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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.31 by root, Sun Apr 29 18:11:21 2007 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 (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
44#include <object.h> 44#include <object.h>
45#include <sproto.h> 45#include <sproto.h>
46#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. */
47#include <spells.h> 47#include <spells.h>
48 48
49/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 50 0, // SK_NONE
51 * automatically applying one for the player. 51# define def(uc, flags) flags,
52 */ 52# include "skillinc.h"
53static uint8 unarmed_skills[] = { 53# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 54};
55
56vector<object_ptr> skillvec;
64 57
65static 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);
66static 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);
67 60
68/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
69 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
70 * subtypes. 63 * subtypes.
71 */ 64 */
72void 65void
73init_skills (void) 66init_skills ()
74{ 67{
75 int i; 68 // nop
76 archetype *at; 69}
77 70
78 for (at = first_archetype; at != NULL; at = at->next) 71void
79 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)
80 { 78 {
81 if (skill_names[at->clone.subtype] != NULL) 79 // replace existing entry
82 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 81 *i = o;
84 else 82 return;
85 skill_names[at->clone.subtype] = at->clone.skill;
86 } 83 }
87 84
88 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
89 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
90 */ 87 SKILL_INDEX (o) = skillvec.size ();
91 for (i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
92 {
93 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96} 89}
97 90
98/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp. 94 * mostly used for sending exp.
102 */ 95 */
103void 96void
104link_player_skills (object *op) 97player::link_skills ()
105{ 98{
99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
100 last_skill_ob [i] = 0;
101
106 for (object *tmp = op->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
107 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
108 { 104 {
109 /* This is really a warning, hence no else below */ 105 int idx = SKILL_INDEX (tmp);
110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
113 106
114 if (tmp->subtype >= NUM_SKILLS) 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 108
116 else 109 if (last_skill_ob [idx] != tmp)
117 { 110 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 112 if (ns)
113 ns->last_skill_exp [idx] = -1;
120 } 114 }
121 } 115 }
122} 116}
123 117
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);
138}
139
124/* This returns the skill pointer of the given name (the 140/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 141 * one that accumulates exp, has the level, etc).
126 * 142 *
127 * It is presumed that the player will be needing to actually 143 * It is presumed that the player will be needing to actually
128 * 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
129 * tool, this code will equip it. 145 * tool, this code will equip it.
130 */ 146 */
131object * 147object *
132find_skill_by_name (object *who, const char *name) 148find_skill_by_name (object *who, shstr_cmp sh)
133{ 149{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 150 object *skill_tool = 0;
135 151
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
153 if (tmp->skill == sh)
144 { 154 {
145 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]))
146 skill = tmp; 156 /* If this is a skill that can be used without applying tool, return it */
147 157 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 158 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 159 * applied, we try to keep using that one.
150 */ 160 */
151 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)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 162 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 163 }
158 } 164
159 /* If this is a skill that can be used without a tool, return it */ 165 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 166 return 0;
162 167
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
166 */ 171 */
167 if (skill_tool) 172 object *skill = who->give_skill (skill_tool->skill);
168 { 173
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 174 if (!skill_tool->flag [FLAG_APPLIED])
170 { 175 if (!who->apply (splay (skill_tool)))
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who);
178 }
179 return skill; 176 return 0;
180 } 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
181 return NULL; 191 return 0;
182} 192}
183
184 193
185/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
187 * 196 *
188 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
189 * 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
190 * tool, this code will equip it. 199 * tool, this code will equip it.
191 * 200 *
192 * 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,
193 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
194 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
195 */ 206 */
196object * 207object *
197find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
198{ 209{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 211 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 212 if (object *skop = find_skill_by_name (who, tmp->skill))
213 return skop;
208 214
209 /* Try to find appropriate skilltool. If the player has one already 215 return 0;
210 * applied, we try to keep using that one. 216}
211 */ 217
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 218object *
213 { 219object::give_skill (shstr_cmp name, bool can_use)
214 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 220{
215 skill_tool = tmp; 221 object *skill = find_skill (this, name);
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 222
217 skill_tool = tmp; 223 if (!skill)
218 } 224 skill = give_skill_by_name (this, name);
219 } 225
220 /* If this is a skill that can be used without a tool, return it */ 226 if (skill && can_use)
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
222 return skill; 229 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill;
243 }
244
245 return NULL;
246}
247
248/* This changes the objects skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error
258 */
259
260int
261change_skill (object *who, object *new_skill, int flag)
262{
263 int old_range;
264
265 if (who->type != PLAYER)
266 return 0;
267
268 old_range = who->contr->shoottype;
269
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1;
277 }
278
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY);
286
287 /* Only goal in this case was to unapply a skill */
288 if (!new_skill)
289 return 0;
290
291 if (apply_special (who, new_skill, AP_APPLY))
292 return 0;
293
294 if (flag & 0x1)
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 230}
315 231
316/* 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().
