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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.17 by root, Mon Dec 11 02:54:57 2006 UTC vs.
Revision 1.101 by root, Tue Feb 8 01:03:47 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24/* 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. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
27 * 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.
39 40
40/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
41 42
42#include <global.h> 43#include <global.h>
43#include <object.h> 44#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 45#include <sproto.h>
46#endif
47#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. */
48#include <spells.h> 47#include <spells.h>
49 48
50/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 50 0, // SK_NONE
52 * automatically applying one for the player. 51# define def(uc, flags) flags,
53 */ 52# include "skillinc.h"
54static uint8 unarmed_skills[] = { 53# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 54};
55
56vector<object_ptr> skillvec;
65 57
66static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
67static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
68 60
69/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
70 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
71 * subtypes. 63 * subtypes.
72 */ 64 */
73void 65void
74init_skills (void) 66init_skills ()
75{ 67{
76 int i; 68 // nop
77 archetype *at; 69}
78 70
79 for (at = first_archetype; at != NULL; at = at->next) 71void
80 if (at->clone.type == SKILL) 72add_skill_archetype (object *o)
73{
74 assert (("skill name must equal skill skill", o->name == o->skill));
75
76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
77 if ((*i)->name == o->name)
81 { 78 {
82 if (skill_names[at->clone.subtype] != NULL) 79 // replace existing entry
83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 81 *i = o;
85 else 82 return;
86 skill_names[at->clone.subtype] = at->clone.skill;
87 } 83 }
88 84
89 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
90 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
91 */ 87 SKILL_INDEX (o) = skillvec.size ();
92 for (i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
93 {
94 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 89}
98
99 90
100/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 94 * mostly used for sending exp.
104 */ 95 */
105void 96void
106link_player_skills (object *op) 97player::link_skills ()
107{ 98{
108 object *tmp; 99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
100 last_skill_ob [i] = 0;
109 101
110 for (tmp = op->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
113 { 104 {
114 /* This is really a warning, hence no else below */ 105 int idx = SKILL_INDEX (tmp);
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 106
107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
108
109 if (last_skill_ob [idx] != tmp)
116 { 110 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 111 last_skill_ob [idx] = tmp;
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 112 if (ns)
113 ns->last_skill_exp [idx] = -1;
119 } 114 }
120 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else
125 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1;
128 }
129 } 115 }
130 } 116}
117
118static object *
119find_skill (object *who, shstr_cmp name)
120{
121 if (who->chosen_skill
122 && who->chosen_skill->skill == name
123 && who->chosen_skill->type == SKILL)
124 return who->chosen_skill;
125
126 for (object *tmp = who->inv; tmp; tmp = tmp->below)
127 if (tmp->skill == name && tmp->type == SKILL)
128 return splay (tmp);
129
130 return 0;
131}
132
133object *
134player::find_skill (shstr_cmp name) const
135{
136 // might want to use last_skill_obj at one point, or maybe not
137 return ::find_skill (ob, name);
131} 138}
132 139
133/* This returns the skill pointer of the given name (the 140/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 141 * one that accumulates exp, has the level, etc).
135 * 142 *
136 * It is presumed that the player will be needing to actually 143 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill 144 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 145 * tool, this code will equip it.
139 */ 146 */
140object * 147object *
141find_skill_by_name (object *who, const char *name) 148find_skill_by_name (object *who, shstr_cmp sh)
142{ 149{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 150 object *skill_tool = 0;
144 151
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
153 if (tmp->skill == sh)
153 { 154 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 155 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 skill = tmp; 156 /* If this is a skill that can be used without applying tool, return it */
156 157 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 158 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 159 * applied, we try to keep using that one.
159 */ 160 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 161 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 162 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 163 }
167 } 164
168 /* If this is a skill that can be used without a tool, return it */ 165 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 166 return 0;
171 167
172 /* Player has a tool to use the skill. IF not applied, apply it - 168 /* Player has a tool to use the skill. If not applied, apply it -
173 * if not successful, return null. If they do have the skill tool 169 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
175 */ 171 */
176 if (skill_tool) 172 object *skill = who->give_skill (skill_tool->skill);
177 { 173
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 174 if (!skill_tool->flag [FLAG_APPLIED])
179 { 175 if (!who->apply (splay (skill_tool)))
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who);
187 }
188 return skill; 176 return 0;
189 } 177
178 return splay (skill);
179}
180
181object *
182find_skill_by_name_fuzzy (object *who, const char *name)
183{
184 if (name)
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop;
190
190 return NULL; 191 return 0;
191} 192}
192
193 193
194/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
196 * 196 *
197 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 199 * tool, this code will equip it.
