exact name of the requested skill. * This one actually teaches the player the skill as something * they can equip. * Return 0 if the player knows the skill, 1 if the * player learns the skill, 2 otherwise. */ int learn_skill (object *pl, object *scroll) { if (!scroll->skill) { LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); return 2; } object *tmp = find_skill (pl, scroll->skill); /* player already knows it */ if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) return 0; /* now a random change to learn, based on player Int. * give bonus based on level - otherwise stupid characters * might never be able to learn anything. */ if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) return 2; /* failure :< */ if (!tmp) tmp = give_skill_by_name (pl, scroll->skill); if (!tmp) { LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); return 2; } SET_FLAG (tmp, FLAG_CAN_USE_SKILL); link_player_skills (pl); return 1; } /* Gives a percentage clipped to 0% -> 100% of a/b. */ /* Probably belongs in some global utils-type file? */ static int clipped_percent (sint64 a, sint64 b) { int rv; if (b <= 0) return 0; rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); if (rv < 0) return 0; else if (rv > 100) return 100; return rv; } /* show_skills() - Meant to allow players to examine * their current skill list. * This shows the amount of exp they have in the skills. * we also include some other non skill related info (god, * max weapon improvments, item power). * Note this function is a bit more complicated becauase we * we want ot sort the skills before printing them. If we * just dumped this as we found it, this would be a bit * simpler. */ void show_skills (object *op, const char *search) { object *tmp = NULL; char buf[MAX_BUF]; const char *cp; int i, num_skills_found = 0; static const char *const periods = "........................................"; /* Need to have a pointer and use strdup for qsort to work properly */ char skills[NUM_SKILLS][MAX_BUF]; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { if (tmp->type == SKILL) { if (search && strstr (tmp->name, search) == NULL) continue; /* Basically want to fill this out to 40 spaces with periods */ sprintf (buf, "%s%s", &tmp->name, periods); buf[40] = 0; if (settings.permanent_exp_ratio) { sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); } else { sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); } /* I don't know why some characters get a bunch of skills, but * it sometimes happens (maybe a leftover from bugier earlier code * and those character are still about). In any case, lets handle * it so it doesn't crash the server - otherwise, one character may * crash the server numerous times. */ if (num_skills_found >= NUM_SKILLS) { new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); break; } } } clear_win_info (op); new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); if (num_skills_found > 1) qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); for (i = 0; i < num_skills_found; i++) new_draw_info (NDI_UNIQUE, 0, op, skills[i]); new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); cp = determine_god (op); new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", op->contr->item_power, (int) (op->level * settings.item_power_factor)); } /* use_skill() - similar to invoke command, it executes the skill in the * direction that the user is facing. Returns false if we are unable to * change to the requested skill, or were unable to use the skill properly. * This is tricky because skills can have spaces. We basically roll * our own find_skill_by_name so we can try to do better string matching. */ int use_skill (object *op, const char *string) { object *skop; size_t len; if (!string) return 0; for (skop = op->inv; skop; skop = skop->below) { if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) break; else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) break; } if (!skop) { new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); return 0; } len = strlen (skop->skill); /* All this logic goes and skips over the skill name to find any * options given to the skill. Its pretty simple - if there * are extra parameters (as deteremined by string length), we * want to skip over any leading spaces. */ if (len >= strlen (string)) string = NULL; else { string += len; while (*string == 0x20) string++; if (strlen (string) == 0) string = NULL; } #ifdef SKILL_UTIL_DEBUG LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); #endif if (do_skill (op, op, skop, op->facing, string)) return 1; return 0; } static bool hth_skill_p (object *skill) { return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; } /* This finds the first unarmed skill the player has, and returns it. */ static object * find_player_hth_skill (object *op) { for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) return tmp; return 0; } /* do_skill_attack() - We have got an appropriate opponent from either * move_player_attack() or skill_attack(). In this part