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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.3 by root, Sat Aug 26 08:44:07 2006 UTC vs.
Revision 1.11 by root, Tue Sep 12 00:53:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_skill_util_c = 3 * static char *rcsid_skill_util_c =
3 * "$Id: skill_util.C,v 1.3 2006/08/26 08:44:07 root Exp $"; 4 * "$Id: skill_util.C,v 1.11 2006/09/12 00:53:57 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
38 * experience. Calc_skill_exp() handles the gained experience using 40 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 41 * modifications in the skills[] table. - b.t.
40 */ 42 */
41 43
42/* define the following for skills utility debuging */ 44/* define the following for skills utility debuging */
45
43/* #define SKILL_UTIL_DEBUG */ 46/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 47
47#include <global.h> 48#include <global.h>
48#include <object.h> 49#include <object.h>
49#ifndef __CEXTRACT__ 50#ifndef __CEXTRACT__
50#include <sproto.h> 51# include <sproto.h>
51#endif 52#endif
52#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ 53#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
53#include <spells.h> 54#include <spells.h>
54 55
56/* Table of unarmed attack skills. Terminated by -1. This
57 * is also the list that we should try to use skills when
58 * automatically applying one for the player.
59 * Note it is hardcoded in the skill_util.c that dragons always
60 * want clawing if possible.
61 */
62static uint8 unarmed_skills[] = {
63 SK_KARATE,
64 SK_CLAWING,
65 SK_FLAME_TOUCH,
66 SK_SPARK_TOUCH,
67 SK_SHIVER,
68 SK_ACID_SPLASH,
69 SK_POISON_NAIL,
70 SK_PUNCHING,
71 (uint8)-1
72};
73
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 74static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); 75static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57
58const char *skill_names[NUM_SKILLS];
59 76
60/* init_skills basically just sets up the skill_names table 77/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 78 * above. The index into the array is set up by the
62 * subtypes. 79 * subtypes.
63 */ 80 */
81void
64void init_skills(void) { 82init_skills (void)
83{
65 int i; 84 int i;
66 archetype *at; 85 archetype *at;
67 86
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) { 87 for (at = first_archetype; at != NULL; at = at->next)
72 if (at->clone.type == SKILL) { 88 if (at->clone.type == SKILL)
89 {
73 if (skill_names[at->clone.subtype] != NULL) { 90 if (skill_names[at->clone.subtype] != NULL)
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 91 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); 92 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
76 } else { 93 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 94 skill_names[at->clone.subtype] = at->clone.skill;
78 }
79 }
80 } 95 }
81 96
82 /* This isn't really an error if there is no skill subtype set, but 97 /* This isn't really an error if there is no skill subtype set, but
83 * checking for this may catch some user errors. 98 * checking for this may catch some user errors.
84 */ 99 */
85 for (i=1; i<NUM_SKILLS; i++) { 100 for (i = 1; i < NUM_SKILLS; i++)
101 {
86 if (!skill_names[i]) 102 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 103 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 } 104 }
90} 105}
91 106
92 107
93/* This function goes through the player inventory and sets 108/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 109 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 110 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 111 * mostly used for sending exp.
97 */ 112 */
113void
98void link_player_skills(object *op) 114link_player_skills (object *op)
99{ 115{
100 object *tmp; 116 object *tmp;
101 117
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 118 for (tmp = op->inv; tmp; tmp = tmp->below)
119 {
103 if (tmp->type == SKILL) { 120 if (tmp->type == SKILL)
121 {
104 /* This is really a warning, hence no else below */ 122 /* This is really a warning, hence no else below */
105 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { 123 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
124 {
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 125 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 126 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 127 }
109 if (tmp->subtype >= NUM_SKILLS) { 128 if (tmp->subtype >= NUM_SKILLS)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 129 {
111 tmp->subtype, NUM_SKILLS); 130 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
112 } else { 131 }
132 else
133 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 134 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 135 op->contr->last_skill_exp[tmp->subtype] = -1;
115 } 136 }
116 } 137 }
117 } 138 }
118} 139}
119 140
120/* This returns the skill pointer of the given name (the 141/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 142 * one that accumlates exp, has the level, etc).
122 * 143 *
123 * It is presumed that the player will be needing to actually 144 * It is presumed that the player will be needing to actually
124 * 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
125 * tool, this code will equip it. 146 * tool, this code will equip it.
126 */ 147 */
148object *
127object *find_skill_by_name(object *who, const char *name) 149find_skill_by_name (object *who, const char *name)
128{ 150{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 151 object *skill = NULL, *skill_tool = NULL, *tmp;
130 152
131 if (!name) return NULL; 153 if (!name)
132
133 /* We make sure the length of the string in the object is greater
134 * in length than the passed string. Eg, if we have a skill called
135 * 'hi', we don't want to match if the user passed 'high'
136 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) &&
139 strlen(tmp->skill) >= strlen(name)) skill = tmp;
140
141 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one.
143 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) &&
145 strlen(tmp->skill) >= strlen(name)) {
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
148 skill_tool = tmp;
149 }
150 }
151 /* If this is a skill that can be used without a tool, return it */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
153
154 /* Player has a tool to use the skill. IF not applied, apply it -
155 * if not successful, return null. If they do have the skill tool
156 * but not the skill itself, give it to them.
157 */
158 if (skill_tool) {
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
160 if (apply_special(who, skill_tool, 0)) return NULL;
161 }
162 if (!skill) {
163 skill = give_skill_by_name(who, skill_tool->skill);
164 link_player_skills(who);
165 }
166 return skill;
167 }
168 return NULL; 154 return NULL;
155
156 /* We make sure the length of the string in the object is greater
157 * in length than the passed string. Eg, if we have a skill called
158 * 'hi', we don't want to match if the user passed 'high'
159 */
160 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
161 {
162 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
163 skill = tmp;
164
165 /* Try to find appropriate skilltool. If the player has one already
166 * applied, we try to keep using that one.
