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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 1.29 by root, Wed Mar 14 04:12:29 2007 UTC

1/* 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/*
6 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
7 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21 *
25 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23 */
27 24
28/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
29 26
30/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
31 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
38 * experience. Calc_skill_exp() handles the gained experience using 35 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 36 * modifications in the skills[] table. - b.t.
40 */ 37 */
41 38
42/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
40
43/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 42
47#include <global.h> 43#include <global.h>
48#include <object.h> 44#include <object.h>
49#ifndef __CEXTRACT__
50#include <sproto.h> 45#include <sproto.h>
51#endif
52#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
53#include <spells.h> 47#include <spells.h>
54 48
49/* Table of unarmed attack skills. Terminated by -1. This
50 * is also the list that we should try to use skills when
51 * automatically applying one for the player.
52 */
53static uint8 unarmed_skills[] = {
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63};
64
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 65static 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); 66static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57
58const char *skill_names[NUM_SKILLS];
59 67
60/* init_skills basically just sets up the skill_names table 68/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 69 * above. The index into the array is set up by the
62 * subtypes. 70 * subtypes.
63 */ 71 */
72void
64void init_skills(void) { 73init_skills (void)
74{
65 int i; 75 int i;
66 archetype *at; 76 archetype *at;
67 77
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) { 78 for (at = first_archetype; at != NULL; at = at->next)
72 if (at->clone.type == SKILL) { 79 if (at->clone.type == SKILL)
80 {
73 if (skill_names[at->clone.subtype] != NULL) { 81 if (skill_names[at->clone.subtype] != NULL)
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 82 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); 83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
76 } else { 84 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 85 skill_names[at->clone.subtype] = at->clone.skill;
78 }
79 }
80 } 86 }
81 87
82 /* This isn't really an error if there is no skill subtype set, but 88 /* This isn't really an error if there is no skill subtype set, but
83 * checking for this may catch some user errors. 89 * checking for this may catch some user errors.
84 */ 90 */
85 for (i=1; i<NUM_SKILLS; i++) { 91 for (i = 1; i < NUM_SKILLS; i++)
92 {
86 if (!skill_names[i]) 93 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 } 95 }
90} 96}
91
92 97
93/* This function goes through the player inventory and sets 98/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 99 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 100 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 101 * mostly used for sending exp.
97 */ 102 */
103void
98void link_player_skills(object *op) 104link_player_skills (object *op)
99{ 105{
100 object *tmp;
101
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
103 if (tmp->type == SKILL) { 107 if (tmp->type == SKILL)
108 {
104 /* This is really a warning, hence no else below */ 109 /* 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) { 110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 113
109 if (tmp->subtype >= NUM_SKILLS) { 114 if (tmp->subtype >= NUM_SKILLS)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
111 tmp->subtype, NUM_SKILLS); 116 else
112 } else { 117 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 118 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
115 } 120 }
116 }
117 } 121 }
118} 122}
119 123
120/* This returns the skill pointer of the given name (the 124/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 125 * one that accumlates exp, has the level, etc).
122 * 126 *
123 * It is presumed that the player will be needing to actually 127 * 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 128 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 129 * tool, this code will equip it.
126 */ 130 */
131object *
127object *find_skill_by_name(object *who, const char *name) 132find_skill_by_name (object *who, const char *name)
128{ 133{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 134 object *skill = NULL, *skill_tool = NULL, *tmp;
130 135
131 if (!name) return NULL; 136 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; 137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
144 {
145 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
146 skill = tmp;
147
148 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one.
150 */
151 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 }
158 }
159 /* If this is a skill that can be used without a tool, return it */
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill;
162
163 /* Player has a tool to use the skill. IF not applied, apply it -
164 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them.
166 */
167 if (skill_tool)
168 {
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who);
178 }
179 return skill;
180 }
181 return NULL;
169} 182}
170 183
171 184
172/* This returns the skill pointer of the given name (the 185/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 186 * one that accumlates exp, has the level, etc).
178 * 191 *
179 * This code is basically the same as find_skill_by_name() above, 192 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 193 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 194 * this replaces find_skill.