317 * 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.
318 * 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
325 */ 241 */
326int 242int
327do_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)
328{ 244{
329 int success = 0, exp = 0; 245 int success = 0, exp = 0;
330 int did_alc = 0;
331 object *tmp, *next;
332 246
333 if (!skill) 247 if (!skill)
334 return 0; 248 return 0;
335 249
336 /* 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
338 * 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
339 * the player doesn't have a bucket for that, create one. 253 * the player doesn't have a bucket for that, create one.
340 */ 254 */
341 if (skill->type != SKILL && op->type == PLAYER) 255 if (skill->type != SKILL && op->type == PLAYER)
342 { 256 {
343 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 257 for (object *tmp = op->inv; tmp; tmp = tmp->below)
344 if (tmp->type == SKILL && tmp->skill == skill->skill) 258 if (tmp->type == SKILL && tmp->skill == skill->skill)
345 break; 259 {
260 skill = tmp;
261 goto found;
262 }
346 263
347 if (!tmp)
348 tmp = give_skill_by_name (op, skill->skill); 264 skill = give_skill_by_name (op, skill->skill);
349 265found: ;
350 skill = tmp;
351 } 266 }
352 267
353 // skill, by_whom, on_which_object, which direction, skill_argument 268 // skill, by_whom, on_which_object, which direction, skill_argument
354 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)))
355 return 0; 270 return 0;
360 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
361 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
362 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
363 * shouldn't. 278 * shouldn't.
364 */ 279 */
365 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
366 { 281 {
367 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
368 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
369 } 284 }
370 else 285 else
371 { 286 {
372 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
373 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!");
374 } 289 }
375 290
376 op->update_stats (); 291 op->update_stats ();
377 success = 1; 292 success = 1;
378 break; 293 break;
388 case SK_HIDING: 303 case SK_HIDING:
389 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
390 break; 305 break;
391 306
392 case SK_JUMPING: 307 case SK_JUMPING:
393 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
394 break; 309 break;
395 310
396 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
397 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
398 break; 313 break;
460 case SK_LITERACY: 375 case SK_LITERACY:
461 case SK_WOODSMAN: 376 case SK_WOODSMAN:
462 /* 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.
463 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
464 */ 379 */
380 {
381 bool found_cauldron = false;
382
465 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)
466 { 384 {
467 next = tmp->above; 385 next = tmp->above;
468 386
469 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
470 { 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
471 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
472 400
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
474 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
475
476 did_alc = 1;
477 } 403 }
478 } 404 }
479 405
480 if (did_alc == 0) 406 if (!found_cauldron)
481 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
482 408 }
483 break; 409 break;
484 410
485 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
486 case SK_DET_CURSE: 412 case SK_DET_CURSE:
487 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
518 case SK_SUMMONING: 444 case SK_SUMMONING:
519 case SK_CLIMBING: 445 case SK_CLIMBING:
520 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.");
521 break; 447 break;
522 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
523 default: 453 default:
524 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);
525 break; 455 break;
526 } 456 }
527 457
529 * 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
530 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
531 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
532 * in the code for the skill itself. 462 * in the code for the skill itself.
533 */ 463 */
534
535 if (op->type == PLAYER) 464 if (op->type == PLAYER)
536 op->speed_left -= 1.0; 465 op->speed_left -= 1.f;
537 466
538 /* 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.
539 * Note that add_exp() will figure out player/monster experience 468 * Note that add_exp() will figure out player/monster experience
540 * gain problems. 469 * gain problems.
541 */ 470 */
569 * op is the object that was 'defeated'. 498 * op is the object that was 'defeated'.
570 * 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
571 * point back to who. 500 * point back to who.
