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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 1.32 by root, Sun Apr 29 21:44:35 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
39 40
40/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
41 42
42#include <global.h> 43#include <global.h>
43#include <object.h> 44#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 45#include <sproto.h>
46#endif
47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48#include <spells.h> 47#include <spells.h>
49 48
50/* Table of unarmed attack skills. Terminated by -1. This 49/* Table of unarmed attack skills. Terminated by -1. This
51 * is also the list that we should try to use skills when 50 * is also the list that we should try to use skills when
52 * automatically applying one for the player. 51 * automatically applying one for the player.
53 * Note it is hardcoded in the skill_util.c that dragons always
54 * want clawing if possible.
55 */ 52 */
56static uint8 unarmed_skills[] = { 53static uint8 unarmed_skills[] = {
57 SK_KARATE, 54 SK_KARATE,
58 SK_CLAWING, 55 SK_CLAWING,
59 SK_FLAME_TOUCH, 56 SK_FLAME_TOUCH,
96 if (!skill_names[i]) 93 if (!skill_names[i])
97 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
98 } 95 }
99} 96}
100 97
101
102/* This function goes through the player inventory and sets 98/* This function goes through the player inventory and sets
103 * up the last_skills[] array in the player object. 99 * up the last_skills[] array in the player object.
104 * the last_skills[] is used to more quickly lookup skills - 100 * the last_skills[] is used to more quickly lookup skills -
105 * mostly used for sending exp. 101 * mostly used for sending exp.
106 */ 102 */
107void 103void
108link_player_skills (object *op) 104link_player_skills (object *op)
109{ 105{
110 object *tmp;
111
112 for (tmp = op->inv; tmp; tmp = tmp->below) 106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 {
114 if (tmp->type == SKILL) 107 if (tmp->type == SKILL)
115 { 108 {
116 /* This is really a warning, hence no else below */ 109 /* This is really a warning, hence no else below */
117 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
118 {
119 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
120 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
121 } 113
122 if (tmp->subtype >= NUM_SKILLS) 114 if (tmp->subtype >= NUM_SKILLS)
123 {
124 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
125 }
126 else 116 else
127 { 117 {
128 op->contr->last_skill_ob[tmp->subtype] = tmp; 118 op->contr->last_skill_ob[tmp->subtype] = tmp;
129 op->contr->last_skill_exp[tmp->subtype] = -1; 119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
130 } 120 }
131 } 121 }
132 }
133} 122}
134 123
135/* This returns the skill pointer of the given name (the 124/* This returns the skill pointer of the given name (the
136 * one that accumlates exp, has the level, etc). 125 * one that accumlates exp, has the level, etc).
137 * 126 *
241 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
242 { 231 {
243 if (apply_special (who, skill_tool, 0)) 232 if (apply_special (who, skill_tool, 0))
244 return NULL; 233 return NULL;
245 } 234 }
235
246 if (!skill) 236 if (!skill)
247 { 237 {
248 skill = give_skill_by_name (who, skill_tool->skill); 238 skill = give_skill_by_name (who, skill_tool->skill);
249 link_player_skills (who); 239 link_player_skills (who);
250 } 240 }
241
251 return skill; 242 return skill;
252 } 243 }
244
253 return NULL; 245 return NULL;
254} 246}
255 247
256/* This changes the objects skill to new_skill. 248/* This changes the objects skill to new_skill.
257 * note that this function doesn't always need to get used - 249 * note that this function doesn't always need to get used -
262 * flag has the current meaning: 254 * flag has the current meaning:
263 * 0x1: If set, don't update the range pointer. This is useful when we 255 * 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. 256 * need to ready a new skill, but don't want to clobber range.
