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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 1.45 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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 49const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 50 0, // SK_NONE
52 * automatically applying one for the player. 51# define def(uc, flags) flags,
53 * Note it is hardcoded in the skill_util.c that dragons always 52# include "skillinc.h"
54 * want clawing if possible. 53# 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}; 54};
67 55
68static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static 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); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
70 58
73 * subtypes. 61 * subtypes.
74 */ 62 */
75void 63void
76init_skills (void) 64init_skills (void)
77{ 65{
78 int i;
79 archetype *at;
80
81 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
82 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
83 { 68 {
84 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
85 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
86 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
87 else 72 else
88 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
89 } 74 }
90 75
91 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
92 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
93 */ 78 */
94 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
95 {
96 if (!skill_names[i]) 80 if (!skill_names[i])
97 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
98 }
99} 82}
100
101 83
102/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
103 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
104 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
105 * mostly used for sending exp. 87 * mostly used for sending exp.
106 */ 88 */
107void 89void
108link_player_skills (object *op) 90link_player_skills (object *op)
109{ 91{
110 object *tmp;
111
112 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 {
114 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
115 { 94 {
116 /* This is really a warning, hence no else below */ 95 /* 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) 96 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", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
120 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
121 } 99
122 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
123 {
124 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
125 }
126 else 102 else
127 { 103 {
128 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
129 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
130 } 106 }
131 } 107 }
132 }
133} 108}
134 109
135/* This returns the skill pointer of the given name (the 110/* This returns the skill pointer of the given name (the
136 * one that accumlates exp, has the level, etc). 111 * one that accumlates exp, has the level, etc).
137 * 112 *
140 * tool, this code will equip it. 115 * tool, this code will equip it.
141 */ 116 */
142object * 117object *
143find_skill_by_name (object *who, const char *name) 118find_skill_by_name (object *who, const char *name)
144{ 119{
145 object *skill = NULL, *skill_tool = NULL, *tmp;
146
147 if (!name) 120 if (!name)
148 return NULL; 121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
149 124
150 /* We make sure the length of the string in the object is greater 125 /* 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 126 * 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' 127 * 'hi', we don't want to match if the user passed 'high'
153 */ 128 */
154 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
155 { 130 {
156 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
157 skill = tmp; 132 skill = tmp;
158 133
159 /* Try to find appropriate skilltool. If the player has one already 134 /* Try to find appropriate skilltool. If the player has one already
160 * applied, we try to keep using that one. 135 * applied, we try to keep using that one.
161 */ 136 */
162 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
163 { 138 {
164 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
165 skill_tool = tmp; 140 skill_tool = tmp;
166 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
167 skill_tool = tmp; 142 skill_tool = tmp;
168 } 143 }
169 } 144 }
145
170 /* If this is a skill that can be used without a tool, return it */ 146 /* If this is a skill that can be used without a tool, return it */
171 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
172 return skill; 148 return skill;
173 149
174 /* Player has a tool to use the skill. IF not applied, apply it - 150 /* 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 151 * if not successful, return null. If they do have the skill tool
176 * but not the skill itself, give it to them. 152 * but not the skill itself, give it to them.
177 */ 153 */
178 if (skill_tool) 154 if (skill_tool)
179 { 155 {
180 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
181 {
182 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
183 return NULL; 158 return 0;
184 } 159
185 if (!skill) 160 if (!skill)
186 { 161 {
187 skill = give_skill_by_name (who, skill_tool->skill); 162 skill = give_skill_by_name (who, skill_tool->skill);
188 link_player_skills (who); 163 link_player_skills (who);
189 } 164 }
165
190 return skill; 166 return skill;
191 } 167 }
168
192 return NULL; 169 return 0;
193} 170}
194
195 171
196/* This returns the skill pointer of the given name (the 172/* This returns the skill pointer of the given name (the
197 * one that accumlates exp, has the level, etc). 173 * one that accumlates exp, has the level, etc).