572 * 501 *
573 */ 502 */
574
575int 503int
576calc_skill_exp (object *who, object *op, object *skill) 504calc_skill_exp (object *who, object *op, object *skill)
577{ 505{
578 int op_exp = 0, op_lvl = 0; 506 int op_exp = 0, op_lvl = 0;
579 float base, value, lvl_mult = 0.0; 507 float base, value, lvl_mult = 0.0;
588 * 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
589 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
590 * 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
591 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
592 */ 520 */
593
594 if (!op) 521 if (!op)
595 { /* no item/creature */ 522 { /* no item/creature */
596 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 523 op_lvl = max (1, who->map->difficulty);
597 op_exp = 0; 524 op_exp = 0;
598 } 525 }
599 else if (op->type == RUNE || op->type == TRAP) 526 else if (op->type == RUNE || op->type == TRAP)
600 { /* all traps. If stats.Cha > 1 we use that 527 { /* all traps. If stats.Cha > 1 we use that
601 * for the amount of experience */ 528 * for the amount of experience */
604 } 531 }
605 else 532 else
606 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
607 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
608 op_lvl = op->level; 535 op_lvl = op->level;
609 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
610 { /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
611 op_lvl += 5 * abs (op->magic);
612 }
613 } 538 }
614 539
615 if (op_lvl < 1) 540 if (op_lvl < 1)
616 op_lvl = 1; 541 op_lvl = 1;
617 542
625 /* 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
626 * bse reward value (exp) and level multiplier factor. 551 * bse reward value (exp) and level multiplier factor.
627 */ 552 */
628 if (skill->type == SKILL) 553 if (skill->type == SKILL)
629 { 554 {
630 base += skill->arch->clone.stats.exp; 555 base += skill->arch->stats.exp;
631 if (settings.simple_exp) 556 if (settings.simple_exp)
632 { 557 {
633 if (skill->arch->clone.level) 558 if (skill->arch->level)
634 lvl_mult = (float) skill->arch->clone.level / 100.0; 559 lvl_mult = (float) skill->arch->level / 100.0;
635 else 560 else
636 lvl_mult = 1.0; /* no adjustment */ 561 lvl_mult = 1.0; /* no adjustment */
637 } 562 }
638 else 563 else
639 { 564 {
640 if (skill->level) 565 if (skill->level)
641 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);
642 else 567 else
643 lvl_mult = 1.0; 568 lvl_mult = 1.0;
644 } 569 }
645 } 570 }
646 else 571 else
647 { 572 {
648 /* Don't divide by zero here! */ 573 /* Don't divide by zero here! */
649 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
650 } 575 }
651 } 576 }
652 577
653 /* assemble the exp total, and return value */ 578 /* assemble the exp total, and return value */
654 579
668 * This one actually teaches the player the skill as something 593 * This one actually teaches the player the skill as something
669 * they can equip. 594 * they can equip.
670 * Return 0 if the player knows the skill, 1 if the 595 * Return 0 if the player knows the skill, 1 if the
671 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
672 */ 597 */
673
674int 598int
675learn_skill (object *pl, object *scroll) 599learn_skill (object *pl, object *scroll)
676{ 600{
677 object *tmp;
678
679 if (!scroll->skill) 601 if (!scroll->skill)
680 { 602 {
681 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);
682 return 2; 604 return 2;
683 } 605 }
684 606
685 /* can't use find_skill_by_name because we want skills the player knows 607 object *tmp = find_skill (pl, scroll->skill);
686 * but can't use natively.
687 */
688
689 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
690 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
691 break;
692 608
693 /* player already knows it */ 609 /* player already knows it */
694 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
695 return 0; 611 return 0;
696 612
697 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
698 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
699 * might never be able to learn anything. 615 * might never be able to learn anything.
708 { 624 {
709 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);
710 return 2; 626 return 2;
711 } 627 }
712 628
713 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
714 link_player_skills (pl); 630
715 return 1; 631 return 1;
716} 632}
717 633
718/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
719
720/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
721static int 636static int
722clipped_percent (sint64 a, sint64 b) 637clipped_percent (sint64 a, sint64 b)
723{ 638{
724 int rv; 639 int rv;
732 return 0; 647 return 0;
733 else if (rv > 100) 648 else if (rv > 100)
734 return 100; 649 return 100;
735 650
736 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));
737} 659}
738 660
739/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
740 * their current skill list. 662 * their current skill list.
741 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
744 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
745 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
746 * 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
747 * simpler. 669 * simpler.
