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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 1.22 by root, Fri Dec 22 16:34:00 2006 UTC

1/*
2 * static char *rcsid_skill_util_c =
3 * "$Id: skill_util.C,v 1.3 2006/08/26 08:44:07 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
29 25
30/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
38 * experience. Calc_skill_exp() handles the gained experience using 34 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 35 * modifications in the skills[] table. - b.t.
40 */ 36 */
41 37
42/* define the following for skills utility debuging */ 38/* define the following for skills utility debuging */
39
43/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 41
47#include <global.h> 42#include <global.h>
48#include <object.h> 43#include <object.h>
49#ifndef __CEXTRACT__ 44#ifndef __CEXTRACT__
50#include <sproto.h> 45# include <sproto.h>
51#endif 46#endif
52#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ 47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
53#include <spells.h> 48#include <spells.h>
54 49
50/* Table of unarmed attack skills. Terminated by -1. This
51 * is also the list that we should try to use skills when
52 * automatically applying one for the player.
53 */
54static uint8 unarmed_skills[] = {
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64};
65
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 66static 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); 67static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57
58const char *skill_names[NUM_SKILLS];
59 68
60/* init_skills basically just sets up the skill_names table 69/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 70 * above. The index into the array is set up by the
62 * subtypes. 71 * subtypes.
63 */ 72 */
73void
64void init_skills(void) { 74init_skills (void)
75{
65 int i; 76 int i;
66 archetype *at; 77 archetype *at;
67 78
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) { 79 for (at = first_archetype; at != NULL; at = at->next)
72 if (at->clone.type == SKILL) { 80 if (at->clone.type == SKILL)
81 {
73 if (skill_names[at->clone.subtype] != NULL) { 82 if (skill_names[at->clone.subtype] != NULL)
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 83 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); 84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
76 } else { 85 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 86 skill_names[at->clone.subtype] = at->clone.skill;
78 }
79 }
80 } 87 }
81 88
82 /* This isn't really an error if there is no skill subtype set, but 89 /* This isn't really an error if there is no skill subtype set, but
83 * checking for this may catch some user errors. 90 * checking for this may catch some user errors.
84 */ 91 */
85 for (i=1; i<NUM_SKILLS; i++) { 92 for (i = 1; i < NUM_SKILLS; i++)
93 {
86 if (!skill_names[i]) 94 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 } 96 }
90} 97}
91
92 98
93/* This function goes through the player inventory and sets 99/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 100 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 101 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 102 * mostly used for sending exp.
97 */ 103 */
104void
98void link_player_skills(object *op) 105link_player_skills (object *op)
99{ 106{
100 object *tmp; 107 object *tmp;
101 108
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 109 for (tmp = op->inv; tmp; tmp = tmp->below)
110 {
103 if (tmp->type == SKILL) { 111 if (tmp->type == SKILL)
112 {
104 /* This is really a warning, hence no else below */ 113 /* 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) { 114 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
115 {
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 116 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 117 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 118 }
109 if (tmp->subtype >= NUM_SKILLS) { 119 if (tmp->subtype >= NUM_SKILLS)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 120 {
111 tmp->subtype, NUM_SKILLS); 121 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
112 } else { 122 }
123 else
124 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 125 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 126 op->contr->last_skill_exp[tmp->subtype] = -1;
115 } 127 }
116 } 128 }
117 } 129 }
118} 130}
119 131
120/* This returns the skill pointer of the given name (the 132/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 133 * one that accumlates exp, has the level, etc).
122 * 134 *
123 * It is presumed that the player will be needing to actually 135 * 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 136 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 137 * tool, this code will equip it.
126 */ 138 */
139object *
127object *find_skill_by_name(object *who, const char *name) 140find_skill_by_name (object *who, const char *name)
128{ 141{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 142 object *skill = NULL, *skill_tool = NULL, *tmp;
130 143
131 if (!name) return NULL; 144 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; 145 return NULL;
146
147 /* We make sure the length of the string in the object is greater
148 * in length than the passed string. Eg, if we have a skill called
149 * 'hi', we don't want to match if the user passed 'high'
150 */
151 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
152 {
153 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
154 skill = tmp;
155
156 /* Try to find appropriate skilltool. If the player has one already
157 * applied, we try to keep using that one.
158 */
159 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
160 {
161 if (QUERY_FLAG (tmp, FLAG_APPLIED))
162 skill_tool = tmp;
163 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
164 skill_tool = tmp;
165 }
166 }
167 /* If this is a skill that can be used without a tool, return it */
168 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
169 return skill;
170
171 /* Player has a tool to use the skill. IF not applied, apply it -
172 * if not successful, return null. If they do have the skill tool
173 * but not the skill itself, give it to them.