167 */
168 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
169 {
170 if (QUERY_FLAG (tmp, FLAG_APPLIED))
171 skill_tool = tmp;
172 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
173 skill_tool = tmp;
174 }
175 }
176 /* If this is a skill that can be used without a tool, return it */
177 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
178 return skill;
179
180 /* Player has a tool to use the skill. IF not applied, apply it -
181 * if not successful, return null. If they do have the skill tool
182 * but not the skill itself, give it to them.
183 */
184 if (skill_tool)
185 {
186 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
187 {
188 if (apply_special (who, skill_tool, 0))
189 return NULL;
190 }
191 if (!skill)
192 {
193 skill = give_skill_by_name (who, skill_tool->skill);
194 link_player_skills (who);
195 }
196 return skill;
197 }
198 return NULL;
169} 199}
170 200
171 201
172/* This returns the skill pointer of the given name (the 202/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 203 * one that accumlates exp, has the level, etc).
178 * 208 *
179 * This code is basically the same as find_skill_by_name() above, 209 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 210 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 211 * this replaces find_skill.
182 */ 212 */
213object *
183object *find_skill_by_number(object *who, int skillno) 214find_skill_by_number (object *who, int skillno)
184{ 215{
185 object *skill=NULL, *skill_tool=NULL, *tmp; 216 object *skill = NULL, *skill_tool = NULL, *tmp;
186 217
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; 218 if (skillno < 1 || skillno >= NUM_SKILLS)
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
191
192 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one.
194 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) {
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
198 skill_tool = tmp;
199 }
200 }
201 /* If this is a skill that can be used without a tool, return it */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
203
204 /* Player has a tool to use the skill. IF not applied, apply it -
205 * if not successful, return null. If they do have the skill tool
206 * but not the skill itself, give it to them.
207 */
208 if (skill_tool) {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
210 if (apply_special(who, skill_tool, 0)) return NULL;
211 }
212 if (!skill) {
213 skill = give_skill_by_name(who, skill_tool->skill);
214 link_player_skills(who);
215 }
216 return skill;
217 }
218 return NULL; 219 return NULL;
220
221 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
222 {
223 if (tmp->type == SKILL && tmp->subtype == skillno)
224 skill = tmp;
225
226 /* Try to find appropriate skilltool. If the player has one already
227 * applied, we try to keep using that one.
228 */
229 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
230 {
231 if (QUERY_FLAG (tmp, FLAG_APPLIED))
232 skill_tool = tmp;
233 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
234 skill_tool = tmp;
235 }
236 }
237 /* If this is a skill that can be used without a tool, return it */
238 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
239 return skill;
240
241 /* Player has a tool to use the skill. IF not applied, apply it -
242 * if not successful, return null. If they do have the skill tool
243 * but not the skill itself, give it to them.
244 */
245 if (skill_tool)
246 {
247 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
248 {
249 if (apply_special (who, skill_tool, 0))
250 return NULL;
251 }
252 if (!skill)
253 {
254 skill = give_skill_by_name (who, skill_tool->skill);
255 link_player_skills (who);
256 }
257 return skill;
258 }
259 return NULL;
219} 260}
220 261
221/* This changes the objects skill to new_skill. 262/* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used - 263 * note that this function doesn't always need to get used -
223 * you can now add skill exp to the player without the chosen_skill being 264 * you can now add skill exp to the player without the chosen_skill being
228 * 0x1: If set, don't update the range pointer. This is useful when we 269 * 0x1: If set, don't update the range pointer. This is useful when we
229 * need to ready a new skill, but don't want to clobber range. 270 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error 271 * return 1 on success, 0 on error
231 */ 272 */
232 273
274int
233int change_skill (object *who, object *new_skill, int flag) 275change_skill (object *who, object *new_skill, int flag)
234{ 276{
235 int old_range; 277 int old_range;
236 278
237 if ( who->type != PLAYER ) 279 if (who->type != PLAYER)
238 return 0; 280 return 0;
239 281
240 old_range = who->contr->shoottype; 282 old_range = who->contr->shoottype;
241 283
242 if (who->chosen_skill && who->chosen_skill == new_skill) 284 if (who->chosen_skill && who->chosen_skill == new_skill)
243 { 285 {
244 /* optimization for changing skill to current skill */ 286 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1)) 287 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill; 288 who->contr->shoottype = range_skill;
247 return 1; 289 return 1;
248 } 290 }
249 291
250 if (!new_skill || who->chosen_skill) 292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); 294 apply_special (who, who->chosen_skill, AP_UNAPPLY);
252 295
253 /* Only goal in this case was to unapply a skill */ 296 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0; 297 if (!new_skill)
298 return 0;
255 299
256 if (apply_special (who, new_skill, AP_APPLY)) { 300 if (apply_special (who, new_skill, AP_APPLY))
257 return 0;
258 } 301 {
302 return 0;
303 }
259 if (flag & 0x1) 304 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range; 305 who->contr->shoottype = (rangetype) old_range;
261 306
262 return 1; 307 return 1;
263} 308}
264 309
265/* This function just clears the chosen_skill and range_skill values 310/* This function just clears the chosen_skill and range_skill values
266 * inthe player. 311 * inthe player.
267 */ 312 */
313void
268void clear_skill(object *who) 314clear_skill (object *who)
269{ 315{
270 who->chosen_skill = NULL; 316 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL); 317 CLEAR_FLAG (who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) { 318 if (who->type == PLAYER)
319 {
273 who->contr->ranges[range_skill] = NULL; 320 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill) 321 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none; 322 who->contr->shoottype = range_none;
276 } 323 }
277} 324}
278 325
279/* do_skill() - Main skills use function-similar in scope to cast_spell(). 326/* do_skill() - Main skills use function-similar in scope to cast_spell().