265 * return 1 on success, 0 on error 257 * return 1 on success, 0 on error
266 */ 258 */
267
268int 259int
269change_skill (object *who, object *new_skill, int flag) 260change_skill (object *who, object *new_skill, int flag)
270{ 261{
271 int old_range; 262 int old_range;
272 263
276 old_range = who->contr->shoottype; 267 old_range = who->contr->shoottype;
277 268
278 if (who->chosen_skill && who->chosen_skill == new_skill) 269 if (who->chosen_skill && who->chosen_skill == new_skill)
279 { 270 {
280 /* optimization for changing skill to current skill */ 271 /* optimization for changing skill to current skill */
281 if (who->type == PLAYER && !(flag & 0x1)) 272 if (!(flag & 0x1))
282 who->contr->shoottype = range_skill; 273 who->contr->set_range (range_skill);
274
283 return 1; 275 return 1;
284 } 276 }
285 277
286 if (!new_skill || who->chosen_skill) 278 // move skill to front, so it will be preferred next time
287 if (who->chosen_skill) 279 new_skill->remove ();
288 apply_special (who, who->chosen_skill, AP_UNAPPLY); 280 who->insert (new_skill);
289 281
290 /* Only goal in this case was to unapply a skill */
291 if (!new_skill) 282 if (!new_skill)
283 {
284 if (who->chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY);
286
287 /* Only goal in this case was to unapply a skill */
288 return 0;
289 }
290
291 if (apply_special (who, new_skill, AP_APPLY))
292 return 0; 292 return 0;
293 293
294 if (apply_special (who, new_skill, AP_APPLY))
295 {
296 return 0;
297 }
298 if (flag & 0x1) 294 if (!(flag & 0x1))
299 who->contr->shoottype = (rangetype) old_range; 295 who->contr->set_range ((rangetype) old_range);
300 296
301 return 1; 297 return 1;
302} 298}
303 299
304/* This function just clears the chosen_skill and range_skill values 300/* This function just clears the chosen_skill and range_skill values
325 * exp - no caller needed that info, but it also prevented the callers 321 * 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 322 * from know if a skill was actually used, as many skills don't
327 * give any exp for their direct use (eg, throwing). 323 * give any exp for their direct use (eg, throwing).
328 * It returns 0 if no skill was used. 324 * It returns 0 if no skill was used.
329 */ 325 */
330
331int 326int
332do_skill (object *op, object *part, object *skill, int dir, const char *string) 327do_skill (object *op, object *part, object *skill, int dir, const char *string)
333{ 328{
334 int success = 0, exp = 0; 329 int success = 0, exp = 0;
335 int did_alc = 0; 330 int did_alc = 0;
344 * the player doesn't have a bucket for that, create one. 339 * the player doesn't have a bucket for that, create one.
345 */ 340 */
346 if (skill->type != SKILL && op->type == PLAYER) 341 if (skill->type != SKILL && op->type == PLAYER)
347 { 342 {
348 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 343 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
349 {
350 if (tmp->type == SKILL && tmp->skill == skill->skill) 344 if (tmp->type == SKILL && tmp->skill == skill->skill)
351 break; 345 break;
352 } 346
353 if (!tmp) 347 if (!tmp)
354 tmp = give_skill_by_name (op, skill->skill); 348 tmp = give_skill_by_name (op, skill->skill);
349
355 skill = tmp; 350 skill = tmp;
356 } 351 }
357 352
358 // skill, by_whom, on_which_object, which direction, skill_argument 353 // 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))) 354 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
360 return 0; 355 return 0;
361 356
362 switch (skill->subtype) 357 switch (skill->subtype)
363 { 358 {
364 case SK_LEVITATION: 359 case SK_LEVITATION:
365 /* Not 100% sure if this will work with new movement code - 360 /* Not 100% sure if this will work with new movement code -
366 * the levitation skill has move_type for flying, so when 361 * the levitation skill has move_type for flying, so when
367 * equipped, that should transfer to player, when not, 362 * equipped, that should transfer to player, when not,
368 * shouldn't. 363 * shouldn't.