174 */
175 if (skill_tool)
176 {
177 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
178 {
179 if (apply_special (who, skill_tool, 0))
180 return NULL;
181 }
182 if (!skill)
183 {
184 skill = give_skill_by_name (who, skill_tool->skill);
185 link_player_skills (who);
186 }
187 return skill;
188 }
189 return NULL;
169} 190}
170 191
171 192
172/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 194 * one that accumlates exp, has the level, etc).
178 * 199 *
179 * This code is basically the same as find_skill_by_name() above, 200 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 201 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 202 * this replaces find_skill.
182 */ 203 */
204object *
183object *find_skill_by_number(object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
184{ 206{
185 object *skill=NULL, *skill_tool=NULL, *tmp; 207 object *skill = NULL, *skill_tool = NULL, *tmp;
186 208
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; 209 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; 210 return NULL;
211
212 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
213 {
214 if (tmp->type == SKILL && tmp->subtype == skillno)
215 skill = tmp;
216
217 /* Try to find appropriate skilltool. If the player has one already
218 * applied, we try to keep using that one.
219 */
220 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
221 {
222 if (QUERY_FLAG (tmp, FLAG_APPLIED))
223 skill_tool = tmp;
224 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
225 skill_tool = tmp;
226 }
227 }
228 /* If this is a skill that can be used without a tool, return it */
229 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
230 return skill;
231
232 /* Player has a tool to use the skill. IF not applied, apply it -
233 * if not successful, return null. If they do have the skill tool
234 * but not the skill itself, give it to them.
235 */
236 if (skill_tool)
237 {
238 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
239 {
240 if (apply_special (who, skill_tool, 0))
241 return NULL;
242 }
243
244 if (!skill)
245 {
246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who);
248 }
249
250 return skill;
251 }
252
253 return NULL;
219} 254}
220 255
221/* This changes the objects skill to new_skill. 256/* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used - 257 * 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 258 * 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 263 * 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. 264 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error 265 * return 1 on success, 0 on error
231 */ 266 */
232 267
268int
233int change_skill (object *who, object *new_skill, int flag) 269change_skill (object *who, object *new_skill, int flag)
234{ 270{
235 int old_range; 271 int old_range;
236 272
237 if ( who->type != PLAYER ) 273 if (who->type != PLAYER)
238 return 0; 274 return 0;
239 275
240 old_range = who->contr->shoottype; 276 old_range = who->contr->shoottype;
241 277
242 if (who->chosen_skill && who->chosen_skill == new_skill) 278 if (who->chosen_skill && who->chosen_skill == new_skill)
243 { 279 {
244 /* optimization for changing skill to current skill */ 280 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1)) 281 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill; 282 who->contr->shoottype = range_skill;
283
247 return 1; 284 return 1;
248 } 285 }
249 286
287 // move skill to front, so it will be preferred next time
288 new_skill->remove ();
289 who->insert (new_skill);
290
250 if (!new_skill || who->chosen_skill) 291 if (!new_skill || who->chosen_skill)
292 if (who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); 293 apply_special (who, who->chosen_skill, AP_UNAPPLY);
252 294
253 /* Only goal in this case was to unapply a skill */ 295 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0; 296 if (!new_skill)
297 return 0;
255 298
256 if (apply_special (who, new_skill, AP_APPLY)) { 299 if (apply_special (who, new_skill, AP_APPLY))
257 return 0; 300 return 0;
258 } 301
259 if (flag & 0x1) 302 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range; 303 who->contr->shoottype = (rangetype)old_range;
261 304
262 return 1; 305 return 1;
263} 306}
264 307
265/* This function just clears the chosen_skill and range_skill values 308/* This function just clears the chosen_skill and range_skill values
266 * inthe player. 309 * inthe player.
267 */ 310 */
311void
268void clear_skill(object *who) 312clear_skill (object *who)
269{ 313{
270 who->chosen_skill = NULL; 314 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL); 315 CLEAR_FLAG (who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) { 316 if (who->type == PLAYER)
317 {
273 who->contr->ranges[range_skill] = NULL; 318 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill) 319 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none; 320 who->contr->shoottype = range_none;
276 } 321 }
277} 322}
278 323
279/* do_skill() - Main skills use function-similar in scope to cast_spell(). 324/* 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. 325 * 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 330 * from know if a skill was actually used, as many skills don't
286 * give any exp for their direct use (eg, throwing). 331 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 332 * It returns 0 if no skill was used.