200 * 200 *
201 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
202 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
203 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
204 */ 206 */
205object * 207object *
206find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
207{ 209{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 211 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 212 if (object *skop = find_skill_by_name (who, tmp->skill))
213 return skop;
217 214
218 /* Try to find appropriate skilltool. If the player has one already 215 return 0;
219 * applied, we try to keep using that one. 216}
220 */ 217
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 218object *
222 { 219object::give_skill (shstr_cmp name, bool can_use)
223 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 220{
224 skill_tool = tmp; 221 object *skill = find_skill (this, name);
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 222
226 skill_tool = tmp; 223 if (!skill)
227 } 224 skill = give_skill_by_name (this, name);
228 } 225
229 /* If this is a skill that can be used without a tool, return it */ 226 if (skill && can_use)
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
231 return skill; 229 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244
245 if (!skill)
246 {
247 skill = give_skill_by_name (who, skill_tool->skill);
248 link_player_skills (who);
249 }
250
251 return skill;
252 }
253
254 return NULL;
255}
256
257/* This changes the objects skill to new_skill.
258 * note that this function doesn't always need to get used -
259 * you can now add skill exp to the player without the chosen_skill being
260 * set. This function is of most interest to players to update
261 * the various range information.
262 * if new_skill is null, this just unapplies the skill.
263 * flag has the current meaning:
264 * 0x1: If set, don't update the range pointer. This is useful when we
265 * need to ready a new skill, but don't want to clobber range.
266 * return 1 on success, 0 on error
267 */
268
269int
270change_skill (object *who, object *new_skill, int flag)
271{
272 int old_range;
273
274 if (who->type != PLAYER)
275 return 0;
276
277 old_range = who->contr->shoottype;
278
279 if (who->chosen_skill && who->chosen_skill == new_skill)
280 {
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284
285 return 1;
286 }
287
288 // move skill to front, so it will be preferred next time
289 new_skill->remove ();
290 who->insert (new_skill);
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY);
295
296 /* Only goal in this case was to unapply a skill */
297 if (!new_skill)
298 return 0;
299
300 if (apply_special (who, new_skill, AP_APPLY))
301 return 0;
302
303 if (flag & 0x1)
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1;
307}
308
309/* This function just clears the chosen_skill and range_skill values
310 * inthe player.
311 */
312void
313clear_skill (object *who)
314{
315 who->chosen_skill = NULL;
316 CLEAR_FLAG (who, FLAG_READY_SKILL);
317 if (who->type == PLAYER)
318 {
319 who->contr->ranges[range_skill] = NULL;
320 if (who->contr->shoottype == range_skill)
321 who->contr->shoottype = range_none;
322 }
323} 230}
324 231
325/* do_skill() - Main skills use function-similar in scope to cast_spell(). 232/* do_skill() - Main skills use function-similar in scope to cast_spell().
326 * We handle all requests for skill use outside of some combat here. 233 * We handle all requests for skill use outside of some combat here.
327 * We require a separate routine outside of fire() so as to allow monsters 234 * We require a separate routine outside of fire() so as to allow monsters
330 * exp - no caller needed that info, but it also prevented the callers 237 * exp - no caller needed that info, but it also prevented the callers
331 * from know if a skill was actually used, as many skills don't 238 * from know if a skill was actually used, as many skills don't
332 * give any exp for their direct use (eg, throwing). 239 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 240 * It returns 0 if no skill was used.
334 */ 241 */
335
336int 242int
337do_skill (object *op, object *part, object *skill, int dir, const char *string) 243do_skill (object *op, object *part, object *skill, int dir, const char *string)
338{ 244{
339 int success = 0, exp = 0; 245 int success = 0, exp = 0;
340 int did_alc = 0;
341 object *tmp, *next;
342 246
343 if (!skill) 247 if (!skill)
344 return 0; 248 return 0;
345 249
346 /* The code below presumes that the skill points to the object that 250 /* The code below presumes that the skill points to the object that
348 * go and try to find the actual real skill pointer, and if the 252 * go and try to find the actual real skill pointer, and if the
349 * the player doesn't have a bucket for that, create one. 253 * the player doesn't have a bucket for that, create one.
350 */ 254 */
351 if (skill->type != SKILL && op->type == PLAYER) 255 if (skill->type != SKILL && op->type == PLAYER)
352 { 256 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 257 for (object *tmp = op->inv; tmp; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 258 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 259 {
260 skill = tmp;
261 goto found;
357 } 262 }
358 if (!tmp) 263
359 tmp = give_skill_by_name (op, skill->skill); 264 skill = give_skill_by_name (op, skill->skill);
360 skill = tmp; 265found: ;
361 } 266 }
362 267
363 // skill, by_whom, on_which_object, which direction, skill_argument 268 // skill, by_whom, on_which_object, which direction, skill_argument
364 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 269 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
365 return 0; 270 return 0;
366 271
367 switch (skill->subtype) 272 switch (skill->subtype)
368 { 273 {
369 case SK_LEVITATION: 274 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
373 * shouldn't. 278 * shouldn't.
