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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 1.23 by root, Tue Dec 26 08:55:00 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__
50#include <sproto.h> 44#include <sproto.h>
51#endif
52#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
53#include <spells.h> 46#include <spells.h>
54 47
48/* Table of unarmed attack skills. Terminated by -1. This
49 * is also the list that we should try to use skills when
50 * automatically applying one for the player.
51 */
52static uint8 unarmed_skills[] = {
53 SK_KARATE,
54 SK_CLAWING,
55 SK_FLAME_TOUCH,
56 SK_SPARK_TOUCH,
57 SK_SHIVER,
58 SK_ACID_SPLASH,
59 SK_POISON_NAIL,
60 SK_PUNCHING,
61 (uint8)-1
62};
63
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 64static 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); 65static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57
58const char *skill_names[NUM_SKILLS];
59 66
60/* init_skills basically just sets up the skill_names table 67/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 68 * above. The index into the array is set up by the
62 * subtypes. 69 * subtypes.
63 */ 70 */
71void
64void init_skills(void) { 72init_skills (void)
73{
65 int i; 74 int i;
66 archetype *at; 75 archetype *at;
67 76
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) { 77 for (at = first_archetype; at != NULL; at = at->next)
72 if (at->clone.type == SKILL) { 78 if (at->clone.type == SKILL)
79 {
73 if (skill_names[at->clone.subtype] != NULL) { 80 if (skill_names[at->clone.subtype] != NULL)
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 81 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); 82 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
76 } else { 83 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 84 skill_names[at->clone.subtype] = at->clone.skill;
78 }
79 }
80 } 85 }
81 86
82 /* This isn't really an error if there is no skill subtype set, but 87 /* This isn't really an error if there is no skill subtype set, but
83 * checking for this may catch some user errors. 88 * checking for this may catch some user errors.
84 */ 89 */
85 for (i=1; i<NUM_SKILLS; i++) { 90 for (i = 1; i < NUM_SKILLS; i++)
91 {
86 if (!skill_names[i]) 92 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 93 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 } 94 }
90} 95}
91
92 96
93/* This function goes through the player inventory and sets 97/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 98 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 99 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 100 * mostly used for sending exp.
97 */ 101 */
102void
98void link_player_skills(object *op) 103link_player_skills (object *op)
99{ 104{
100 object *tmp; 105 object *tmp;
101 106
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 107 for (tmp = op->inv; tmp; tmp = tmp->below)
108 {
103 if (tmp->type == SKILL) { 109 if (tmp->type == SKILL)
110 {
104 /* This is really a warning, hence no else below */ 111 /* 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) { 112 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
113 {
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 114 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 115 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 116 }
109 if (tmp->subtype >= NUM_SKILLS) { 117 if (tmp->subtype >= NUM_SKILLS)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 118 {
111 tmp->subtype, NUM_SKILLS); 119 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
112 } else { 120 }
121 else
122 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 123 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 124 op->contr->last_skill_exp[tmp->subtype] = -1;
115 } 125 }
116 } 126 }
117 } 127 }
118} 128}
119 129
120/* This returns the skill pointer of the given name (the 130/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 131 * one that accumlates exp, has the level, etc).
122 * 132 *
123 * It is presumed that the player will be needing to actually 133 * 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 134 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 135 * tool, this code will equip it.
126 */ 136 */
137object *
127object *find_skill_by_name(object *who, const char *name) 138find_skill_by_name (object *who, const char *name)
128{ 139{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 140 object *skill = NULL, *skill_tool = NULL, *tmp;
130 141
131 if (!name) return NULL; 142 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; 143 return NULL;
144
145 /* We make sure the length of the string in the object is greater
146 * in length than the passed string. Eg, if we have a skill called
147 * 'hi', we don't want to match if the user passed 'high'
148 */
149 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
150 {
151 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
152 skill = tmp;
153
154 /* Try to find appropriate skilltool. If the player has one already
155 * applied, we try to keep using that one.
156 */
157 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
158 {
159 if (QUERY_FLAG (tmp, FLAG_APPLIED))
160 skill_tool = tmp;
161 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
162 skill_tool = tmp;
163 }
164 }
165 /* If this is a skill that can be used without a tool, return it */
166 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
167 return skill;
168
169 /* Player has a tool to use the skill. IF not applied, apply it -
170 * if not successful, return null. If they do have the skill tool
171 * but not the skill itself, give it to them.
172 */
173 if (skill_tool)
174 {
175 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
176 {
177 if (apply_special (who, skill_tool, 0))
178 return NULL;
179 }
180 if (!skill)
181 {
182 skill = give_skill_by_name (who, skill_tool->skill);
183 link_player_skills (who);
184 }
185 return skill;
186 }
187 return NULL;
169} 188}
170 189
171 190
172/* This returns the skill pointer of the given name (the 191/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 192 * one that accumlates exp, has the level, etc).