288 */ 333 */
289 334
335int
290int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 336do_skill (object *op, object *part, object *skill, int dir, const char *string)
337{
291 int success=0, exp=0; 338 int success = 0, exp = 0;
292 int did_alc = 0; 339 int did_alc = 0;
293 object *tmp, *next; 340 object *tmp, *next;
294 341
295 if (!skill) return 0; 342 if (!skill)
343 return 0;
296 344
297 /* The code below presumes that the skill points to the object that 345 /* 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 346 * 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 347 * 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. 348 * the player doesn't have a bucket for that, create one.
301 */ 349 */
302 if (skill->type != SKILL && op->type == PLAYER) { 350 if (skill->type != SKILL && op->type == PLAYER)
351 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 352 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
353 {
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 354 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 355 break;
356 }
357 if (!tmp)
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 358 tmp = give_skill_by_name (op, skill->skill);
307 skill = tmp; 359 skill = tmp;
308 } 360 }
309 361
310 // skill, by_whom, on_which_object, which direction, skill_argument 362 // 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))) 363 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 return 0; 364 return 0;
313 365
314 switch(skill->subtype) { 366 switch (skill->subtype)
367 {
315 case SK_LEVITATION: 368 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 369 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 370 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 371 * equipped, that should transfer to player, when not,
319 * shouldn't. 372 * shouldn't.
320 */ 373 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 374 if (QUERY_FLAG (skill, FLAG_APPLIED))
375 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 376 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 377 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 378 }
325 else { 379 else
380 {
326 SET_FLAG(skill,FLAG_APPLIED); 381 SET_FLAG (skill, FLAG_APPLIED);
327 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); 382 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
328 } 383 }
329 fix_player(op); 384 op->update_stats ();
330 success=1; 385 success = 1;
331 break; 386 break;
332 387
333 case SK_STEALING: 388 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 389 exp = success = steal (op, dir, skill);
335 break; 390 break;
336 391
337 case SK_LOCKPICKING: 392 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 393 exp = success = pick_lock (op, dir, skill);
339 break; 394 break;
340 395
341 case SK_HIDING: 396 case SK_HIDING:
342 exp = success = hide(op, skill); 397 exp = success = hide (op, skill);
343 break; 398 break;
344 399
345 case SK_JUMPING: 400 case SK_JUMPING:
346 success = jump(op, dir, skill); 401 success = jump (op, dir, skill);
347 break; 402 break;
348 403
349 case SK_INSCRIPTION: 404 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 405 exp = success = write_on_item (op, string, skill);
351 break; 406 break;
352 407
353 case SK_MEDITATION: 408 case SK_MEDITATION:
354 meditate(op, skill); 409 meditate (op, skill);
355 success=1; 410 success = 1;
356 break; 411 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 412 /* note that the following 'attack' skills gain exp through hit_player() */
358 413
359 case SK_KARATE: 414 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 415 (void) attack_hth (op, dir, "karate-chopped", skill);
361 break; 416 break;
362 417
363 case SK_PUNCHING: 418 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 419 (void) attack_hth (op, dir, "punched", skill);
365 break; 420 break;
366 421
367 case SK_FLAME_TOUCH: 422 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 423 (void) attack_hth (op, dir, "flamed", skill);
369 break; 424 break;
370 425
371 case SK_SPARK_TOUCH: 426 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 427 (void) attack_hth (op, dir, "zapped", skill);
373 break; 428 break;
374 429
375 case SK_SHIVER: 430 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 431 (void) attack_hth (op, dir, "froze", skill);
377 break; 432 break;
378 433
379 case SK_ACID_SPLASH: 434 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 435 (void) attack_hth (op, dir, "dissolved", skill);
381 break; 436 break;
382 437
383 case SK_POISON_NAIL: 438 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 439 (void) attack_hth (op, dir, "injected poison into", skill);
385 break; 440 break;
386 441
387 case SK_CLAWING: 442 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 443 (void) attack_hth (op, dir, "clawed", skill);
389 break; 444 break;
390 445
391 case SK_ONE_HANDED_WEAPON: 446 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 447 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 448 (void) attack_melee_weapon (op, dir, NULL, skill);
394 break; 449 break;
395 450
396 case SK_FIND_TRAPS: 451 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 452 exp = success = find_traps (op, skill);
398 break; 453 break;
399 454
400 case SK_SINGING: 455 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 456 exp = success = singing (op, dir, skill);
402 break; 457 break;
403 458
404 case SK_ORATORY: 459 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 460 exp = success = use_oratory (op, dir, skill);
406 break; 461 break;
407 462
408 case SK_SMITHERY: 463 case SK_SMITHERY:
409 case SK_BOWYER: 464 case SK_BOWYER:
410 case SK_JEWELER: 465 case SK_JEWELER:
411 case SK_ALCHEMY: 466 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 467 case SK_THAUMATURGY:
413 case SK_LITERACY: 468 case SK_LITERACY:
414 case SK_WOODSMAN: 469 case SK_WOODSMAN:
415 /* first, we try to find a cauldron, and do the alchemy thing. 470 /* first, we try to find a cauldron, and do the alchemy thing.
