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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.24 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.102 by root, Sat Apr 23 04:56:57 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
28 * 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.
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{
106 object *tmp; 99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
100 last_skill_ob [i] = 0;
107 101
108 for (tmp = op->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
109 {
110 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
111 { 104 {
112 /* This is really a warning, hence no else below */ 105 int idx = SKILL_INDEX (tmp);
113 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)
114 { 110 {
115 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 111 last_skill_ob [idx] = tmp;
116 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 112 if (ns)
113 ns->last_skill_exp [idx] = -1;
117 } 114 }
118 if (tmp->subtype >= NUM_SKILLS)
119 {
120 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
121 }
122 else
123 {
124 op->contr->last_skill_ob[tmp->subtype] = tmp;
125 op->contr->last_skill_exp[tmp->subtype] = -1;
126 }
127 } 115 }
128 } 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);
129} 138}
130 139
131/* This returns the skill pointer of the given name (the 140/* This returns the skill pointer of the given name (the
132 * one that accumlates exp, has the level, etc). 141 * one that accumulates exp, has the level, etc).
133 * 142 *
134 * It is presumed that the player will be needing to actually 143 * It is presumed that the player will be needing to actually
135 * 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
136 * tool, this code will equip it. 145 * tool, this code will equip it.
137 */ 146 */
138object * 147object *
139find_skill_by_name (object *who, const char *name) 148find_skill_by_name (object *who, shstr_cmp sh)
140{ 149{
141 object *skill = NULL, *skill_tool = NULL, *tmp; 150 object *skill_tool = 0;
142 151
143 if (!name)
144 return NULL;
145
146 /* We make sure the length of the string in the object is greater
147 * in length than the passed string. Eg, if we have a skill called
148 * 'hi', we don't want to match if the user passed 'high'
149 */
150 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
153 if (tmp->skill == sh)
151 { 154 {
152 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]))
153 skill = tmp; 156 /* If this is a skill that can be used without applying tool, return it */
154 157 return splay (tmp);
155 /* Try to find appropriate skilltool. If the player has one already 158 /* Try to find appropriate skilltool. If the player has one already
156 * applied, we try to keep using that one. 159 * applied, we try to keep using that one.
157 */ 160 */
158 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)
159 {
160 if (QUERY_FLAG (tmp, FLAG_APPLIED))
161 skill_tool = tmp; 162 skill_tool = tmp;
162 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 skill_tool = tmp;
164 } 163 }
165 } 164
166 /* If this is a skill that can be used without a tool, return it */ 165 if (!skill_tool)
167 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
168 return skill; 166 return 0;
169 167
170 /* 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 -
171 * 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
172 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
173 */ 171 */
174 if (skill_tool) 172 object *skill = who->give_skill (skill_tool->skill);
175 { 173
176 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 174 if (!skill_tool->flag [FLAG_APPLIED])
177 { 175 if (!who->apply (splay (skill_tool)))
178 if (apply_special (who, skill_tool, 0))
179 return NULL;
180 }
181 if (!skill)
182 {
183 skill = give_skill_by_name (who, skill_tool->skill);
184 link_player_skills (who);
185 }
186 return skill; 176 return 0;
187 } 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
188 return NULL; 191 return 0;
189} 192}
190
191 193
192/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
193 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
194 * 196 *
195 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
196 * 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
197 * tool, this code will equip it. 199 * tool, this code will equip it.
198 * 200 *
199 * 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,
200 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
201 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
202 */ 206 */
203object * 207object *
204find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
205{ 209{
206 object *skill = NULL, *skill_tool = NULL, *tmp;
207
208 if (skillno < 1 || skillno >= NUM_SKILLS)
209 return NULL;
210
211 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
212 {
213 if (tmp->type == SKILL && tmp->subtype == skillno) 211 if (tmp->type == SKILL && tmp->subtype == skillno)
214 skill = tmp; 212 if (object *skop = find_skill_by_name (who, tmp->skill))
213 return skop;
215 214
216 /* Try to find appropriate skilltool. If the player has one already 215 return 0;
217 * applied, we try to keep using that one. 216}
218 */ 217
219 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 218object *
220 { 219object::give_skill (shstr_cmp name, bool can_use)
221 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 220{
222 skill_tool = tmp; 221 object *skill = find_skill (this, name);
223 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 222
224 skill_tool = tmp; 223 if (!skill)
225 } 224 skill = give_skill_by_name (this, name);
226 } 225
227 /* If this is a skill that can be used without a tool, return it */ 226 if (skill && can_use)
228 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
229 return skill; 229 return skill;
230
231 /* Player has a tool to use the skill. IF not applied, apply it -
232 * if not successful, return null. If they do have the skill tool
233 * but not the skill itself, give it to them.
