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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.110 by root, Sun Nov 18 00:37:11 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 26/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 27
26/* Reconfigured skills code to allow linking of skills to experience 28/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 29 * categories. This is done solely through the init_new_exp_system() fctn.
39 41
40/* #define SKILL_UTIL_DEBUG */ 42/* #define SKILL_UTIL_DEBUG */
41 43
42#include <global.h> 44#include <global.h>
43#include <object.h> 45#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 46#include <sproto.h>
46#endif
47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48#include <spells.h> 48#include <spells.h>
49 49
50/* Table of unarmed attack skills. Terminated by -1. This 50const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 51 0, // SK_NONE
52 * automatically applying one for the player. 52# define def(uc, flags) flags,
53 * Note it is hardcoded in the skill_util.c that dragons always 53# include "skillinc.h"
54 * want clawing if possible. 54# undef def
55 */
56static uint8 unarmed_skills[] = {
57 SK_KARATE,
58 SK_CLAWING,
59 SK_FLAME_TOUCH,
60 SK_SPARK_TOUCH,
61 SK_SHIVER,
62 SK_ACID_SPLASH,
63 SK_POISON_NAIL,
64 SK_PUNCHING,
65 (uint8)-1
66}; 55};
56
57vector<object_ptr> skillvec;
67 58
68static int attack_hth (object *pl, int dir, const char *string, object *skill); 59static int attack_hth (object *pl, int dir, const char *string, object *skill);
69static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 60static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
70 61
71/* init_skills basically just sets up the skill_names table 62/* init_skills basically just sets up the skill_names table
72 * above. The index into the array is set up by the 63 * above. The index into the array is set up by the
73 * subtypes. 64 * subtypes.
74 */ 65 */
75void 66void
76init_skills (void) 67init_skills ()
77{ 68{
78 int i; 69 // nop
79 archetype *at; 70}
80 71
81 for (at = first_archetype; at != NULL; at = at->next) 72void
82 if (at->clone.type == SKILL) 73add_skill_archetype (object *o)
74{
75 assert (("skill name must equal skill skill", o->name == o->skill));
76
77 for (auto &&i = skillvec.begin (); i != skillvec.end (); ++i)
78 if ((*i)->name == o->name)
83 { 79 {
84 if (skill_names[at->clone.subtype] != NULL) 80 // replace existing entry
85 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 81 SKILL_INDEX (o) = i - skillvec.begin ();
86 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 82 *i = o;
87 else 83 return;
88 skill_names[at->clone.subtype] = at->clone.skill;
89 } 84 }
90 85
91 /* This isn't really an error if there is no skill subtype set, but 86 // add new entry
92 * checking for this may catch some user errors. 87 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
93 */ 88 SKILL_INDEX (o) = skillvec.size ();
94 for (i = 1; i < NUM_SKILLS; i++) 89 skillvec.push_back (o);
95 {
96 if (!skill_names[i])
97 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
98 }
99} 90}
100
101 91
102/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
103 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
104 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
105 * mostly used for sending exp. 95 * mostly used for sending exp.
106 */ 96 */
107void 97void
108link_player_skills (object *op) 98player::link_skills ()
109{ 99{
110 object *tmp; 100 for (int i = 0; i < CS_NUM_SKILLS; ++i)
101 last_skill_ob [i] = 0;
111 102
112 for (tmp = op->inv; tmp; tmp = tmp->below) 103 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
113 {
114 if (tmp->type == SKILL) 104 if (tmp->type == SKILL)
115 { 105 {
116 /* This is really a warning, hence no else below */ 106 int idx = SKILL_INDEX (tmp);
117 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 107
108 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
109
110 if (last_skill_ob [idx] != tmp)
118 { 111 {
119 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 112 last_skill_ob [idx] = tmp;
120 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 113 if (ns)
114 ns->last_skill_exp [idx] = -1;
121 } 115 }
122 if (tmp->subtype >= NUM_SKILLS)
123 {
124 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
125 }
126 else
127 {
128 op->contr->last_skill_ob[tmp->subtype] = tmp;
129 op->contr->last_skill_exp[tmp->subtype] = -1;
130 }
131 } 116 }
132 } 117}
118
119static object *
120find_skill (object *who, shstr_cmp name)
121{
122 if (who->chosen_skill
123 && who->chosen_skill->skill == name
124 && who->chosen_skill->type == SKILL)
125 return who->chosen_skill;
126
127 for (object *tmp = who->inv; tmp; tmp = tmp->below)
128 if (tmp->skill == name && tmp->type == SKILL)
129 return splay (tmp);
130
131 return 0;
132}
133
134object *
135player::find_skill (shstr_cmp name) const
136{
137 // might want to use last_skill_obj at one point, or maybe not
138 return ::find_skill (ob, name);
133} 139}
134 140
135/* This returns the skill pointer of the given name (the 141/* This returns the skill pointer of the given name (the
136 * one that accumlates exp, has the level, etc). 142 * one that accumulates exp, has the level, etc).
137 * 143 *
138 * It is presumed that the player will be needing to actually 144 * It is presumed that the player will be needing to actually
139 * use the skill, so thus if use of the skill requires a skill 145 * use the skill, so thus if use of the skill requires a skill
140 * tool, this code will equip it. 146 * tool, this code will equip it.
141 */ 147 */
142object * 148object *
143find_skill_by_name (object *who, const char *name) 149find_skill_by_name (object *who, shstr_cmp sh)
144{ 150{
145 object *skill = NULL, *skill_tool = NULL, *tmp; 151 object *skill_tool = 0;
146 152
147 if (!name)
148 return NULL;
149
150 /* We make sure the length of the string in the object is greater
151 * in length than the passed string. Eg, if we have a skill called
152 * 'hi', we don't want to match if the user passed 'high'
153 */
154 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 153 for (object *tmp = who->inv; tmp; tmp = tmp->below)
154 if (tmp->skill == sh)
155 { 155 {
156 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 156 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
157 skill = tmp; 157 /* If this is a skill that can be used without applying tool, return it */
158 158 return splay (tmp);
159 /* Try to find appropriate skilltool. If the player has one already 159 /* Try to find appropriate skilltool. If the player has one already
160 * applied, we try to keep using that one. 160 * applied, we try to keep using that one.