416 * failing that, we go and identify stuff. 471 * failing that, we go and identify stuff.
417 */ 472 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 473 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
419 next=tmp->above; 474 {
475 next = tmp->above;
476
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 477 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
478 {
421 attempt_do_alchemy(op, tmp); 479 attempt_do_alchemy (op, tmp);
480
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
425 } 484 did_alc = 1;
426 } 485 }
486 }
487
427 if (did_alc == 0) 488 if (did_alc == 0)
428 exp = success = skill_ident(op,skill); 489 exp = success = skill_ident (op, skill);
429 break;
430 490
491 break;
492
431 case SK_DET_MAGIC: 493 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 494 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 495 exp = success = skill_ident (op, skill);
434 break; 496 break;
435 497
436 case SK_DISARM_TRAPS: 498 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 499 exp = success = remove_trap (op, dir, skill);
438 break; 500 break;
439 501
440 case SK_THROWING: 502 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 503 success = skill_throw (op, part, dir, string, skill);
442 break; 504 break;
443 505
444 case SK_SET_TRAP: 506 case SK_SET_TRAP:
445 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); 507 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
446 break; 508 break;
447 509
448 case SK_USE_MAGIC_ITEM: 510 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 511 case SK_MISSILE_WEAPON:
450 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); 512 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
451 break; 513 break;
452 514
453 case SK_PRAYING: 515 case SK_PRAYING:
454 success = pray(op, skill); 516 success = pray (op, skill);
455 break; 517 break;
456 518
457 case SK_BARGAINING: 519 case SK_BARGAINING:
458 success = describe_shop(op); 520 success = describe_shop (op);
459 break; 521 break;
460 522
461 case SK_SORCERY: 523 case SK_SORCERY:
462 case SK_EVOCATION: 524 case SK_EVOCATION:
463 case SK_PYROMANCY: 525 case SK_PYROMANCY:
464 case SK_SUMMONING: 526 case SK_SUMMONING:
465 case SK_CLIMBING: 527 case SK_CLIMBING:
466 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); 528 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break; 529 break;
468 530
469 default: 531 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 532 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); 533 break;
472 break;
473 } 534 }
474 535
475 /* For players we now update the speed_left from using the skill. 536 /* 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 537 * Monsters have no skill use time because of the random nature in
477 * which use_monster_skill is called already simulates this. 538 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 539 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 540 * in the code for the skill itself.
480 */ 541 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483 542
543 if (op->type == PLAYER)
544 op->speed_left -= 1.0;
545
484 /* this is a good place to add experience for successfull use of skills. 546 /* this is a good place to add experience for successfull use of skills.
485 * Note that add_exp() will figure out player/monster experience 547 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 548 * gain problems.
487 */ 549 */
488 550
551 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 552 change_exp (op, exp, skill->skill, 0);
490 553
491 return success; 554 return success;
492} 555}
493 556
494/* calc_skill_exp() - calculates amount of experience can be gained for 557/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 558 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 559 * 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 578 * skill is the skill used. If no skill is used, it should just
516 * point back to who. 579 * point back to who.
517 * 580 *
518 */ 581 */
519 582
583int
520int calc_skill_exp(object *who, object *op, object *skill) { 584calc_skill_exp (object *who, object *op, object *skill)
585{
521 int op_exp=0,op_lvl= 0; 586 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 587 float base, value, lvl_mult = 0.0;
523 588
524 if (!skill) skill = who; 589 if (!skill)
590 skill = who;
525 591
526 /* Oct 95 - where we have an object, I expanded our treatment 592 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 593 * to 3 cases:
528 * non-living magic obj, runes and everything else. 594 * non-living magic obj, runes and everything else.
529 * 595 *
530 * If an object is not alive and magical we set the base exp higher to 596 * 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 597 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha 598 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t. 599 * and level (this was the old system) -b.t.