234 */
235 if (skill_tool)
236 {
237 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
238 {
239 if (apply_special (who, skill_tool, 0))
240 return NULL;
241 }
242
243 if (!skill)
244 {
245 skill = give_skill_by_name (who, skill_tool->skill);
246 link_player_skills (who);
247 }
248
249 return skill;
250 }
251
252 return NULL;
253}
254
255/* This changes the objects skill to new_skill.
256 * note that this function doesn't always need to get used -
257 * you can now add skill exp to the player without the chosen_skill being
258 * set. This function is of most interest to players to update
259 * the various range information.
260 * if new_skill is null, this just unapplies the skill.
261 * flag has the current meaning:
262 * 0x1: If set, don't update the range pointer. This is useful when we
263 * need to ready a new skill, but don't want to clobber range.
264 * return 1 on success, 0 on error
265 */
266
267int
268change_skill (object *who, object *new_skill, int flag)
269{
270 int old_range;
271
272 if (who->type != PLAYER)
273 return 0;
274
275 old_range = who->contr->shoottype;
276
277 if (who->chosen_skill && who->chosen_skill == new_skill)
278 {
279 /* optimization for changing skill to current skill */
280 if (who->type == PLAYER && !(flag & 0x1))
281 who->contr->shoottype = range_skill;
282
283 return 1;
284 }
285
286 // move skill to front, so it will be preferred next time
287 new_skill->remove ();
288 who->insert (new_skill);
289
290 if (!new_skill || who->chosen_skill)
291 if (who->chosen_skill)
292 apply_special (who, who->chosen_skill, AP_UNAPPLY);
293
294 /* Only goal in this case was to unapply a skill */
295 if (!new_skill)
296 return 0;
297
298 if (apply_special (who, new_skill, AP_APPLY))
299 return 0;
300
301 if (flag & 0x1)
302 who->contr->shoottype = (rangetype)old_range;
303
304 return 1;
305}
306
307/* This function just clears the chosen_skill and range_skill values
308 * inthe player.
309 */
310void
311clear_skill (object *who)
312{
313 who->chosen_skill = NULL;
314 CLEAR_FLAG (who, FLAG_READY_SKILL);
315 if (who->type == PLAYER)
316 {
317 who->contr->ranges[range_skill] = NULL;
318 if (who->contr->shoottype == range_skill)
319 who->contr->shoottype = range_none;
320 }
321} 230}
322 231
323/* 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().
324 * 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.
325 * 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
328 * 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
329 * 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
330 * give any exp for their direct use (eg, throwing). 239 * give any exp for their direct use (eg, throwing).
331 * It returns 0 if no skill was used. 240 * It returns 0 if no skill was used.
332 */ 241 */
333
334int 242int
335do_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)
336{ 244{
337 int success = 0, exp = 0; 245 int success = 0, exp = 0;
338 int did_alc = 0;
339 object *tmp, *next;
340 246
341 if (!skill) 247 if (!skill)
342 return 0; 248 return 0;
343 249
344 /* 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
346 * 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
347 * the player doesn't have a bucket for that, create one. 253 * the player doesn't have a bucket for that, create one.