161 */ 161 */
162 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 162 else if (tmp->type == SKILL_TOOL && !skill_tool)
163 {
164 if (QUERY_FLAG (tmp, FLAG_APPLIED))
165 skill_tool = tmp; 163 skill_tool = tmp;
166 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
167 skill_tool = tmp;
168 } 164 }
169 } 165
170 /* If this is a skill that can be used without a tool, return it */ 166 if (!skill_tool)
171 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
172 return skill; 167 return 0;
173 168
174 /* Player has a tool to use the skill. IF not applied, apply it - 169 /* Player has a tool to use the skill. If not applied, apply it -
175 * if not successful, return null. If they do have the skill tool 170 * if not successful, return null. If they do have the skill tool
176 * but not the skill itself, give it to them. 171 * but not the skill itself, give it to them.
177 */ 172 */
178 if (skill_tool) 173 object *skill = who->give_skill (skill_tool->skill);
179 { 174
180 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 175 if (!skill_tool->flag [FLAG_APPLIED])
181 { 176 if (!who->apply (splay (skill_tool)))
182 if (apply_special (who, skill_tool, 0))
183 return NULL;
184 }
185 if (!skill)
186 {
187 skill = give_skill_by_name (who, skill_tool->skill);
188 link_player_skills (who);
189 }
190 return skill; 177 return 0;
191 } 178
179 return splay (skill);
180}
181
182object *
183find_skill_by_name_fuzzy (object *who, const char *name)
184{
185 if (name)
186 for (object *tmp = who->inv; tmp; tmp = tmp->below)
187 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
188 && tmp->skill.starts_with (name))
189 if (object *skop = find_skill_by_name (who, tmp->skill))
190 return skop;
191
192 return NULL; 192 return 0;
193} 193}
194
195 194
196/* This returns the skill pointer of the given name (the 195/* This returns the skill pointer of the given name (the
197 * one that accumlates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
198 * 197 *
199 * It is presumed that the player will be needing to actually 198 * It is presumed that the player will be needing to actually
200 * use the skill, so thus if use of the skill requires a skill 199 * use the skill, so thus if use of the skill requires a skill
201 * tool, this code will equip it. 200 * tool, this code will equip it.
202 * 201 *
203 * This code is basically the same as find_skill_by_name() above, 202 * This code is basically the same as find_skill_by_name() above,
204 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
205 * this replaces find_skill. 204 * this replaces find_skill.
205 *
206 * MUST NOT BE USED IN NEW CODE! (schmorp)
206 */ 207 */
207object * 208object *
208find_skill_by_number (object *who, int skillno) 209find_skill_by_number (object *who, int skillno)
209{ 210{
210 object *skill = NULL, *skill_tool = NULL, *tmp;
211
212 if (skillno < 1 || skillno >= NUM_SKILLS)
213 return NULL;
214
215 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 211 for (object *tmp = who->inv; tmp; tmp = tmp->below)
216 {
217 if (tmp->type == SKILL && tmp->subtype == skillno) 212 if (tmp->type == SKILL && tmp->subtype == skillno)
218 skill = tmp; 213 if (object *skop = find_skill_by_name (who, tmp->skill))
214 return skop;
219 215
220 /* Try to find appropriate skilltool. If the player has one already 216 return 0;
221 * applied, we try to keep using that one. 217}
222 */ 218
223 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 219object *
224 { 220object::give_skill (shstr_cmp name, bool can_use)
225 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 221{
226 skill_tool = tmp; 222 object *skill = find_skill (this, name);
227 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 223
228 skill_tool = tmp; 224 if (!skill)
229 } 225 skill = give_skill_by_name (this, name);
230 } 226
231 /* If this is a skill that can be used without a tool, return it */ 227 if (skill && can_use)
232 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 228 skill->flag [FLAG_CAN_USE_SKILL] = true;
229
233 return skill; 230 return skill;
234
235 /* Player has a tool to use the skill. IF not applied, apply it -
236 * if not successful, return null. If they do have the skill tool
237 * but not the skill itself, give it to them.
238 */
239 if (skill_tool)
240 {
241 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
242 {
243 if (apply_special (who, skill_tool, 0))
244 return NULL;
245 }
246 if (!skill)
247 {
248 skill = give_skill_by_name (who, skill_tool->skill);
249 link_player_skills (who);
250 }
251 return skill;
252 }
253 return NULL;
254} 231}
255 232
256/* This changes the objects skill to new_skill.
257 * note that this function doesn't always need to get used -
258 * you can now add skill exp to the player without the chosen_skill being
259 * set. This function is of most interest to players to update
260 * the various range information.
261 * if new_skill is null, this just unapplies the skill.
262 * flag has the current meaning:
263 * 0x1: If set, don't update the range pointer. This is useful when we
264 * need to ready a new skill, but don't want to clobber range.
265 * return 1 on success, 0 on error
266 */
267
268int
269change_skill (object *who, object *new_skill, int flag)
270{
271 int old_range;
272
273 if (who->type != PLAYER)
274 return 0;
275
276 old_range = who->contr->shoottype;
277
278 if (who->chosen_skill && who->chosen_skill == new_skill)
279 {
280 /* optimization for changing skill to current skill */
281 if (who->type == PLAYER && !(flag & 0x1))
282 who->contr->shoottype = range_skill;
283 return 1;
284 }
285
286 if (!new_skill || who->chosen_skill)
287 if (who->chosen_skill)
288 apply_special (who, who->chosen_skill, AP_UNAPPLY);
289
290 /* Only goal in this case was to unapply a skill */
291 if (!new_skill)
292 return 0;
293
294 if (apply_special (who, new_skill, AP_APPLY))
295 {
296 return 0;
297 }
298 if (flag & 0x1)
299 who->contr->shoottype = (rangetype) old_range;
300
301 return 1;
302}
303
304/* This function just clears the chosen_skill and range_skill values
305 * inthe player.
306 */
307void
308clear_skill (object *who)
309{
310 who->chosen_skill = NULL;
311 CLEAR_FLAG (who, FLAG_READY_SKILL);
312 if (who->type == PLAYER)
313 {
314 who->contr->ranges[range_skill] = NULL;
315 if (who->contr->shoottype == range_skill)
316 who->contr->shoottype = range_none;
317 }
318}
319
320/* do_skill() - Main skills use function-similar in scope to cast_spell(). 233/* do_skill() - Main skills use function-similar in scope to cast_spell().
321 * We handle all requests for skill use outside of some combat here. 234 * We handle all requests for skill use outside of some combat here.