178 * 197 *
179 * This code is basically the same as find_skill_by_name() above, 198 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 199 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 200 * this replaces find_skill.
182 */ 201 */
202object *
183object *find_skill_by_number(object *who, int skillno) 203find_skill_by_number (object *who, int skillno)
184{ 204{
185 object *skill=NULL, *skill_tool=NULL, *tmp; 205 object *skill = NULL, *skill_tool = NULL, *tmp;
186 206
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; 207 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; 208 return NULL;
209
210 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
211 {
212 if (tmp->type == SKILL && tmp->subtype == skillno)
213 skill = tmp;
214
215 /* Try to find appropriate skilltool. If the player has one already
216 * applied, we try to keep using that one.
217 */
218 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
219 {
220 if (QUERY_FLAG (tmp, FLAG_APPLIED))
221 skill_tool = tmp;
222 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
223 skill_tool = tmp;
224 }
225 }
226 /* If this is a skill that can be used without a tool, return it */
227 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
228 return skill;
229
230 /* Player has a tool to use the skill. IF not applied, apply it -
231 * if not successful, return null. If they do have the skill tool
232 * but not the skill itself, give it to them.
233 */
234 if (skill_tool)
235 {
236 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
237 {
238 if (apply_special (who, skill_tool, 0))
239 return NULL;
240 }
241
242 if (!skill)
243 {
244 skill = give_skill_by_name (who, skill_tool->skill);
245 link_player_skills (who);
246 }
247
248 return skill;
249 }
250
251 return NULL;
219} 252}
220 253
221/* This changes the objects skill to new_skill. 254/* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used - 255 * 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 256 * 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 261 * 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. 262 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error 263 * return 1 on success, 0 on error
231 */ 264 */
232 265
266int
233int change_skill (object *who, object *new_skill, int flag) 267change_skill (object *who, object *new_skill, int flag)
234{ 268{
235 int old_range; 269 int old_range;
236 270
237 if ( who->type != PLAYER ) 271 if (who->type != PLAYER)
238 return 0; 272 return 0;
239 273
240 old_range = who->contr->shoottype; 274 old_range = who->contr->shoottype;
241 275
242 if (who->chosen_skill && who->chosen_skill == new_skill) 276 if (who->chosen_skill && who->chosen_skill == new_skill)
243 { 277 {
244 /* optimization for changing skill to current skill */ 278 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1)) 279 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill; 280 who->contr->shoottype = range_skill;
281
247 return 1; 282 return 1;
248 } 283 }
249 284
285 // move skill to front, so it will be preferred next time
286 new_skill->remove ();
287 who->insert (new_skill);
288
250 if (!new_skill || who->chosen_skill) 289 if (!new_skill || who->chosen_skill)
290 if (who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); 291 apply_special (who, who->chosen_skill, AP_UNAPPLY);
252 292
253 /* Only goal in this case was to unapply a skill */ 293 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0; 294 if (!new_skill)
295 return 0;
255 296
256 if (apply_special (who, new_skill, AP_APPLY)) { 297 if (apply_special (who, new_skill, AP_APPLY))
257 return 0; 298 return 0;
258 } 299
259 if (flag & 0x1) 300 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range; 301 who->contr->shoottype = (rangetype)old_range;
261 302
262 return 1; 303 return 1;
263} 304}
264 305
265/* This function just clears the chosen_skill and range_skill values 306/* This function just clears the chosen_skill and range_skill values
266 * inthe player. 307 * inthe player.
267 */ 308 */
309void
268void clear_skill(object *who) 310clear_skill (object *who)
269{ 311{
270 who->chosen_skill = NULL; 312 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL); 313 CLEAR_FLAG (who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) { 314 if (who->type == PLAYER)
315 {
273 who->contr->ranges[range_skill] = NULL; 316 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill) 317 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none; 318 who->contr->shoottype = range_none;
276 } 319 }
277} 320}
278 321
279/* do_skill() - Main skills use function-similar in scope to cast_spell(). 322/* 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. 323 * 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 328 * from know if a skill was actually used, as many skills don't
286 * give any exp for their direct use (eg, throwing). 329 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 330 * It returns 0 if no skill was used.
288 */ 331 */
289 332
333int
290int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 334do_skill (object *op, object *part, object *skill, int dir, const char *string)
335{
291 int success=0, exp=0; 336 int success = 0, exp = 0;
292 int did_alc = 0; 337 int did_alc = 0;
293 object *tmp, *next; 338 object *tmp, *next;
294 339
295 if (!skill) return 0; 340 if (!skill)
341 return 0;
296 342
297 /* The code below presumes that the skill points to the object that 343 /* 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 344 * 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 345 * 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. 346 * the player doesn't have a bucket for that, create one.