369 */ 364 */
370 if (QUERY_FLAG (skill, FLAG_APPLIED)) 365 if (QUERY_FLAG (skill, FLAG_APPLIED))
371 { 366 {
372 CLEAR_FLAG (skill, FLAG_APPLIED); 367 CLEAR_FLAG (skill, FLAG_APPLIED);
373 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 368 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
374 } 369 }
375 else 370 else
376 { 371 {
377 SET_FLAG (skill, FLAG_APPLIED); 372 SET_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 373 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
379 } 374 }
380 fix_player (op); 375
376 op->update_stats ();
381 success = 1; 377 success = 1;
382 break; 378 break;
383 379
384 case SK_STEALING: 380 case SK_STEALING:
385 exp = success = steal (op, dir, skill); 381 exp = success = steal (op, dir, skill);
386 break; 382 break;
387 383
388 case SK_LOCKPICKING: 384 case SK_LOCKPICKING:
389 exp = success = pick_lock (op, dir, skill); 385 exp = success = pick_lock (op, dir, skill);
390 break; 386 break;
391 387
392 case SK_HIDING: 388 case SK_HIDING:
393 exp = success = hide (op, skill); 389 exp = success = hide (op, skill);
394 break; 390 break;
395 391
396 case SK_JUMPING: 392 case SK_JUMPING:
397 success = jump (op, dir, skill); 393 success = jump (op, dir, skill);
398 break; 394 break;
399 395
400 case SK_INSCRIPTION: 396 case SK_INSCRIPTION:
401 exp = success = write_on_item (op, string, skill); 397 exp = success = write_on_item (op, string, skill);
402 break; 398 break;
403 399
404 case SK_MEDITATION: 400 case SK_MEDITATION:
405 meditate (op, skill); 401 meditate (op, skill);
406 success = 1; 402 success = 1;
407 break; 403 break;
408 /* note that the following 'attack' skills gain exp through hit_player() */ 404 /* note that the following 'attack' skills gain exp through hit_player() */
409 405
410 case SK_KARATE: 406 case SK_KARATE:
411 (void) attack_hth (op, dir, "karate-chopped", skill); 407 attack_hth (op, dir, "karate-chopped", skill);
412 break; 408 break;
413 409
414 case SK_PUNCHING: 410 case SK_PUNCHING:
415 (void) attack_hth (op, dir, "punched", skill); 411 attack_hth (op, dir, "punched", skill);
416 break; 412 break;
417 413
418 case SK_FLAME_TOUCH: 414 case SK_FLAME_TOUCH:
419 (void) attack_hth (op, dir, "flamed", skill); 415 attack_hth (op, dir, "flamed", skill);
420 break; 416 break;
421 417
422 case SK_SPARK_TOUCH: 418 case SK_SPARK_TOUCH:
423 (void) attack_hth (op, dir, "zapped", skill); 419 attack_hth (op, dir, "zapped", skill);
424 break; 420 break;
425 421
426 case SK_SHIVER: 422 case SK_SHIVER:
427 (void) attack_hth (op, dir, "froze", skill); 423 attack_hth (op, dir, "froze", skill);
428 break; 424 break;
429 425
430 case SK_ACID_SPLASH: 426 case SK_ACID_SPLASH:
431 (void) attack_hth (op, dir, "dissolved", skill); 427 attack_hth (op, dir, "dissolved", skill);
432 break; 428 break;
433 429
434 case SK_POISON_NAIL: 430 case SK_POISON_NAIL:
435 (void) attack_hth (op, dir, "injected poison into", skill); 431 attack_hth (op, dir, "injected poison into", skill);
436 break; 432 break;
437 433
438 case SK_CLAWING: 434 case SK_CLAWING:
439 (void) attack_hth (op, dir, "clawed", skill); 435 attack_hth (op, dir, "clawed", skill);
440 break; 436 break;
441 437
442 case SK_ONE_HANDED_WEAPON: 438 case SK_ONE_HANDED_WEAPON:
443 case SK_TWO_HANDED_WEAPON: 439 case SK_TWO_HANDED_WEAPON:
444 (void) attack_melee_weapon (op, dir, NULL, skill); 440 attack_melee_weapon (op, dir, NULL, skill);
445 break; 441 break;
446 442
447 case SK_FIND_TRAPS: 443 case SK_FIND_TRAPS:
448 exp = success = find_traps (op, skill); 444 exp = success = find_traps (op, skill);
449 break; 445 break;
450 446
451 case SK_SINGING: 447 case SK_SINGING:
452 exp = success = singing (op, dir, skill); 448 exp = success = singing (op, dir, skill);