748 */ 670 */
749
750void 671void
751show_skills (object *op, const char *search) 672show_skills (object *pl, const char *search)
752{ 673{
753 object *tmp = NULL;
754 char buf[MAX_BUF];
755 const char *cp; 674 const char *cp;
756 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
757 static const char *const periods = "........................................"; 676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
758 678
759 /* Need to have a pointer and use strdup for qsort to work properly */ 679 /* find the skills */
760 char skills[NUM_SKILLS][MAX_BUF];
761
762
763 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
764 { 681 {
765 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
766 { 683 {
767 if (search && strstr (tmp->name, search) == NULL) 684 if (search && !tmp->name.contains (search))
768 continue; 685 continue;
769 /* Basically want to fill this out to 40 spaces with periods */
770 sprintf (buf, "%s%s", &tmp->name, periods);
771 buf[40] = 0;
772 686
773 if (settings.permanent_exp_ratio) 687 skills[num_skills_found++] = tmp;
774 { 688
775 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
776 buf, tmp->level, tmp->stats.exp,
777 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 }
779 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
782 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 }
784 /* 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
785 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
787 * 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
788 * crash the server numerous times. 693 * crash the server numerous times.
789 */ 694 */
790 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
791 { 696 {
792 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.");
793 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");
794 break; 699 break;
795 } 700 }
796 } 701 }
797 } 702 }
798 703
799 clear_win_info (op); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 705
706 msg << "T<Player skills:>\n\n";
801 if (num_skills_found > 1) 707 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 708 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
803 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
804 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
805 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 714 object *tmp = skills[i];
806 715
807 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 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";
730 }
731
732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
808 733
809 cp = determine_god (op); 734 cp = determine_god (op);
810 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";
811 736
812 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
813 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);
814} 742}
815 743
816/* 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
817 * 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
818 * 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.
819 * This is tricky because skills can have spaces. We basically roll 747 * This is tricky because skills can have spaces. We basically roll
820 * 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.
821 */ 749 */
822
823int 750int
824use_skill (object *op, const char *string) 751use_skill (object *op, const char *string)
825{ 752{
826 object *skop; 753 object *skop;
827 size_t len; 754 size_t len;
828 755
829 if (!string) 756 if (!string)
830 return 0; 757 return 0;
831 758
832 for (skop = op->inv; skop != NULL; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
833 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
834 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
835 !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);
836 break; 764 break;
837 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
838 break;
839 } 765 }
766
840 if (!skop) 767 if (!skop)
841 { 768 {
842 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 );
843 return 0; 781 return 0;
844 } 782 }
845 783
846 len = strlen (skop->skill); 784 len = strlen (skop->skill);
847 785
849 * options given to the skill. Its pretty simple - if there 787 * options given to the skill. Its pretty simple - if there
850 * are extra parameters (as deteremined by string length), we 788 * are extra parameters (as deteremined by string length), we
851 * want to skip over any leading spaces. 789 * want to skip over any leading spaces.
852 */ 790 */
853 if (len >= strlen (string)) 791 if (len >= strlen (string))
854 {
855 string = NULL; 792 string = NULL;
856 }
857 else 793 else
858 { 794 {
859 string += len; 795 string += len;
860 while (*string == 0x20) 796 while (*string == 0x20)
861 string++; 797 string++;
798
862 if (strlen (string) == 0) 799 if (strlen (string) == 0)
863 string = NULL; 800 string = NULL;
864 } 801 }
865 802
866#ifdef SKILL_UTIL_DEBUG 803#ifdef SKILL_UTIL_DEBUG
867 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");
868#endif 805#endif
869 806
870 /* Change to the new skill, then execute it. */
871 if (do_skill (op, op, skop, op->facing, string)) 807 if (do_skill (op, op, skop, op->facing, string))
872 return 1; 808 return 1;
873 809
874 return 0; 810 return 0;
875} 811}
876 812
877static bool 813static bool
878hth_skill_p (object *skill) 814hth_skill_p (object *skill)
879{ 815{
880 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 816 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
881 if (skill->subtype == unarmed_skills[i])
882 return 1;
883
884 return 0;
885} 817}
886 818
887/* 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.
888 */ 820 */
889static object * 821static object *
890find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
891{ 823{
892 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
893 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))
894 return tmp; 826 return tmp;
895 827
896 return 0; 828 return 0;
897} 829}
898 830
915 * 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.
916 * 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,
917 * 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
918 * 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.
919 */ 851 */
920 if (op->type == PLAYER) 852 if (player *pl = op->contr)
921 { 853 {
922 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 854 if (skill)
923 { 855 {
924 if (!skill) 856 if (!op->apply (skill))
857 return 0;
858 }
859 else
860 {
861 if (!pl->combat_ob)
925 { 862 {
926 /* See if the players chosen skill is a combat skill, and use 863 if (op->flag [FLAG_READY_WEAPON])
927 * it if appropriate.