182 */ 195 */
196object *
183object *find_skill_by_number(object *who, int skillno) 197find_skill_by_number (object *who, int skillno)
184{ 198{
185 object *skill=NULL, *skill_tool=NULL, *tmp; 199 object *skill = NULL, *skill_tool = NULL, *tmp;
186 200
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; 201 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; 202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp;
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill;
243 }
244
245 return NULL;
219} 246}
220 247
221/* This changes the objects skill to new_skill. 248/* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used - 249 * 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 250 * 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 255 * 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. 256 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error 257 * return 1 on success, 0 on error
231 */ 258 */
232 259
260int
233int change_skill (object *who, object *new_skill, int flag) 261change_skill (object *who, object *new_skill, int flag)
234{ 262{
235 int old_range; 263 int old_range;
236 264
237 if ( who->type != PLAYER ) 265 if (who->type != PLAYER)
238 return 0; 266 return 0;
239 267
240 old_range = who->contr->shoottype; 268 old_range = who->contr->shoottype;
241 269
242 if (who->chosen_skill && who->chosen_skill == new_skill) 270 if (who->chosen_skill && who->chosen_skill == new_skill)
243 { 271 {
244 /* optimization for changing skill to current skill */ 272 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1)) 273 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill; 274 who->contr->shoottype = range_skill;
275
247 return 1; 276 return 1;
248 } 277 }
249 278
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
250 if (!new_skill || who->chosen_skill) 283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); 285 apply_special (who, who->chosen_skill, AP_UNAPPLY);
252 286
253 /* Only goal in this case was to unapply a skill */ 287 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0; 288 if (!new_skill)
289 return 0;
255 290
256 if (apply_special (who, new_skill, AP_APPLY)) { 291 if (apply_special (who, new_skill, AP_APPLY))
257 return 0; 292 return 0;
258 } 293
259 if (flag & 0x1) 294 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range; 295 who->contr->shoottype = (rangetype)old_range;
261 296
262 return 1; 297 return 1;
263} 298}
264 299
265/* This function just clears the chosen_skill and range_skill values 300/* This function just clears the chosen_skill and range_skill values
266 * inthe player. 301 * inthe player.
267 */ 302 */
303void
268void clear_skill(object *who) 304clear_skill (object *who)
269{ 305{
270 who->chosen_skill = NULL; 306 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL); 307 CLEAR_FLAG (who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) { 308 if (who->type == PLAYER)
309 {
273 who->contr->ranges[range_skill] = NULL; 310 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill) 311 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none; 312 who->contr->shoottype = range_none;
276 } 313 }
277} 314}
278 315
279/* do_skill() - Main skills use function-similar in scope to cast_spell(). 316/* 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. 317 * 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 322 * from know if a skill was actually used, as many skills don't
286 * give any exp for their direct use (eg, throwing). 323 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 324 * It returns 0 if no skill was used.
288 */ 325 */
289 326
327int
290int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 328do_skill (object *op, object *part, object *skill, int dir, const char *string)
329{
291 int success=0, exp=0; 330 int success = 0, exp = 0;
292 int did_alc = 0; 331 int did_alc = 0;
293 object *tmp, *next; 332 object *tmp, *next;
294 333
295 if (!skill) return 0; 334 if (!skill)
335 return 0;
296 336
297 /* The code below presumes that the skill points to the object that 337 /* 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 338 * 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 339 * 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. 340 * the player doesn't have a bucket for that, create one.
301 */ 341 */
302 if (skill->type != SKILL && op->type == PLAYER) { 342 if (skill->type != SKILL && op->type == PLAYER)
343 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 345 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 346 break;
347
348 if (!tmp)
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 349 tmp = give_skill_by_name (op, skill->skill);
350
307 skill = tmp; 351 skill = tmp;
308 } 352 }
309 353
310 // skill, by_whom, on_which_object, which direction, skill_argument 354 // 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))) 355 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 return 0; 356 return 0;
313 357
314 switch(skill->subtype) { 358 switch (skill->subtype)
359 {
315 case SK_LEVITATION: 360 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 361 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 362 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 363 * equipped, that should transfer to player, when not,
319 * shouldn't. 364 * shouldn't.