453 break; 449 break;
454 450
455 case SK_ORATORY: 451 case SK_ORATORY:
456 exp = success = use_oratory (op, dir, skill); 452 exp = success = use_oratory (op, dir, skill);
457 break; 453 break;
458 454
459 case SK_SMITHERY: 455 case SK_SMITHERY:
460 case SK_BOWYER: 456 case SK_BOWYER:
461 case SK_JEWELER: 457 case SK_JEWELER:
462 case SK_ALCHEMY: 458 case SK_ALCHEMY:
463 case SK_THAUMATURGY: 459 case SK_THAUMATURGY:
464 case SK_LITERACY: 460 case SK_LITERACY:
465 case SK_WOODSMAN: 461 case SK_WOODSMAN:
466 /* first, we try to find a cauldron, and do the alchemy thing. 462 /* first, we try to find a cauldron, and do the alchemy thing.
467 * failing that, we go and identify stuff. 463 * failing that, we go and identify stuff.
468 */ 464 */
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 465 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
470 { 466 {
471 next = tmp->above; 467 next = tmp->above;
468
472 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 469 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
473 { 470 {
474 attempt_do_alchemy (op, tmp); 471 attempt_do_alchemy (op, tmp);
472
475 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 473 if (QUERY_FLAG (tmp, FLAG_APPLIED))
476 esrv_send_inventory (op, tmp); 474 esrv_send_inventory (op, tmp);
475
477 did_alc = 1; 476 did_alc = 1;
478 } 477 }
479 } 478 }
479
480 if (did_alc == 0) 480 if (did_alc == 0)
481 exp = success = skill_ident (op, skill);
482 break;
483
484 case SK_DET_MAGIC:
485 case SK_DET_CURSE:
486 exp = success = skill_ident (op, skill); 481 exp = success = skill_ident (op, skill);
482
487 break; 483 break;
488 484
485 case SK_DET_MAGIC:
486 case SK_DET_CURSE:
487 exp = success = skill_ident (op, skill);
488 break;
489
489 case SK_DISARM_TRAPS: 490 case SK_DISARM_TRAPS:
490 exp = success = remove_trap (op, dir, skill); 491 exp = success = remove_trap (op, dir, skill);
491 break; 492 break;
492 493
493 case SK_THROWING: 494 case SK_THROWING:
494 success = skill_throw (op, part, dir, string, skill); 495 success = skill_throw (op, part, dir, string, skill);
495 break; 496 break;
496 497
497 case SK_SET_TRAP: 498 case SK_SET_TRAP:
498 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 499 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
499 break; 500 break;
500 501
501 case SK_USE_MAGIC_ITEM: 502 case SK_USE_MAGIC_ITEM:
502 case SK_MISSILE_WEAPON: 503 case SK_MISSILE_WEAPON:
503 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 504 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
504 break; 505 break;
505 506
506 case SK_PRAYING: 507 case SK_PRAYING:
507 success = pray (op, skill); 508 success = pray (op, skill);
508 break; 509 break;
509 510
510 case SK_BARGAINING: 511 case SK_BARGAINING:
511 success = describe_shop (op); 512 success = describe_shop (op);
512 break; 513 break;
513 514
514 case SK_SORCERY: 515 case SK_SORCERY:
515 case SK_EVOCATION: 516 case SK_EVOCATION:
516 case SK_PYROMANCY: 517 case SK_PYROMANCY:
517 case SK_SUMMONING: 518 case SK_SUMMONING:
518 case SK_CLIMBING: 519 case SK_CLIMBING:
519 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 520 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
520 break; 521 break;
521 522
522 default: 523 default:
523 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 524 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
524 break; 525 break;
525 } 526 }
526 527
527 /* For players we now update the speed_left from using the skill. 528 /* 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 529 * Monsters have no skill use time because of the random nature in
529 * which use_monster_skill is called already simulates this. 530 * which use_monster_skill is called already simulates this.