348 */ 254 */
349 if (skill->type != SKILL && op->type == PLAYER) 255 if (skill->type != SKILL && op->type == PLAYER)
350 { 256 {
351 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 257 for (object *tmp = op->inv; tmp; tmp = tmp->below)
352 {
353 if (tmp->type == SKILL && tmp->skill == skill->skill) 258 if (tmp->type == SKILL && tmp->skill == skill->skill)
354 break; 259 {
260 skill = tmp;
261 goto found;
355 } 262 }
356 if (!tmp) 263
357 tmp = give_skill_by_name (op, skill->skill); 264 skill = give_skill_by_name (op, skill->skill);
358 skill = tmp; 265found: ;
359 } 266 }
360 267
361 // skill, by_whom, on_which_object, which direction, skill_argument 268 // skill, by_whom, on_which_object, which direction, skill_argument
362 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)))
363 return 0; 270 return 0;
364 271
365 switch (skill->subtype) 272 switch (skill->subtype)
366 { 273 {
367 case SK_LEVITATION: 274 case SK_LEVITATION:
368 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
369 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
370 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
371 * shouldn't. 278 * shouldn't.
372 */ 279 */
373 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
374 { 281 {
375 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
377 } 284 }
378 else 285 else
379 { 286 {
380 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
381 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!");
382 } 289 }
290
383 op->update_stats (); 291 op->update_stats ();
384 success = 1; 292 success = 1;
385 break; 293 break;
386 294
387 case SK_STEALING: 295 case SK_STEALING:
388 exp = success = steal (op, dir, skill); 296 exp = success = steal (op, dir, skill);
389 break; 297 break;
390 298
391 case SK_LOCKPICKING: 299 case SK_LOCKPICKING:
392 exp = success = pick_lock (op, dir, skill); 300 exp = success = pick_lock (op, dir, skill);
393 break; 301 break;
394 302
395 case SK_HIDING: 303 case SK_HIDING:
396 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
397 break; 305 break;
398 306
399 case SK_JUMPING: 307 case SK_JUMPING:
400 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
401 break; 309 break;
402 310
403 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
404 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
405 break; 313 break;
406 314
407 case SK_MEDITATION: 315 case SK_MEDITATION:
408 meditate (op, skill); 316 meditate (op, skill);
409 success = 1; 317 success = 1;
410 break; 318 break;
411 /* note that the following 'attack' skills gain exp through hit_player() */ 319 /* note that the following 'attack' skills gain exp through hit_player() */
412 320
413 case SK_KARATE: 321 case SK_KARATE:
414 (void) attack_hth (op, dir, "karate-chopped", skill); 322 attack_hth (op, dir, "karate-chopped", skill);
415 break; 323 break;
416 324
417 case SK_PUNCHING: 325 case SK_PUNCHING:
418 (void) attack_hth (op, dir, "punched", skill); 326 attack_hth (op, dir, "punched", skill);
419 break; 327 break;
420 328
421 case SK_FLAME_TOUCH: 329 case SK_FLAME_TOUCH:
422 (void) attack_hth (op, dir, "flamed", skill); 330 attack_hth (op, dir, "flamed", skill);
423 break; 331 break;
424 332
425 case SK_SPARK_TOUCH: 333 case SK_SPARK_TOUCH:
426 (void) attack_hth (op, dir, "zapped", skill); 334 attack_hth (op, dir, "zapped", skill);
427 break; 335 break;
428 336
429 case SK_SHIVER: 337 case SK_SHIVER:
430 (void) attack_hth (op, dir, "froze", skill); 338 attack_hth (op, dir, "froze", skill);
431 break; 339 break;
432 340
433 case SK_ACID_SPLASH: 341 case SK_ACID_SPLASH:
434 (void) attack_hth (op, dir, "dissolved", skill); 342 attack_hth (op, dir, "dissolved", skill);
435 break; 343 break;
436 344
437 case SK_POISON_NAIL: 345 case SK_POISON_NAIL:
438 (void) attack_hth (op, dir, "injected poison into", skill); 346 attack_hth (op, dir, "injected poison into", skill);
439 break; 347 break;
440 348
441 case SK_CLAWING: 349 case SK_CLAWING:
442 (void) attack_hth (op, dir, "clawed", skill); 350 attack_hth (op, dir, "clawed", skill);
443 break; 351 break;
444 352