322 * We require a separate routine outside of fire() so as to allow monsters 235 * We require a separate routine outside of fire() so as to allow monsters
323 * to utilize skills. Returns 1 on use of skill, otherwise 0. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
324 * This is changed (2002-11-30) from the old method that returned 237 * This is changed (2002-11-30) from the old method that returned
325 * exp - no caller needed that info, but it also prevented the callers 238 * exp - no caller needed that info, but it also prevented the callers
326 * from know if a skill was actually used, as many skills don't 239 * from know if a skill was actually used, as many skills don't
327 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
328 * It returns 0 if no skill was used. 241 * It returns 0 if no skill was used.
329 */ 242 */
330
331int 243int
332do_skill (object *op, object *part, object *skill, int dir, const char *string) 244do_skill (object *op, object *part, object *skill, int dir, const char *string)
333{ 245{
334 int success = 0, exp = 0; 246 int success = 0, exp = 0;
335 int did_alc = 0;
336 object *tmp, *next;
337 247
338 if (!skill) 248 if (!skill)
339 return 0; 249 return 0;
340 250
341 /* The code below presumes that the skill points to the object that 251 /* The code below presumes that the skill points to the object that
343 * go and try to find the actual real skill pointer, and if the 253 * go and try to find the actual real skill pointer, and if the
344 * the player doesn't have a bucket for that, create one. 254 * the player doesn't have a bucket for that, create one.
345 */ 255 */
346 if (skill->type != SKILL && op->type == PLAYER) 256 if (skill->type != SKILL && op->type == PLAYER)
347 { 257 {
348 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 258 for (object *tmp = op->inv; tmp; tmp = tmp->below)
349 {
350 if (tmp->type == SKILL && tmp->skill == skill->skill) 259 if (tmp->type == SKILL && tmp->skill == skill->skill)
351 break; 260 {
261 skill = tmp;
262 goto found;
352 } 263 }
353 if (!tmp) 264
354 tmp = give_skill_by_name (op, skill->skill); 265 skill = give_skill_by_name (op, skill->skill);
355 skill = tmp; 266found: ;
356 } 267 }
357 268
358 // skill, by_whom, on_which_object, which direction, skill_argument 269 // skill, by_whom, on_which_object, which direction, skill_argument
359 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 270 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
360 return 0; 271 return 0;
361 272
362 switch (skill->subtype) 273 switch (skill->subtype)
363 { 274 {
364 case SK_LEVITATION: 275 case SK_LEVITATION:
365 /* Not 100% sure if this will work with new movement code - 276 /* Not 100% sure if this will work with new movement code -
366 * the levitation skill has move_type for flying, so when 277 * the levitation skill has move_type for flying, so when
367 * equipped, that should transfer to player, when not, 278 * equipped, that should transfer to player, when not,
368 * shouldn't. 279 * shouldn't.
369 */ 280 */
370 if (QUERY_FLAG (skill, FLAG_APPLIED)) 281 if (skill->flag [FLAG_APPLIED])
371 { 282 {
372 CLEAR_FLAG (skill, FLAG_APPLIED); 283 skill->clr_flag (FLAG_APPLIED);
373 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 284 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
374 } 285 }
375 else 286 else
376 { 287 {
377 SET_FLAG (skill, FLAG_APPLIED); 288 skill->set_flag (FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 289 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
379 } 290 }
380 fix_player (op); 291
292 op->update_stats ();
381 success = 1; 293 success = 1;
382 break; 294 break;
383 295
384 case SK_STEALING: 296 case SK_STEALING:
385 exp = success = steal (op, dir, skill); 297 exp = success = steal (op, dir, skill);
386 break; 298 break;
387 299
388 case SK_LOCKPICKING: 300 case SK_LOCKPICKING:
389 exp = success = pick_lock (op, dir, skill); 301 exp = success = pick_lock (op, dir, skill);
390 break; 302 break;
391 303
392 case SK_HIDING: 304 case SK_HIDING:
393 exp = success = hide (op, skill); 305 exp = success = hide (op, skill);
394 break; 306 break;
395 307
396 case SK_JUMPING: 308 case SK_JUMPING:
397 success = jump (op, dir, skill); 309 exp = success = jump (op, dir, skill);
398 break; 310 break;
399 311
400 case SK_INSCRIPTION: 312 case SK_INSCRIPTION:
401 exp = success = write_on_item (op, string, skill); 313 exp = success = write_on_item (op, string, skill);
402 break; 314 break;
403 315
404 case SK_MEDITATION: 316 case SK_MEDITATION:
405 meditate (op, skill); 317 meditate (op, skill);
406 success = 1; 318 success = 1;
407 break; 319 break;
408 /* note that the following 'attack' skills gain exp through hit_player() */ 320 /* note that the following 'attack' skills gain exp through hit_player() */
409 321
410 case SK_KARATE: 322 case SK_KARATE:
411 (void) attack_hth (op, dir, "karate-chopped", skill); 323 attack_hth (op, dir, "karate-chopped", skill);
412 break; 324 break;
413 325
414 case SK_PUNCHING: 326 case SK_PUNCHING:
415 (void) attack_hth (op, dir, "punched", skill); 327 attack_hth (op, dir, "punched", skill);
416 break; 328 break;
417 329
418 case SK_FLAME_TOUCH: 330 case SK_FLAME_TOUCH:
419 (void) attack_hth (op, dir, "flamed", skill); 331 attack_hth (op, dir, "flamed", skill);
420 break; 332 break;
421 333
422 case SK_SPARK_TOUCH: 334 case SK_SPARK_TOUCH:
423 (void) attack_hth (op, dir, "zapped", skill); 335 attack_hth (op, dir, "zapped", skill);
424 break; 336 break;
425 337
426 case SK_SHIVER: 338 case SK_SHIVER:
427 (void) attack_hth (op, dir, "froze", skill); 339 attack_hth (op, dir, "froze", skill);
428 break; 340 break;
429 341
430 case SK_ACID_SPLASH: 342 case SK_ACID_SPLASH:
431 (void) attack_hth (op, dir, "dissolved", skill); 343 attack_hth (op, dir, "dissolved", skill);
432 break; 344 break;
433 345
434 case SK_POISON_NAIL: 346 case SK_POISON_NAIL:
435 (void) attack_hth (op, dir, "injected poison into", skill); 347 attack_hth (op, dir, "injected poison into", skill);
436 break; 348 break;
437 349
438 case SK_CLAWING: 350 case SK_CLAWING:
439 (void) attack_hth (op, dir, "clawed", skill); 351 attack_hth (op, dir, "clawed", skill);
440 break; 352 break;
441 353
442 case SK_ONE_HANDED_WEAPON: 354 case SK_ONE_HANDED_WEAPON:
443 case SK_TWO_HANDED_WEAPON: 355 case SK_TWO_HANDED_WEAPON:
444 (void) attack_melee_weapon (op, dir, NULL, skill); 356 attack_melee_weapon (op, dir, NULL, skill);
445 break; 357 break;
446 358
447 case SK_FIND_TRAPS: 359 case SK_FIND_TRAPS:
448 exp = success = find_traps (op, skill); 360 exp = success = find_traps (op, skill);
449 break; 361 break;
450 362
451 case SK_SINGING: 363 case SK_SINGING:
452 exp = success = singing (op, dir, skill); 364 exp = success = singing (op, dir, skill);
453 break; 365 break;
454 366
455 case SK_ORATORY: 367 case SK_ORATORY:
456 exp = success = use_oratory (op, dir, skill); 368 exp = success = use_oratory (op, dir, skill);
457 break; 369 break;
458 370
459 case SK_SMITHERY: 371 case SK_SMITHERY:
460 case SK_BOWYER: 372 case SK_BOWYER:
461 case SK_JEWELER: 373 case SK_JEWELER:
462 case SK_ALCHEMY: 374 case SK_ALCHEMY:
463 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
464 case SK_LITERACY: 376 case SK_LITERACY:
465 case SK_WOODSMAN: 377 case SK_WOODSMAN:
466 /* first, we try to find a cauldron, and do the alchemy thing. 378 /* first, we try to find a cauldron, and do the alchemy thing.