374 */ 279 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
376 { 281 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 284 }
380 else 285 else
381 { 286 {
382 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
383 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 288 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
384 } 289 }
385 fix_player (op); 290
291 op->update_stats ();
386 success = 1; 292 success = 1;
387 break; 293 break;
388 294
389 case SK_STEALING: 295 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 296 exp = success = steal (op, dir, skill);
391 break; 297 break;
392 298
393 case SK_LOCKPICKING: 299 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 300 exp = success = pick_lock (op, dir, skill);
395 break; 301 break;
396 302
397 case SK_HIDING: 303 case SK_HIDING:
398 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
399 break; 305 break;
400 306
401 case SK_JUMPING: 307 case SK_JUMPING:
402 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
403 break; 309 break;
404 310
405 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
407 break; 313 break;
408 314
409 case SK_MEDITATION: 315 case SK_MEDITATION:
410 meditate (op, skill); 316 meditate (op, skill);
411 success = 1; 317 success = 1;
412 break; 318 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 319 /* note that the following 'attack' skills gain exp through hit_player() */
414 320
415 case SK_KARATE: 321 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 322 attack_hth (op, dir, "karate-chopped", skill);
417 break; 323 break;
418 324
419 case SK_PUNCHING: 325 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 326 attack_hth (op, dir, "punched", skill);
421 break; 327 break;
422 328
423 case SK_FLAME_TOUCH: 329 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 330 attack_hth (op, dir, "flamed", skill);
425 break; 331 break;
426 332
427 case SK_SPARK_TOUCH: 333 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 334 attack_hth (op, dir, "zapped", skill);
429 break; 335 break;
430 336
431 case SK_SHIVER: 337 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 338 attack_hth (op, dir, "froze", skill);
433 break; 339 break;
434 340
435 case SK_ACID_SPLASH: 341 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 342 attack_hth (op, dir, "dissolved", skill);
437 break; 343 break;
438 344
439 case SK_POISON_NAIL: 345 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 346 attack_hth (op, dir, "injected poison into", skill);
441 break; 347 break;
442 348
443 case SK_CLAWING: 349 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 350 attack_hth (op, dir, "clawed", skill);
445 break; 351 break;
446 352
447 case SK_ONE_HANDED_WEAPON: 353 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 354 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 355 attack_melee_weapon (op, dir, NULL, skill);
450 break; 356 break;
451 357
452 case SK_FIND_TRAPS: 358 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 359 exp = success = find_traps (op, skill);
454 break; 360 break;
455 361
456 case SK_SINGING: 362 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 363 exp = success = singing (op, dir, skill);
458 break; 364 break;
459 365
460 case SK_ORATORY: 366 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 367 exp = success = use_oratory (op, dir, skill);
462 break; 368 break;
463 369
464 case SK_SMITHERY: 370 case SK_SMITHERY:
465 case SK_BOWYER: 371 case SK_BOWYER:
466 case SK_JEWELER: 372 case SK_JEWELER:
467 case SK_ALCHEMY: 373 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 374 case SK_THAUMATURGY:
469 case SK_LITERACY: 375 case SK_LITERACY:
470 case SK_WOODSMAN: 376 case SK_WOODSMAN:
471 /* first, we try to find a cauldron, and do the alchemy thing. 377 /* first, we try to find a cauldron, and do the alchemy thing.