198 * 174 *
199 * It is presumed that the player will be needing to actually 175 * It is presumed that the player will be needing to actually
241 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 217 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
242 { 218 {
243 if (apply_special (who, skill_tool, 0)) 219 if (apply_special (who, skill_tool, 0))
244 return NULL; 220 return NULL;
245 } 221 }
222
246 if (!skill) 223 if (!skill)
247 { 224 {
248 skill = give_skill_by_name (who, skill_tool->skill); 225 skill = give_skill_by_name (who, skill_tool->skill);
249 link_player_skills (who); 226 link_player_skills (who);
250 } 227 }
228
251 return skill; 229 return skill;
252 } 230 }
231
253 return NULL; 232 return NULL;
254} 233}
255 234
256/* This changes the objects skill to new_skill. 235/* This changes the objects skill to new_skill.
257 * note that this function doesn't always need to get used - 236 * 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 237 * 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 238 * set. This function is of most interest to players to update
260 * the various range information. 239 * 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 240 * return 1 on success, 0 on error
266 */ 241 */
267
268int 242int
269change_skill (object *who, object *new_skill, int flag) 243change_skill (object *who, object *new_skill, int flag)
270{ 244{
271 int old_range;
272
273 if (who->type != PLAYER) 245 if (who->type != PLAYER)
274 return 0; 246 return 0;
275 247
276 old_range = who->contr->shoottype; 248 // optimise this supposedly common case
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) 249 if (new_skill == who->chosen_skill)
250 return 1;
251
287 if (who->chosen_skill) 252 if (who->chosen_skill)
253 {
288 apply_special (who, who->chosen_skill, AP_UNAPPLY); 254 apply_special (who, who->chosen_skill, AP_UNAPPLY);
255 who->chosen_skill = 0;//D verify wether necessary
256 }
289 257
290 /* Only goal in this case was to unapply a skill */
291 if (!new_skill) 258 if (!new_skill)
259 {
260 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
261 who->debug_desc ());
262 return 0;
263 }
264
265 new_skill->inv_splay ();
266
267 if (apply_special (who, new_skill, AP_APPLY))
292 return 0; 268 return 0;
293 269
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; 270 return 1;
302} 271}
303 272
304/* This function just clears the chosen_skill and range_skill values 273/* This function just clears the chosen_skill and range_skill values
305 * inthe player. 274 * in the player.
306 */ 275 */
307void 276void
308clear_skill (object *who) 277clear_skill (object *who)
309{ 278{
310 who->chosen_skill = NULL; 279 who->chosen_skill = 0;
311 CLEAR_FLAG (who, FLAG_READY_SKILL); 280 CLEAR_FLAG (who, FLAG_READY_SKILL);
281
312 if (who->type == PLAYER) 282 if (who->type == PLAYER)
313 { 283 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
314 who->contr->ranges[range_skill] = NULL; 284 who->contr->ranged_ob = 0;
315 if (who->contr->shoottype == range_skill)
316 who->contr->shoottype = range_none;
317 }
318} 285}
319 286
320/* do_skill() - Main skills use function-similar in scope to cast_spell(). 287/* 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. 288 * 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 289 * We require a separate routine outside of fire() so as to allow monsters
325 * exp - no caller needed that info, but it also prevented the callers 292 * 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 293 * from know if a skill was actually used, as many skills don't
327 * give any exp for their direct use (eg, throwing). 294 * give any exp for their direct use (eg, throwing).
328 * It returns 0 if no skill was used. 295 * It returns 0 if no skill was used.
329 */ 296 */
330
331int 297int
332do_skill (object *op, object *part, object *skill, int dir, const char *string) 298do_skill (object *op, object *part, object *skill, int dir, const char *string)
333{ 299{
334 int success = 0, exp = 0; 300 int success = 0, exp = 0;
335 int did_alc = 0; 301 int did_alc = 0;
336 object *tmp, *next;
337 302
338 if (!skill) 303 if (!skill)
339 return 0; 304 return 0;
340 305
341 /* The code below presumes that the skill points to the object that 306 /* 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 308 * 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. 309 * the player doesn't have a bucket for that, create one.