467 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
468 */ 380 */
381 {
382 bool found_cauldron = false;
383
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 384 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
470 { 385 {
471 next = tmp->above; 386 next = tmp->above;
387
472 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 388 if (tmp->flag [FLAG_IS_CAULDRON])
473 { 389 {
390 found_cauldron = true;
391
392 if (tmp->skill != skill->skill)
393 {
394 op->failmsgf ("You can't use the %s with the %s skill!",
395 query_name (tmp),
396 query_name (skill));
397 break;
398 }
399
474 attempt_do_alchemy (op, tmp); 400 attempt_do_alchemy (op, tmp, skill);
401
475 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 402 if (tmp->flag [FLAG_APPLIED])
476 esrv_send_inventory (op, tmp); 403 esrv_send_inventory (op, tmp);
477 did_alc = 1;
478 } 404 }
479 } 405 }
480 if (did_alc == 0) 406
407 if (!found_cauldron)
481 exp = success = skill_ident (op, skill); 408 exp = success = skill_ident (op, skill);
409 }
482 break; 410 break;
483 411
484 case SK_DET_MAGIC: 412 case SK_DET_MAGIC:
485 case SK_DET_CURSE: 413 case SK_DET_CURSE:
486 exp = success = skill_ident (op, skill); 414 exp = success = skill_ident (op, skill);
487 break; 415 break;
488 416
489 case SK_DISARM_TRAPS: 417 case SK_DISARM_TRAPS:
490 exp = success = remove_trap (op, dir, skill); 418 exp = success = remove_trap (op, dir, skill);
491 break; 419 break;
492 420
493 case SK_THROWING: 421 case SK_THROWING:
494 success = skill_throw (op, part, dir, string, skill); 422 success = skill_throw (op, part, dir, string, skill);
495 break; 423 break;
496 424
497 case SK_SET_TRAP: 425 case SK_SET_TRAP:
498 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 426 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
499 break; 427 break;
500 428
501 case SK_USE_MAGIC_ITEM: 429 case SK_USE_MAGIC_ITEM:
502 case SK_MISSILE_WEAPON: 430 case SK_MISSILE_WEAPON:
503 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 431 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
504 break; 432 break;
505 433
506 case SK_PRAYING: 434 case SK_PRAYING:
507 success = pray (op, skill); 435 success = pray (op, skill);
508 break; 436 break;
509 437
510 case SK_BARGAINING: 438 case SK_BARGAINING:
511 success = describe_shop (op); 439 success = describe_shop (op);
512 break; 440 break;
513 441
514 case SK_SORCERY: 442 case SK_SORCERY:
515 case SK_EVOCATION: 443 case SK_EVOCATION:
516 case SK_PYROMANCY: 444 case SK_PYROMANCY:
517 case SK_SUMMONING: 445 case SK_SUMMONING:
518 case SK_CLIMBING: 446 case SK_CLIMBING:
519 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 447 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
520 break; 448 break;
521 449
450 case SK_MINING:
451 success = skill_mining (op, part, skill, dir, string);
452 break;
453
522 default: 454 default:
523 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 455 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
524 break; 456 break;
525 } 457 }
526 458
527 /* For players we now update the speed_left from using the skill. 459 /* For players we now update the speed_left from using the skill.
528 * Monsters have no skill use time because of the random nature in 460 * Monsters have no skill use time because of the random nature in
529 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
530 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
531 * in the code for the skill itself. 463 * in the code for the skill itself.
532 */ 464 */
533
534 if (op->type == PLAYER) 465 if (op->type == PLAYER)
535 op->speed_left -= 1.0; 466 op->speed_left -= 1.f;
536 467
537 /* this is a good place to add experience for successfull use of skills. 468 /* this is a good place to add experience for successfull use of skills.
538 * Note that add_exp() will figure out player/monster experience 469 * Note that add_exp() will figure out player/monster experience
539 * gain problems. 470 * gain problems.
540 */ 471 */
568 * op is the object that was 'defeated'. 499 * op is the object that was 'defeated'.
569 * skill is the skill used. If no skill is used, it should just 500 * skill is the skill used. If no skill is used, it should just
570 * point back to who. 501 * point back to who.