280 * We handle all requests for skill use outside of some combat here. 327 * We handle all requests for skill use outside of some combat here.
285 * from know if a skill was actually used, as many skills don't 332 * from know if a skill was actually used, as many skills don't
286 * give any exp for their direct use (eg, throwing). 333 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 334 * It returns 0 if no skill was used.
288 */ 335 */
289 336
337int
290int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 338do_skill (object *op, object *part, object *skill, int dir, const char *string)
339{
291 int success=0, exp=0; 340 int success = 0, exp = 0;
292 int did_alc = 0; 341 int did_alc = 0;
293 object *tmp, *next; 342 object *tmp, *next;
294 343
295 if (!skill) return 0; 344 if (!skill)
345 return 0;
296 346
297 /* The code below presumes that the skill points to the object that 347 /* The code below presumes that the skill points to the object that
298 * holds the exp, level, etc of the skill. So if this is a player 348 * holds the exp, level, etc of the skill. So if this is a player
299 * go and try to find the actual real skill pointer, and if the 349 * go and try to find the actual real skill pointer, and if the
300 * the player doesn't have a bucket for that, create one. 350 * the player doesn't have a bucket for that, create one.
301 */ 351 */
302 if (skill->type != SKILL && op->type == PLAYER) { 352 if (skill->type != SKILL && op->type == PLAYER)
353 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 354 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
355 {
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 356 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 357 break;
358 }
359 if (!tmp)
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 360 tmp = give_skill_by_name (op, skill->skill);
307 skill = tmp; 361 skill = tmp;
308 } 362 }
309 363
310 // skill, by_whom, on_which_object, which direction, skill_argument 364 // skill, by_whom, on_which_object, which direction, skill_argument
311 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 365 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 return 0; 366 return 0;
313 367
314 switch(skill->subtype) { 368 switch (skill->subtype)
369 {
315 case SK_LEVITATION: 370 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 371 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 372 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 373 * equipped, that should transfer to player, when not,
319 * shouldn't. 374 * shouldn't.
320 */ 375 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 376 if (QUERY_FLAG (skill, FLAG_APPLIED))
377 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 378 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 379 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 380 }
325 else { 381 else
382 {
326 SET_FLAG(skill,FLAG_APPLIED); 383 SET_FLAG (skill, FLAG_APPLIED);
327 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); 384 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
328 } 385 }
329 fix_player(op); 386 fix_player (op);
330 success=1; 387 success = 1;
331 break; 388 break;
332 389
333 case SK_STEALING: 390 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 391 exp = success = steal (op, dir, skill);
335 break; 392 break;
336 393
337 case SK_LOCKPICKING: 394 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 395 exp = success = pick_lock (op, dir, skill);
339 break; 396 break;
340 397
341 case SK_HIDING: 398 case SK_HIDING:
342 exp = success = hide(op, skill); 399 exp = success = hide (op, skill);
343 break; 400 break;
344 401
345 case SK_JUMPING: 402 case SK_JUMPING:
346 success = jump(op, dir, skill); 403 success = jump (op, dir, skill);
347 break; 404 break;
348 405
349 case SK_INSCRIPTION: 406 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 407 exp = success = write_on_item (op, string, skill);
351 break; 408 break;
352 409
353 case SK_MEDITATION: 410 case SK_MEDITATION:
354 meditate(op, skill); 411 meditate (op, skill);
355 success=1; 412 success = 1;
356 break; 413 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 414 /* note that the following 'attack' skills gain exp through hit_player() */
358 415
359 case SK_KARATE: 416 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 417 (void) attack_hth (op, dir, "karate-chopped", skill);
361 break; 418 break;
362 419
363 case SK_PUNCHING: 420 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 421 (void) attack_hth (op, dir, "punched", skill);
365 break; 422 break;
366 423
367 case SK_FLAME_TOUCH: 424 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 425 (void) attack_hth (op, dir, "flamed", skill);
369 break; 426 break;
370 427
371 case SK_SPARK_TOUCH: 428 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 429 (void) attack_hth (op, dir, "zapped", skill);
373 break; 430 break;
374 431
375 case SK_SHIVER: 432 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 433 (void) attack_hth (op, dir, "froze", skill);
377 break; 434 break;
378 435
379 case SK_ACID_SPLASH: 436 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 437 (void) attack_hth (op, dir, "dissolved", skill);
381 break; 438 break;
382 439
383 case SK_POISON_NAIL: 440 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 441 (void) attack_hth (op, dir, "injected poison into", skill);
385 break; 442 break;
386 443
387 case SK_CLAWING: 444 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 445 (void) attack_hth (op, dir, "clawed", skill);
389 break; 446 break;
390 447
391 case SK_ONE_HANDED_WEAPON: 448 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 449 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 450 (void) attack_melee_weapon (op, dir, NULL, skill);
394 break; 451 break;
395 452
396 case SK_FIND_TRAPS: 453 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 454 exp = success = find_traps (op, skill);
398 break; 455 break;
399 456
400 case SK_SINGING: 457 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 458 exp = success = singing (op, dir, skill);
402 break; 459 break;
403 460
404 case SK_ORATORY: 461 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 462 exp = success = use_oratory (op, dir, skill);
406 break; 463 break;
407 464
408 case SK_SMITHERY: 465 case SK_SMITHERY:
409 case SK_BOWYER: 466 case SK_BOWYER:
410 case SK_JEWELER: 467 case SK_JEWELER:
411 case SK_ALCHEMY: 468 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 469 case SK_THAUMATURGY:
413 case SK_LITERACY: 470 case SK_LITERACY:
414 case SK_WOODSMAN: 471 case SK_WOODSMAN:
415 /* first, we try to find a cauldron, and do the alchemy thing. 472 /* first, we try to find a cauldron, and do the alchemy thing.