472 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
473 */ 379 */
380 {
381 bool found_cauldron = false;
382
474 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
475 { 384 {
476 next = tmp->above; 385 next = tmp->above;
477 386
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
479 { 388 {
389 found_cauldron = true;
390
391 if (tmp->skill != skill->skill)
392 {
393 op->failmsgf ("You can't use the %s with the %s skill!",
394 query_name (tmp),
395 query_name (skill));
396 break;
397 }
398
480 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
481 400
482 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
483 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
484
485 did_alc = 1;
486 } 403 }
487 } 404 }
488 405
489 if (did_alc == 0) 406 if (!found_cauldron)
490 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
491 408 }
492 break; 409 break;
493 410
494 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
495 case SK_DET_CURSE: 412 case SK_DET_CURSE:
496 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
497 break; 414 break;
498 415
499 case SK_DISARM_TRAPS: 416 case SK_DISARM_TRAPS:
500 exp = success = remove_trap (op, dir, skill); 417 exp = success = remove_trap (op, dir, skill);
501 break; 418 break;
502 419
503 case SK_THROWING: 420 case SK_THROWING:
504 success = skill_throw (op, part, dir, string, skill); 421 success = skill_throw (op, part, dir, string, skill);
505 break; 422 break;
506 423
507 case SK_SET_TRAP: 424 case SK_SET_TRAP:
508 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 425 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
509 break; 426 break;
510 427
511 case SK_USE_MAGIC_ITEM: 428 case SK_USE_MAGIC_ITEM:
512 case SK_MISSILE_WEAPON: 429 case SK_MISSILE_WEAPON:
513 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 430 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
514 break; 431 break;
515 432
516 case SK_PRAYING: 433 case SK_PRAYING:
517 success = pray (op, skill); 434 success = pray (op, skill);
518 break; 435 break;
519 436
520 case SK_BARGAINING: 437 case SK_BARGAINING:
521 success = describe_shop (op); 438 success = describe_shop (op);
522 break; 439 break;
523 440
524 case SK_SORCERY: 441 case SK_SORCERY:
525 case SK_EVOCATION: 442 case SK_EVOCATION:
526 case SK_PYROMANCY: 443 case SK_PYROMANCY:
527 case SK_SUMMONING: 444 case SK_SUMMONING:
528 case SK_CLIMBING: 445 case SK_CLIMBING:
529 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 446 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
530 break; 447 break;
531 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
532 default: 453 default:
533 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
534 break; 455 break;
535 } 456 }
536 457
537 /* For players we now update the speed_left from using the skill. 458 /* For players we now update the speed_left from using the skill.
538 * Monsters have no skill use time because of the random nature in 459 * Monsters have no skill use time because of the random nature in
539 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
540 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
541 * in the code for the skill itself. 462 * in the code for the skill itself.
542 */ 463 */
543
544 if (op->type == PLAYER) 464 if (op->type == PLAYER)
545 op->speed_left -= 1.0; 465 op->speed_left -= 1.f;
546 466
547 /* this is a good place to add experience for successfull use of skills. 467 /* this is a good place to add experience for successfull use of skills.
548 * Note that add_exp() will figure out player/monster experience 468 * Note that add_exp() will figure out player/monster experience
549 * gain problems. 469 * gain problems.
550 */ 470 */
578 * op is the object that was 'defeated'. 498 * op is the object that was 'defeated'.
579 * skill is the skill used. If no skill is used, it should just 499 * skill is the skill used. If no skill is used, it should just
580 * point back to who. 500 * point back to who.
581 * 501 *
582 */ 502 */
583
584int 503int
585calc_skill_exp (object *who, object *op, object *skill) 504calc_skill_exp (object *who, object *op, object *skill)
586{ 505{
587 int op_exp = 0, op_lvl = 0; 506 int op_exp = 0, op_lvl = 0;
588 float base, value, lvl_mult = 0.0; 507 float base, value, lvl_mult = 0.0;
597 * If an object is not alive and magical we set the base exp higher to 516 * If an object is not alive and magical we set the base exp higher to
598 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
599 * an item is type RUNE, we give out exp based on stats.Cha 518 * an item is type RUNE, we give out exp based on stats.Cha
600 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
601 */ 520 */
602
603 if (!op) 521 if (!op)
604 { /* no item/creature */ 522 { /* no item/creature */
605 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 523 op_lvl = max (1, who->map->difficulty);
606 op_exp = 0; 524 op_exp = 0;
607 } 525 }
608 else if (op->type == RUNE || op->type == TRAP) 526 else if (op->type == RUNE || op->type == TRAP)
609 { /* all traps. If stats.Cha > 1 we use that 527 { /* all traps. If stats.Cha > 1 we use that
610 * for the amount of experience */ 528 * for the amount of experience */
613 } 531 }
614 else 532 else
615 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
616 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
617 op_lvl = op->level; 535 op_lvl = op->level;
618 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
619 { /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
620 op_lvl += 5 * abs (op->magic);
621 }
622 } 538 }
623 539
624 if (op_lvl < 1) 540 if (op_lvl < 1)
625 op_lvl = 1; 541 op_lvl = 1;
626 542
634 /* if skill really is a skill, then we can look at the skill archetype for 550 /* if skill really is a skill, then we can look at the skill archetype for
635 * bse reward value (exp) and level multiplier factor. 551 * bse reward value (exp) and level multiplier factor.