571 * 502 *
572 */ 503 */
573
574int 504int
575calc_skill_exp (object *who, object *op, object *skill) 505calc_skill_exp (object *who, object *op, object *skill)
576{ 506{
577 int op_exp = 0, op_lvl = 0; 507 int op_exp = 0, op_lvl = 0;
578 float base, value, lvl_mult = 0.0; 508 float base, value, lvl_mult = 0.0;
585 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
586 * 516 *
587 * If an object is not alive and magical we set the base exp higher to 517 * If an object is not alive and magical we set the base exp higher to
588 * help out exp awards for skill_ident skills. Also, if 518 * help out exp awards for skill_ident skills. Also, if
589 * an item is type RUNE, we give out exp based on stats.Cha 519 * an item is type RUNE, we give out exp based on stats.Cha
590 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
591 */ 521 */
592
593 if (!op) 522 if (!op)
594 { /* no item/creature */ 523 { /* no item/creature */
595 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 524 op_lvl = max (1, who->map->difficulty);
596 op_exp = 0; 525 op_exp = 0;
597 } 526 }
598 else if (op->type == RUNE || op->type == TRAP) 527 else if (op->type == RUNE || op->type == TRAP)
599 { /* all traps. If stats.Cha > 1 we use that 528 { /* all traps. If stats.Cha > 1 we use that
600 * for the amount of experience */ 529 * for the amount of experience */
603 } 532 }
604 else 533 else
605 { /* all other items/living creatures */ 534 { /* all other items/living creatures */
606 op_exp = op->stats.exp; 535 op_exp = op->stats.exp;
607 op_lvl = op->level; 536 op_lvl = op->level;
608 if (!QUERY_FLAG (op, FLAG_ALIVE)) 537 if (!op->flag [FLAG_ALIVE])
609 { /* for ident/make items */ 538 op_lvl += 5 * abs (op->magic); /* for ident/make items */
610 op_lvl += 5 * abs (op->magic);
611 }
612 } 539 }
613 540
614 if (op_lvl < 1) 541 if (op_lvl < 1)
615 op_lvl = 1; 542 op_lvl = 1;
616 543
624 /* if skill really is a skill, then we can look at the skill archetype for 551 /* if skill really is a skill, then we can look at the skill archetype for
625 * bse reward value (exp) and level multiplier factor. 552 * bse reward value (exp) and level multiplier factor.
626 */ 553 */
627 if (skill->type == SKILL) 554 if (skill->type == SKILL)
628 { 555 {
629 base += skill->arch->clone.stats.exp; 556 base += skill->arch->stats.exp;
630 if (settings.simple_exp) 557 if (settings.simple_exp)
631 { 558 {
632 if (skill->arch->clone.level) 559 if (skill->arch->level)
633 lvl_mult = (float) skill->arch->clone.level / 100.0; 560 lvl_mult = (float) skill->arch->level / 100.0;
634 else 561 else
635 lvl_mult = 1.0; /* no adjustment */ 562 lvl_mult = 1.0; /* no adjustment */
636 } 563 }
637 else 564 else
638 { 565 {
639 if (skill->level) 566 if (skill->level)
640 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 567 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
641 else 568 else
642 lvl_mult = 1.0; 569 lvl_mult = 1.0;
643 } 570 }
644 } 571 }
645 else 572 else
646 { 573 {
647 /* Don't divide by zero here! */ 574 /* Don't divide by zero here! */
648 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 575 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
649 } 576 }
650 } 577 }
651 578
652 /* assemble the exp total, and return value */ 579 /* assemble the exp total, and return value */
653 580
662} 589}
663 590
664/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
665 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
666 * exact name of the requested skill. 593 * exact name of the requested skill.
667 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
668 * they can equip. 595 * they can equip.
669 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
670 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
671 */ 598 */
672
673int 599int
674learn_skill (object *pl, object *scroll) 600learn_skill (object *pl, object *scroll)
675{ 601{
676 object *tmp;
677
678 if (!scroll->skill) 602 if (!scroll->skill)
679 { 603 {
680 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 604 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
681 return 2; 605 return 2;
682 } 606 }
683 607
684 /* can't use find_skill_by_name because we want skills the player knows 608 object *tmp = find_skill (pl, scroll->skill);
685 * but can't use natively.
686 */
687
688 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
689 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
690 break;
691 609
692 /* player already knows it */ 610 /* player already knows it */
693 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 611 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
694 return 0; 612 return 0;
695
696
697 613
698 /* now a random change to learn, based on player Int. 614 /* now a random change to learn, based on player Int.
699 * give bonus based on level - otherwise stupid characters 615 * give bonus based on level - otherwise stupid characters
700 * might never be able to learn anything. 616 * might never be able to learn anything.
701 */ 617 */
709 { 625 {
710 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 626 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
711 return 2; 627 return 2;
712 } 628 }
713 629
714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 630 tmp->set_flag (FLAG_CAN_USE_SKILL);
715 link_player_skills (pl); 631
716 return 1; 632 return 1;
717} 633}
718 634
719/* Gives a percentage clipped to 0% -> 100% of a/b. */ 635/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721/* Probably belongs in some global utils-type file? */ 636/* Probably belongs in some global utils-type file? */
722static int 637static int
723clipped_percent (sint64 a, sint64 b) 638clipped_percent (sint64 a, sint64 b)
724{ 639{
725 int rv; 640 int rv;
733 return 0; 648 return 0;
734 else if (rv > 100) 649 else if (rv > 100)
735 return 100; 650 return 100;
736 651
737 return rv; 652 return rv;
653}
654
655static int
656cmp_skillp (const void *sk1, const void *sk2)
657{
658 return strcmp (&((*(const object **) sk1)->name),
659 &((*(const object **) sk2)->name));
738} 660}
739 661
740/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
741 * their current skill list. 663 * their current skill list.
742 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
743 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
744 * max weapon improvments, item power). 666 * max weapon improvments, item power).
745 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
746 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
747 * just dumped this as we found it, this would be a bit 669 * just dumped this as we found it, this would be a bit
748 * simpler. 670 * simpler.