445 case SK_ONE_HANDED_WEAPON: 353 case SK_ONE_HANDED_WEAPON:
446 case SK_TWO_HANDED_WEAPON: 354 case SK_TWO_HANDED_WEAPON:
447 (void) attack_melee_weapon (op, dir, NULL, skill); 355 attack_melee_weapon (op, dir, NULL, skill);
448 break; 356 break;
449 357
450 case SK_FIND_TRAPS: 358 case SK_FIND_TRAPS:
451 exp = success = find_traps (op, skill); 359 exp = success = find_traps (op, skill);
452 break; 360 break;
453 361
454 case SK_SINGING: 362 case SK_SINGING:
455 exp = success = singing (op, dir, skill); 363 exp = success = singing (op, dir, skill);
456 break; 364 break;
457 365
458 case SK_ORATORY: 366 case SK_ORATORY:
459 exp = success = use_oratory (op, dir, skill); 367 exp = success = use_oratory (op, dir, skill);
460 break; 368 break;
461 369
462 case SK_SMITHERY: 370 case SK_SMITHERY:
463 case SK_BOWYER: 371 case SK_BOWYER:
464 case SK_JEWELER: 372 case SK_JEWELER:
465 case SK_ALCHEMY: 373 case SK_ALCHEMY:
466 case SK_THAUMATURGY: 374 case SK_THAUMATURGY:
467 case SK_LITERACY: 375 case SK_LITERACY:
468 case SK_WOODSMAN: 376 case SK_WOODSMAN:
469 /* 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.
470 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
471 */ 379 */
380 {
381 bool found_cauldron = false;
382
472 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)
473 { 384 {
474 next = tmp->above; 385 next = tmp->above;
475 386
476 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
477 { 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
478 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
479 400
480 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
481 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
482
483 did_alc = 1;
484 } 403 }
485 } 404 }
486 405
487 if (did_alc == 0) 406 if (!found_cauldron)
488 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
489 408 }
490 break; 409 break;
491 410
492 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
493 case SK_DET_CURSE: 412 case SK_DET_CURSE:
494 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
495 break; 414 break;
496 415
497 case SK_DISARM_TRAPS: 416 case SK_DISARM_TRAPS:
498 exp = success = remove_trap (op, dir, skill); 417 exp = success = remove_trap (op, dir, skill);
499 break; 418 break;
500 419
501 case SK_THROWING: 420 case SK_THROWING:
502 success = skill_throw (op, part, dir, string, skill); 421 success = skill_throw (op, part, dir, string, skill);
503 break; 422 break;
504 423
505 case SK_SET_TRAP: 424 case SK_SET_TRAP:
506 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.");
507 break; 426 break;
508 427
509 case SK_USE_MAGIC_ITEM: 428 case SK_USE_MAGIC_ITEM:
510 case SK_MISSILE_WEAPON: 429 case SK_MISSILE_WEAPON:
511 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.");
512 break; 431 break;
513 432
514 case SK_PRAYING: 433 case SK_PRAYING:
515 success = pray (op, skill); 434 success = pray (op, skill);
516 break; 435 break;
517 436
518 case SK_BARGAINING: 437 case SK_BARGAINING:
519 success = describe_shop (op); 438 success = describe_shop (op);
520 break; 439 break;
521 440
522 case SK_SORCERY: 441 case SK_SORCERY:
523 case SK_EVOCATION: 442 case SK_EVOCATION:
524 case SK_PYROMANCY: 443 case SK_PYROMANCY:
525 case SK_SUMMONING: 444 case SK_SUMMONING:
526 case SK_CLIMBING: 445 case SK_CLIMBING:
527 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.");
528 break; 447 break;
529 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
530 default: 453 default:
531 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);
532 break; 455 break;
533 } 456 }
534 457
535 /* 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.
536 * 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
537 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
538 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
539 * in the code for the skill itself. 462 * in the code for the skill itself.
540 */ 463 */
541
542 if (op->type == PLAYER) 464 if (op->type == PLAYER)
543 op->speed_left -= 1.0; 465 op->speed_left -= 1.f;
544 466
545 /* 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.