416 * failing that, we go and identify stuff. 473 * failing that, we go and identify stuff.
417 */ 474 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 475 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
419 next=tmp->above; 476 {
477 next = tmp->above;
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 {
421 attempt_do_alchemy(op, tmp); 480 attempt_do_alchemy (op, tmp);
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 481 if (QUERY_FLAG (tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp); 482 esrv_send_inventory (op, tmp);
424 did_alc=1; 483 did_alc = 1;
425 } 484 }
426 } 485 }
427 if (did_alc == 0) 486 if (did_alc == 0)
428 exp = success = skill_ident(op,skill); 487 exp = success = skill_ident (op, skill);
429 break; 488 break;
430 489
431 case SK_DET_MAGIC: 490 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 491 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 492 exp = success = skill_ident (op, skill);
434 break; 493 break;
435 494
436 case SK_DISARM_TRAPS: 495 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 496 exp = success = remove_trap (op, dir, skill);
438 break; 497 break;
439 498
440 case SK_THROWING: 499 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 500 success = skill_throw (op, part, dir, string, skill);
442 break; 501 break;
443 502
444 case SK_SET_TRAP: 503 case SK_SET_TRAP:
445 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); 504 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
446 break; 505 break;
447 506
448 case SK_USE_MAGIC_ITEM: 507 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 508 case SK_MISSILE_WEAPON:
450 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); 509 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
451 break; 510 break;
452 511
453 case SK_PRAYING: 512 case SK_PRAYING:
454 success = pray(op, skill); 513 success = pray (op, skill);
455 break; 514 break;
456 515
457 case SK_BARGAINING: 516 case SK_BARGAINING:
458 success = describe_shop(op); 517 success = describe_shop (op);
459 break; 518 break;
460 519
461 case SK_SORCERY: 520 case SK_SORCERY:
462 case SK_EVOCATION: 521 case SK_EVOCATION:
463 case SK_PYROMANCY: 522 case SK_PYROMANCY:
464 case SK_SUMMONING: 523 case SK_SUMMONING:
465 case SK_CLIMBING: 524 case SK_CLIMBING:
466 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); 525 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break; 526 break;
468 527
469 default: 528 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 529 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
471 ,query_name(op), op->chosen_skill->stats.sp); 530 break;
472 break;
473 } 531 }
474 532
475 /* For players we now update the speed_left from using the skill. 533 /* For players we now update the speed_left from using the skill.
476 * Monsters have no skill use time because of the random nature in 534 * Monsters have no skill use time because of the random nature in
477 * which use_monster_skill is called already simulates this. 535 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 536 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 537 * in the code for the skill itself.
480 */ 538 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483 539
540 if (op->type == PLAYER)
541 op->speed_left -= 1.0;
542
484 /* this is a good place to add experience for successfull use of skills. 543 /* this is a good place to add experience for successfull use of skills.
485 * Note that add_exp() will figure out player/monster experience 544 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 545 * gain problems.
487 */ 546 */
488 547
548 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 549 change_exp (op, exp, skill->skill, 0);
490 550
491 return success; 551 return success;
492} 552}
493 553
494/* calc_skill_exp() - calculates amount of experience can be gained for 554/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 555 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 556 * Here we take the view that a player must 'overcome an opponent'
515 * skill is the skill used. If no skill is used, it should just 575 * skill is the skill used. If no skill is used, it should just
516 * point back to who. 576 * point back to who.
517 * 577 *
518 */ 578 */
519 579
580int
520int calc_skill_exp(object *who, object *op, object *skill) { 581calc_skill_exp (object *who, object *op, object *skill)
582{
521 int op_exp=0,op_lvl= 0; 583 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 584 float base, value, lvl_mult = 0.0;
523 585
524 if (!skill) skill = who; 586 if (!skill)
587 skill = who;
525 588
526 /* Oct 95 - where we have an object, I expanded our treatment 589 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 590 * to 3 cases:
528 * non-living magic obj, runes and everything else. 591 * non-living magic obj, runes and everything else.
529 * 592 *
530 * If an object is not alive and magical we set the base exp higher to 593 * If an object is not alive and magical we set the base exp higher to
531 * help out exp awards for skill_ident skills. Also, if 594 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha 595 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t. 596 * and level (this was the old system) -b.t.
534 */ 597 */
535 598
536 if(!op) { /* no item/creature */ 599 if (!op)
600 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 601 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
538 op_exp = 0; 602 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 603 }
540 * for the amount of experience */ 604 else if (op->type == RUNE || op->type == TRAP)
605 { /* all traps. If stats.Cha > 1 we use that
606 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 607 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 608 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 609 }
610 else
611 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 612 op_exp = op->stats.exp;
545 op_lvl = op->level; 613 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 614 if (!QUERY_FLAG (op, FLAG_ALIVE))
615 { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic); 616 op_lvl += 5 * abs (op->magic);
548 } 617 }
549 } 618 }
550 619
551 if(op_lvl<1) op_lvl = 1; 620 if (op_lvl < 1)
621 op_lvl = 1;
552 622
553 if(who->type!=PLAYER) { /* for monsters only */ 623 if (who->type != PLAYER)
624 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 625 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
626 }
627 else
555 } else { /* for players */ 628 { /* for players */
556 base = op_exp; 629 base = op_exp;
557 /* if skill really is a skill, then we can look at the skill archetype for 630 /* if skill really is a skill, then we can look at the skill archetype for
558 * bse reward value (exp) and level multiplier factor. 631 * bse reward value (exp) and level multiplier factor.