749 */ 671 */
750
751void 672void
752show_skills (object *op, const char *search) 673show_skills (object *pl, const char *search)
753{ 674{
754 object *tmp = NULL;
755 char buf[MAX_BUF];
756 const char *cp; 675 const char *cp;
757 int i, num_skills_found = 0; 676 int i, num_skills_found = 0;
758 static const char *const periods = "........................................"; 677 object *skills[CS_NUM_SKILLS];
678 object *op = pl->contr->ob;
759 679
760 /* Need to have a pointer and use strdup for qsort to work properly */ 680 /* find the skills */
761 char skills[NUM_SKILLS][MAX_BUF];
762
763
764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 681 for (object *tmp = op->inv; tmp; tmp = tmp->below)
765 { 682 {
766 if (tmp->type == SKILL) 683 if (tmp->type == SKILL)
767 { 684 {
768 if (search && strstr (tmp->name, search) == NULL) 685 if (search && !tmp->name.contains (search))
769 continue; 686 continue;
770 /* Basically want to fill this out to 40 spaces with periods */
771 sprintf (buf, "%s%s", &tmp->name, periods);
772 buf[40] = 0;
773 687
774 if (settings.permanent_exp_ratio) 688 skills[num_skills_found++] = tmp;
775 { 689
776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
777 buf, tmp->level,
778 (long long) tmp->stats.exp,
779 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
780 }
781 else
782 {
783 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
784 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
785 }
786 /* I don't know why some characters get a bunch of skills, but 690 /* I don't know why some characters get a bunch of skills, but
787 * it sometimes happens (maybe a leftover from bugier earlier code 691 * it sometimes happens (maybe a leftover from bugier earlier code
788 * and those character are still about). In any case, lets handle 692 * and those character are still about). In any case, lets handle
789 * it so it doesn't crash the server - otherwise, one character may 693 * it so it doesn't crash the server - otherwise, one character may
790 * crash the server numerous times. 694 * crash the server numerous times.
791 */ 695 */
792 if (num_skills_found >= NUM_SKILLS) 696 if (num_skills_found >= CS_NUM_SKILLS)
793 { 697 {
794 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
795 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 699 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
796 break; 700 break;
797 } 701 }
798 } 702 }
799 } 703 }
800 704
801 clear_win_info (op); 705 dynbuf_text &msg = msg_dynbuf; msg.clear ();
802 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 706
707 msg << "T<Player skills:>\n\n";
803 if (num_skills_found > 1) 708 if (num_skills_found > 1)
804 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 709 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
805 710
711 char buf[31]; /* +1 for '\0' */
712 const char *const periods = ".............................."; // 30
713
806 for (i = 0; i < num_skills_found; i++) 714 for (i = 0; i < num_skills_found; i++) {
807 { 715 object *tmp = skills[i];
808 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 716
717 /* Basically want to fill this out to 30 spaces with periods */
718 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
719
720 msg << " C<";
721
722 if (settings.permanent_exp_ratio)
723 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
724 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
725 clipped_percent (tmp->perm_exp, tmp->stats.exp));
726 else
727 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
728 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
729
730 msg << ">\n";
809 } 731 }
810 732
811 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 733 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
812 734
813 cp = determine_god (op); 735 cp = determine_god (op);
814 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 736 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
815 737
816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 738 msg << "Your equipped item power is " << (int)op->contr->item_power
817 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 739 << " out of " << int (op->level * settings.item_power_factor)
818} 740 << ".\n";
819 741
742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
743}
744
820/* use_skill() - similar to invoke command, it executes the skill in the 745/* use_skill() - similar to invoke command, it executes the skill in the
821 * direction that the user is facing. Returns false if we are unable to 746 * direction that the user is facing. Returns false if we are unable to
822 * change to the requested skill, or were unable to use the skill properly. 747 * change to the requested skill, or were unable to use the skill properly.
823 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
824 * our own find_skill_by_name so we can try to do better string matching. 749 * our own find_skill_by_name so we can try to do better string matching.
825 */ 750 */
826
827int 751int
828use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
829{ 753{
830 object *skop; 754 object *skop;
831 size_t len; 755 size_t len;
832 756
833 if (!string) 757 if (!string)
834 return 0; 758 return 0;
835 759
836 for (skop = op->inv; skop != NULL; skop = skop->below) 760 for (skop = op->inv; skop; skop = skop->below)
837 { 761 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
838 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
839 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 762 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
763 {
764 skop = find_skill_by_name (op, skop->skill);
840 break; 765 break;
841 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
842 break;
843 } 766 }
767
844 if (!skop) 768 if (!skop)
845 { 769 {
846 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 770 op->failmsgf ("Unable to find skill %s.", string);
771 return 0;
772 }
773
774 if (!(skill_flags [skop->subtype] & SF_USE))
775 {
776 op->failmsgf (
777 "You feel as if you wanted to do something funny, but you can't remember what. "
778 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
779 "use it with some item, or it's always active.>",
780 &skop->skill
781 );
847 return 0; 782 return 0;
848 } 783 }
849 784
850 len = strlen (skop->skill); 785 len = strlen (skop->skill);
851 786
853 * options given to the skill. Its pretty simple - if there 788 * options given to the skill. Its pretty simple - if there
854 * are extra parameters (as deteremined by string length), we 789 * are extra parameters (as deteremined by string length), we
855 * want to skip over any leading spaces. 790 * want to skip over any leading spaces.
856 */ 791 */
857 if (len >= strlen (string)) 792 if (len >= strlen (string))
858 {
859 string = NULL; 793 string = NULL;
860 }
861 else 794 else
862 { 795 {
863 string += len; 796 string += len;
864 while (*string == 0x20) 797 while (*string == 0x20)
865 string++; 798 string++;
799
866 if (strlen (string) == 0) 800 if (strlen (string) == 0)
867 string = NULL; 801 string = NULL;
868 } 802 }
869 803
870#ifdef SKILL_UTIL_DEBUG 804#ifdef SKILL_UTIL_DEBUG
871 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 805 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
872#endif 806#endif
873 807
874 /* Change to the new skill, then execute it. */
875 if (do_skill (op, op, skop, op->facing, string)) 808 if (do_skill (op, op, skop, op->facing, string))
876 return 1; 809 return 1;
877 810
878 return 0; 811 return 0;
879} 812}
880 813
814static bool
815hth_skill_p (object *skill)
816{
817 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
818}
881 819
882
883/* This finds the best unarmed skill the player has, and returns 820/* This finds the first unarmed skill the player has, and returns it.
884 * it. Best can vary a little - we consider clawing to always
885 * be the best for dragons.
886 * This could be more intelligent, eg, look at the skill level
887 * of the skill and go from there (eg, a level 40 puncher is
888 * is probably better than level 1 karate). OTOH, if you
889 * don't bother to set up your skill properly, that is the players
890 * problem (although, it might be nice to have a preferred skill
891 * field the player can set.
892 * Unlike the old code, we don't give out any skills - it is
893 * possible you just don't have any ability to get into unarmed
894 * combat. If everyone race/class should have one, this should
895 * be handled in the starting treasurelists, not in the code.