320 */ 365 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 366 if (QUERY_FLAG (skill, FLAG_APPLIED))
367 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 368 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 370 }
325 else { 371 else
372 {
326 SET_FLAG(skill,FLAG_APPLIED); 373 SET_FLAG (skill, FLAG_APPLIED);
327 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); 374 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
328 } 375 }
329 fix_player(op); 376
377 op->update_stats ();
330 success=1; 378 success = 1;
331 break; 379 break;
332 380
333 case SK_STEALING: 381 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 382 exp = success = steal (op, dir, skill);
335 break; 383 break;
336 384
337 case SK_LOCKPICKING: 385 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 386 exp = success = pick_lock (op, dir, skill);
339 break; 387 break;
340 388
341 case SK_HIDING: 389 case SK_HIDING:
342 exp = success = hide(op, skill); 390 exp = success = hide (op, skill);
343 break; 391 break;
344 392
345 case SK_JUMPING: 393 case SK_JUMPING:
346 success = jump(op, dir, skill); 394 success = jump (op, dir, skill);
347 break; 395 break;
348 396
349 case SK_INSCRIPTION: 397 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 398 exp = success = write_on_item (op, string, skill);
351 break; 399 break;
352 400
353 case SK_MEDITATION: 401 case SK_MEDITATION:
354 meditate(op, skill); 402 meditate (op, skill);
355 success=1; 403 success = 1;
356 break; 404 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 405 /* note that the following 'attack' skills gain exp through hit_player() */
358 406
359 case SK_KARATE: 407 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 408 (void) attack_hth (op, dir, "karate-chopped", skill);
361 break; 409 break;
362 410
363 case SK_PUNCHING: 411 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 412 (void) attack_hth (op, dir, "punched", skill);
365 break; 413 break;
366 414
367 case SK_FLAME_TOUCH: 415 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 416 (void) attack_hth (op, dir, "flamed", skill);
369 break; 417 break;
370 418
371 case SK_SPARK_TOUCH: 419 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 420 (void) attack_hth (op, dir, "zapped", skill);
373 break; 421 break;
374 422
375 case SK_SHIVER: 423 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 424 (void) attack_hth (op, dir, "froze", skill);
377 break; 425 break;
378 426
379 case SK_ACID_SPLASH: 427 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 428 (void) attack_hth (op, dir, "dissolved", skill);
381 break; 429 break;
382 430
383 case SK_POISON_NAIL: 431 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 432 (void) attack_hth (op, dir, "injected poison into", skill);
385 break; 433 break;
386 434
387 case SK_CLAWING: 435 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 436 (void) attack_hth (op, dir, "clawed", skill);
389 break; 437 break;
390 438
391 case SK_ONE_HANDED_WEAPON: 439 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 440 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 441 (void) attack_melee_weapon (op, dir, NULL, skill);
394 break; 442 break;
395 443
396 case SK_FIND_TRAPS: 444 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 445 exp = success = find_traps (op, skill);
398 break; 446 break;
399 447
400 case SK_SINGING: 448 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 449 exp = success = singing (op, dir, skill);
402 break; 450 break;
403 451
404 case SK_ORATORY: 452 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 453 exp = success = use_oratory (op, dir, skill);
406 break; 454 break;
407 455
408 case SK_SMITHERY: 456 case SK_SMITHERY:
409 case SK_BOWYER: 457 case SK_BOWYER:
410 case SK_JEWELER: 458 case SK_JEWELER:
411 case SK_ALCHEMY: 459 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 460 case SK_THAUMATURGY:
413 case SK_LITERACY: 461 case SK_LITERACY:
414 case SK_WOODSMAN: 462 case SK_WOODSMAN:
415 /* first, we try to find a cauldron, and do the alchemy thing. 463 /* first, we try to find a cauldron, and do the alchemy thing.
416 * failing that, we go and identify stuff. 464 * failing that, we go and identify stuff.