534 */ 600 */
535 601
536 if(!op) { /* no item/creature */ 602 if (!op)
603 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 604 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
538 op_exp = 0; 605 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 606 }
540 * for the amount of experience */ 607 else if (op->type == RUNE || op->type == TRAP)
608 { /* all traps. If stats.Cha > 1 we use that
609 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 610 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 611 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 612 }
613 else
614 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 615 op_exp = op->stats.exp;
545 op_lvl = op->level; 616 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 617 if (!QUERY_FLAG (op, FLAG_ALIVE))
618 { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic); 619 op_lvl += 5 * abs (op->magic);
548 } 620 }
549 } 621 }
550 622
551 if(op_lvl<1) op_lvl = 1; 623 if (op_lvl < 1)
624 op_lvl = 1;
552 625
553 if(who->type!=PLAYER) { /* for monsters only */ 626 if (who->type != PLAYER)
627 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 628 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
629 }
630 else
555 } else { /* for players */ 631 { /* for players */
556 base = op_exp; 632 base = op_exp;
557 /* if skill really is a skill, then we can look at the skill archetype for 633 /* if skill really is a skill, then we can look at the skill archetype for
558 * bse reward value (exp) and level multiplier factor. 634 * bse reward value (exp) and level multiplier factor.
559 */ 635 */
560 if (skill->type == SKILL) { 636 if (skill->type == SKILL)
637 {
561 base += skill->arch->clone.stats.exp; 638 base += skill->arch->clone.stats.exp;
562 if (settings.simple_exp) { 639 if (settings.simple_exp)
640 {
563 if (skill->arch->clone.level) 641 if (skill->arch->clone.level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 642 lvl_mult = (float) skill->arch->clone.level / 100.0;
565 else 643 else
566 lvl_mult = 1.0; /* no adjustment */ 644 lvl_mult = 1.0; /* no adjustment */
567 } 645 }
568 else { 646 else
569 if (skill->level) 647 {
648 if (skill->level)
570 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 649 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
571 else 650 else
572 lvl_mult = 1.0; 651 lvl_mult = 1.0;
573 } 652 }
574 } else { 653 }
654 else
655 {
575 /* Don't divide by zero here! */ 656 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 657 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
577 } 658 }
578 } 659 }
579 660
580 /* assemble the exp total, and return value */ 661 /* assemble the exp total, and return value */
581 662
582 value = base * lvl_mult; 663 value = base * lvl_mult;
664 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 665 value = 1; /* Always give at least 1 exp point */
584 666
585#ifdef SKILL_UTIL_DEBUG 667#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 668 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 669#endif
589 return ( (int) value); 670 return ((int) value);
590} 671}
591 672
592/* Learn skill. This inserts the requested skill in the player's 673/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 674 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 675 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 676 * This one actually teaches the player the skill as something
596 * they can equip. 677 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 678 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 679 * player learns the skill, 2 otherwise.
599 */ 680 */
600 681
601int 682int
602learn_skill (object *pl, object *scroll) { 683learn_skill (object *pl, object *scroll)
684{
603 object *tmp; 685 object *tmp;
604 686
605 if (!scroll->skill) { 687 if (!scroll->skill)
688 {
606 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); 689 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
607 return 2; 690 return 2;
608 } 691 }
609 692
610 /* can't use find_skill_by_name because we want skills the player knows 693 /* can't use find_skill_by_name because we want skills the player knows
611 * but can't use natively. 694 * but can't use natively.
612 */ 695 */
613 696
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) 697 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; 698 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
699 break;
616 700
617 /* player already knows it */ 701 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 702 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
703 return 0;
619 704
620
621
622 /* now a random change to learn, based on player Int. 705 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 706 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 707 * might never be able to learn anything.
625 */ 708 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 709 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 710 return 2; /* failure :< */
628 711
629 if (!tmp) 712 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 713 tmp = give_skill_by_name (pl, scroll->skill);
631 714
632 if (!tmp) { 715 if (!tmp)
716 {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); 717 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
634 return 2; 718 return 2;
635 } 719 }
636 720
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 721 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 722 link_player_skills (pl);
639 return 1; 723 return 1;
640} 724}
641 725
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 726/* Gives a percentage clipped to 0% -> 100% of a/b. */
727
643/* Probably belongs in some global utils-type file? */ 728/* Probably belongs in some global utils-type file? */
729static int
644static int clipped_percent(sint64 a, sint64 b) 730clipped_percent (sint64 a, sint64 b)
645{ 731{
646 int rv; 732 int rv;
647 733
648 if (b <= 0) 734 if (b <= 0)
649 return 0; 735 return 0;
650 736
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 737 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 738
653 if (rv < 0) 739 if (rv < 0)
654 return 0; 740 return 0;
655 else if (rv > 100) 741 else if (rv > 100)
656 return 100; 742 return 100;
657 743
658 return rv; 744 return rv;
659} 745}
660 746
661/* show_skills() - Meant to allow players to examine 747/* show_skills() - Meant to allow players to examine
662 * their current skill list. 748 * their current skill list.