636 */ 552 */
637 if (skill->type == SKILL) 553 if (skill->type == SKILL)
638 { 554 {
639 base += skill->arch->clone.stats.exp; 555 base += skill->arch->stats.exp;
640 if (settings.simple_exp) 556 if (settings.simple_exp)
641 { 557 {
642 if (skill->arch->clone.level) 558 if (skill->arch->level)
643 lvl_mult = (float) skill->arch->clone.level / 100.0; 559 lvl_mult = (float) skill->arch->level / 100.0;
644 else 560 else
645 lvl_mult = 1.0; /* no adjustment */ 561 lvl_mult = 1.0; /* no adjustment */
646 } 562 }
647 else 563 else
648 { 564 {
649 if (skill->level) 565 if (skill->level)
650 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 566 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
651 else 567 else
652 lvl_mult = 1.0; 568 lvl_mult = 1.0;
653 } 569 }
654 } 570 }
655 else 571 else
656 { 572 {
657 /* Don't divide by zero here! */ 573 /* Don't divide by zero here! */
658 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
659 } 575 }
660 } 576 }
661 577
662 /* assemble the exp total, and return value */ 578 /* assemble the exp total, and return value */
663 579
677 * This one actually teaches the player the skill as something 593 * This one actually teaches the player the skill as something
678 * they can equip. 594 * they can equip.
679 * Return 0 if the player knows the skill, 1 if the 595 * Return 0 if the player knows the skill, 1 if the
680 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
681 */ 597 */
682
683int 598int
684learn_skill (object *pl, object *scroll) 599learn_skill (object *pl, object *scroll)
685{ 600{
686 object *tmp;
687
688 if (!scroll->skill) 601 if (!scroll->skill)
689 { 602 {
690 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 603 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
691 return 2; 604 return 2;
692 } 605 }
693 606
694 /* can't use find_skill_by_name because we want skills the player knows 607 object *tmp = find_skill (pl, scroll->skill);
695 * but can't use natively.
696 */
697
698 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
699 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
700 break;
701 608
702 /* player already knows it */ 609 /* player already knows it */
703 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
704 return 0; 611 return 0;
705 612
706 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
707 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
708 * might never be able to learn anything. 615 * might never be able to learn anything.
717 { 624 {
718 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 625 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
719 return 2; 626 return 2;
720 } 627 }
721 628
722 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
723 link_player_skills (pl); 630
724 return 1; 631 return 1;
725} 632}
726 633
727/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
728
729/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
730static int 636static int
731clipped_percent (sint64 a, sint64 b) 637clipped_percent (sint64 a, sint64 b)
732{ 638{
733 int rv; 639 int rv;
741 return 0; 647 return 0;
742 else if (rv > 100) 648 else if (rv > 100)
743 return 100; 649 return 100;
744 650
745 return rv; 651 return rv;
652}
653
654static int
655cmp_skillp (const void *sk1, const void *sk2)
656{
657 return strcmp (&((*(const object **) sk1)->name),
658 &((*(const object **) sk2)->name));
746} 659}
747 660
748/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
749 * their current skill list. 662 * their current skill list.
750 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
753 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
754 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
755 * just dumped this as we found it, this would be a bit 668 * just dumped this as we found it, this would be a bit
756 * simpler. 669 * simpler.
757 */ 670 */
758
759void 671void
760show_skills (object *op, const char *search) 672show_skills (object *pl, const char *search)
761{ 673{
762 object *tmp = NULL;
763 char buf[MAX_BUF];
764 const char *cp; 674 const char *cp;
765 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
766 static const char *const periods = "........................................"; 676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
767 678
768 /* Need to have a pointer and use strdup for qsort to work properly */ 679 /* find the skills */
769 char skills[NUM_SKILLS][MAX_BUF];
770
771
772 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
773 { 681 {
774 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
775 { 683 {
776 if (search && strstr (tmp->name, search) == NULL) 684 if (search && !tmp->name.contains (search))
777 continue; 685 continue;
778 /* Basically want to fill this out to 40 spaces with periods */
779 sprintf (buf, "%s%s", &tmp->name, periods);
780 buf[40] = 0;
781 686
782 if (settings.permanent_exp_ratio) 687 skills[num_skills_found++] = tmp;
783 { 688
784 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
785 buf, tmp->level,
786 (long long) tmp->stats.exp,
787 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
788 }
789 else
790 {
791 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
792 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
793 }
794 /* I don't know why some characters get a bunch of skills, but 689 /* I don't know why some characters get a bunch of skills, but
795 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
796 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
797 * it so it doesn't crash the server - otherwise, one character may 692 * it so it doesn't crash the server - otherwise, one character may
798 * crash the server numerous times. 693 * crash the server numerous times.