896 */ 821 */
897static object * 822static object *
898find_best_player_hth_skill (object *op) 823find_player_hth_skill (object *op)
899{ 824{
900 object *tmp, *best_skill = NULL;
901 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
902
903 for (tmp = op->inv; tmp; tmp = tmp->below) 825 for (object *tmp = op->inv; tmp; tmp = tmp->below)
904 { 826 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
905 if (tmp->type == SKILL)
906 {
907 if (dragon && tmp->subtype == SK_CLAWING)
908 return tmp; 827 return tmp;
909 828
910 /* The order in the array is preferred order. So basically, 829 return 0;
911 * we just cut down the number to search - eg, if we find a skill
912 * early on in flame touch, then we only need to look into the unarmed_array
913 * to the entry before flame touch - don't care about the entries afterward,
914 * because they are infrerior skills.
915 * if we end up finding the best skill (i==0) might as well return
916 * right away - can't get any better than that.
917 */
918 for (i = 0; i < last_skill; i++)
919 {
920 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
921 {
922 best_skill = tmp;
923 last_skill = i;
924 if (i == 0)
925 return best_skill;
926 }
927 }
928 }
929 }
930 return best_skill;
931} 830}
932 831
933/* do_skill_attack() - We have got an appropriate opponent from either 832/* do_skill_attack() - We have got an appropriate opponent from either
934 * move_player_attack() or skill_attack(). In this part we get on with 833 * move_player_attack() or skill_attack(). In this part we get on with
935 * attacking, take care of messages from the attack and changes in invisible. 834 * attacking, take care of messages from the attack and changes in invisible.
937 * tmp is the targetted monster. 836 * tmp is the targetted monster.
938 * op is what is attacking 837 * op is what is attacking
939 * string is passed along to describe what messages to describe 838 * string is passed along to describe what messages to describe
940 * the damage. 839 * the damage.
941 */ 840 */
942
943static int 841static int
944do_skill_attack (object *tmp, object *op, const char *string, object *skill) 842do_skill_attack (object *tmp, object *op, const char *string, object *skill)
945{ 843{
946 int success;
947
948 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 844 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
949 return RESULT_INT (0); 845 return RESULT_INT (0);
950 846
951 /* For Players only: if there is no ready weapon, and no "attack" skill 847 /* For Players only: if there is no ready weapon, and no "attack" skill
952 * is readied either then try to find a skill for the player to use. 848 * is readied either then try to find a skill for the player to use.
953 * it is presumed that if skill is set, it is a valid attack skill (eg, 849 * it is presumed that if skill is set, it is a valid attack skill (eg,
954 * the caller should have set it appropriately). We still want to pass 850 * the caller should have set it appropriately). We still want to pass
955 * through that code if skill is set to change to the skill. 851 * through that code if skill is set to change to the skill.
956 */ 852 */
957 if (op->type == PLAYER) 853 if (player *pl = op->contr)
958 { 854 {
959 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 855 if (skill)
960 { 856 {
961 size_t i;
962
963 if (!skill) 857 if (!op->apply (skill))
858 return 0;
859 }
860 else
861 {
862 if (!pl->combat_ob)
964 { 863 {
965 /* See if the players chosen skill is a combat skill, and use 864 if (op->flag [FLAG_READY_WEAPON])
966 * it if appropriate.
967 */
968 if (op->chosen_skill)
969 { 865 {
970 for (i = 0; i < sizeof (unarmed_skills); i++) 866 for (tmp = op->inv; tmp; tmp = tmp->below)
971 if (op->chosen_skill->subtype == unarmed_skills[i]) 867 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
972 {
973 skill = op->chosen_skill;
974 break; 868 break;
975 } 869
870 if (!tmp)
871 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
872
873 pl->combat_ob = tmp;
976 } 874 }
977 /* If we didn't find a skill above, look harder for a good skill */ 875
978 if (!skill) 876 if (!pl->combat_ob)
979 { 877 {
980 skill = find_best_player_hth_skill (op); 878 /* See if the players chosen skill is a combat skill, and use
981 879 * it if appropriate.
982 if (!skill) 880 */
881 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
882 skill = op->chosen_skill;
883 else
983 { 884 {
885 skill = find_player_hth_skill (op);
886
887 if (!skill)
984 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 888 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
985 return 0;
986 } 889 }
890
891 op->apply (skill);
987 } 892 }
988 } 893
989 if (skill != op->chosen_skill) 894 if (!pl->combat_ob)
990 { 895 {
991 /* now try to ready the new skill */ 896 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
992 if (!change_skill (op, skill, 0))
993 { /* oh oh, trouble! */
994 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
995 return 0; 897 return 0;
996 } 898 }
997 } 899 }
998 } 900
999 else 901 if (!op->apply (pl->combat_ob))
1000 { 902 return 0;
1001 /* Seen some crashes below where current_weapon is not set, 903
1002 * even though the flag says it is. So if current weapon isn't set, 904 if (!op->chosen_skill)
1003 * do some work in trying to find the object to use.
1004 */
1005 if (!op->current_weapon)
1006 { 905 {
1007 object *tmp; 906 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
1008 907 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
1009 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1010 for (tmp = op->inv; tmp; tmp = tmp->below)
1011 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1012 break;
1013
1014 if (!tmp)
1015 {
1016 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1017 op->current_weapon = NULL;
1018 return 0; 908 return 0;
1019 }
1020 else
1021 {
1022 op->current_weapon = tmp;
1023 }
1024 }
1025
1026 /* Has ready weapon - make sure chosen_skill is set up properly */
1027 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1028 {
1029 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1030 } 909 }
1031 } 910 }
1032 }
1033 911
1034 /* lose invisiblity/hiding status for running attacks */ 912 /* lose invisiblity/hiding status for running attacks */
1035 913 if (pl->tmp_invis)
1036 if (op->type == PLAYER && op->contr->tmp_invis) 914 {
1037 {
1038 op->contr->tmp_invis = 0; 915 pl->tmp_invis = 0;
1039 op->invisible = 0; 916 op->invisible = 0;
1040 op->hide = 0; 917 op->flag [FLAG_HIDDEN] = 0;
1041 update_object (op, UP_OBJ_FACE); 918 update_object (op, UP_OBJ_CHANGE);
919 }
1042 } 920 }
1043 921
1044 success = attack_ob (tmp, op); 922 int success = attack_ob (tmp, op);
1045 923
1046 /* print appropriate messages to the player */ 924 /* print appropriate messages to the player */
1047 925
1048 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 926 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1049 { 927 {
1050 if (op->type == PLAYER) 928 if (op->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 929 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1052 else if (tmp->type == PLAYER) 930 else if (tmp->type == PLAYER)
1053 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 931 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1054 } 932 }
933
1055 return success; 934 return success;
1056} 935}
1057
1058 936
1059/* skill_attack() - Core routine for use when we attack using a skills 937/* skill_attack() - Core routine for use when we attack using a skills
1060 * system. In essence, this code handles 938 * system. In essence, this code handles
1061 * all skill-based attacks, ie hth, missile and melee weapons should be 939 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1062 * treated here. If an opponent is already supplied by move_player(), 940 * treated here. If an opponent is already supplied by move_player(),
1063 * we move right onto do_skill_attack(), otherwise we find if an 941 * we move right onto do_skill_attack(), otherwise we find if an
1064 * appropriate opponent exists. 942 * appropriate opponent exists.