345 */ 310 */
346 if (skill->type != SKILL && op->type == PLAYER) 311 if (skill->type != SKILL && op->type == PLAYER)
347 { 312 {
348 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 313 for (object *tmp = op->inv; tmp; tmp = tmp->below)
349 {
350 if (tmp->type == SKILL && tmp->skill == skill->skill) 314 if (tmp->type == SKILL && tmp->skill == skill->skill)
351 break; 315 {
316 skill = tmp;
317 goto found;
352 } 318 }
353 if (!tmp) 319
354 tmp = give_skill_by_name (op, skill->skill); 320 skill = give_skill_by_name (op, skill->skill);
355 skill = tmp; 321found: ;
356 } 322 }
357 323
358 // skill, by_whom, on_which_object, which direction, skill_argument 324 // 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))) 325 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
360 return 0; 326 return 0;
361 327
362 switch (skill->subtype) 328 switch (skill->subtype)
363 { 329 {
364 case SK_LEVITATION: 330 case SK_LEVITATION:
365 /* Not 100% sure if this will work with new movement code - 331 /* Not 100% sure if this will work with new movement code -
366 * the levitation skill has move_type for flying, so when 332 * the levitation skill has move_type for flying, so when
367 * equipped, that should transfer to player, when not, 333 * equipped, that should transfer to player, when not,
368 * shouldn't. 334 * shouldn't.
369 */ 335 */
370 if (QUERY_FLAG (skill, FLAG_APPLIED)) 336 if (QUERY_FLAG (skill, FLAG_APPLIED))
371 { 337 {
372 CLEAR_FLAG (skill, FLAG_APPLIED); 338 CLEAR_FLAG (skill, FLAG_APPLIED);
373 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 339 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
374 } 340 }
375 else 341 else
376 { 342 {
377 SET_FLAG (skill, FLAG_APPLIED); 343 SET_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 344 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
379 } 345 }
380 fix_player (op); 346
347 op->update_stats ();
381 success = 1; 348 success = 1;
382 break; 349 break;
383 350
384 case SK_STEALING: 351 case SK_STEALING:
385 exp = success = steal (op, dir, skill); 352 exp = success = steal (op, dir, skill);
386 break; 353 break;
387 354
388 case SK_LOCKPICKING: 355 case SK_LOCKPICKING:
389 exp = success = pick_lock (op, dir, skill); 356 exp = success = pick_lock (op, dir, skill);
390 break; 357 break;
391 358
392 case SK_HIDING: 359 case SK_HIDING:
393 exp = success = hide (op, skill); 360 exp = success = hide (op, skill);
394 break; 361 break;
395 362
396 case SK_JUMPING: 363 case SK_JUMPING:
397 success = jump (op, dir, skill); 364 success = jump (op, dir, skill);
398 break; 365 break;
399 366
400 case SK_INSCRIPTION: 367 case SK_INSCRIPTION:
401 exp = success = write_on_item (op, string, skill); 368 exp = success = write_on_item (op, string, skill);
402 break; 369 break;
403 370
404 case SK_MEDITATION: 371 case SK_MEDITATION:
405 meditate (op, skill); 372 meditate (op, skill);
406 success = 1; 373 success = 1;
407 break; 374 break;
408 /* note that the following 'attack' skills gain exp through hit_player() */ 375 /* note that the following 'attack' skills gain exp through hit_player() */
409 376
410 case SK_KARATE: 377 case SK_KARATE:
411 (void) attack_hth (op, dir, "karate-chopped", skill); 378 attack_hth (op, dir, "karate-chopped", skill);
412 break; 379 break;
413 380
414 case SK_PUNCHING: 381 case SK_PUNCHING:
415 (void) attack_hth (op, dir, "punched", skill); 382 attack_hth (op, dir, "punched", skill);
416 break; 383 break;
417 384
418 case SK_FLAME_TOUCH: 385 case SK_FLAME_TOUCH:
419 (void) attack_hth (op, dir, "flamed", skill); 386 attack_hth (op, dir, "flamed", skill);
420 break; 387 break;
421 388
422 case SK_SPARK_TOUCH: 389 case SK_SPARK_TOUCH:
423 (void) attack_hth (op, dir, "zapped", skill); 390 attack_hth (op, dir, "zapped", skill);
424 break; 391 break;
425 392
426 case SK_SHIVER: 393 case SK_SHIVER:
427 (void) attack_hth (op, dir, "froze", skill); 394 attack_hth (op, dir, "froze", skill);
428 break; 395 break;
429 396
430 case SK_ACID_SPLASH: 397 case SK_ACID_SPLASH:
431 (void) attack_hth (op, dir, "dissolved", skill); 398 attack_hth (op, dir, "dissolved", skill);
432 break; 399 break;
433 400
434 case SK_POISON_NAIL: 401 case SK_POISON_NAIL:
435 (void) attack_hth (op, dir, "injected poison into", skill); 402 attack_hth (op, dir, "injected poison into", skill);
436 break; 403 break;
437 404
438 case SK_CLAWING: 405 case SK_CLAWING:
439 (void) attack_hth (op, dir, "clawed", skill); 406 attack_hth (op, dir, "clawed", skill);
440 break; 407 break;
441 408
442 case SK_ONE_HANDED_WEAPON: 409 case SK_ONE_HANDED_WEAPON:
443 case SK_TWO_HANDED_WEAPON: 410 case SK_TWO_HANDED_WEAPON:
444 (void) attack_melee_weapon (op, dir, NULL, skill); 411 attack_melee_weapon (op, dir, NULL, skill);
445 break; 412 break;
446 413
447 case SK_FIND_TRAPS: 414 case SK_FIND_TRAPS:
448 exp = success = find_traps (op, skill); 415 exp = success = find_traps (op, skill);
449 break; 416 break;
450 417
451 case SK_SINGING: 418 case SK_SINGING:
452 exp = success = singing (op, dir, skill); 419 exp = success = singing (op, dir, skill);
453 break; 420 break;
454 421
455 case SK_ORATORY: 422 case SK_ORATORY:
456 exp = success = use_oratory (op, dir, skill); 423 exp = success = use_oratory (op, dir, skill);
457 break; 424 break;
458 425
459 case SK_SMITHERY: 426 case SK_SMITHERY:
460 case SK_BOWYER: 427 case SK_BOWYER:
461 case SK_JEWELER: 428 case SK_JEWELER:
462 case SK_ALCHEMY: 429 case SK_ALCHEMY:
463 case SK_THAUMATURGY: 430 case SK_THAUMATURGY:
464 case SK_LITERACY: 431 case SK_LITERACY:
465 case SK_WOODSMAN: 432 case SK_WOODSMAN:
466 /* first, we try to find a cauldron, and do the alchemy thing. 433 /* first, we try to find a cauldron, and do the alchemy thing.
467 * failing that, we go and identify stuff. 434 * failing that, we go and identify stuff.
468 */ 435 */
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 436 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
470 { 437 {
471 next = tmp->above; 438 next = tmp->above;
439
472 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 440 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
473 { 441 {
474 attempt_do_alchemy (op, tmp); 442 attempt_do_alchemy (op, tmp);
443
475 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 444 if (QUERY_FLAG (tmp, FLAG_APPLIED))
476 esrv_send_inventory (op, tmp); 445 esrv_send_inventory (op, tmp);
446
477 did_alc = 1; 447 did_alc = 1;
478 } 448 }
479 } 449 }
450
480 if (did_alc == 0) 451 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); 452 exp = success = skill_ident (op, skill);
453
487 break; 454 break;
488 455
456 case SK_DET_MAGIC:
457 case SK_DET_CURSE:
458 exp = success = skill_ident (op, skill);
459 break;
460
489 case SK_DISARM_TRAPS: 461 case SK_DISARM_TRAPS:
490 exp = success = remove_trap (op, dir, skill); 462 exp = success = remove_trap (op, dir, skill);
491 break; 463 break;
492 464
493 case SK_THROWING: 465 case SK_THROWING:
494 success = skill_throw (op, part, dir, string, skill); 466 success = skill_throw (op, part, dir, string, skill);
495 break; 467 break;
496 468
497 case SK_SET_TRAP: 469 case SK_SET_TRAP:
498 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 470 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
499 break; 471 break;
500 472
501 case SK_USE_MAGIC_ITEM: 473 case SK_USE_MAGIC_ITEM:
502 case SK_MISSILE_WEAPON: 474 case SK_MISSILE_WEAPON:
503 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 475 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
504 break; 476 break;
505 477
506 case SK_PRAYING: 478 case SK_PRAYING:
507 success = pray (op, skill); 479 success = pray (op, skill);
508 break; 480 break;
509 481
510 case SK_BARGAINING: 482 case SK_BARGAINING:
511 success = describe_shop (op); 483 success = describe_shop (op);
512 break; 484 break;
513 485
514 case SK_SORCERY: 486 case SK_SORCERY:
515 case SK_EVOCATION: 487 case SK_EVOCATION:
516 case SK_PYROMANCY: 488 case SK_PYROMANCY:
517 case SK_SUMMONING: 489 case SK_SUMMONING:
518 case SK_CLIMBING: 490 case SK_CLIMBING:
519 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 491 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
520 break; 492 break;
521 493
522 default: 494 default:
523 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 495 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
524 break; 496 break;
525 } 497 }
526 498
527 /* For players we now update the speed_left from using the skill. 499 /* 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 500 * Monsters have no skill use time because of the random nature in
529 * which use_monster_skill is called already simulates this. 501 * which use_monster_skill is called already simulates this.
530 * If certain skills should take more/less time, that should be 502 * If certain skills should take more/less time, that should be
531 * in the code for the skill itself. 503 * in the code for the skill itself.
532 */ 504 */
533 505
534 if (op->type == PLAYER) 506 if (op->type == PLAYER)
535 op->speed_left -= 1.0; 507 op->speed_left -= 1.f;
536 508
537 /* this is a good place to add experience for successfull use of skills. 509 /* this is a good place to add experience for successfull use of skills.
538 * Note that add_exp() will figure out player/monster experience 510 * Note that add_exp() will figure out player/monster experience
539 * gain problems. 511 * gain problems.
540 */ 512 */
568 * op is the object that was 'defeated'. 540 * op is the object that was 'defeated'.
569 * skill is the skill used. If no skill is used, it should just 541 * skill is the skill used. If no skill is used, it should just
570 * point back to who. 542 * point back to who.
571 * 543 *
572 */ 544 */
573
574int 545int
575calc_skill_exp (object *who, object *op, object *skill) 546calc_skill_exp (object *who, object *op, object *skill)
576{ 547{
577 int op_exp = 0, op_lvl = 0; 548 int op_exp = 0, op_lvl = 0;
578 float base, value, lvl_mult = 0.0; 549 float base, value, lvl_mult = 0.0;
667 * This one actually teaches the player the skill as something 638 * This one actually teaches the player the skill as something
668 * they can equip. 639 * they can equip.
669 * Return 0 if the player knows the skill, 1 if the 640 * Return 0 if the player knows the skill, 1 if the
670 * player learns the skill, 2 otherwise. 641 * player learns the skill, 2 otherwise.
671 */ 642 */
672
673int 643int
674learn_skill (object *pl, object *scroll) 644learn_skill (object *pl, object *scroll)
675{ 645{
676 object *tmp; 646 object *tmp;
677 647
691 661
692 /* player already knows it */ 662 /* player already knows it */
693 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 663 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
694 return 0; 664 return 0;
695 665
696
697
698 /* now a random change to learn, based on player Int. 666 /* now a random change to learn, based on player Int.
699 * give bonus based on level - otherwise stupid characters 667 * give bonus based on level - otherwise stupid characters
700 * might never be able to learn anything. 668 * might never be able to learn anything.