546 * Note that add_exp() will figure out player/monster experience 468 * Note that add_exp() will figure out player/monster experience
547 * gain problems. 469 * gain problems.
548 */ 470 */
576 * op is the object that was 'defeated'. 498 * op is the object that was 'defeated'.
577 * 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
578 * point back to who. 500 * point back to who.
579 * 501 *
580 */ 502 */
581
582int 503int
583calc_skill_exp (object *who, object *op, object *skill) 504calc_skill_exp (object *who, object *op, object *skill)
584{ 505{
585 int op_exp = 0, op_lvl = 0; 506 int op_exp = 0, op_lvl = 0;
586 float base, value, lvl_mult = 0.0; 507 float base, value, lvl_mult = 0.0;
595 * 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
596 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
597 * 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
598 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
599 */ 520 */
600
601 if (!op) 521 if (!op)
602 { /* no item/creature */ 522 { /* no item/creature */
603 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 523 op_lvl = max (1, who->map->difficulty);
604 op_exp = 0; 524 op_exp = 0;
605 } 525 }
606 else if (op->type == RUNE || op->type == TRAP) 526 else if (op->type == RUNE || op->type == TRAP)
607 { /* all traps. If stats.Cha > 1 we use that 527 { /* all traps. If stats.Cha > 1 we use that
608 * for the amount of experience */ 528 * for the amount of experience */
611 } 531 }
612 else 532 else
613 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
614 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
615 op_lvl = op->level; 535 op_lvl = op->level;
616 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
617 { /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
618 op_lvl += 5 * abs (op->magic);
619 }
620 } 538 }
621 539
622 if (op_lvl < 1) 540 if (op_lvl < 1)
623 op_lvl = 1; 541 op_lvl = 1;
624 542
632 /* 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
633 * bse reward value (exp) and level multiplier factor. 551 * bse reward value (exp) and level multiplier factor.
634 */ 552 */
635 if (skill->type == SKILL) 553 if (skill->type == SKILL)
636 { 554 {
637 base += skill->arch->clone.stats.exp; 555 base += skill->arch->stats.exp;
638 if (settings.simple_exp) 556 if (settings.simple_exp)
639 { 557 {
640 if (skill->arch->clone.level) 558 if (skill->arch->level)
641 lvl_mult = (float) skill->arch->clone.level / 100.0; 559 lvl_mult = (float) skill->arch->level / 100.0;
642 else 560 else
643 lvl_mult = 1.0; /* no adjustment */ 561 lvl_mult = 1.0; /* no adjustment */
644 } 562 }
645 else 563 else
646 { 564 {
647 if (skill->level) 565 if (skill->level)
648 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);
649 else 567 else
650 lvl_mult = 1.0; 568 lvl_mult = 1.0;
651 } 569 }
652 } 570 }
653 else 571 else
654 { 572 {
655 /* Don't divide by zero here! */ 573 /* Don't divide by zero here! */
656 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
657 } 575 }
658 } 576 }
659 577
660 /* assemble the exp total, and return value */ 578 /* assemble the exp total, and return value */
661 579
675 * This one actually teaches the player the skill as something 593 * This one actually teaches the player the skill as something
676 * they can equip. 594 * they can equip.
677 * Return 0 if the player knows the skill, 1 if the 595 * Return 0 if the player knows the skill, 1 if the
678 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
679 */ 597 */
680
681int 598int
682learn_skill (object *pl, object *scroll) 599learn_skill (object *pl, object *scroll)
683{ 600{
684 object *tmp;
685
686 if (!scroll->skill) 601 if (!scroll->skill)
687 { 602 {
688 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);
689 return 2; 604 return 2;
690 } 605 }
691 606
692 /* can't use find_skill_by_name because we want skills the player knows 607 object *tmp = find_skill (pl, scroll->skill);
693 * but can't use natively.
694 */
695
696 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
697 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
698 break;
699 608
700 /* player already knows it */ 609 /* player already knows it */
701 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
702 return 0; 611 return 0;
703 612
704 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
705 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
706 * might never be able to learn anything. 615 * might never be able to learn anything.