417 */ 465 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 466 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
419 next=tmp->above; 467 {
468 next = tmp->above;
469
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 {
421 attempt_do_alchemy(op, tmp); 472 attempt_do_alchemy (op, tmp);
473
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 474 if (QUERY_FLAG (tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp); 475 esrv_send_inventory (op, tmp);
424 did_alc=1; 476
425 } 477 did_alc = 1;
426 } 478 }
479 }
480
427 if (did_alc == 0) 481 if (did_alc == 0)
428 exp = success = skill_ident(op,skill); 482 exp = success = skill_ident (op, skill);
483
429 break; 484 break;
430 485
431 case SK_DET_MAGIC: 486 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 487 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 488 exp = success = skill_ident (op, skill);
434 break; 489 break;
435 490
436 case SK_DISARM_TRAPS: 491 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 492 exp = success = remove_trap (op, dir, skill);
438 break; 493 break;
439 494
440 case SK_THROWING: 495 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 496 success = skill_throw (op, part, dir, string, skill);
442 break; 497 break;
443 498
444 case SK_SET_TRAP: 499 case SK_SET_TRAP:
445 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); 500 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
446 break; 501 break;
447 502
448 case SK_USE_MAGIC_ITEM: 503 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 504 case SK_MISSILE_WEAPON:
450 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); 505 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
451 break; 506 break;
452 507
453 case SK_PRAYING: 508 case SK_PRAYING:
454 success = pray(op, skill); 509 success = pray (op, skill);
455 break; 510 break;
456 511
457 case SK_BARGAINING: 512 case SK_BARGAINING:
458 success = describe_shop(op); 513 success = describe_shop (op);
459 break; 514 break;
460 515
461 case SK_SORCERY: 516 case SK_SORCERY:
462 case SK_EVOCATION: 517 case SK_EVOCATION:
463 case SK_PYROMANCY: 518 case SK_PYROMANCY:
464 case SK_SUMMONING: 519 case SK_SUMMONING:
465 case SK_CLIMBING: 520 case SK_CLIMBING:
466 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); 521 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break; 522 break;
468 523
469 default: 524 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 525 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);
472 break; 526 break;
473 } 527 }
474 528
475 /* For players we now update the speed_left from using the skill. 529 /* 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 530 * Monsters have no skill use time because of the random nature in
477 * which use_monster_skill is called already simulates this. 531 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 532 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 533 * in the code for the skill itself.
480 */ 534 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483 535
536 if (op->type == PLAYER)
537 op->speed_left -= 1.0;
538
484 /* this is a good place to add experience for successfull use of skills. 539 /* this is a good place to add experience for successfull use of skills.
485 * Note that add_exp() will figure out player/monster experience 540 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 541 * gain problems.
487 */ 542 */
488 543
544 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 545 change_exp (op, exp, skill->skill, 0);
490 546
491 return success; 547 return success;
492} 548}
493 549
494/* calc_skill_exp() - calculates amount of experience can be gained for 550/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 551 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 552 * 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 571 * skill is the skill used. If no skill is used, it should just
516 * point back to who. 572 * point back to who.
517 * 573 *
518 */ 574 */
519 575
576int
520int calc_skill_exp(object *who, object *op, object *skill) { 577calc_skill_exp (object *who, object *op, object *skill)
578{
521 int op_exp=0,op_lvl= 0; 579 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 580 float base, value, lvl_mult = 0.0;
523 581
524 if (!skill) skill = who; 582 if (!skill)
583 skill = who;
525 584
526 /* Oct 95 - where we have an object, I expanded our treatment 585 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 586 * to 3 cases:
528 * non-living magic obj, runes and everything else. 587 * non-living magic obj, runes and everything else.
529 * 588 *
530 * If an object is not alive and magical we set the base exp higher to 589 * 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 590 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha 591 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t. 592 * and level (this was the old system) -b.t.
534 */ 593 */
535 594
536 if(!op) { /* no item/creature */ 595 if (!op)
596 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 597 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
538 op_exp = 0; 598 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 599 }
540 * for the amount of experience */ 600 else if (op->type == RUNE || op->type == TRAP)
601 { /* all traps. If stats.Cha > 1 we use that
602 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 603 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 604 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 605 }
606 else
607 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 608 op_exp = op->stats.exp;
545 op_lvl = op->level; 609 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 610 if (!QUERY_FLAG (op, FLAG_ALIVE))
611 { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic); 612 op_lvl += 5 * abs (op->magic);
548 } 613 }
549 } 614 }
550 615
551 if(op_lvl<1) op_lvl = 1; 616 if (op_lvl < 1)
617 op_lvl = 1;
552 618
553 if(who->type!=PLAYER) { /* for monsters only */ 619 if (who->type != PLAYER)
620 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 621 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
622 }
623 else
555 } else { /* for players */ 624 { /* for players */
556 base = op_exp; 625 base = op_exp;
557 /* if skill really is a skill, then we can look at the skill archetype for 626 /* if skill really is a skill, then we can look at the skill archetype for
558 * bse reward value (exp) and level multiplier factor. 627 * bse reward value (exp) and level multiplier factor.