301 */ 347 */
302 if (skill->type != SKILL && op->type == PLAYER) { 348 if (skill->type != SKILL && op->type == PLAYER)
349 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 350 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
351 {
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 352 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 353 break;
354 }
355 if (!tmp)
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 356 tmp = give_skill_by_name (op, skill->skill);
307 skill = tmp; 357 skill = tmp;
308 } 358 }
309 359
310 // skill, by_whom, on_which_object, which direction, skill_argument 360 // 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))) 361 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 return 0; 362 return 0;
313 363
314 switch(skill->subtype) { 364 switch (skill->subtype)
365 {
315 case SK_LEVITATION: 366 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 367 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 368 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 369 * equipped, that should transfer to player, when not,
319 * shouldn't. 370 * shouldn't.
320 */ 371 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 372 if (QUERY_FLAG (skill, FLAG_APPLIED))
373 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 374 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 375 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 376 }
325 else { 377 else
378 {
326 SET_FLAG(skill,FLAG_APPLIED); 379 SET_FLAG (skill, FLAG_APPLIED);
327 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); 380 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
328 } 381 }
329 fix_player(op); 382 op->update_stats ();
330 success=1; 383 success = 1;
331 break; 384 break;
332 385
333 case SK_STEALING: 386 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 387 exp = success = steal (op, dir, skill);
335 break; 388 break;
336 389
337 case SK_LOCKPICKING: 390 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 391 exp = success = pick_lock (op, dir, skill);
339 break; 392 break;
340 393
341 case SK_HIDING: 394 case SK_HIDING:
342 exp = success = hide(op, skill); 395 exp = success = hide (op, skill);
343 break; 396 break;
344 397
345 case SK_JUMPING: 398 case SK_JUMPING:
346 success = jump(op, dir, skill); 399 success = jump (op, dir, skill);
347 break; 400 break;
348 401
349 case SK_INSCRIPTION: 402 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 403 exp = success = write_on_item (op, string, skill);
351 break; 404 break;
352 405
353 case SK_MEDITATION: 406 case SK_MEDITATION:
354 meditate(op, skill); 407 meditate (op, skill);
355 success=1; 408 success = 1;
356 break; 409 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 410 /* note that the following 'attack' skills gain exp through hit_player() */
358 411
359 case SK_KARATE: 412 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 413 (void) attack_hth (op, dir, "karate-chopped", skill);
361 break; 414 break;
362 415
363 case SK_PUNCHING: 416 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 417 (void) attack_hth (op, dir, "punched", skill);
365 break; 418 break;
366 419
367 case SK_FLAME_TOUCH: 420 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 421 (void) attack_hth (op, dir, "flamed", skill);
369 break; 422 break;
370 423
371 case SK_SPARK_TOUCH: 424 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 425 (void) attack_hth (op, dir, "zapped", skill);
373 break; 426 break;
374 427
375 case SK_SHIVER: 428 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 429 (void) attack_hth (op, dir, "froze", skill);
377 break; 430 break;
378 431
379 case SK_ACID_SPLASH: 432 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 433 (void) attack_hth (op, dir, "dissolved", skill);
381 break; 434 break;
382 435
383 case SK_POISON_NAIL: 436 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 437 (void) attack_hth (op, dir, "injected poison into", skill);
385 break; 438 break;
386 439
387 case SK_CLAWING: 440 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 441 (void) attack_hth (op, dir, "clawed", skill);
389 break; 442 break;
390 443
391 case SK_ONE_HANDED_WEAPON: 444 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 445 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 446 (void) attack_melee_weapon (op, dir, NULL, skill);
394 break; 447 break;
395 448
396 case SK_FIND_TRAPS: 449 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 450 exp = success = find_traps (op, skill);
398 break; 451 break;
399 452
400 case SK_SINGING: 453 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 454 exp = success = singing (op, dir, skill);
402 break; 455 break;
403 456
404 case SK_ORATORY: 457 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 458 exp = success = use_oratory (op, dir, skill);
406 break; 459 break;
407 460
408 case SK_SMITHERY: 461 case SK_SMITHERY:
409 case SK_BOWYER: 462 case SK_BOWYER:
410 case SK_JEWELER: 463 case SK_JEWELER:
411 case SK_ALCHEMY: 464 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 465 case SK_THAUMATURGY:
413 case SK_LITERACY: 466 case SK_LITERACY:
414 case SK_WOODSMAN: 467 case SK_WOODSMAN:
415 /* first, we try to find a cauldron, and do the alchemy thing. 468 /* first, we try to find a cauldron, and do the alchemy thing.