715 { 624 {
716 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);
717 return 2; 626 return 2;
718 } 627 }
719 628
720 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
721 link_player_skills (pl); 630
722 return 1; 631 return 1;
723} 632}
724 633
725/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
726
727/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
728static int 636static int
729clipped_percent (sint64 a, sint64 b) 637clipped_percent (sint64 a, sint64 b)
730{ 638{
731 int rv; 639 int rv;
739 return 0; 647 return 0;
740 else if (rv > 100) 648 else if (rv > 100)
741 return 100; 649 return 100;
742 650
743 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));
744} 659}
745 660
746/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
747 * their current skill list. 662 * their current skill list.
748 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
751 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
752 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
753 * 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
754 * simpler. 669 * simpler.
755 */ 670 */
756
757void 671void
758show_skills (object *op, const char *search) 672show_skills (object *pl, const char *search)
759{ 673{
760 object *tmp = NULL;
761 char buf[MAX_BUF];
762 const char *cp; 674 const char *cp;
763 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
764 static const char *const periods = "........................................"; 676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
765 678
766 /* Need to have a pointer and use strdup for qsort to work properly */ 679 /* find the skills */
767 char skills[NUM_SKILLS][MAX_BUF];
768
769
770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
771 { 681 {
772 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
773 { 683 {
774 if (search && strstr (tmp->name, search) == NULL) 684 if (search && !tmp->name.contains (search))
775 continue; 685 continue;
776 /* Basically want to fill this out to 40 spaces with periods */
777 sprintf (buf, "%s%s", &tmp->name, periods);
778 buf[40] = 0;
779 686
780 if (settings.permanent_exp_ratio) 687 skills[num_skills_found++] = tmp;
781 { 688
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
783 buf, tmp->level, tmp->stats.exp,
784 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
785 }
786 else
787 {
788 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
789 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
790 }
791 /* 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
792 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
793 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
794 * 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
795 * crash the server numerous times. 693 * crash the server numerous times.
796 */ 694 */
797 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
798 { 696 {
799 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.");
800 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");
801 break; 699 break;
802 } 700 }
803 } 701 }
804 } 702 }
805 703
806 clear_win_info (op); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
807 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 705
706 msg << "T<Player skills:>\n\n";
808 if (num_skills_found > 1) 707 if (num_skills_found > 1)
809 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 708 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
810 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
811 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
812 { 714 object *tmp = skills[i];
813 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";
814 } 730 }
815 731
816 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";
817 733
818 cp = determine_god (op); 734 cp = determine_god (op);
819 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";
820 736
821 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
822 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);
823} 742}
824 743
825/* 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
826 * 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
827 * 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.
828 * This is tricky because skills can have spaces. We basically roll 747 * This is tricky because skills can have spaces. We basically roll
829 * 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.
830 */ 749 */
831
832int 750int
833use_skill (object *op, const char *string) 751use_skill (object *op, const char *string)
834{ 752{
835 object *skop; 753 object *skop;
836 size_t len; 754 size_t len;
837 755
838 if (!string) 756 if (!string)
839 return 0; 757 return 0;
840 758
841 for (skop = op->inv; skop != NULL; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
842 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
843 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
844 !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);
845 break; 764 break;
846 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
847 break;
848 } 765 }
766
849 if (!skop) 767 if (!skop)
850 { 768 {
851 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 );
852 return 0; 781 return 0;
853 } 782 }
854 783
855 len = strlen (skop->skill); 784 len = strlen (skop->skill);
856 785
858 * options given to the skill. Its pretty simple - if there 787 * options given to the skill. Its pretty simple - if there
859 * are extra parameters (as deteremined by string length), we 788 * are extra parameters (as deteremined by string length), we
860 * want to skip over any leading spaces. 789 * want to skip over any leading spaces.