559 */ 628 */
560 if (skill->type == SKILL) { 629 if (skill->type == SKILL)
630 {
561 base += skill->arch->clone.stats.exp; 631 base += skill->arch->clone.stats.exp;
562 if (settings.simple_exp) { 632 if (settings.simple_exp)
633 {
563 if (skill->arch->clone.level) 634 if (skill->arch->clone.level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 635 lvl_mult = (float) skill->arch->clone.level / 100.0;
565 else 636 else
566 lvl_mult = 1.0; /* no adjustment */ 637 lvl_mult = 1.0; /* no adjustment */
567 } 638 }
568 else { 639 else
569 if (skill->level) 640 {
641 if (skill->level)
570 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 642 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
571 else 643 else
572 lvl_mult = 1.0; 644 lvl_mult = 1.0;
573 } 645 }
574 } else { 646 }
647 else
648 {
575 /* Don't divide by zero here! */ 649 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 650 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
577 } 651 }
578 } 652 }
579 653
580 /* assemble the exp total, and return value */ 654 /* assemble the exp total, and return value */
581 655
582 value = base * lvl_mult; 656 value = base * lvl_mult;
657 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 658 value = 1; /* Always give at least 1 exp point */
584 659
585#ifdef SKILL_UTIL_DEBUG 660#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 661 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 662#endif
589 return ( (int) value); 663 return ((int) value);
590} 664}
591 665
592/* Learn skill. This inserts the requested skill in the player's 666/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 667 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 668 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 669 * This one actually teaches the player the skill as something
596 * they can equip. 670 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 671 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 672 * player learns the skill, 2 otherwise.
599 */ 673 */
600 674
601int 675int
602learn_skill (object *pl, object *scroll) { 676learn_skill (object *pl, object *scroll)
677{
603 object *tmp; 678 object *tmp;
604 679
605 if (!scroll->skill) { 680 if (!scroll->skill)
681 {
606 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); 682 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
607 return 2; 683 return 2;
608 } 684 }
609 685
610 /* can't use find_skill_by_name because we want skills the player knows 686 /* can't use find_skill_by_name because we want skills the player knows
611 * but can't use natively. 687 * but can't use natively.
612 */ 688 */
613 689
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) 690 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; 691 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
692 break;
616 693
617 /* player already knows it */ 694 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 695 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
696 return 0;
619 697
620
621
622 /* now a random change to learn, based on player Int. 698 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 699 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 700 * might never be able to learn anything.
625 */ 701 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 702 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 703 return 2; /* failure :< */
628 704
629 if (!tmp) 705 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 706 tmp = give_skill_by_name (pl, scroll->skill);
631 707
632 if (!tmp) { 708 if (!tmp)
709 {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); 710 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
634 return 2; 711 return 2;
635 } 712 }
636 713
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 715 link_player_skills (pl);
639 return 1; 716 return 1;
640} 717}
641 718
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 719/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
643/* Probably belongs in some global utils-type file? */ 721/* Probably belongs in some global utils-type file? */
722static int
644static int clipped_percent(sint64 a, sint64 b) 723clipped_percent (sint64 a, sint64 b)
645{ 724{
646 int rv; 725 int rv;
647 726
648 if (b <= 0) 727 if (b <= 0)
649 return 0; 728 return 0;
650 729
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 730 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 731
653 if (rv < 0) 732 if (rv < 0)
654 return 0; 733 return 0;
655 else if (rv > 100) 734 else if (rv > 100)
656 return 100; 735 return 100;
657 736
658 return rv; 737 return rv;
659} 738}
660 739
661/* show_skills() - Meant to allow players to examine 740/* show_skills() - Meant to allow players to examine
662 * their current skill list. 741 * their current skill list.
666 * Note this function is a bit more complicated becauase we 745 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 746 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit 747 * just dumped this as we found it, this would be a bit
669 * simpler. 748 * simpler.