666 * Note this function is a bit more complicated becauase we 752 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 753 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit 754 * just dumped this as we found it, this would be a bit
669 * simpler. 755 * simpler.
670 */ 756 */
671 757
758void
672void show_skills(object *op, const char* search) { 759show_skills (object *op, const char *search)
760{
673 object *tmp=NULL; 761 object *tmp = NULL;
674 char buf[MAX_BUF]; 762 char buf[MAX_BUF];
675 const char *cp; 763 const char *cp;
676 int i,num_skills_found=0; 764 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 765 static const char *const periods = "........................................";
766
678 /* Need to have a pointer and use strdup for qsort to work properly */ 767 /* Need to have a pointer and use strdup for qsort to work properly */
679 char skills[NUM_SKILLS][MAX_BUF]; 768 char skills[NUM_SKILLS][MAX_BUF];
680 769
681 770
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 771 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
772 {
683 if (tmp->type == SKILL) { 773 if (tmp->type == SKILL)
774 {
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 775 if (search && strstr (tmp->name, search) == NULL)
776 continue;
685 /* Basically want to fill this out to 40 spaces with periods */ 777 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 778 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0; 779 buf[40] = 0;
688 780
689 if (settings.permanent_exp_ratio) { 781 if (settings.permanent_exp_ratio)
690#ifdef WIN32 782 {
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", 783 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
692 buf,tmp->level, 784 buf, tmp->level, tmp->stats.exp,
693 tmp->stats.exp, 785 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
694 level_exp(tmp->level+1, op->expmul), 786 }
695 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 787 else
696#else 788 {
697 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
698 buf,tmp->level,
699 tmp->stats.exp,
700 level_exp(tmp->level+1, op->expmul),
701 clipped_percent(tmp->perm_exp,tmp->stats.exp));
702#endif
703 } else {
704#ifdef WIN32
705 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)", 789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
706 buf,tmp->level, 790 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
707 tmp->stats.exp, 791 }
708 level_exp(tmp->level+1, op->expmul));
709#else
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
711 buf,tmp->level,
712 tmp->stats.exp,
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;
799}
800 883
884 return 0;
885}
801 886
887static bool
888hth_skill_p (object *skill)
889{
890 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
891 if (skill->subtype == unarmed_skills[i])
892 return 1;
802 893
894 return 0;
895}
896
803/* This finds the best unarmed skill the player has, and returns 897/* This finds the first unarmed skill the player has, and returns it.
804 * it. Best can vary a little - we consider clawing to always
805 * be the best for dragons.
806 * This could be more intelligent, eg, look at the skill level
807 * of the skill and go from there (eg, a level 40 puncher is
808 * is probably better than level 1 karate). OTOH, if you
809 * don't bother to set up your skill properly, that is the players
810 * problem (although, it might be nice to have a preferred skill
811 * field the player can set.
812 * 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
814 * combat. If everyone race/class should have one, this should
815 * be handled in the starting treasurelists, not in the code.
816 */ 898 */
899static object *
817static object *find_best_player_hth_skill(object *op) 900find_player_hth_skill (object *op)
818{ 901{
819 object *tmp, *best_skill=NULL;
820 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
821
822 for (tmp=op->inv; tmp; tmp=tmp->below) { 902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
823 if (tmp->type == SKILL) { 903 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 904 return tmp;
825 905
826 /* The order in the array is preferred order. So basically, 906 return 0;
827 * 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
829 * to the entry before flame touch - don't care about the entries afterward,
830 * because they are infrerior skills.
831 * if we end up finding the best skill (i==0) might as well return
832 * right away - can't get any better than that.
833 */
834 for (i=0; i<last_skill; i++) {
835 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
836 best_skill = tmp;
837 last_skill = i;
838 if (i==0) return best_skill;
839 }
840 }
841 }
842 }
843 return best_skill;
844} 907}
845 908
846/* do_skill_attack() - We have got an appropriate opponent from either 909/* 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 910 * 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. 911 * attacking, take care of messages from the attack and changes in invisible.
850 * tmp is the targetted monster. 913 * tmp is the targetted monster.
851 * op is what is attacking 914 * op is what is attacking
852 * string is passed along to describe what messages to describe 915 * string is passed along to describe what messages to describe
853 * the damage. 916 * the damage.