799 */ 694 */
800 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
801 { 696 {
802 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 697 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
803 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
804 break; 699 break;
805 } 700 }
806 } 701 }
807 } 702 }
808 703
809 clear_win_info (op); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
810 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 705
706 msg << "T<Player skills:>\n\n";
811 if (num_skills_found > 1) 707 if (num_skills_found > 1)
812 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 708 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
813 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
814 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
815 { 714 object *tmp = skills[i];
816 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 715
716 /* Basically want to fill this out to 30 spaces with periods */
717 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
718
719 msg << " C<";
720
721 if (settings.permanent_exp_ratio)
722 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
723 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
724 clipped_percent (tmp->perm_exp, tmp->stats.exp));
725 else
726 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
727 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
728
729 msg << ">\n";
817 } 730 }
818 731
819 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
820 733
821 cp = determine_god (op); 734 cp = determine_god (op);
822 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 735 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
823 736
824 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 737 msg << "Your equipped item power is " << (int)op->contr->item_power
825 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 738 << " out of " << int (op->level * settings.item_power_factor)
739 << ".\n";
740
741 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
826} 742}
827 743
828/* use_skill() - similar to invoke command, it executes the skill in the 744/* use_skill() - similar to invoke command, it executes the skill in the
829 * direction that the user is facing. Returns false if we are unable to 745 * direction that the user is facing. Returns false if we are unable to
830 * change to the requested skill, or were unable to use the skill properly. 746 * change to the requested skill, or were unable to use the skill properly.
831 * This is tricky because skills can have spaces. We basically roll 747 * This is tricky because skills can have spaces. We basically roll
832 * our own find_skill_by_name so we can try to do better string matching. 748 * our own find_skill_by_name so we can try to do better string matching.
833 */ 749 */
834
835int 750int
836use_skill (object *op, const char *string) 751use_skill (object *op, const char *string)
837{ 752{
838 object *skop; 753 object *skop;
839 size_t len; 754 size_t len;
840 755
841 if (!string) 756 if (!string)
842 return 0; 757 return 0;
843 758
844 for (skop = op->inv; skop != NULL; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
845 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
846 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
847 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 761 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
762 {
763 skop = find_skill_by_name (op, skop->skill);
848 break; 764 break;
849 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
850 break;
851 } 765 }
766
852 if (!skop) 767 if (!skop)
853 { 768 {
854 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 769 op->failmsgf ("Unable to find skill %s.", string);
770 return 0;
771 }
772
773 if (!(skill_flags [skop->subtype] & SF_USE))
774 {
775 op->failmsgf (
776 "You feel as if you wanted to do something funny, but you can't remember what. "
777 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
778 "use it with some item, or it's always active.>",
779 &skop->skill
780 );
855 return 0; 781 return 0;
856 } 782 }
857 783
858 len = strlen (skop->skill); 784 len = strlen (skop->skill);
859 785
861 * options given to the skill. Its pretty simple - if there 787 * options given to the skill. Its pretty simple - if there
862 * are extra parameters (as deteremined by string length), we 788 * are extra parameters (as deteremined by string length), we
863 * want to skip over any leading spaces. 789 * want to skip over any leading spaces.
864 */ 790 */
865 if (len >= strlen (string)) 791 if (len >= strlen (string))
866 {
867 string = NULL; 792 string = NULL;
868 }
869 else 793 else
870 { 794 {
871 string += len; 795 string += len;
872 while (*string == 0x20) 796 while (*string == 0x20)
873 string++; 797 string++;
798
874 if (strlen (string) == 0) 799 if (strlen (string) == 0)
875 string = NULL; 800 string = NULL;
876 } 801 }
877 802
878#ifdef SKILL_UTIL_DEBUG 803#ifdef SKILL_UTIL_DEBUG
879 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 804 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
880#endif 805#endif
881 806
882 /* Change to the new skill, then execute it. */
883 if (do_skill (op, op, skop, op->facing, string)) 807 if (do_skill (op, op, skop, op->facing, string))
884 return 1; 808 return 1;
885 809
886 return 0; 810 return 0;
887} 811}
888 812
889static bool 813static bool
890hth_skill_p (object *skill) 814hth_skill_p (object *skill)
891{ 815{
892 for (int i = 0; i < sizeof (unarmed_skills); ++i) 816 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
893 if (skill->subtype == unarmed_skills[i])
894 return 1;
895
896 return 0;
897} 817}
898 818
899/* This finds the first unarmed skill the player has, and returns it. 819/* This finds the first unarmed skill the player has, and returns it.
900 */ 820 */
901static object * 821static object *
902find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
903{ 823{
904 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
905 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 825 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
906 return tmp; 826 return tmp;
907 827
908 return 0; 828 return 0;
909} 829}
910 830
915 * tmp is the targetted monster. 835 * tmp is the targetted monster.