416 * failing that, we go and identify stuff. 469 * failing that, we go and identify stuff.
417 */ 470 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 471 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
419 next=tmp->above; 472 {
473 next = tmp->above;
474
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 475 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
476 {
421 attempt_do_alchemy(op, tmp); 477 attempt_do_alchemy (op, tmp);
478
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 479 if (QUERY_FLAG (tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp); 480 esrv_send_inventory (op, tmp);
424 did_alc=1; 481
425 } 482 did_alc = 1;
426 } 483 }
484 }
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;
430 488
489 break;
490
431 case SK_DET_MAGIC: 491 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 492 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 493 exp = success = skill_ident (op, skill);
434 break; 494 break;
435 495
436 case SK_DISARM_TRAPS: 496 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 497 exp = success = remove_trap (op, dir, skill);
438 break; 498 break;
439 499
440 case SK_THROWING: 500 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 501 success = skill_throw (op, part, dir, string, skill);
442 break; 502 break;
443 503
444 case SK_SET_TRAP: 504 case SK_SET_TRAP:
445 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); 505 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
446 break; 506 break;
447 507
448 case SK_USE_MAGIC_ITEM: 508 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 509 case SK_MISSILE_WEAPON:
450 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); 510 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
451 break; 511 break;
452 512
453 case SK_PRAYING: 513 case SK_PRAYING:
454 success = pray(op, skill); 514 success = pray (op, skill);
455 break; 515 break;
456 516
457 case SK_BARGAINING: 517 case SK_BARGAINING:
458 success = describe_shop(op); 518 success = describe_shop (op);
459 break; 519 break;
460 520
461 case SK_SORCERY: 521 case SK_SORCERY:
462 case SK_EVOCATION: 522 case SK_EVOCATION:
463 case SK_PYROMANCY: 523 case SK_PYROMANCY:
464 case SK_SUMMONING: 524 case SK_SUMMONING:
465 case SK_CLIMBING: 525 case SK_CLIMBING:
466 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); 526 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break; 527 break;
468 528
469 default: 529 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 530 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); 531 break;
472 break;
473 } 532 }
474 533
475 /* For players we now update the speed_left from using the skill. 534 /* 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 535 * Monsters have no skill use time because of the random nature in
477 * which use_monster_skill is called already simulates this. 536 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 537 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 538 * in the code for the skill itself.
480 */ 539 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483 540
541 if (op->type == PLAYER)
542 op->speed_left -= 1.0;
543
484 /* this is a good place to add experience for successfull use of skills. 544 /* this is a good place to add experience for successfull use of skills.
485 * Note that add_exp() will figure out player/monster experience 545 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 546 * gain problems.
487 */ 547 */
488 548
549 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 550 change_exp (op, exp, skill->skill, 0);
490 551
491 return success; 552 return success;
492} 553}
493 554
494/* calc_skill_exp() - calculates amount of experience can be gained for 555/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 556 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 557 * 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 576 * skill is the skill used. If no skill is used, it should just
516 * point back to who. 577 * point back to who.
517 * 578 *
518 */ 579 */
519 580
581int
520int calc_skill_exp(object *who, object *op, object *skill) { 582calc_skill_exp (object *who, object *op, object *skill)
583{
521 int op_exp=0,op_lvl= 0; 584 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 585 float base, value, lvl_mult = 0.0;
523 586
524 if (!skill) skill = who; 587 if (!skill)
588 skill = who;
525 589
526 /* Oct 95 - where we have an object, I expanded our treatment 590 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 591 * to 3 cases:
528 * non-living magic obj, runes and everything else. 592 * non-living magic obj, runes and everything else.
529 * 593 *
530 * If an object is not alive and magical we set the base exp higher to 594 * 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 595 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha 596 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t. 597 * and level (this was the old system) -b.t.
534 */ 598 */
535 599
536 if(!op) { /* no item/creature */ 600 if (!op)
601 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 602 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
538 op_exp = 0; 603 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 604 }
540 * for the amount of experience */ 605 else if (op->type == RUNE || op->type == TRAP)
606 { /* all traps. If stats.Cha > 1 we use that
607 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 608 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 609 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 610 }
611 else
612 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 613 op_exp = op->stats.exp;
545 op_lvl = op->level; 614 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 615 if (!QUERY_FLAG (op, FLAG_ALIVE))
616 { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic); 617 op_lvl += 5 * abs (op->magic);
548 } 618 }
549 } 619 }
550 620
551 if(op_lvl<1) op_lvl = 1; 621 if (op_lvl < 1)
622 op_lvl = 1;
552 623
553 if(who->type!=PLAYER) { /* for monsters only */ 624 if (who->type != PLAYER)
625 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 626 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
627 }
628 else
555 } else { /* for players */ 629 { /* for players */
556 base = op_exp; 630 base = op_exp;
557 /* if skill really is a skill, then we can look at the skill archetype for 631 /* if skill really is a skill, then we can look at the skill archetype for
558 * bse reward value (exp) and level multiplier factor. 632 * bse reward value (exp) and level multiplier factor.