559 */ 632 */
560 if (skill->type == SKILL) { 633 if (skill->type == SKILL)
634 {
561 base += skill->arch->clone.stats.exp; 635 base += skill->arch->clone.stats.exp;
562 if (settings.simple_exp) { 636 if (settings.simple_exp)
637 {
563 if (skill->arch->clone.level) 638 if (skill->arch->clone.level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 639 lvl_mult = (float) skill->arch->clone.level / 100.0;
565 else 640 else
566 lvl_mult = 1.0; /* no adjustment */ 641 lvl_mult = 1.0; /* no adjustment */
567 } 642 }
568 else { 643 else
569 if (skill->level) 644 {
645 if (skill->level)
570 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 646 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
571 else 647 else
572 lvl_mult = 1.0; 648 lvl_mult = 1.0;
573 } 649 }
574 } else { 650 }
651 else
652 {
575 /* Don't divide by zero here! */ 653 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 654 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
577 } 655 }
578 } 656 }
579 657
580 /* assemble the exp total, and return value */ 658 /* assemble the exp total, and return value */
581 659
582 value = base * lvl_mult; 660 value = base * lvl_mult;
661 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 662 value = 1; /* Always give at least 1 exp point */
584 663
585#ifdef SKILL_UTIL_DEBUG 664#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 665 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
587 who->name,skill->level,op->name,op_lvl);
588#endif 666#endif
589 return ( (int) value); 667 return ((int) value);
590} 668}
591 669
592/* Learn skill. This inserts the requested skill in the player's 670/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 671 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 672 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 673 * This one actually teaches the player the skill as something
596 * they can equip. 674 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 675 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 676 * player learns the skill, 2 otherwise.
599 */ 677 */
600 678
601int 679int
602learn_skill (object *pl, object *scroll) { 680learn_skill (object *pl, object *scroll)
681{
603 object *tmp; 682 object *tmp;
604 683
605 if (!scroll->skill) { 684 if (!scroll->skill)
685 {
606 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); 686 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
607 return 2; 687 return 2;
608 } 688 }
609 689
610 /* can't use find_skill_by_name because we want skills the player knows 690 /* can't use find_skill_by_name because we want skills the player knows
611 * but can't use natively. 691 * but can't use natively.
612 */ 692 */
613 693
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) 694 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; 695 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
696 break;
616 697
617 /* player already knows it */ 698 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 699 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
700 return 0;
619 701
620 702
621 703
622 /* now a random change to learn, based on player Int. 704 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 705 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 706 * might never be able to learn anything.
625 */ 707 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 708 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 709 return 2; /* failure :< */
628 710
629 if (!tmp) 711 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 712 tmp = give_skill_by_name (pl, scroll->skill);
631 713
632 if (!tmp) { 714 if (!tmp)
715 {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); 716 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
634 return 2; 717 return 2;
635 } 718 }
636 719
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 720 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 721 link_player_skills (pl);
639 return 1; 722 return 1;
640} 723}
641 724
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 725/* Gives a percentage clipped to 0% -> 100% of a/b. */
726
643/* Probably belongs in some global utils-type file? */ 727/* Probably belongs in some global utils-type file? */
728static int
644static int clipped_percent(sint64 a, sint64 b) 729clipped_percent (sint64 a, sint64 b)
645{ 730{
646 int rv; 731 int rv;
647 732
648 if (b <= 0) 733 if (b <= 0)
649 return 0; 734 return 0;
650 735
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 736 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 737
653 if (rv < 0) 738 if (rv < 0)
654 return 0; 739 return 0;
655 else if (rv > 100) 740 else if (rv > 100)
656 return 100; 741 return 100;
657 742
658 return rv; 743 return rv;
659} 744}
660 745
661/* show_skills() - Meant to allow players to examine 746/* show_skills() - Meant to allow players to examine
662 * their current skill list. 747 * their current skill list.
666 * Note this function is a bit more complicated becauase we 751 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 752 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit 753 * just dumped this as we found it, this would be a bit
669 * simpler. 754 * simpler.
670 */ 755 */
671 756
757void
672void show_skills(object *op, const char* search) { 758show_skills (object *op, const char *search)
759{
673 object *tmp=NULL; 760 object *tmp = NULL;
674 char buf[MAX_BUF]; 761 char buf[MAX_BUF];
675 const char *cp; 762 const char *cp;
676 int i,num_skills_found=0; 763 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 764 static const char *const periods = "........................................";
765
678 /* Need to have a pointer and use strdup for qsort to work properly */ 766 /* Need to have a pointer and use strdup for qsort to work properly */
679 char skills[NUM_SKILLS][MAX_BUF]; 767 char skills[NUM_SKILLS][MAX_BUF];
680 768
681 769
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
771 {
683 if (tmp->type == SKILL) { 772 if (tmp->type == SKILL)
773 {
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 774 if (search && strstr (tmp->name, search) == NULL)
775 continue;
685 /* Basically want to fill this out to 40 spaces with periods */ 776 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 777 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0; 778 buf[40] = 0;
688 779
689 if (settings.permanent_exp_ratio) { 780 if (settings.permanent_exp_ratio)
690#ifdef WIN32 781 {
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)",
692 buf,tmp->level,
693 tmp->stats.exp,
694 level_exp(tmp->level+1, op->expmul),
695 clipped_percent(tmp->perm_exp,tmp->stats.exp));
696#else
697 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", 782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
698 buf,tmp->level, 783 buf, tmp->level,
699 tmp->stats.exp, 784 (long long) tmp->stats.exp,
700 level_exp(tmp->level+1, op->expmul), 785 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
701 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 786 }
702#endif 787 else
703 } else { 788 {
704#ifdef WIN32
705 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)",
706 buf,tmp->level,
707 tmp->stats.exp,
708 level_exp(tmp->level+1, op->expmul));
709#else
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
711 buf,tmp->level, 790 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
712 tmp->stats.exp, 791 }
713 level_exp(tmp->level+1, op->expmul));
714#endif
715 }
716 /* I don't know why some characters get a bunch of skills, but 792 /* I don't know why some characters get a bunch of skills, but
717 * it sometimes happens (maybe a leftover from bugier earlier code 793 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 794 * and those character are still about). In any case, lets handle
719 * it so it doesn't crash the server - otherwise, one character may 795 * it so it doesn't crash the server - otherwise, one character may
720 * crash the server numerous times. 796 * crash the server numerous times.