916 * op is what is attacking 836 * op is what is attacking
917 * string is passed along to describe what messages to describe 837 * string is passed along to describe what messages to describe
918 * the damage. 838 * the damage.
919 */ 839 */
920
921static int 840static int
922do_skill_attack (object *tmp, object *op, const char *string, object *skill) 841do_skill_attack (object *tmp, object *op, const char *string, object *skill)
923{ 842{
924 int success;
925
926 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 843 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
927 return RESULT_INT (0); 844 return RESULT_INT (0);
928 845
929 /* For Players only: if there is no ready weapon, and no "attack" skill 846 /* For Players only: if there is no ready weapon, and no "attack" skill
930 * is readied either then try to find a skill for the player to use. 847 * is readied either then try to find a skill for the player to use.
931 * it is presumed that if skill is set, it is a valid attack skill (eg, 848 * it is presumed that if skill is set, it is a valid attack skill (eg,
932 * the caller should have set it appropriately). We still want to pass 849 * the caller should have set it appropriately). We still want to pass
933 * through that code if skill is set to change to the skill. 850 * through that code if skill is set to change to the skill.
934 */ 851 */
935 if (op->type == PLAYER) 852 if (player *pl = op->contr)
936 { 853 {
937 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 854 if (skill)
938 { 855 {
939 if (!skill) 856 if (!op->apply (skill))
857 return 0;
858 }
859 else
860 {
861 if (!pl->combat_ob)
940 { 862 {
941 /* See if the players chosen skill is a combat skill, and use 863 if (op->flag [FLAG_READY_WEAPON])
942 * it if appropriate.
943 */
944 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
945 skill = op->chosen_skill;
946 else
947 { 864 {
948 skill = find_player_hth_skill (op); 865 for (tmp = op->inv; tmp; tmp = tmp->below)
866 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
867 break;
949 868
950 if (!skill) 869 if (!tmp)
870 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
871
872 pl->combat_ob = tmp;
873 }
874
875 if (!pl->combat_ob)
876 {
877 /* See if the players chosen skill is a combat skill, and use
878 * it if appropriate.
879 */
880 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
881 skill = op->chosen_skill;
882 else
951 { 883 {
884 skill = find_player_hth_skill (op);
885
886 if (!skill)
952 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 887 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
953 return 0;
954 } 888 }
889
890 op->apply (skill);
891 }
892
893 if (!pl->combat_ob)
894 {
895 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
896 return 0;
955 } 897 }
956 } 898 }
957 899
958 /* now try to ready the new skill */ 900 if (!op->apply (pl->combat_ob))
959 if (!change_skill (op, skill, 0)) 901 return 0;
960 { /* oh oh, trouble! */ 902
961 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 903 if (!op->chosen_skill)
904 {
905 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
906 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
962 return 0; 907 return 0;
963 } 908 }
964 } 909 }
965 else 910
911 /* lose invisiblity/hiding status for running attacks */
912 if (pl->tmp_invis)
966 { 913 {
967 /* Seen some crashes below where current_weapon is not set, 914 pl->tmp_invis = 0;
968 * even though the flag says it is. So if current weapon isn't set, 915 op->invisible = 0;
969 * do some work in trying to find the object to use. 916 op->flag [FLAG_HIDDEN] = 0;
970 */ 917 update_object (op, UP_OBJ_CHANGE);
971 if (!op->current_weapon)
972 {
973 object *tmp;
974
975 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
976 for (tmp = op->inv; tmp; tmp = tmp->below)
977 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
978 break;
979
980 if (!tmp)
981 {
982 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
983 op->current_weapon = NULL;
984 return 0;
985 }
986 else
987 {
988 op->current_weapon = tmp;
989 }
990 }
991
992 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
993 } 918 }
994 } 919 }
995 920
996 /* lose invisiblity/hiding status for running attacks */
997
998 if (op->type == PLAYER && op->contr->tmp_invis)
999 {
1000 op->contr->tmp_invis = 0;
1001 op->invisible = 0;
1002 op->hide = 0;
1003 update_object (op, UP_OBJ_FACE);
1004 }
1005
1006 success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
1007 922
1008 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
1009 924
1010 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1011 { 926 {
1012 if (op->type == PLAYER) 927 if (op->type == PLAYER)
1013 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 928 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1014 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
1015 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 930 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1016 } 931 }
932
1017 return success; 933 return success;
1018} 934}
1019
1020 935
1021/* skill_attack() - Core routine for use when we attack using a skills 936/* skill_attack() - Core routine for use when we attack using a skills
1022 * system. In essence, this code handles 937 * system. In essence, this code handles
1023 * all skill-based attacks, ie hth, missile and melee weapons should be 938 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1024 * treated here. If an opponent is already supplied by move_player(), 939 * treated here. If an opponent is already supplied by move_player(),
1025 * we move right onto do_skill_attack(), otherwise we find if an 940 * we move right onto do_skill_attack(), otherwise we find if an
1026 * appropriate opponent exists. 941 * appropriate opponent exists.