670 */ 749 */
671 750
751void
672void show_skills(object *op, const char* search) { 752show_skills (object *op, const char *search)
753{
673 object *tmp=NULL; 754 object *tmp = NULL;
674 char buf[MAX_BUF]; 755 char buf[MAX_BUF];
675 const char *cp; 756 const char *cp;
676 int i,num_skills_found=0; 757 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 758 static const char *const periods = "........................................";
759
678 /* Need to have a pointer and use strdup for qsort to work properly */ 760 /* Need to have a pointer and use strdup for qsort to work properly */
679 char skills[NUM_SKILLS][MAX_BUF]; 761 char skills[NUM_SKILLS][MAX_BUF];
680 762
681 763
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
765 {
683 if (tmp->type == SKILL) { 766 if (tmp->type == SKILL)
767 {
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 768 if (search && strstr (tmp->name, search) == NULL)
769 continue;
685 /* Basically want to fill this out to 40 spaces with periods */ 770 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 771 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0; 772 buf[40] = 0;
688 773
689 if (settings.permanent_exp_ratio) { 774 if (settings.permanent_exp_ratio)
690#ifdef WIN32 775 {
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", 776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
692 buf,tmp->level, 777 buf, tmp->level, tmp->stats.exp,
693 tmp->stats.exp, 778 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
694 level_exp(tmp->level+1, op->expmul), 779 }
695 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 780 else
696#else 781 {
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)", 782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
706 buf,tmp->level, 783 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
707 tmp->stats.exp, 784 }
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 785 /* I don't know why some characters get a bunch of skills, but
717 * it sometimes happens (maybe a leftover from bugier earlier code 786 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 787 * and those character are still about). In any case, lets handle
719 * it so it doesn't crash the server - otherwise, one character may 788 * it so it doesn't crash the server - otherwise, one character may
720 * crash the server numerous times. 789 * crash the server numerous times.
721 */ 790 */
722 if (num_skills_found >= NUM_SKILLS) { 791 if (num_skills_found >= NUM_SKILLS)
792 {
723 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 793 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"); 794 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
725 break; 795 break;
796 }
797 }
726 } 798 }
727 }
728 }
729 799
730 clear_win_info(op); 800 clear_win_info (op);
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); 801 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
802 if (num_skills_found > 1)
732 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); 803 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
733 804
734 for (i=0; i<num_skills_found; i++) { 805 for (i = 0; i < num_skills_found; i++)
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
736 }
737 807
738 new_draw_info_format(NDI_UNIQUE, 0, op, 808 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);
740 809
741 cp = determine_god(op); 810 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 811 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");
744 812
745 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 813 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)); 814 op->contr->item_power, (int) (op->level * settings.item_power_factor));
747} 815}
748 816
749/* use_skill() - similar to invoke command, it executes the skill in the 817/* 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 818 * 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. 819 * 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 820 * 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. 821 * our own find_skill_by_name so we can try to do better string matching.
754 */ 822 */
755 823
824int
756int use_skill(object *op, const char *string) { 825use_skill (object *op, const char *string)
826{
757 object *skop; 827 object *skop;
758 size_t len; 828 size_t len;
759 829
760 if (!string) return 0; 830 if (!string)
831 return 0;
761 832
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 833 for (skop = op->inv; skop != NULL; skop = skop->below)
834 {
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 835 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 836 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
765 break; 837 break;
766 else if (skop->type == SKILL_TOOL && 838 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; 839 break;
769 } 840 }
770 if (!skop) { 841 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 } 842 {
843 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
844 return 0;
845 }
775 846
776 len=strlen(skop->skill); 847 len = strlen (skop->skill);
777 848
778 /* All this logic goes and skips over the skill name to find any 849 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 850 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 851 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 852 * want to skip over any leading spaces.
782 */ 853 */
783 if(len>=strlen(string)) { 854 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 } 855 {
856 string = NULL;
790 857 }
858 else
859 {
860 string += len;
861 while (*string == 0x20)
862 string++;
863 if (strlen (string) == 0)
864 string = NULL;
865 }
866
791#ifdef SKILL_UTIL_DEBUG 867#ifdef SKILL_UTIL_DEBUG
792 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); 868 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
793#endif 869#endif
794 870
795 /* Change to the new skill, then execute it. */ 871 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 872 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 873 return 1;
799}
800 874
875 return 0;
876}
801 877
878static bool
879hth_skill_p (object *skill)
880{
881 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
882 if (skill->subtype == unarmed_skills[i])
883 return 1;
802 884
885 return 0;
886}
887
803/* This finds the best unarmed skill the player has, and returns 888/* 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 */ 889 */
890static object *
817static object *find_best_player_hth_skill(object *op) 891find_player_hth_skill (object *op)
818{ 892{
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) { 893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
823 if (tmp->type == SKILL) { 894 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 895 return tmp;
825 896
826 /* The order in the array is preferred order. So basically, 897 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} 898}
845 899
846/* do_skill_attack() - We have got an appropriate opponent from either 900/* 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 901 * 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. 902 * attacking, take care of messages from the attack and changes in invisible.
850 * tmp is the targetted monster. 904 * tmp is the targetted monster.
851 * op is what is attacking 905 * op is what is attacking
852 * string is passed along to describe what messages to describe 906 * string is passed along to describe what messages to describe
853 * the damage. 907 * the damage.