559 */ 633 */
560 if (skill->type == SKILL) { 634 if (skill->type == SKILL)
635 {
561 base += skill->arch->clone.stats.exp; 636 base += skill->arch->clone.stats.exp;
562 if (settings.simple_exp) { 637 if (settings.simple_exp)
638 {
563 if (skill->arch->clone.level) 639 if (skill->arch->clone.level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 640 lvl_mult = (float) skill->arch->clone.level / 100.0;
565 else 641 else
566 lvl_mult = 1.0; /* no adjustment */ 642 lvl_mult = 1.0; /* no adjustment */
567 } 643 }
568 else { 644 else
569 if (skill->level) 645 {
646 if (skill->level)
570 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 647 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
571 else 648 else
572 lvl_mult = 1.0; 649 lvl_mult = 1.0;
573 } 650 }
574 } else { 651 }
652 else
653 {
575 /* Don't divide by zero here! */ 654 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 655 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
577 } 656 }
578 } 657 }
579 658
580 /* assemble the exp total, and return value */ 659 /* assemble the exp total, and return value */
581 660
582 value = base * lvl_mult; 661 value = base * lvl_mult;
662 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 663 value = 1; /* Always give at least 1 exp point */
584 664
585#ifdef SKILL_UTIL_DEBUG 665#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 666 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 667#endif
589 return ( (int) value); 668 return ((int) value);
590} 669}
591 670
592/* Learn skill. This inserts the requested skill in the player's 671/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 672 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 673 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 674 * This one actually teaches the player the skill as something
596 * they can equip. 675 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 676 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 677 * player learns the skill, 2 otherwise.
599 */ 678 */
600 679
601int 680int
602learn_skill (object *pl, object *scroll) { 681learn_skill (object *pl, object *scroll)
682{
603 object *tmp; 683 object *tmp;
604 684
605 if (!scroll->skill) { 685 if (!scroll->skill)
686 {
606 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); 687 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
607 return 2; 688 return 2;
608 } 689 }
609 690
610 /* can't use find_skill_by_name because we want skills the player knows 691 /* can't use find_skill_by_name because we want skills the player knows
611 * but can't use natively. 692 * but can't use natively.
612 */ 693 */
613 694
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) 695 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; 696 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
697 break;
616 698
617 /* player already knows it */ 699 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 700 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
701 return 0;
619 702
620
621
622 /* now a random change to learn, based on player Int. 703 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 704 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 705 * might never be able to learn anything.
625 */ 706 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 707 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 708 return 2; /* failure :< */
628 709
629 if (!tmp) 710 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 711 tmp = give_skill_by_name (pl, scroll->skill);
631 712
632 if (!tmp) { 713 if (!tmp)
714 {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); 715 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
634 return 2; 716 return 2;
635 } 717 }
636 718
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 719 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 720 link_player_skills (pl);
639 return 1; 721 return 1;
640} 722}
641 723
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 724/* Gives a percentage clipped to 0% -> 100% of a/b. */
725
643/* Probably belongs in some global utils-type file? */ 726/* Probably belongs in some global utils-type file? */
727static int
644static int clipped_percent(sint64 a, sint64 b) 728clipped_percent (sint64 a, sint64 b)
645{ 729{
646 int rv; 730 int rv;
647 731
648 if (b <= 0) 732 if (b <= 0)
649 return 0; 733 return 0;
650 734
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 735 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 736
653 if (rv < 0) 737 if (rv < 0)
654 return 0; 738 return 0;
655 else if (rv > 100) 739 else if (rv > 100)
656 return 100; 740 return 100;
657 741
658 return rv; 742 return rv;
659} 743}
660 744
661/* show_skills() - Meant to allow players to examine 745/* show_skills() - Meant to allow players to examine
662 * their current skill list. 746 * their current skill list.
666 * Note this function is a bit more complicated becauase we 750 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 751 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit 752 * just dumped this as we found it, this would be a bit
669 * simpler. 753 * simpler.