928 */
929 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
930 skill = op->chosen_skill;
931 else
932 { 864 {
933 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;
934 868
935 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
936 { 883 {
884 skill = find_player_hth_skill (op);
885
886 if (!skill)
937 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!");
938 return 0;
939 } 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;
940 } 897 }
941 } 898 }
942 899
943 /* now try to ready the new skill */ 900 if (!op->apply (pl->combat_ob))
944 if (!change_skill (op, skill, 0)) 901 return 0;
945 { /* oh oh, trouble! */ 902
946 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!");
947 return 0; 907 return 0;
948 } 908 }
949 } 909 }
950 else 910
911 /* lose invisiblity/hiding status for running attacks */
912 if (pl->tmp_invis)
951 { 913 {
952 /* Seen some crashes below where current_weapon is not set, 914 pl->tmp_invis = 0;
953 * even though the flag says it is. So if current weapon isn't set, 915 op->invisible = 0;
954 * do some work in trying to find the object to use. 916 op->flag [FLAG_HIDDEN] = 0;
955 */ 917 update_object (op, UP_OBJ_CHANGE);
956 if (!op->current_weapon)
957 {
958 object *tmp;
959
960 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
961 for (tmp = op->inv; tmp; tmp = tmp->below)
962 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
963 break;
964
965 if (!tmp)
966 {
967 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
968 op->current_weapon = NULL;
969 return 0;
970 }
971 else
972 op->current_weapon = tmp;
973 }
974
975 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
976 } 918 }
977 } 919 }
978 920
979 /* lose invisiblity/hiding status for running attacks */
980
981 if (op->type == PLAYER && op->contr->tmp_invis)
982 {
983 op->contr->tmp_invis = 0;
984 op->invisible = 0;
985 op->hide = 0;
986 update_object (op, UP_OBJ_CHANGE);
987 }
988
989 int success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
990 922
991 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
992 924
993 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
994 { 926 {
995 if (op->type == PLAYER) 927 if (op->type == PLAYER)
996 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));
997 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
998 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);
1001 return success; 933 return success;
1002} 934}
1003 935
1004/* 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
1005 * system. In essence, this code handles 937 * system. In essence, this code handles
1006 * 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
1007 * treated here. If an opponent is already supplied by move_player(), 939 * treated here. If an opponent is already supplied by move_player(),
1008 * 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
1009 * appropriate opponent exists. 941 * appropriate opponent exists.
1010 * 942 *
1011 * This is called by move_player() and attack_hth() 943 * This is called by move_player() and attack_hth()
1041 /* 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 */
1042 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)))
1043 return 0; 975 return 0;
1044 976
1045 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)
1046 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)
1047 { 979 {
1048 /* Don't attack party members */ 980 /* Don't attack party members */
1049 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))
1050 return 0; 982 return 0;
1051 983
1062 } 994 }
1063 995
1064 return do_skill_attack (tmp, pl, string, skill); 996 return do_skill_attack (tmp, pl, string, skill);
1065} 997}
1066 998
1067
1068/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 999/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1069 1000
1070/* 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
1071 * (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
1072 * function skill_attack() we actually attack. 1003 * function skill_attack() we actually attack.
1073 */ 1004 */
1074
1075static int 1005static int
1076attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
1077{ 1007{
1078 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
1079 1009
1080 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
1081 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
1082 { 1012 {
1083 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1084 { 1014 {
1085 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
1086 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
1087 pl->update_stats (); 1017 pl->update_stats ();
1088 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1089 { 1019 {
1090 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.");
1091 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1092 } 1022 }
1023
1093 break; 1024 break;
1094 } 1025 }
1095 } 1026 }
1096 1027
1097 return skill_attack (enemy, pl, dir, string, skill); 1028 return skill_attack (enemy, pl, dir, string, skill);
1108 */ 1039 */
1109static int 1040static int
1110attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1111{ 1042{
1112 1043
1113 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1114 { 1045 {
1115 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1116 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!");
1117 1048
1118 return 0; 1049 return 0;
1119 } 1050 }
1120 1051
1121 return skill_attack (NULL, op, dir, string, skill); 1052 return skill_attack (NULL, op, dir, string, skill);
1122
1123} 1053}
1054

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