854 */ 908 */
855 909
910static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 911do_skill_attack (object *tmp, object *op, const char *string, object *skill)
912{
857 int success; 913 int success;
858 914
915 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
916 return RESULT_INT (0);
917
859 /* For Players only: if there is no ready weapon, and no "attack" skill 918 /* 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. 919 * 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, 920 * 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 921 * 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. 922 * through that code if skill is set to change to the skill.
864 */ 923 */
865 if(op->type==PLAYER) { 924 if (op->type == PLAYER)
925 {
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 926 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
867 size_t i; 927 {
868
869 if (!skill) { 928 if (!skill)
929 {
870 /* See if the players chosen skill is a combat skill, and use 930 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 931 * it if appropriate.
872 */ 932 */
873 if (op->chosen_skill) { 933 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; 934 skill = op->chosen_skill;
877 break; 935 else
878 } 936 {
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); 937 skill = find_player_hth_skill (op);
883 938
884 if (!skill) { 939 if (!skill)
940 {
885 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 941 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
886 return 0; 942 return 0;
887 } 943 }
888 } 944 }
889 } 945 }
890 if (skill != op->chosen_skill) { 946
891 /* now try to ready the new skill */ 947 /* now try to ready the new skill */
892 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 948 if (!change_skill (op, skill, 0))
949 { /* oh oh, trouble! */
893 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); 950 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
894 return 0; 951 return 0;
895 } 952 }
896 } 953 }
897 } else { 954 else
955 {
898 /* Seen some crashes below where current_weapon is not set, 956 /* 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, 957 * 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. 958 * do some work in trying to find the object to use.
901 */ 959 */
902 if (!op->current_weapon) { 960 if (!op->current_weapon)
903 object *tmp; 961 {
962 object *tmp;
904 963
905 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 964 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) 965 for (tmp = op->inv; tmp; tmp = tmp->below)
908 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; 966 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
967 break;
909 968
910 if (op->current_weapon_script) 969 if (!tmp)
911 FREE_AND_CLEAR_STR(op->current_weapon_script); 970 {
912 if (!tmp) {
913 LOG(llevError,"Could not find applied weapon on %s\n", 971 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
914 op->name);
915 op->current_weapon=NULL; 972 op->current_weapon = NULL;
916 return 0; 973 return 0;
917 } else { 974 }
975 else
976 {
918 op->current_weapon = tmp; 977 op->current_weapon = tmp;
919 op->current_weapon_script=add_string(query_name(tmp)); 978 }
920 } 979 }
921 }
922 980
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); 981 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
982 }
926 } 983 }
927 }
928 }
929 984
930 /* lose invisiblity/hiding status for running attacks */ 985 /* lose invisiblity/hiding status for running attacks */
931 986
932 if(op->type==PLAYER && op->contr->tmp_invis) { 987 if (op->type == PLAYER && op->contr->tmp_invis)
988 {
933 op->contr->tmp_invis=0; 989 op->contr->tmp_invis = 0;
934 op->invisible=0; 990 op->invisible = 0;
935 op->hide=0; 991 op->hide = 0;
936 update_object(op,UP_OBJ_FACE); 992 update_object (op, UP_OBJ_CHANGE);
937 } 993 }
938 994
939 success = attack_ob(tmp,op); 995 success = attack_ob (tmp, op);
940 996
941 /* print appropriate messages to the player */ 997 /* print appropriate messages to the player */
942 998
943 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 999 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1000 {
944 if(op->type==PLAYER) 1001 if (op->type == PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,op, 1002 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) 1003 else if (tmp->type == PLAYER)
948 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1004 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
949 "%s %s you!",query_name(op),string);
950 } 1005 }
951 return success; 1006 return success;
952} 1007}
953 1008
954 1009
955/* skill_attack() - Core routine for use when we attack using a skills 1010/* skill_attack() - Core routine for use when we attack using a skills
956 * system. In essence, this code handles 1011 * system. In essence, this code handles
957 * all skill-based attacks, ie hth, missile and melee weapons should be 1012 * all skill-based attacks, ie hth, missile and melee weapons should be
961 * 1016 *
962 * This is called by move_player() and attack_hth() 1017 * This is called by move_player() and attack_hth()
963 * 1018 *
964 * Initial implementation by -bt thomas@astro.psu.edu 1019 * Initial implementation by -bt thomas@astro.psu.edu
965 */ 1020 */