670 */ 754 */
671 755
756void
672void show_skills(object *op, const char* search) { 757show_skills (object *op, const char *search)
758{
673 object *tmp=NULL; 759 object *tmp = NULL;
674 char buf[MAX_BUF]; 760 char buf[MAX_BUF];
675 const char *cp; 761 const char *cp;
676 int i,num_skills_found=0; 762 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 763 static const char *const periods = "........................................";
764
678 /* Need to have a pointer and use strdup for qsort to work properly */ 765 /* Need to have a pointer and use strdup for qsort to work properly */
679 char skills[NUM_SKILLS][MAX_BUF]; 766 char skills[NUM_SKILLS][MAX_BUF];
680 767
681 768
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 769 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
770 {
683 if (tmp->type == SKILL) { 771 if (tmp->type == SKILL)
772 {
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 773 if (search && strstr (tmp->name, search) == NULL)
774 continue;
685 /* Basically want to fill this out to 40 spaces with periods */ 775 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 776 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0; 777 buf[40] = 0;
688 778
689 if (settings.permanent_exp_ratio) { 779 if (settings.permanent_exp_ratio)
690#ifdef WIN32 780 {
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", 781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
692 buf,tmp->level, 782 buf, tmp->level, tmp->stats.exp,
693 tmp->stats.exp, 783 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
694 level_exp(tmp->level+1, op->expmul), 784 }
695 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 785 else
696#else 786 {
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)", 787 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
706 buf,tmp->level, 788 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
707 tmp->stats.exp, 789 }
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 790 /* I don't know why some characters get a bunch of skills, but
717 * it sometimes happens (maybe a leftover from bugier earlier code 791 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 792 * and those character are still about). In any case, lets handle
719 * it so it doesn't crash the server - otherwise, one character may 793 * it so it doesn't crash the server - otherwise, one character may
720 * crash the server numerous times. 794 * crash the server numerous times.
721 */ 795 */
722 if (num_skills_found >= NUM_SKILLS) { 796 if (num_skills_found >= NUM_SKILLS)
797 {
723 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 798 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"); 799 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
725 break; 800 break;
801 }
802 }
726 } 803 }
727 }
728 }
729 804
730 clear_win_info(op); 805 clear_win_info (op);
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); 806 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
807 if (num_skills_found > 1)
732 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); 808 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
733 809
734 for (i=0; i<num_skills_found; i++) { 810 for (i = 0; i < num_skills_found; i++)
811 {
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 812 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
736 } 813 }
737 814
738 new_draw_info_format(NDI_UNIQUE, 0, op, 815 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);
740 816
741 cp = determine_god(op); 817 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 818 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");
744 819
745 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 820 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)); 821 op->contr->item_power, (int) (op->level * settings.item_power_factor));
747} 822}
748 823
749/* use_skill() - similar to invoke command, it executes the skill in the 824/* 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 825 * 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. 826 * 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 827 * 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. 828 * our own find_skill_by_name so we can try to do better string matching.
754 */ 829 */
755 830
831int
756int use_skill(object *op, const char *string) { 832use_skill (object *op, const char *string)
833{
757 object *skop; 834 object *skop;
758 size_t len; 835 size_t len;
759 836
760 if (!string) return 0; 837 if (!string)
838 return 0;
761 839
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 840 for (skop = op->inv; skop != NULL; skop = skop->below)
841 {
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 842 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 843 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
765 break; 844 break;
766 else if (skop->type == SKILL_TOOL && 845 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; 846 break;
769 } 847 }
770 if (!skop) { 848 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 } 849 {
850 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
851 return 0;
852 }
775 853
776 len=strlen(skop->skill); 854 len = strlen (skop->skill);
777 855
778 /* All this logic goes and skips over the skill name to find any 856 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 857 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 858 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 859 * want to skip over any leading spaces.
782 */ 860 */
783 if(len>=strlen(string)) { 861 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 } 862 {
863 string = NULL;
790 864 }
865 else
866 {
867 string += len;
868 while (*string == 0x20)
869 string++;
870 if (strlen (string) == 0)
871 string = NULL;
872 }
873
791#ifdef SKILL_UTIL_DEBUG 874#ifdef SKILL_UTIL_DEBUG
792 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); 875 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
793#endif 876#endif
794 877
795 /* Change to the new skill, then execute it. */ 878 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 879 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 880 return 1;
799}
800 881
882 return 0;
883}
801 884
885static bool
886hth_skill_p (object *skill)
887{
888 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
889 if (skill->subtype == unarmed_skills[i])
890 return 1;
802 891
892 return 0;
893}
894
803/* This finds the best unarmed skill the player has, and returns 895/* 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 */ 896 */
897static object *
817static object *find_best_player_hth_skill(object *op) 898find_player_hth_skill (object *op)
818{ 899{
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) { 900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
823 if (tmp->type == SKILL) { 901 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 902 return tmp;
825 903
826 /* The order in the array is preferred order. So basically, 904 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} 905}
845 906
846/* do_skill_attack() - We have got an appropriate opponent from either 907/* 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 908 * 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. 909 * attacking, take care of messages from the attack and changes in invisible.