701 */ 669 */
702 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) 670 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
715 link_player_skills (pl); 683 link_player_skills (pl);
716 return 1; 684 return 1;
717} 685}
718 686
719/* Gives a percentage clipped to 0% -> 100% of a/b. */ 687/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721/* Probably belongs in some global utils-type file? */ 688/* Probably belongs in some global utils-type file? */
722static int 689static int
723clipped_percent (sint64 a, sint64 b) 690clipped_percent (sint64 a, sint64 b)
724{ 691{
725 int rv; 692 int rv;
771 sprintf (buf, "%s%s", &tmp->name, periods); 738 sprintf (buf, "%s%s", &tmp->name, periods);
772 buf[40] = 0; 739 buf[40] = 0;
773 740
774 if (settings.permanent_exp_ratio) 741 if (settings.permanent_exp_ratio)
775 { 742 {
776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 743 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
777 buf, tmp->level, 744 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)); 745 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
780 } 746 }
781 else 747 else
782 { 748 {
783 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 749 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)); 750 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
785 } 751 }
786 /* I don't know why some characters get a bunch of skills, but 752 /* I don't know why some characters get a bunch of skills, but
787 * it sometimes happens (maybe a leftover from bugier earlier code 753 * it sometimes happens (maybe a leftover from bugier earlier code
788 * and those character are still about). In any case, lets handle 754 * and those character are still about). In any case, lets handle
789 * it so it doesn't crash the server - otherwise, one character may 755 * it so it doesn't crash the server - otherwise, one character may
799 } 765 }
800 766
801 clear_win_info (op); 767 clear_win_info (op);
802 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 768 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
803 if (num_skills_found > 1) 769 if (num_skills_found > 1)
804 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 770 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
805 771
806 for (i = 0; i < num_skills_found; i++) 772 for (i = 0; i < num_skills_found; i++)
807 {
808 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 773 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
809 }
810 774
811 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 775 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
812 776
813 cp = determine_god (op); 777 cp = determine_god (op);
814 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 778 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
821 * direction that the user is facing. Returns false if we are unable to 785 * 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. 786 * 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 787 * 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. 788 * our own find_skill_by_name so we can try to do better string matching.
825 */ 789 */
826
827int 790int
828use_skill (object *op, const char *string) 791use_skill (object *op, const char *string)
829{ 792{
830 object *skop; 793 object *skop;
831 size_t len; 794 size_t len;
876 return 1; 839 return 1;
877 840
878 return 0; 841 return 0;
879} 842}
880 843
844static bool
845hth_skill_p (object *skill)
846{
847 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
848}
881 849
882
883/* This finds the best unarmed skill the player has, and returns 850/* 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 */ 851 */
897static object * 852static object *
898find_best_player_hth_skill (object *op) 853find_player_hth_skill (object *op)
899{ 854{
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) 855 for (object *tmp = op->inv; tmp; tmp = tmp->below)
904 { 856 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; 857 return tmp;
909 858
910 /* The order in the array is preferred order. So basically, 859 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} 860}
932 861
933/* do_skill_attack() - We have got an appropriate opponent from either 862/* 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 863 * 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. 864 * attacking, take care of messages from the attack and changes in invisible.
937 * tmp is the targetted monster. 866 * tmp is the targetted monster.
938 * op is what is attacking 867 * op is what is attacking
939 * string is passed along to describe what messages to describe 868 * string is passed along to describe what messages to describe
940 * the damage. 869 * the damage.
941 */ 870 */
942
943static int 871static int
944do_skill_attack (object *tmp, object *op, const char *string, object *skill) 872do_skill_attack (object *tmp, object *op, const char *string, object *skill)
945{ 873{
946 int success;
947
948 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 874 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
949 return RESULT_INT (0); 875 return RESULT_INT (0);
950 876
951 /* For Players only: if there is no ready weapon, and no "attack" skill 877 /* 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. 878 * 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, 879 * 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 880 * 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. 881 * through that code if skill is set to change to the skill.
956 */ 882 */
957 if (op->type == PLAYER) 883 if (player *pl = op->contr)
958 { 884 {
959 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 885 if (!pl->combat_ob)
960 { 886 {
961 size_t i; 887 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
962
963 if (!skill)
964 { 888 {
965 /* See if the players chosen skill is a combat skill, and use 889 for (tmp = op->inv; tmp; tmp = tmp->below)
966 * it if appropriate. 890 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
967 */ 891 break;
968 if (op->chosen_skill) 892
893 if (!tmp)
969 { 894 {
970 for (i = 0; i < sizeof (unarmed_skills); i++) 895 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
971 if (op->chosen_skill->subtype == unarmed_skills[i]) 896 return 0;
972 {
973 skill = op->chosen_skill;
974 break;
975 }
976 } 897 }
977 /* If we didn't find a skill above, look harder for a good skill */ 898
899 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
900 }
901 else
902 {
978 if (!skill) 903 if (!skill)
979 { 904 {
980 skill = find_best_player_hth_skill (op); 905 /* See if the players chosen skill is a combat skill, and use
981 906 * it if appropriate.