861 */ 790 */
862 if (len >= strlen (string)) 791 if (len >= strlen (string))
863 {
864 string = NULL; 792 string = NULL;
865 }
866 else 793 else
867 { 794 {
868 string += len; 795 string += len;
869 while (*string == 0x20) 796 while (*string == 0x20)
870 string++; 797 string++;
798
871 if (strlen (string) == 0) 799 if (strlen (string) == 0)
872 string = NULL; 800 string = NULL;
873 } 801 }
874 802
875#ifdef SKILL_UTIL_DEBUG 803#ifdef SKILL_UTIL_DEBUG
876 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");
877#endif 805#endif
878 806
879 /* Change to the new skill, then execute it. */
880 if (do_skill (op, op, skop, op->facing, string)) 807 if (do_skill (op, op, skop, op->facing, string))
881 return 1; 808 return 1;
882 809
883 return 0; 810 return 0;
884} 811}
885 812
886static bool 813static bool
887hth_skill_p (object *skill) 814hth_skill_p (object *skill)
888{ 815{
889 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 816 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
890 if (skill->subtype == unarmed_skills[i])
891 return 1;
892
893 return 0;
894} 817}
895 818
896/* 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.
897 */ 820 */
898static object * 821static object *
899find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
900{ 823{
901 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 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))
903 return tmp; 826 return tmp;
904 827
905 return 0; 828 return 0;
906} 829}
907 830
912 * tmp is the targetted monster. 835 * tmp is the targetted monster.
913 * op is what is attacking 836 * op is what is attacking
914 * string is passed along to describe what messages to describe 837 * string is passed along to describe what messages to describe
915 * the damage. 838 * the damage.
916 */ 839 */
917
918static int 840static int
919do_skill_attack (object *tmp, object *op, const char *string, object *skill) 841do_skill_attack (object *tmp, object *op, const char *string, object *skill)
920{ 842{
921 int success;
922
923 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)))
924 return RESULT_INT (0); 844 return RESULT_INT (0);
925 845
926 /* 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
927 * 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.
928 * 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,
929 * 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
930 * 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.
931 */ 851 */
932 if (op->type == PLAYER) 852 if (player *pl = op->contr)
933 { 853 {
934 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 854 if (skill)
935 { 855 {
936 if (!skill) 856 if (!op->apply (skill))
857 return 0;
858 }
859 else
860 {
861 if (!pl->combat_ob)
937 { 862 {
938 /* See if the players chosen skill is a combat skill, and use 863 if (op->flag [FLAG_READY_WEAPON])
939 * it if appropriate.
940 */
941 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
942 skill = op->chosen_skill;
943 else
944 { 864 {
945 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;
946 868
947 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
948 { 883 {
884 skill = find_player_hth_skill (op);
885
886 if (!skill)
949 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!");
950 return 0;
951 } 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;
952 } 897 }
953 } 898 }
954 899
955 /* now try to ready the new skill */ 900 if (!op->apply (pl->combat_ob))
956 if (!change_skill (op, skill, 0)) 901 return 0;
957 { /* oh oh, trouble! */ 902
958 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!");
959 return 0; 907 return 0;
960 } 908 }
961 } 909 }
962 else 910
911 /* lose invisiblity/hiding status for running attacks */
912 if (pl->tmp_invis)
963 { 913 {
964 /* Seen some crashes below where current_weapon is not set, 914 pl->tmp_invis = 0;
965 * even though the flag says it is. So if current weapon isn't set, 915 op->invisible = 0;
966 * do some work in trying to find the object to use. 916 op->flag [FLAG_HIDDEN] = 0;
967 */ 917 update_object (op, UP_OBJ_CHANGE);
968 if (!op->current_weapon)
969 {
970 object *tmp;
971
972 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
973 for (tmp = op->inv; tmp; tmp = tmp->below)
974 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
975 break;
976
977 if (!tmp)
978 {
979 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
980 op->current_weapon = NULL;
981 return 0;
982 }
983 else
984 {
985 op->current_weapon = tmp;
986 }
987 }
988
989 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
990 } 918 }
991 } 919 }
992 920
993 /* lose invisiblity/hiding status for running attacks */
994
995 if (op->type == PLAYER && op->contr->tmp_invis)
996 {
997 op->contr->tmp_invis = 0;
998 op->invisible = 0;
999 op->hide = 0;
1000 update_object (op, UP_OBJ_FACE);
1001 }
1002
1003 success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
1004 922
1005 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
1006 924
1007 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1008 { 926 {
1009 if (op->type == PLAYER) 927 if (op->type == PLAYER)
1010 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));
1011 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
1012 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);
1013 } 931 }
932
1014 return success; 933 return success;
1015} 934}
1016
1017 935
1018/* 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
1019 * system. In essence, this code handles 937 * system. In essence, this code handles
1020 * 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
1021 * treated here. If an opponent is already supplied by move_player(), 939 * treated here. If an opponent is already supplied by move_player(),
1022 * 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
1023 * appropriate opponent exists. 941 * appropriate opponent exists.