850 * tmp is the targetted monster. 911 * tmp is the targetted monster.
851 * op is what is attacking 912 * op is what is attacking
852 * string is passed along to describe what messages to describe 913 * string is passed along to describe what messages to describe
853 * the damage. 914 * the damage.
854 */ 915 */
855 916
917static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 918do_skill_attack (object *tmp, object *op, const char *string, object *skill)
919{
857 int success; 920 int success;
858 921
922 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
923 return RESULT_INT (0);
924
859 /* For Players only: if there is no ready weapon, and no "attack" skill 925 /* 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. 926 * 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, 927 * 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 928 * 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. 929 * through that code if skill is set to change to the skill.
864 */ 930 */
865 if(op->type==PLAYER) { 931 if (op->type == PLAYER)
932 {
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 933 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
867 size_t i; 934 {
868
869 if (!skill) { 935 if (!skill)
936 {
870 /* See if the players chosen skill is a combat skill, and use 937 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 938 * it if appropriate.
872 */ 939 */
873 if (op->chosen_skill) { 940 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; 941 skill = op->chosen_skill;
877 break; 942 else
878 } 943 {
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); 944 skill = find_player_hth_skill (op);
883 945
884 if (!skill) { 946 if (!skill)
947 {
885 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 948 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
886 return 0; 949 return 0;
887 } 950 }
888 } 951 }
889 } 952 }
890 if (skill != op->chosen_skill) { 953
891 /* now try to ready the new skill */ 954 /* now try to ready the new skill */
892 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 955 if (!change_skill (op, skill, 0))
956 { /* oh oh, trouble! */
893 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); 957 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
894 return 0; 958 return 0;
895 } 959 }
896 } 960 }
897 } else { 961 else
962 {
898 /* Seen some crashes below where current_weapon is not set, 963 /* 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, 964 * 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. 965 * do some work in trying to find the object to use.
901 */ 966 */
902 if (!op->current_weapon) { 967 if (!op->current_weapon)
903 object *tmp; 968 {
969 object *tmp;
904 970
905 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 971 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) 972 for (tmp = op->inv; tmp; tmp = tmp->below)
908 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; 973 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
974 break;
909 975
910 if (op->current_weapon_script) 976 if (!tmp)
911 FREE_AND_CLEAR_STR(op->current_weapon_script); 977 {
912 if (!tmp) {
913 LOG(llevError,"Could not find applied weapon on %s\n", 978 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
914 op->name);
915 op->current_weapon=NULL; 979 op->current_weapon = NULL;
916 return 0; 980 return 0;
917 } else { 981 }
982 else
983 {
918 op->current_weapon = tmp; 984 op->current_weapon = tmp;
919 op->current_weapon_script=add_string(query_name(tmp)); 985 }
920 } 986 }
921 }
922 987
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); 988 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
989 }
926 } 990 }
927 }
928 }
929 991
930 /* lose invisiblity/hiding status for running attacks */ 992 /* lose invisiblity/hiding status for running attacks */
931 993
932 if(op->type==PLAYER && op->contr->tmp_invis) { 994 if (op->type == PLAYER && op->contr->tmp_invis)
995 {
933 op->contr->tmp_invis=0; 996 op->contr->tmp_invis = 0;
934 op->invisible=0; 997 op->invisible = 0;
935 op->hide=0; 998 op->hide = 0;
936 update_object(op,UP_OBJ_FACE); 999 update_object (op, UP_OBJ_FACE);
937 } 1000 }
938 1001
939 success = attack_ob(tmp,op); 1002 success = attack_ob (tmp, op);
940 1003
941 /* print appropriate messages to the player */ 1004 /* print appropriate messages to the player */
942 1005
943 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 1006 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1007 {
944 if(op->type==PLAYER) 1008 if (op->type == PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,op, 1009 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) 1010 else if (tmp->type == PLAYER)
948 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1011 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
949 "%s %s you!",query_name(op),string);
950 } 1012 }
951 return success; 1013 return success;
952} 1014}
953 1015
954 1016
955/* skill_attack() - Core routine for use when we attack using a skills 1017/* skill_attack() - Core routine for use when we attack using a skills
956 * system. In essence, this code handles 1018 * system. In essence, this code handles
957 * all skill-based attacks, ie hth, missile and melee weapons should be 1019 * all skill-based attacks, ie hth, missile and melee weapons should be
961 * 1023 *
962 * This is called by move_player() and attack_hth() 1024 * This is called by move_player() and attack_hth()