721 */ 797 */
722 if (num_skills_found >= NUM_SKILLS) { 798 if (num_skills_found >= NUM_SKILLS)
799 {
723 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 800 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
724 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); 801 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
725 break; 802 break;
803 }
804 }
726 } 805 }
727 }
728 }
729 806
730 clear_win_info(op); 807 clear_win_info (op);
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); 808 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
809 if (num_skills_found > 1)
732 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); 810 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
733 811
734 for (i=0; i<num_skills_found; i++) { 812 for (i = 0; i < num_skills_found; i++)
813 {
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 814 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
736 } 815 }
737 816
738 new_draw_info_format(NDI_UNIQUE, 0, op, 817 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
739 "You can handle %d weapon improvements.",op->level/5+5);
740 818
741 cp = determine_god(op); 819 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 820 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
743 "You worship %s.", cp?cp:"no god at current time");
744 821
745 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 822 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
746 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 823 op->contr->item_power, (int) (op->level * settings.item_power_factor));
747} 824}
748 825
749/* use_skill() - similar to invoke command, it executes the skill in the 826/* use_skill() - similar to invoke command, it executes the skill in the
750 * direction that the user is facing. Returns false if we are unable to 827 * direction that the user is facing. Returns false if we are unable to
751 * change to the requested skill, or were unable to use the skill properly. 828 * change to the requested skill, or were unable to use the skill properly.
752 * This is tricky because skills can have spaces. We basically roll 829 * This is tricky because skills can have spaces. We basically roll
753 * our own find_skill_by_name so we can try to do better string matching. 830 * our own find_skill_by_name so we can try to do better string matching.
754 */ 831 */
755 832
833int
756int use_skill(object *op, const char *string) { 834use_skill (object *op, const char *string)
835{
757 object *skop; 836 object *skop;
758 size_t len; 837 size_t len;
759 838
760 if (!string) return 0; 839 if (!string)
840 return 0;
761 841
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 842 for (skop = op->inv; skop != NULL; skop = skop->below)
843 {
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 844 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 845 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
765 break; 846 break;
766 else if (skop->type == SKILL_TOOL && 847 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
767 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
768 break; 848 break;
769 } 849 }
770 if (!skop) { 850 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 } 851 {
852 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
853 return 0;
854 }
775 855
776 len=strlen(skop->skill); 856 len = strlen (skop->skill);
777 857
778 /* All this logic goes and skips over the skill name to find any 858 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 859 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 860 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 861 * want to skip over any leading spaces.
782 */ 862 */
783 if(len>=strlen(string)) { 863 if (len >= strlen (string))
784 string=NULL;
785 } else {
786 string += len;
787 while(*string==0x20) string++;
788 if(strlen(string)==0) string = NULL;
789 } 864 {
865 string = NULL;
790 866 }
867 else
868 {
869 string += len;
870 while (*string == 0x20)
871 string++;
872 if (strlen (string) == 0)
873 string = NULL;
874 }
875
791#ifdef SKILL_UTIL_DEBUG 876#ifdef SKILL_UTIL_DEBUG
792 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); 877 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
793#endif 878#endif
794 879
795 /* Change to the new skill, then execute it. */ 880 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 881 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 882 return 1;
883
884 return 0;
799} 885}
800 886
801 887
802 888
803/* This finds the best unarmed skill the player has, and returns 889/* This finds the best unarmed skill the player has, and returns
812 * Unlike the old code, we don't give out any skills - it is 898 * Unlike the old code, we don't give out any skills - it is
813 * possible you just don't have any ability to get into unarmed 899 * possible you just don't have any ability to get into unarmed
814 * combat. If everyone race/class should have one, this should 900 * combat. If everyone race/class should have one, this should
815 * be handled in the starting treasurelists, not in the code. 901 * be handled in the starting treasurelists, not in the code.
816 */ 902 */
903static object *
817static object *find_best_player_hth_skill(object *op) 904find_best_player_hth_skill (object *op)
818{ 905{
819 object *tmp, *best_skill=NULL; 906 object *tmp, *best_skill = NULL;
820 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; 907 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
821 908
822 for (tmp=op->inv; tmp; tmp=tmp->below) { 909 for (tmp = op->inv; tmp; tmp = tmp->below)
910 {
823 if (tmp->type == SKILL) { 911 if (tmp->type == SKILL)
912 {
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 913 if (dragon && tmp->subtype == SK_CLAWING)
914 return tmp;
825 915
826 /* The order in the array is preferred order. So basically, 916 /* The order in the array is preferred order. So basically,
827 * we just cut down the number to search - eg, if we find a skill 917 * we just cut down the number to search - eg, if we find a skill
828 * early on in flame touch, then we only need to look into the unarmed_array 918 * early on in flame touch, then we only need to look into the unarmed_array
829 * to the entry before flame touch - don't care about the entries afterward, 919 * to the entry before flame touch - don't care about the entries afterward,
830 * because they are infrerior skills. 920 * because they are infrerior skills.
831 * if we end up finding the best skill (i==0) might as well return 921 * if we end up finding the best skill (i==0) might as well return
832 * right away - can't get any better than that. 922 * right away - can't get any better than that.