691 692
692 /* player already knows it */ 693 /* player already knows it */
693 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 694 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
694 return 0; 695 return 0;
695 696
696
697
698 /* now a random change to learn, based on player Int. 697 /* now a random change to learn, based on player Int.
699 * give bonus based on level - otherwise stupid characters 698 * give bonus based on level - otherwise stupid characters
700 * might never be able to learn anything. 699 * might never be able to learn anything.
701 */ 700 */
702 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) 701 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
771 sprintf (buf, "%s%s", &tmp->name, periods); 770 sprintf (buf, "%s%s", &tmp->name, periods);
772 buf[40] = 0; 771 buf[40] = 0;
773 772
774 if (settings.permanent_exp_ratio) 773 if (settings.permanent_exp_ratio)
775 { 774 {
776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 775 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
777 buf, tmp->level, 776 buf, tmp->level, tmp->stats.exp,
778 (long long) tmp->stats.exp,
779 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 777 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
780 } 778 }
781 else 779 else
782 { 780 {
783 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
784 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 782 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
785 } 783 }
786 /* I don't know why some characters get a bunch of skills, but 784 /* I don't know why some characters get a bunch of skills, but
787 * it sometimes happens (maybe a leftover from bugier earlier code 785 * it sometimes happens (maybe a leftover from bugier earlier code
788 * and those character are still about). In any case, lets handle 786 * and those character are still about). In any case, lets handle
789 * it so it doesn't crash the server - otherwise, one character may 787 * it so it doesn't crash the server - otherwise, one character may
799 } 797 }
800 798
801 clear_win_info (op); 799 clear_win_info (op);
802 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
803 if (num_skills_found > 1) 801 if (num_skills_found > 1)
804 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
805 803
806 for (i = 0; i < num_skills_found; i++) 804 for (i = 0; i < num_skills_found; i++)
807 {
808 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 805 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
809 }
810 806
811 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 807 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
812 808
813 cp = determine_god (op); 809 cp = determine_god (op);
814 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 810 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
876 return 1; 872 return 1;
877 873
878 return 0; 874 return 0;
879} 875}
880 876
877static bool
878hth_skill_p (object *skill)
879{
880 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
881 if (skill->subtype == unarmed_skills[i])
882 return 1;
881 883
884 return 0;
885}
882 886
883/* This finds the best unarmed skill the player has, and returns 887/* 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 */ 888 */
897static object * 889static object *
898find_best_player_hth_skill (object *op) 890find_player_hth_skill (object *op)
899{ 891{
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) 892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
904 { 893 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
905 if (tmp->type == SKILL)
906 {
907 if (dragon && tmp->subtype == SK_CLAWING)
908 return tmp; 894 return tmp;
909 895
910 /* The order in the array is preferred order. So basically, 896 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} 897}
932 898
933/* do_skill_attack() - We have got an appropriate opponent from either 899/* 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 900 * 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. 901 * attacking, take care of messages from the attack and changes in invisible.
937 * tmp is the targetted monster. 903 * tmp is the targetted monster.
938 * op is what is attacking 904 * op is what is attacking
939 * string is passed along to describe what messages to describe 905 * string is passed along to describe what messages to describe
940 * the damage. 906 * the damage.
941 */ 907 */
942
943static int 908static int
944do_skill_attack (object *tmp, object *op, const char *string, object *skill) 909do_skill_attack (object *tmp, object *op, const char *string, object *skill)
945{ 910{
946 int success;
947
948 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 911 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
949 return RESULT_INT (0); 912 return RESULT_INT (0);
950 913
951 /* For Players only: if there is no ready weapon, and no "attack" skill 914 /* 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. 915 * is readied either then try to find a skill for the player to use.