1065 * 943 *
1066 * This is called by move_player() and attack_hth() 944 * This is called by move_player() and attack_hth()
1067 * 945 *
1068 * Initial implementation by -bt thomas@astro.psu.edu 946 * Initial implementation by -bt thomas@astro.psu.edu
1069 */ 947 */
1070
1071int 948int
1072skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 949skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1073{ 950{
1074 sint16 tx, ty; 951 sint16 tx, ty;
1075 maptile *m; 952 maptile *m;
1076 int mflags; 953 int mflags;
1077 954
1078 if (!dir) 955 if (!dir)
1079 dir = pl->facing; 956 dir = pl->facing;
1080 tx = freearr_x[dir]; 957
1081 ty = freearr_y[dir]; 958 tx = DIRX (dir);
959 ty = DIRY (dir);
1082 960
1083 /* If we don't yet have an opponent, find if one exists, and attack. 961 /* If we don't yet have an opponent, find if one exists, and attack.
1084 * Legal opponents are the same as outlined in move_player_attack() 962 * Legal opponents are the same as outlined in move_player_attack()
1085 */ 963 */
1086 964 if (!tmp)
1087 if (tmp == NULL)
1088 { 965 {
1089 m = pl->map; 966 m = pl->map;
1090 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
1091 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
1092 969
1093 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1094 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
1095 return 0; 972 return 0;
1096 973
1097 /* space must be blocked for there to be anything interesting to do */ 974 /* space must be blocked for there to be anything interesting to do */
1098 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 975 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1099 return 0; 976 return 0;
1100 977
1101 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 978 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1102 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 979 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1103 { 980 {
1104 /* Don't attack party members */ 981 /* Don't attack party members */
1105 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 982 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1106 return 0; 983 return 0;
984
1107 break; 985 break;
1108 } 986 }
1109 } 987 }
988
1110 if (!tmp) 989 if (!tmp)
1111 { 990 {
1112 if (pl->type == PLAYER) 991 if (pl->type == PLAYER)
1113 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 992 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
993
1114 return 0; 994 return 0;
1115 } 995 }
1116 996
1117 return do_skill_attack (tmp, pl, string, skill); 997 return do_skill_attack (tmp, pl, string, skill);
1118} 998}
1119
1120 999
1121/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1000/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1122 1001
1123/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1002/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1124 * (attack_hth) we check for weapon use, etc in the second (the new 1003 * (attack_hth) we check for weapon use, etc in the second (the new
1125 * function skill_attack() we actually attack. 1004 * function skill_attack() we actually attack.
1126 */ 1005 */
1127
1128static int 1006static int
1129attack_hth (object *pl, int dir, const char *string, object *skill) 1007attack_hth (object *pl, int dir, const char *string, object *skill)
1130{ 1008{
1131 object *enemy = NULL, *weapon; 1009 object *enemy = NULL, *weapon;
1132 1010
1133 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1011 if (pl->flag [FLAG_READY_WEAPON])
1134 for (weapon = pl->inv; weapon; weapon = weapon->below) 1012 for (weapon = pl->inv; weapon; weapon = weapon->below)
1135 { 1013 {
1136 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1014 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1137 { 1015 {
1138 CLEAR_FLAG (weapon, FLAG_APPLIED); 1016 weapon->clr_flag (FLAG_APPLIED);
1139 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1017 pl->clr_flag (FLAG_READY_WEAPON);
1140 fix_player (pl); 1018 pl->update_stats ();
1141 if (pl->type == PLAYER) 1019 if (pl->type == PLAYER)
1142 { 1020 {
1143 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1021 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1144 esrv_update_item (UPD_FLAGS, pl, weapon); 1022 esrv_update_item (UPD_FLAGS, pl, weapon);
1145 } 1023 }
1024
1146 break; 1025 break;
1147 } 1026 }
1148 } 1027 }
1028
1149 return skill_attack (enemy, pl, dir, string, skill); 1029 return skill_attack (enemy, pl, dir, string, skill);
1150} 1030}
1151
1152 1031
1153/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1032/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1154 * For now we are just checking to see if we have a ready weapon here. 1033 * For now we are just checking to see if we have a ready weapon here.
1155 * But there is a real neato possible feature of this scheme which 1034 * But there is a real neato possible feature of this scheme which
1156 * bears mentioning: 1035 * bears mentioning:
1157 * Since we are only calling this from do_skill() in the future 1036 * Since we are only calling this from do_skill() in the future
1158 * we may make this routine handle 'special' melee weapons attacks 1037 * we may make this routine handle 'special' melee weapons attacks
1159 * (like disarming manuever with sai) based on player SK_level and 1038 * (like disarming manuever with sai) based on player SK_level and
1160 * weapon type. 1039 * weapon type.
1161 */ 1040 */
1162
1163static int 1041static int
1164attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1042attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1165{ 1043{
1166 1044
1167 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1045 if (!op->flag [FLAG_READY_WEAPON])
1168 { 1046 {
1169 if (op->type == PLAYER) 1047 if (op->type == PLAYER)
1170 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1048 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1049
1171 return 0; 1050 return 0;
1172 } 1051 }
1052
1173 return skill_attack (NULL, op, dir, string, skill); 1053 return skill_attack (NULL, op, dir, string, skill);
1174
1175} 1054}
1055

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