we get on with * attacking, take care of messages from the attack and changes in invisible. * Returns true if the attack damaged the opponent. * tmp is the targetted monster. * op is what is attacking * string is passed along to describe what messages to describe * the damage. */ static int do_skill_attack (object *tmp, object *op, const char *string, object *skill) { if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) return RESULT_INT (0); /* For Players only: if there is no ready weapon, and no "attack" skill * is readied either then try to find a skill for the player to use. * it is presumed that if skill is set, it is a valid attack skill (eg, * the caller should have set it appropriately). We still want to pass * through that code if skill is set to change to the skill. */ if (player *pl = op->contr) { if (!pl->combat_ob) { if (QUERY_FLAG (op, FLAG_READY_WEAPON)) { for (tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) break; if (!tmp) LOG (llevError, "Could not find applied weapon on %s\n", &op->name); pl->combat_ob = tmp; } if (!pl->combat_ob) { if (!skill) { /* See if the players chosen skill is a combat skill, and use * it if appropriate. */ if (op->chosen_skill && hth_skill_p (op->chosen_skill)) skill = op->chosen_skill; else { skill = find_player_hth_skill (op); if (!skill) new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); } } if (skill) { op->change_skill (0); apply_special (op, skill, AP_APPLY); } } if (!pl->combat_ob) { LOG (llevError, "Could not find anything to attack on %s\n", &op->name); return 0; } } if (!op->change_weapon (pl->combat_ob)) return 0; /* lose invisiblity/hiding status for running attacks */ if (pl->tmp_invis) { pl->tmp_invis = 0; op->invisible = 0; op->hide = 0; update_object (op, UP_OBJ_CHANGE); } } int success = attack_ob (tmp, op); /* print appropriate messages to the player */ if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) { if (op->type == PLAYER) new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); else if (tmp->type == PLAYER) new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); } return success; } /* skill_attack() - Core routine for use when we attack using a skills * system. In essence, this code handles * all skill-based attacks, ie hth, missile and melee weapons should be * treated here. If an opponent is already supplied by move_player(), * we move right onto do_skill_attack(), otherwise we find if an * appropriate opponent exists. * * This is called by move_player() and attack_hth() * * Initial implementation by -bt thomas@astro.psu.edu */ int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { sint16 tx, ty; maptile *m; int mflags; if (!dir) dir = pl->facing; tx = freearr_x[dir]; ty = freearr_y[dir]; /* If we don't yet have an opponent, find if one exists, and attack. * Legal opponents are the same as outlined in move_player_attack() */ if (!tmp) { m = pl->map; tx = pl->x + freearr_x[dir]; ty = pl->y + freearr_y[dir]; mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); if (mflags & P_OUT_OF_MAP) return 0; /* space must be blocked for there to be anything interesting to do */ if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) return 0; for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) { /* Don't attack party members */ if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) return 0; break; } } if (!tmp) { if (pl->type == PLAYER) new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); return 0; } return do_skill_attack (tmp, pl, string, skill); } /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first * (attack_hth) we check for weapon use, etc in the second (the new * function skill_attack() we actually attack. */ static int attack_hth (object *pl, int dir, const char *string, object *skill) { object *enemy = NULL, *weapon; if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) for (weapon = pl->inv; weapon; weapon = weapon->below) { if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) { CLEAR_FLAG (weapon, FLAG_APPLIED); CLEAR_FLAG (pl, FLAG_READY_WEAPON); pl->update_stats (); if (pl->type == PLAYER) { new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); esrv_update_item (UPD_FLAGS, pl, weapon); } break; } } return skill_attack (enemy, pl, dir, string, skill); } /* attack_melee_weapon() - this handles melee weapon attacks -b.t. * For now we are just checking to see if we have a ready weapon here. * But there is a real neato possible feature of this scheme which * bears mentioning: * Since we are only calling this from do_skill() in the future * we may make this routine handle 'special' melee weapons attacks * (like disarming manuever with sai) based on player SK_level and * weapon type. */ static int attack_melee_weapon (object *op, int dir, const char *string, object *skill) { if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) { if (op->type == PLAYER) new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); return 0; } return skill_attack (NULL, op, dir, string, skill); }