956 */ 919 */
957 if (op->type == PLAYER) 920 if (op->type == PLAYER)
958 { 921 {
959 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 922 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
960 { 923 {
961 size_t i;
962
963 if (!skill) 924 if (!skill)
964 { 925 {
965 /* See if the players chosen skill is a combat skill, and use 926 /* See if the players chosen skill is a combat skill, and use
966 * it if appropriate. 927 * it if appropriate.
967 */ 928 */
929 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
968 if (op->chosen_skill) 930 skill = op->chosen_skill;
931 else
969 { 932 {
970 for (i = 0; i < sizeof (unarmed_skills); i++)
971 if (op->chosen_skill->subtype == unarmed_skills[i])
972 {
973 skill = op->chosen_skill;
974 break;
975 }
976 }
977 /* If we didn't find a skill above, look harder for a good skill */
978 if (!skill)
979 {
980 skill = find_best_player_hth_skill (op); 933 skill = find_player_hth_skill (op);
981 934
982 if (!skill) 935 if (!skill)
983 { 936 {
984 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 937 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
985 return 0; 938 return 0;
986 } 939 }
987 } 940 }
988 } 941 }
989 if (skill != op->chosen_skill) 942
990 {
991 /* now try to ready the new skill */ 943 /* now try to ready the new skill */
992 if (!change_skill (op, skill, 0)) 944 if (!change_skill (op, skill, 0))
993 { /* oh oh, trouble! */ 945 { /* oh oh, trouble! */
994 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 946 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
995 return 0; 947 return 0;
996 }
997 } 948 }
998 } 949 }
999 else 950 else
1000 { 951 {
1001 /* Seen some crashes below where current_weapon is not set, 952 /* Seen some crashes below where current_weapon is not set,
1016 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 967 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1017 op->current_weapon = NULL; 968 op->current_weapon = NULL;
1018 return 0; 969 return 0;
1019 } 970 }
1020 else 971 else
1021 {
1022 op->current_weapon = tmp; 972 op->current_weapon = tmp;
1023 }
1024 } 973 }
1025 974
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); 975 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1030 }
1031 } 976 }
1032 } 977 }
1033 978
1034 /* lose invisiblity/hiding status for running attacks */ 979 /* lose invisiblity/hiding status for running attacks */
1035 980
1036 if (op->type == PLAYER && op->contr->tmp_invis) 981 if (op->type == PLAYER && op->contr->tmp_invis)
1037 { 982 {
1038 op->contr->tmp_invis = 0; 983 op->contr->tmp_invis = 0;
1039 op->invisible = 0; 984 op->invisible = 0;
1040 op->hide = 0; 985 op->hide = 0;
1041 update_object (op, UP_OBJ_FACE); 986 update_object (op, UP_OBJ_CHANGE);
1042 } 987 }
1043 988
1044 success = attack_ob (tmp, op); 989 int success = attack_ob (tmp, op);
1045 990
1046 /* print appropriate messages to the player */ 991 /* print appropriate messages to the player */
1047 992
1048 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 993 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1049 { 994 {
1050 if (op->type == PLAYER) 995 if (op->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 996 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1052 else if (tmp->type == PLAYER) 997 else if (tmp->type == PLAYER)
1053 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 998 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1054 } 999 }
1000
1055 return success; 1001 return success;
1056} 1002}
1057
1058 1003
1059/* skill_attack() - Core routine for use when we attack using a skills 1004/* skill_attack() - Core routine for use when we attack using a skills
1060 * system. In essence, this code handles 1005 * system. In essence, this code handles
1061 * all skill-based attacks, ie hth, missile and melee weapons should be 1006 * all skill-based attacks, ie hth, missile and melee weapons should be
1062 * treated here. If an opponent is already supplied by move_player(), 1007 * treated here. If an opponent is already supplied by move_player(),
1065 * 1010 *
1066 * This is called by move_player() and attack_hth() 1011 * This is called by move_player() and attack_hth()
1067 * 1012 *
1068 * Initial implementation by -bt thomas@astro.psu.edu 1013 * Initial implementation by -bt thomas@astro.psu.edu
1069 */ 1014 */
1070
1071int 1015int