854 */ 917 */
855 918
919static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 920do_skill_attack (object *tmp, object *op, const char *string, object *skill)
921{
857 int success; 922 int success;
858 923
924 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
925 return RESULT_INT (0);
926
859 /* For Players only: if there is no ready weapon, and no "attack" skill 927 /* 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. 928 * 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, 929 * 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 930 * 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. 931 * through that code if skill is set to change to the skill.
864 */ 932 */
865 if(op->type==PLAYER) { 933 if (op->type == PLAYER)
934 {
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 935 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
867 size_t i; 936 {
868
869 if (!skill) { 937 if (!skill)
938 {
870 /* See if the players chosen skill is a combat skill, and use 939 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 940 * it if appropriate.
872 */ 941 */
873 if (op->chosen_skill) { 942 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
874 for (i=0; i<sizeof(unarmed_skills); i++)
875 if (op->chosen_skill->subtype == unarmed_skills[i]) {
876 skill = op->chosen_skill; 943 skill = op->chosen_skill;
877 break; 944 else
878 } 945 {
879 }
880 /* If we didn't find a skill above, look harder for a good skill */
881 if (!skill) {
882 skill = find_best_player_hth_skill(op); 946 skill = find_player_hth_skill (op);
883 947
884 if (!skill) { 948 if (!skill)
949 {
885 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 950 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
886 return 0; 951 return 0;
887 } 952 }
888 } 953 }
889 } 954 }
890 if (skill != op->chosen_skill) { 955
891 /* now try to ready the new skill */ 956 /* now try to ready the new skill */
892 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 957 if (!change_skill (op, skill, 0))
958 { /* oh oh, trouble! */
893 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); 959 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
894 return 0; 960 return 0;
895 } 961 }
896 } 962 }
897 } else { 963 else
964 {
898 /* Seen some crashes below where current_weapon is not set, 965 /* 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, 966 * 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. 967 * do some work in trying to find the object to use.
901 */ 968 */
902 if (!op->current_weapon) { 969 if (!op->current_weapon)
903 object *tmp; 970 {
971 object *tmp;
904 972
905 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 973 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) 974 for (tmp = op->inv; tmp; tmp = tmp->below)
908 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; 975 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
976 break;
909 977
910 if (op->current_weapon_script) 978 if (!tmp)
911 FREE_AND_CLEAR_STR(op->current_weapon_script); 979 {
912 if (!tmp) {
913 LOG(llevError,"Could not find applied weapon on %s\n", 980 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
914 op->name);
915 op->current_weapon=NULL; 981 op->current_weapon = NULL;
916 return 0; 982 return 0;
917 } else { 983 }
984 else
985 {
918 op->current_weapon = tmp; 986 op->current_weapon = tmp;
919 op->current_weapon_script=add_string(query_name(tmp)); 987 }
920 } 988 }
921 }
922 989
923 /* Has ready weapon - make sure chosen_skill is set up properly */
924 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
925 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); 990 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
991 }
926 } 992 }
927 }
928 }
929 993
930 /* lose invisiblity/hiding status for running attacks */ 994 /* lose invisiblity/hiding status for running attacks */
931 995
932 if(op->type==PLAYER && op->contr->tmp_invis) { 996 if (op->type == PLAYER && op->contr->tmp_invis)
997 {
933 op->contr->tmp_invis=0; 998 op->contr->tmp_invis = 0;
934 op->invisible=0; 999 op->invisible = 0;
935 op->hide=0; 1000 op->hide = 0;
936 update_object(op,UP_OBJ_FACE); 1001 update_object (op, UP_OBJ_FACE);
937 } 1002 }
938 1003
939 success = attack_ob(tmp,op); 1004 success = attack_ob (tmp, op);
940 1005
941 /* print appropriate messages to the player */ 1006 /* print appropriate messages to the player */
942 1007
943 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 1008 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1009 {
944 if(op->type==PLAYER) 1010 if (op->type == PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,op, 1011 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) 1012 else if (tmp->type == PLAYER)
948 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1013 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
949 "%s %s you!",query_name(op),string);
950 } 1014 }
951 return success; 1015 return success;
952} 1016}
953 1017
954 1018
955/* skill_attack() - Core routine for use when we attack using a skills 1019/* skill_attack() - Core routine for use when we attack using a skills
956 * system. In essence, this code handles 1020 * system. In essence, this code handles
957 * all skill-based attacks, ie hth, missile and melee weapons should be 1021 * all skill-based attacks, ie hth, missile and melee weapons should be
961 * 1025 *
962 * This is called by move_player() and attack_hth() 1026 * This is called by move_player() and attack_hth()