963 * 1025 *
964 * Initial implementation by -bt thomas@astro.psu.edu 1026 * Initial implementation by -bt thomas@astro.psu.edu
965 */ 1027 */
966 1028
1029int
967int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 1030skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1031{
968 sint16 tx,ty; 1032 sint16 tx, ty;
969 mapstruct *m; 1033 maptile *m;
970 int mflags; 1034 int mflags;
971 1035
1036 if (!dir)
972 if(!dir) dir=pl->facing; 1037 dir = pl->facing;
1038
973 tx=freearr_x[dir]; 1039 tx = freearr_x[dir];
974 ty=freearr_y[dir]; 1040 ty = freearr_y[dir];
975 1041
976 /* If we don't yet have an opponent, find if one exists, and attack. 1042 /* 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() 1043 * Legal opponents are the same as outlined in move_player_attack()
978 */ 1044 */
979 1045
980 if(tmp==NULL) { 1046 if (tmp == NULL)
1047 {
981 m = pl->map; 1048 m = pl->map;
982 tx = pl->x + freearr_x[dir]; 1049 tx = pl->x + freearr_x[dir];
983 ty = pl->y + freearr_y[dir]; 1050 ty = pl->y + freearr_y[dir];
984 1051
985 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 1052 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
986 if (mflags & P_OUT_OF_MAP) return 0; 1053 if (mflags & P_OUT_OF_MAP)
1054 return 0;
987 1055
988 /* space must be blocked for there to be anything interesting to do */ 1056 /* 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; 1057 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1058 return 0;
990 1059
991 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) 1060 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
992 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 1061 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) 1062 {
994 || tmp->type==LOCKED_DOOR ) {
995 /* Don't attack party members */ 1063 /* Don't attack party members */
996 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 1064 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
997 && pl->contr->party==tmp->contr->party)) 1065 return 0;
998 return 0;
999 break; 1066 break;
1067 }
1000 } 1068 }
1001 }
1002 if (!tmp) { 1069 if (!tmp)
1070 {
1003 if(pl->type==PLAYER) 1071 if (pl->type == PLAYER)
1004 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); 1072 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1005 return 0; 1073 return 0;
1006 } 1074 }
1007 1075
1008 return do_skill_attack(tmp,pl,string, skill); 1076 return do_skill_attack (tmp, pl, string, skill);
1009} 1077}
1010 1078
1011 1079
1012/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1080/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1081
1013/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1082/* 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 1083 * (attack_hth) we check for weapon use, etc in the second (the new
1015 * function skill_attack() we actually attack. 1084 * function skill_attack() we actually attack.
1016 */ 1085 */
1017 1086
1087static int
1018static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1088attack_hth (object *pl, int dir, const char *string, object *skill)
1089{
1019 object *enemy=NULL,*weapon; 1090 object *enemy = NULL, *weapon;
1020 1091
1021 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1092 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1022 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1093 for (weapon = pl->inv; weapon; weapon = weapon->below)
1094 {
1023 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1095 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1096 {
1024 CLEAR_FLAG(weapon,FLAG_APPLIED); 1097 CLEAR_FLAG (weapon, FLAG_APPLIED);
1025 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1098 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1026 fix_player(pl); 1099 pl->update_stats ();
1027 if(pl->type==PLAYER) { 1100 if (pl->type == PLAYER)
1101 {
1028 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); 1102 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1029 esrv_update_item(UPD_FLAGS, pl, weapon); 1103 esrv_update_item (UPD_FLAGS, pl, weapon);
1030 } 1104 }
1031 break; 1105 break;
1106 }
1032 } 1107 }
1033 }
1034 return skill_attack(enemy,pl,dir,string, skill); 1108 return skill_attack (enemy, pl, dir, string, skill);
1035} 1109}
1036 1110
1037 1111
1038/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1112/* 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. 1113 * 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 1117 * we may make this routine handle 'special' melee weapons attacks
1044 * (like disarming manuever with sai) based on player SK_level and 1118 * (like disarming manuever with sai) based on player SK_level and
1045 * weapon type. 1119 * weapon type.
1046 */ 1120 */
1047 1121
1122static int
1048static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1123attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1124{
1049 1125
1050 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1126 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1127 {
1051 if(op->type==PLAYER) 1128 if (op->type == PLAYER)
1052 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); 1129 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1053 return 0; 1130 return 0;
1054 } 1131 }
1055 return skill_attack(NULL,op,dir,string, skill); 1132 return skill_attack (NULL, op, dir, string, skill);
1056 1133
1057} 1134}

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