1072skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 1016skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1073{ 1017{
1074 sint16 tx, ty; 1018 sint16 tx, ty;
1075 maptile *m; 1019 maptile *m;
1076 int mflags; 1020 int mflags;
1077 1021
1078 if (!dir) 1022 if (!dir)
1079 dir = pl->facing; 1023 dir = pl->facing;
1024
1080 tx = freearr_x[dir]; 1025 tx = freearr_x[dir];
1081 ty = freearr_y[dir]; 1026 ty = freearr_y[dir];
1082 1027
1083 /* If we don't yet have an opponent, find if one exists, and attack. 1028 /* 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() 1029 * Legal opponents are the same as outlined in move_player_attack()
1085 */ 1030 */
1086 1031 if (!tmp)
1087 if (tmp == NULL)
1088 { 1032 {
1089 m = pl->map; 1033 m = pl->map;
1090 tx = pl->x + freearr_x[dir]; 1034 tx = pl->x + freearr_x[dir];
1091 ty = pl->y + freearr_y[dir]; 1035 ty = pl->y + freearr_y[dir];
1092 1036
1096 1040
1097 /* space must be blocked for there to be anything interesting to do */ 1041 /* 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))) 1042 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1099 return 0; 1043 return 0;
1100 1044
1101 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 1045 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) 1046 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1103 { 1047 {
1104 /* Don't attack party members */ 1048 /* Don't attack party members */
1105 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 1049 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1106 return 0; 1050 return 0;
1051
1107 break; 1052 break;
1108 } 1053 }
1109 } 1054 }
1055
1110 if (!tmp) 1056 if (!tmp)
1111 { 1057 {
1112 if (pl->type == PLAYER) 1058 if (pl->type == PLAYER)
1113 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 1059 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1060
1114 return 0; 1061 return 0;
1115 } 1062 }
1116 1063
1117 return do_skill_attack (tmp, pl, string, skill); 1064 return do_skill_attack (tmp, pl, string, skill);
1118} 1065}
1135 { 1082 {
1136 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1083 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1137 { 1084 {
1138 CLEAR_FLAG (weapon, FLAG_APPLIED); 1085 CLEAR_FLAG (weapon, FLAG_APPLIED);
1139 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1086 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1140 fix_player (pl); 1087 pl->update_stats ();
1141 if (pl->type == PLAYER) 1088 if (pl->type == PLAYER)
1142 { 1089 {
1143 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1090 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1144 esrv_update_item (UPD_FLAGS, pl, weapon); 1091 esrv_update_item (UPD_FLAGS, pl, weapon);
1145 } 1092 }
1146 break; 1093 break;
1147 } 1094 }
1148 } 1095 }
1096
1149 return skill_attack (enemy, pl, dir, string, skill); 1097 return skill_attack (enemy, pl, dir, string, skill);
1150} 1098}
1151
1152 1099
1153/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1100/* 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. 1101 * 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 1102 * But there is a real neato possible feature of this scheme which
1156 * bears mentioning: 1103 * bears mentioning:
1157 * Since we are only calling this from do_skill() in the future 1104 * Since we are only calling this from do_skill() in the future
1158 * we may make this routine handle 'special' melee weapons attacks 1105 * we may make this routine handle 'special' melee weapons attacks
1159 * (like disarming manuever with sai) based on player SK_level and 1106 * (like disarming manuever with sai) based on player SK_level and
1160 * weapon type. 1107 * weapon type.
1161 */ 1108 */
1162
1163static int 1109static int
1164attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1110attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1165{ 1111{
1166 1112
1167 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1113 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1168 { 1114 {
1169 if (op->type == PLAYER) 1115 if (op->type == PLAYER)
1170 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1116 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1117
1171 return 0; 1118 return 0;
1172 } 1119 }
1120
1173 return skill_attack (NULL, op, dir, string, skill); 1121 return skill_attack (NULL, op, dir, string, skill);
1174 1122
1175} 1123}

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