833 */ 923 */
834 for (i=0; i<last_skill; i++) { 924 for (i = 0; i < last_skill; i++)
925 {
835 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { 926 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
836 best_skill = tmp; 927 {
837 last_skill = i; 928 best_skill = tmp;
838 if (i==0) return best_skill; 929 last_skill = i;
839 } 930 if (i == 0)
931 return best_skill;
932 }
933 }
934 }
840 } 935 }
841 }
842 }
843 return best_skill; 936 return best_skill;
844} 937}
845 938
846/* do_skill_attack() - We have got an appropriate opponent from either 939/* do_skill_attack() - We have got an appropriate opponent from either
847 * move_player_attack() or skill_attack(). In this part we get on with 940 * move_player_attack() or skill_attack(). In this part we get on with
848 * attacking, take care of messages from the attack and changes in invisible. 941 * attacking, take care of messages from the attack and changes in invisible.
850 * tmp is the targetted monster. 943 * tmp is the targetted monster.
851 * op is what is attacking 944 * op is what is attacking
852 * string is passed along to describe what messages to describe 945 * string is passed along to describe what messages to describe
853 * the damage. 946 * the damage.
854 */ 947 */
855 948
949static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 950do_skill_attack (object *tmp, object *op, const char *string, object *skill)
951{
857 int success; 952 int success;
858 953
954 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
955 return RESULT_INT (0);
956
859 /* For Players only: if there is no ready weapon, and no "attack" skill 957 /* For Players only: if there is no ready weapon, and no "attack" skill
860 * is readied either then try to find a skill for the player to use. 958 * is readied either then try to find a skill for the player to use.
861 * it is presumed that if skill is set, it is a valid attack skill (eg, 959 * it is presumed that if skill is set, it is a valid attack skill (eg,
862 * the caller should have set it appropriately). We still want to pass 960 * the caller should have set it appropriately). We still want to pass
863 * through that code if skill is set to change to the skill. 961 * through that code if skill is set to change to the skill.
864 */ 962 */
865 if(op->type==PLAYER) { 963 if (op->type == PLAYER)
964 {
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 965 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
966 {
867 size_t i; 967 size_t i;
868 968
869 if (!skill) { 969 if (!skill)
970 {
870 /* See if the players chosen skill is a combat skill, and use 971 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 972 * it if appropriate.
872 */ 973 */
873 if (op->chosen_skill) { 974 if (op->chosen_skill)
975 {
874 for (i=0; i<sizeof(unarmed_skills); i++) 976 for (i = 0; i < sizeof (unarmed_skills); i++)
875 if (op->chosen_skill->subtype == unarmed_skills[i]) { 977 if (op->chosen_skill->subtype == unarmed_skills[i])
876 skill = op->chosen_skill; 978 {
877 break; 979 skill = op->chosen_skill;
878 } 980 break;
879 } 981 }
982 }
880 /* If we didn't find a skill above, look harder for a good skill */ 983 /* If we didn't find a skill above, look harder for a good skill */
881 if (!skill) { 984 if (!skill)
985 {
882 skill = find_best_player_hth_skill(op); 986 skill = find_best_player_hth_skill (op);
883 987
884 if (!skill) { 988 if (!skill)
989 {
885 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 990 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
886 return 0; 991 return 0;
887 } 992 }
888 } 993 }
889 } 994 }
890 if (skill != op->chosen_skill) { 995 if (skill != op->chosen_skill)
996 {
891 /* now try to ready the new skill */ 997 /* now try to ready the new skill */
892 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 998 if (!change_skill (op, skill, 0))
999 { /* oh oh, trouble! */
893 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); 1000 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
894 return 0; 1001 return 0;
895 } 1002 }
896 } 1003 }
897 } else { 1004 }
1005 else
1006 {
898 /* Seen some crashes below where current_weapon is not set, 1007 /* Seen some crashes below where current_weapon is not set,
899 * even though the flag says it is. So if current weapon isn't set, 1008 * even though the flag says it is. So if current weapon isn't set,
900 * do some work in trying to find the object to use. 1009 * do some work in trying to find the object to use.
901 */ 1010 */
902 if (!op->current_weapon) { 1011 if (!op->current_weapon)
903 object *tmp; 1012 {
1013 object *tmp;
904 1014
905 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 1015 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
906 op->name);
907 for (tmp=op->inv; tmp; tmp=tmp->below) 1016 for (tmp = op->inv; tmp; tmp = tmp->below)
908 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; 1017 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1018 break;
909 1019
910 if (op->current_weapon_script) 1020 if (!tmp)
911 FREE_AND_CLEAR_STR(op->current_weapon_script); 1021 {
912 if (!tmp) {
913 LOG(llevError,"Could not find applied weapon on %s\n", 1022 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
914 op->name);
915 op->current_weapon=NULL; 1023 op->current_weapon = NULL;
916 return 0; 1024 return 0;
917 } else { 1025 }
1026 else
1027 {
918 op->current_weapon = tmp; 1028 op->current_weapon = tmp;
919 op->current_weapon_script=add_string(query_name(tmp)); 1029 }
920 } 1030 }
921 }
922 1031
923 /* Has ready weapon - make sure chosen_skill is set up properly */ 1032 /* Has ready weapon - make sure chosen_skill is set up properly */
924 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { 1033 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1034 {
925 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); 1035 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1036 }
1037 }
926 } 1038 }
927 }
928 }
929 1039
930 /* lose invisiblity/hiding status for running attacks */ 1040 /* lose invisiblity/hiding status for running attacks */
931 1041
932 if(op->type==PLAYER && op->contr->tmp_invis) { 1042 if (op->type == PLAYER && op->contr->tmp_invis)
1043 {
933 op->contr->tmp_invis=0; 1044 op->contr->tmp_invis = 0;
934 op->invisible=0; 1045 op->invisible = 0;
935 op->hide=0; 1046 op->hide = 0;
936 update_object(op,UP_OBJ_FACE); 1047 update_object (op, UP_OBJ_FACE);
937 } 1048 }
938 1049
939 success = attack_ob(tmp,op); 1050 success = attack_ob (tmp, op);
940 1051
941 /* print appropriate messages to the player */ 1052 /* print appropriate messages to the player */
942 1053
943 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 1054 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1055 {
944 if(op->type==PLAYER) 1056 if (op->type == PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,op, 1057 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
946 "You %s %s!",string,query_name(tmp));
947 else if(tmp->type==PLAYER) 1058 else if (tmp->type == PLAYER)
948 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1059 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
949 "%s %s you!",query_name(op),string);
950 } 1060 }
951 return success; 1061 return success;
952} 1062}
953 1063
954 1064
955/* skill_attack() - Core routine for use when we attack using a skills 1065/* skill_attack() - Core routine for use when we attack using a skills
956 * system. In essence, this code handles 1066 * system. In essence, this code handles
957 * all skill-based attacks, ie hth, missile and melee weapons should be 1067 * all skill-based attacks, ie hth, missile and melee weapons should be
961 * 1071 *
962 * This is called by move_player() and attack_hth() 1072 * This is called by move_player() and attack_hth()
963 * 1073 *
964 * Initial implementation by -bt thomas@astro.psu.edu 1074 * Initial implementation by -bt thomas@astro.psu.edu
965 */ 1075 */
966 1076
1077int
967int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 1078skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1079{
968 sint16 tx,ty; 1080 sint16 tx, ty;
969 mapstruct *m; 1081 mapstruct *m;
970 int mflags; 1082 int mflags;
971 1083
1084 if (!dir)
972 if(!dir) dir=pl->facing; 1085 dir = pl->facing;
973 tx=freearr_x[dir]; 1086 tx = freearr_x[dir];
974 ty=freearr_y[dir]; 1087 ty = freearr_y[dir];
975 1088
976 /* If we don't yet have an opponent, find if one exists, and attack. 1089 /* If we don't yet have an opponent, find if one exists, and attack.