1027 * 942 *
1028 * This is called by move_player() and attack_hth() 943 * This is called by move_player() and attack_hth()
1029 * 944 *
1030 * Initial implementation by -bt thomas@astro.psu.edu 945 * Initial implementation by -bt thomas@astro.psu.edu
1031 */ 946 */
1032
1033int 947int
1034skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 948skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1035{ 949{
1036 sint16 tx, ty; 950 sint16 tx, ty;
1037 maptile *m; 951 maptile *m;
1044 ty = freearr_y[dir]; 958 ty = freearr_y[dir];
1045 959
1046 /* If we don't yet have an opponent, find if one exists, and attack. 960 /* If we don't yet have an opponent, find if one exists, and attack.
1047 * Legal opponents are the same as outlined in move_player_attack() 961 * Legal opponents are the same as outlined in move_player_attack()
1048 */ 962 */
1049 963 if (!tmp)
1050 if (tmp == NULL)
1051 { 964 {
1052 m = pl->map; 965 m = pl->map;
1053 tx = pl->x + freearr_x[dir]; 966 tx = pl->x + freearr_x[dir];
1054 ty = pl->y + freearr_y[dir]; 967 ty = pl->y + freearr_y[dir];
1055 968
1059 972
1060 /* space must be blocked for there to be anything interesting to do */ 973 /* space must be blocked for there to be anything interesting to do */
1061 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 974 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1062 return 0; 975 return 0;
1063 976
1064 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 977 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1065 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 978 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1066 { 979 {
1067 /* Don't attack party members */ 980 /* Don't attack party members */
1068 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 981 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1069 return 0; 982 return 0;
983
1070 break; 984 break;
1071 } 985 }
1072 } 986 }
987
1073 if (!tmp) 988 if (!tmp)
1074 { 989 {
1075 if (pl->type == PLAYER) 990 if (pl->type == PLAYER)
1076 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 991 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
992
1077 return 0; 993 return 0;
1078 } 994 }
1079 995
1080 return do_skill_attack (tmp, pl, string, skill); 996 return do_skill_attack (tmp, pl, string, skill);
1081} 997}
1082
1083 998
1084/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 999/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1085 1000
1086/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1001/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1087 * (attack_hth) we check for weapon use, etc in the second (the new 1002 * (attack_hth) we check for weapon use, etc in the second (the new
1088 * function skill_attack() we actually attack. 1003 * function skill_attack() we actually attack.
1089 */ 1004 */
1090
1091static int 1005static int
1092attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
1093{ 1007{
1094 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
1095 1009
1096 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
1097 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
1098 { 1012 {
1099 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1100 { 1014 {
1101 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
1102 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
1103 fix_player (pl); 1017 pl->update_stats ();
1104 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1105 { 1019 {
1106 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1020 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1107 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1108 } 1022 }
1023
1109 break; 1024 break;
1110 } 1025 }
1111 } 1026 }
1027
1112 return skill_attack (enemy, pl, dir, string, skill); 1028 return skill_attack (enemy, pl, dir, string, skill);
1113} 1029}
1114
1115 1030
1116/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1031/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1117 * For now we are just checking to see if we have a ready weapon here. 1032 * For now we are just checking to see if we have a ready weapon here.
1118 * But there is a real neato possible feature of this scheme which 1033 * But there is a real neato possible feature of this scheme which
1119 * bears mentioning: 1034 * bears mentioning:
1120 * Since we are only calling this from do_skill() in the future 1035 * Since we are only calling this from do_skill() in the future
1121 * we may make this routine handle 'special' melee weapons attacks 1036 * we may make this routine handle 'special' melee weapons attacks
1122 * (like disarming manuever with sai) based on player SK_level and 1037 * (like disarming manuever with sai) based on player SK_level and
1123 * weapon type. 1038 * weapon type.
1124 */ 1039 */
1125
1126static int 1040static int
1127attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1128{ 1042{
1129 1043
1130 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1131 { 1045 {
1132 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1133 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1047 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1048
1134 return 0; 1049 return 0;
1135 } 1050 }
1051
1136 return skill_attack (NULL, op, dir, string, skill); 1052 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1053}
1054

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