982 if (!skill) 907 */
908 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
909 skill = op->chosen_skill;
910 else
983 { 911 {
912 skill = find_player_hth_skill (op);
913
914 if (!skill)
915 {
984 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 916 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
985 return 0; 917 return 0;
918 }
986 } 919 }
987 } 920 }
988 } 921
989 if (skill != op->chosen_skill)
990 {
991 /* now try to ready the new skill */ 922 /* now try to ready the new skill */
992 if (!change_skill (op, skill, 0)) 923 if (!change_skill (op, skill, 0))
993 { /* oh oh, trouble! */ 924 { /* oh oh, trouble! */
994 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 925 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
995 return 0; 926 return 0;
996 } 927 }
997 } 928 }
998 } 929
999 else 930 if (!pl->combat_ob)
1000 {
1001 /* Seen some crashes below where current_weapon is not set,
1002 * even though the flag says it is. So if current weapon isn't set,
1003 * do some work in trying to find the object to use.
1004 */
1005 if (!op->current_weapon)
1006 { 931 {
1007 object *tmp;
1008
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); 932 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
1017 op->current_weapon = NULL;
1018 return 0; 933 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 } 934 }
1031 } 935 }
1032 }
1033 936
937 if (!op->change_weapon (pl->combat_ob))
938 return 0;
939
1034 /* lose invisiblity/hiding status for running attacks */ 940 /* lose invisiblity/hiding status for running attacks */
1035 941 if (pl->tmp_invis)
1036 if (op->type == PLAYER && op->contr->tmp_invis) 942 {
1037 {
1038 op->contr->tmp_invis = 0; 943 pl->tmp_invis = 0;
1039 op->invisible = 0; 944 op->invisible = 0;
1040 op->hide = 0; 945 op->hide = 0;
1041 update_object (op, UP_OBJ_FACE); 946 update_object (op, UP_OBJ_CHANGE);
947 }
1042 } 948 }
1043 949
1044 success = attack_ob (tmp, op); 950 int success = attack_ob (tmp, op);
1045 951
1046 /* print appropriate messages to the player */ 952 /* print appropriate messages to the player */
1047 953
1048 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 954 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1049 { 955 {
1050 if (op->type == PLAYER) 956 if (op->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 957 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1052 else if (tmp->type == PLAYER) 958 else if (tmp->type == PLAYER)
1053 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 959 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1054 } 960 }
961
1055 return success; 962 return success;
1056} 963}
1057
1058 964
1059/* skill_attack() - Core routine for use when we attack using a skills 965/* skill_attack() - Core routine for use when we attack using a skills
1060 * system. In essence, this code handles 966 * system. In essence, this code handles
1061 * all skill-based attacks, ie hth, missile and melee weapons should be 967 * all skill-based attacks, ie hth, missile and melee weapons should be
1062 * treated here. If an opponent is already supplied by move_player(), 968 * treated here. If an opponent is already supplied by move_player(),
1065 * 971 *
1066 * This is called by move_player() and attack_hth() 972 * This is called by move_player() and attack_hth()
1067 * 973 *
1068 * Initial implementation by -bt thomas@astro.psu.edu 974 * Initial implementation by -bt thomas@astro.psu.edu
1069 */ 975 */
1070
1071int 976int
1072skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 977skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1073{ 978{
1074 sint16 tx, ty; 979 sint16 tx, ty;
1075 maptile *m; 980 maptile *m;
1076 int mflags; 981 int mflags;
1077 982
1078 if (!dir) 983 if (!dir)
1079 dir = pl->facing; 984 dir = pl->facing;
985
1080 tx = freearr_x[dir]; 986 tx = freearr_x[dir];
1081 ty = freearr_y[dir]; 987 ty = freearr_y[dir];
1082 988
1083 /* If we don't yet have an opponent, find if one exists, and attack. 989 /* 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() 990 * Legal opponents are the same as outlined in move_player_attack()
1085 */ 991 */
1086 992 if (!tmp)
1087 if (tmp == NULL)
1088 { 993 {
1089 m = pl->map; 994 m = pl->map;
1090 tx = pl->x + freearr_x[dir]; 995 tx = pl->x + freearr_x[dir];