963 * 1027 *
964 * Initial implementation by -bt thomas@astro.psu.edu 1028 * Initial implementation by -bt thomas@astro.psu.edu
965 */ 1029 */
966 1030
1031int
967int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 1032skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1033{
968 sint16 tx,ty; 1034 sint16 tx, ty;
969 mapstruct *m; 1035 maptile *m;
970 int mflags; 1036 int mflags;
971 1037
1038 if (!dir)
972 if(!dir) dir=pl->facing; 1039 dir = pl->facing;
1040
973 tx=freearr_x[dir]; 1041 tx = freearr_x[dir];
974 ty=freearr_y[dir]; 1042 ty = freearr_y[dir];
975 1043
976 /* If we don't yet have an opponent, find if one exists, and attack. 1044 /* 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() 1045 * Legal opponents are the same as outlined in move_player_attack()
978 */ 1046 */
979 1047
980 if(tmp==NULL) { 1048 if (tmp == NULL)
1049 {
981 m = pl->map; 1050 m = pl->map;
982 tx = pl->x + freearr_x[dir]; 1051 tx = pl->x + freearr_x[dir];
983 ty = pl->y + freearr_y[dir]; 1052 ty = pl->y + freearr_y[dir];
984 1053
985 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 1054 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
986 if (mflags & P_OUT_OF_MAP) return 0; 1055 if (mflags & P_OUT_OF_MAP)
1056 return 0;
987 1057
988 /* space must be blocked for there to be anything interesting to do */ 1058 /* 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; 1059 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1060 return 0;
990 1061
991 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) 1062 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
992 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 1063 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) 1064 {
994 || tmp->type==LOCKED_DOOR ) {
995 /* Don't attack party members */ 1065 /* Don't attack party members */
996 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 1066 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
997 && pl->contr->party==tmp->contr->party)) 1067 return 0;
998 return 0;
999 break; 1068 break;
1069 }
1000 } 1070 }
1001 }
1002 if (!tmp) { 1071 if (!tmp)
1072 {
1003 if(pl->type==PLAYER) 1073 if (pl->type == PLAYER)
1004 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); 1074 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1005 return 0; 1075 return 0;
1006 } 1076 }
1007 1077
1008 return do_skill_attack(tmp,pl,string, skill); 1078 return do_skill_attack (tmp, pl, string, skill);
1009} 1079}
1010 1080
1011 1081
1012/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1082/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1083
1013/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1084/* 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 1085 * (attack_hth) we check for weapon use, etc in the second (the new
1015 * function skill_attack() we actually attack. 1086 * function skill_attack() we actually attack.
1016 */ 1087 */
1017 1088
1089static int
1018static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1090attack_hth (object *pl, int dir, const char *string, object *skill)
1091{
1019 object *enemy=NULL,*weapon; 1092 object *enemy = NULL, *weapon;
1020 1093
1021 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1094 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1022 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1095 for (weapon = pl->inv; weapon; weapon = weapon->below)
1096 {
1023 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1097 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1098 {
1024 CLEAR_FLAG(weapon,FLAG_APPLIED); 1099 CLEAR_FLAG (weapon, FLAG_APPLIED);
1025 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1100 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1026 fix_player(pl); 1101 pl->update_stats ();
1027 if(pl->type==PLAYER) { 1102 if (pl->type == PLAYER)
1103 {
1028 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); 1104 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1029 esrv_update_item(UPD_FLAGS, pl, weapon); 1105 esrv_update_item (UPD_FLAGS, pl, weapon);
1030 } 1106 }
1031 break; 1107 break;
1108 }
1032 } 1109 }
1033 }
1034 return skill_attack(enemy,pl,dir,string, skill); 1110 return skill_attack (enemy, pl, dir, string, skill);
1035} 1111}
1036 1112
1037 1113
1038/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1114/* 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. 1115 * 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 1119 * we may make this routine handle 'special' melee weapons attacks
1044 * (like disarming manuever with sai) based on player SK_level and 1120 * (like disarming manuever with sai) based on player SK_level and
1045 * weapon type. 1121 * weapon type.
1046 */ 1122 */
1047 1123
1124static int
1048static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1125attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1126{
1049 1127
1050 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1128 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1129 {
1051 if(op->type==PLAYER) 1130 if (op->type == PLAYER)
1052 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); 1131 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1053 return 0; 1132 return 0;
1054 } 1133 }
1055 return skill_attack(NULL,op,dir,string, skill); 1134 return skill_attack (NULL, op, dir, string, skill);
1056 1135
1057} 1136}

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