977 * Legal opponents are the same as outlined in move_player_attack() 1090 * Legal opponents are the same as outlined in move_player_attack()
978 */ 1091 */
979 1092
980 if(tmp==NULL) { 1093 if (tmp == NULL)
1094 {
981 m = pl->map; 1095 m = pl->map;
982 tx = pl->x + freearr_x[dir]; 1096 tx = pl->x + freearr_x[dir];
983 ty = pl->y + freearr_y[dir]; 1097 ty = pl->y + freearr_y[dir];
984 1098
985 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 1099 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
986 if (mflags & P_OUT_OF_MAP) return 0; 1100 if (mflags & P_OUT_OF_MAP)
1101 return 0;
987 1102
988 /* space must be blocked for there to be anything interesting to do */ 1103 /* space must be blocked for there to be anything interesting to do */
989 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; 1104 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1105 return 0;
990 1106
991 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) 1107 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
992 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 1108 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
993 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 1109 {
994 || tmp->type==LOCKED_DOOR ) {
995 /* Don't attack party members */ 1110 /* Don't attack party members */
996 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 1111 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
997 && pl->contr->party==tmp->contr->party)) 1112 return 0;
998 return 0;
999 break; 1113 break;
1114 }
1000 } 1115 }
1001 }
1002 if (!tmp) { 1116 if (!tmp)
1117 {
1003 if(pl->type==PLAYER) 1118 if (pl->type == PLAYER)
1004 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); 1119 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1005 return 0; 1120 return 0;
1006 } 1121 }
1007 1122
1008 return do_skill_attack(tmp,pl,string, skill); 1123 return do_skill_attack (tmp, pl, string, skill);
1009} 1124}
1010 1125
1011 1126
1012/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1127/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1128
1013/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1129/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1014 * (attack_hth) we check for weapon use, etc in the second (the new 1130 * (attack_hth) we check for weapon use, etc in the second (the new
1015 * function skill_attack() we actually attack. 1131 * function skill_attack() we actually attack.
1016 */ 1132 */
1017 1133
1134static int
1018static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1135attack_hth (object *pl, int dir, const char *string, object *skill)
1136{
1019 object *enemy=NULL,*weapon; 1137 object *enemy = NULL, *weapon;
1020 1138
1021 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1139 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1022 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1140 for (weapon = pl->inv; weapon; weapon = weapon->below)
1141 {
1023 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1142 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1143 {
1024 CLEAR_FLAG(weapon,FLAG_APPLIED); 1144 CLEAR_FLAG (weapon, FLAG_APPLIED);
1025 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1145 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1026 fix_player(pl); 1146 fix_player (pl);
1027 if(pl->type==PLAYER) { 1147 if (pl->type == PLAYER)
1148 {
1028 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); 1149 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1029 esrv_update_item(UPD_FLAGS, pl, weapon); 1150 esrv_update_item (UPD_FLAGS, pl, weapon);
1030 } 1151 }
1031 break; 1152 break;
1153 }
1032 } 1154 }
1033 }
1034 return skill_attack(enemy,pl,dir,string, skill); 1155 return skill_attack (enemy, pl, dir, string, skill);
1035} 1156}
1036 1157
1037 1158
1038/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1159/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1039 * For now we are just checking to see if we have a ready weapon here. 1160 * For now we are just checking to see if we have a ready weapon here.
1043 * we may make this routine handle 'special' melee weapons attacks 1164 * we may make this routine handle 'special' melee weapons attacks
1044 * (like disarming manuever with sai) based on player SK_level and 1165 * (like disarming manuever with sai) based on player SK_level and
1045 * weapon type. 1166 * weapon type.
1046 */ 1167 */
1047 1168
1169static int
1048static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1170attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1171{
1049 1172
1050 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1173 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1174 {
1051 if(op->type==PLAYER) 1175 if (op->type == PLAYER)
1052 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); 1176 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1053 return 0; 1177 return 0;
1054 } 1178 }
1055 return skill_attack(NULL,op,dir,string, skill); 1179 return skill_attack (NULL, op, dir, string, skill);
1056 1180
1057} 1181}

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