1024 * 942 *
1025 * This is called by move_player() and attack_hth() 943 * This is called by move_player() and attack_hth()
1026 * 944 *
1027 * Initial implementation by -bt thomas@astro.psu.edu 945 * Initial implementation by -bt thomas@astro.psu.edu
1028 */ 946 */
1029
1030int 947int
1031skill_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)
1032{ 949{
1033 sint16 tx, ty; 950 sint16 tx, ty;
1034 maptile *m; 951 maptile *m;
1041 ty = freearr_y[dir]; 958 ty = freearr_y[dir];
1042 959
1043 /* 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.
1044 * Legal opponents are the same as outlined in move_player_attack() 961 * Legal opponents are the same as outlined in move_player_attack()
1045 */ 962 */
1046 963 if (!tmp)
1047 if (tmp == NULL)
1048 { 964 {
1049 m = pl->map; 965 m = pl->map;
1050 tx = pl->x + freearr_x[dir]; 966 tx = pl->x + freearr_x[dir];
1051 ty = pl->y + freearr_y[dir]; 967 ty = pl->y + freearr_y[dir];
1052 968
1057 /* 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 */
1058 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)))
1059 return 0; 975 return 0;
1060 976
1061 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)
1062 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)
1063 { 979 {
1064 /* Don't attack party members */ 980 /* Don't attack party members */
1065 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))
1066 return 0; 982 return 0;
983
1067 break; 984 break;
1068 } 985 }
1069 } 986 }
987
1070 if (!tmp) 988 if (!tmp)
1071 { 989 {
1072 if (pl->type == PLAYER) 990 if (pl->type == PLAYER)
1073 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
1074 return 0; 993 return 0;
1075 } 994 }
1076 995
1077 return do_skill_attack (tmp, pl, string, skill); 996 return do_skill_attack (tmp, pl, string, skill);
1078} 997}
1079
1080 998
1081/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 999/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1082 1000
1083/* 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
1084 * (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
1085 * function skill_attack() we actually attack. 1003 * function skill_attack() we actually attack.
1086 */ 1004 */
1087
1088static int 1005static int
1089attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
1090{ 1007{
1091 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
1092 1009
1093 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
1094 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
1095 { 1012 {
1096 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1097 { 1014 {
1098 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
1099 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
1100 pl->update_stats (); 1017 pl->update_stats ();
1101 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1102 { 1019 {
1103 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.");
1104 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1105 } 1022 }
1023
1106 break; 1024 break;
1107 } 1025 }
1108 } 1026 }
1027
1109 return skill_attack (enemy, pl, dir, string, skill); 1028 return skill_attack (enemy, pl, dir, string, skill);
1110} 1029}
1111
1112 1030
1113/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1031/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1114 * 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.
1115 * 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
1116 * bears mentioning: 1034 * bears mentioning:
1117 * 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
1118 * we may make this routine handle 'special' melee weapons attacks 1036 * we may make this routine handle 'special' melee weapons attacks
1119 * (like disarming manuever with sai) based on player SK_level and 1037 * (like disarming manuever with sai) based on player SK_level and
1120 * weapon type. 1038 * weapon type.
1121 */ 1039 */
1122
1123static int 1040static int
1124attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1125{ 1042{
1126 1043
1127 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1128 { 1045 {
1129 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1130 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
1131 return 0; 1049 return 0;
1132 } 1050 }
1051
1133 return skill_attack (NULL, op, dir, string, skill); 1052 return skill_attack (NULL, op, dir, string, skill);
1134
1135} 1053}
1054

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