1091 ty = pl->y + freearr_y[dir]; 996 ty = pl->y + freearr_y[dir];
1092 997
1096 1001
1097 /* space must be blocked for there to be anything interesting to do */ 1002 /* 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))) 1003 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1099 return 0; 1004 return 0;
1100 1005
1101 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 1006 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) 1007 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1103 { 1008 {
1104 /* Don't attack party members */ 1009 /* Don't attack party members */
1105 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 1010 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1106 return 0; 1011 return 0;
1012
1107 break; 1013 break;
1108 } 1014 }
1109 } 1015 }
1016
1110 if (!tmp) 1017 if (!tmp)
1111 { 1018 {
1112 if (pl->type == PLAYER) 1019 if (pl->type == PLAYER)
1113 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 1020 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1021
1114 return 0; 1022 return 0;
1115 } 1023 }
1116 1024
1117 return do_skill_attack (tmp, pl, string, skill); 1025 return do_skill_attack (tmp, pl, string, skill);
1118} 1026}
1119
1120 1027
1121/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1028/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1122 1029
1123/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1030/* 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 1031 * (attack_hth) we check for weapon use, etc in the second (the new
1125 * function skill_attack() we actually attack. 1032 * function skill_attack() we actually attack.
1126 */ 1033 */
1127
1128static int 1034static int
1129attack_hth (object *pl, int dir, const char *string, object *skill) 1035attack_hth (object *pl, int dir, const char *string, object *skill)
1130{ 1036{
1131 object *enemy = NULL, *weapon; 1037 object *enemy = NULL, *weapon;
1132 1038
1135 { 1041 {
1136 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1042 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1137 { 1043 {
1138 CLEAR_FLAG (weapon, FLAG_APPLIED); 1044 CLEAR_FLAG (weapon, FLAG_APPLIED);
1139 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1045 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1140 fix_player (pl); 1046 pl->update_stats ();
1141 if (pl->type == PLAYER) 1047 if (pl->type == PLAYER)
1142 { 1048 {
1143 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1049 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1144 esrv_update_item (UPD_FLAGS, pl, weapon); 1050 esrv_update_item (UPD_FLAGS, pl, weapon);
1145 } 1051 }
1052
1146 break; 1053 break;
1147 } 1054 }
1148 } 1055 }
1056
1149 return skill_attack (enemy, pl, dir, string, skill); 1057 return skill_attack (enemy, pl, dir, string, skill);
1150} 1058}
1151
1152 1059
1153/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1060/* 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. 1061 * 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 1062 * But there is a real neato possible feature of this scheme which
1156 * bears mentioning: 1063 * bears mentioning:
1157 * Since we are only calling this from do_skill() in the future 1064 * Since we are only calling this from do_skill() in the future
1158 * we may make this routine handle 'special' melee weapons attacks 1065 * we may make this routine handle 'special' melee weapons attacks
1159 * (like disarming manuever with sai) based on player SK_level and 1066 * (like disarming manuever with sai) based on player SK_level and
1160 * weapon type. 1067 * weapon type.
1161 */ 1068 */
1162
1163static int 1069static int
1164attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1070attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1165{ 1071{
1166 1072
1167 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1073 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1168 { 1074 {
1169 if (op->type == PLAYER) 1075 if (op->type == PLAYER)
1170 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1076 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1077
1171 return 0; 1078 return 0;
1172 } 1079 }
1080
1173 return skill_attack (NULL, op, dir, string, skill); 1081 return skill_attack (NULL, op, dir, string, skill);
1174 1082
1175} 1083}

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