966 1021
1022int
967int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 1023skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1024{
968 sint16 tx,ty; 1025 sint16 tx, ty;
969 mapstruct *m; 1026 maptile *m;
970 int mflags; 1027 int mflags;
971 1028
1029 if (!dir)
972 if(!dir) dir=pl->facing; 1030 dir = pl->facing;
1031
973 tx=freearr_x[dir]; 1032 tx = freearr_x[dir];
974 ty=freearr_y[dir]; 1033 ty = freearr_y[dir];
975 1034
976 /* If we don't yet have an opponent, find if one exists, and attack. 1035 /* 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() 1036 * Legal opponents are the same as outlined in move_player_attack()
978 */ 1037 */
979 1038
980 if(tmp==NULL) { 1039 if (tmp == NULL)
1040 {
981 m = pl->map; 1041 m = pl->map;
982 tx = pl->x + freearr_x[dir]; 1042 tx = pl->x + freearr_x[dir];
983 ty = pl->y + freearr_y[dir]; 1043 ty = pl->y + freearr_y[dir];
984 1044
985 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 1045 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
986 if (mflags & P_OUT_OF_MAP) return 0; 1046 if (mflags & P_OUT_OF_MAP)
1047 return 0;
987 1048
988 /* space must be blocked for there to be anything interesting to do */ 1049 /* 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; 1050 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1051 return 0;
990 1052
991 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) 1053 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
992 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 1054 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) 1055 {
994 || tmp->type==LOCKED_DOOR ) {
995 /* Don't attack party members */ 1056 /* Don't attack party members */
996 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 1057 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
997 && pl->contr->party==tmp->contr->party)) 1058 return 0;
998 return 0;
999 break; 1059 break;
1060 }
1000 } 1061 }
1001 }
1002 if (!tmp) { 1062 if (!tmp)
1063 {
1003 if(pl->type==PLAYER) 1064 if (pl->type == PLAYER)
1004 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); 1065 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1005 return 0; 1066 return 0;
1006 } 1067 }
1007 1068
1008 return do_skill_attack(tmp,pl,string, skill); 1069 return do_skill_attack (tmp, pl, string, skill);
1009} 1070}
1010 1071
1011 1072
1012/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1073/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1074
1013/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1075/* 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 1076 * (attack_hth) we check for weapon use, etc in the second (the new
1015 * function skill_attack() we actually attack. 1077 * function skill_attack() we actually attack.
1016 */ 1078 */
1017 1079
1080static int
1018static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1081attack_hth (object *pl, int dir, const char *string, object *skill)
1082{
1019 object *enemy=NULL,*weapon; 1083 object *enemy = NULL, *weapon;
1020 1084
1021 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1085 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1022 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1086 for (weapon = pl->inv; weapon; weapon = weapon->below)
1087 {
1023 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1088 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1089 {
1024 CLEAR_FLAG(weapon,FLAG_APPLIED); 1090 CLEAR_FLAG (weapon, FLAG_APPLIED);
1025 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1091 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1026 fix_player(pl); 1092 pl->update_stats ();
1027 if(pl->type==PLAYER) { 1093 if (pl->type == PLAYER)
1094 {
1028 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); 1095 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1029 esrv_update_item(UPD_FLAGS, pl, weapon); 1096 esrv_update_item (UPD_FLAGS, pl, weapon);
1030 } 1097 }
1031 break; 1098 break;
1099 }
1032 } 1100 }
1033 }
1034 return skill_attack(enemy,pl,dir,string, skill); 1101 return skill_attack (enemy, pl, dir, string, skill);
1035} 1102}
1036 1103
1037 1104
1038/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1105/* 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. 1106 * 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 1110 * we may make this routine handle 'special' melee weapons attacks
1044 * (like disarming manuever with sai) based on player SK_level and 1111 * (like disarming manuever with sai) based on player SK_level and
1045 * weapon type. 1112 * weapon type.
1046 */ 1113 */
1047 1114
1115static int
1048static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1116attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1117{
1049 1118
1050 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1119 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1120 {
1051 if(op->type==PLAYER) 1121 if (op->type == PLAYER)
1052 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); 1122 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1053 return 0; 1123 return 0;
1054 } 1124 }
1055 return skill_attack(NULL,op,dir,string, skill); 1125 return skill_attack (NULL, op, dir, string, skill);
1056 1126
1057} 1127}

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