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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 1.52 by root, Fri May 18 01:01:02 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
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
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
55
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57
58const char *skill_names[NUM_SKILLS];
59 58
60/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
62 * subtypes. 61 * subtypes.
63 */ 62 */
63void
64void init_skills(void) { 64init_skills (void)
65 int i; 65{
66 archetype *at;
67
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) { 66 for (archetype *at = first_archetype; at; at = at->next)
72 if (at->clone.type == SKILL) { 67 if (at->clone.type == SKILL)
68 {
73 if (skill_names[at->clone.subtype] != NULL) { 69 if (skill_names[at->clone.subtype])
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
76 } else { 72 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 73 skill_names[at->clone.subtype] = at->clone.skill;
78 }
79 }
80 } 74 }
81 75
82 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
83 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
84 */ 78 */
85 for (i=1; i<NUM_SKILLS; i++) { 79 for (int i = 1; i < NUM_SKILLS; i++)
86 if (!skill_names[i]) 80 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 }
90} 82}
91
92 83
93/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 87 * mostly used for sending exp.
97 */ 88 */
89void
98void link_player_skills(object *op) 90link_player_skills (object *op)
99{ 91{
100 object *tmp;
101
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
103 if (tmp->type == SKILL) { 93 if (tmp->type == SKILL)
94 {
104 /* This is really a warning, hence no else below */ 95 /* 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) { 96 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", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 99
109 if (tmp->subtype >= NUM_SKILLS) { 100 if (tmp->subtype >= NUM_SKILLS)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
111 tmp->subtype, NUM_SKILLS); 102 else
112 } else { 103 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
115 } 106 }
116 }
117 } 107 }
108}
109
110static object *
111find_skill (object *who, const shstr &sh)
112{
113 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL)
115 return tmp;
116
117 return 0;
118} 118}
119 119
120/* This returns the skill pointer of the given name (the 120/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 121 * one that accumulates exp, has the level, etc).
122 * 122 *
123 * It is presumed that the player will be needing to actually 123 * 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 124 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 125 * tool, this code will equip it.
126 */ 126 */
127object *
127object *find_skill_by_name(object *who, const char *name) 128find_skill_by_name (object *who, const shstr &sh)
128{ 129{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 130 object *skill_tool = 0;
130 131
131 if (!name) return NULL;
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) { 132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && 133 if (tmp->skill == sh)
139 strlen(tmp->skill) >= strlen(name)) skill = tmp; 134 {
140 135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
136 /* If this is a skill that can be used without applying tool, return it */
137 return tmp->inv_splay ();
141 /* Try to find appropriate skilltool. If the player has one already 138 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one. 139 * applied, we try to keep using that one.
143 */ 140 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && 141 else if (tmp->type == SKILL_TOOL && !skill_tool)
145 strlen(tmp->skill) >= strlen(name)) { 142 skill_tool = tmp;
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 } 143 }
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;
153 144
145 if (!skill_tool)
146 return 0;
147
154 /* Player has a tool to use the skill. IF not applied, apply it - 148 /* 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 149 * if not successful, return null. If they do have the skill tool
156 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
157 */ 151 */
158 if (skill_tool) { 152 object *skill = find_skill (who, skill_tool->skill);
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 153
160 if (apply_special(who, skill_tool, 0)) return NULL;
161 }
162 if (!skill) { 154 if (!skill)
155 {
163 skill = give_skill_by_name(who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills(who); 157 link_player_skills (who);
165 } 158 }
159
160 skill->inv_splay ();
161
162 if (!skill_tool->flag [FLAG_APPLIED])
163 if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY))
164 return 0;
165
166 return skill; 166 return skill;
167 } 167}
168
169object *
170find_skill_by_name (object *who, const char *name)
171{
172 if (!name)
168 return NULL; 173 return 0;
169}
170 174
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
177 && tmp->skill.begins_with (name))
178 if (object *skop = find_skill_by_name (who, tmp->skill))
179 return skop;
180
181 return 0;
182}
171 183
172/* This returns the skill pointer of the given name (the 184/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 185 * one that accumulates exp, has the level, etc).
174 * 186 *
175 * It is presumed that the player will be needing to actually 187 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill 188 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it. 189 * tool, this code will equip it.
178 * 190 *
179 * This code is basically the same as find_skill_by_name() above, 191 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 192 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 193 * this replaces find_skill.
182 */ 194 */
195object *
183object *find_skill_by_number(object *who, int skillno) 196find_skill_by_number (object *who, int skillno)
184{ 197{
185 object *skill=NULL, *skill_tool=NULL, *tmp;
186
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 198 for (object *tmp = who->inv; tmp; 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) { 199 if (tmp->type == SKILL && tmp->subtype == skillno)
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 200 if (object *skop = find_skill_by_name (who, tmp->skill))
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) 201 return skop;
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;
203 202
204 /* Player has a tool to use the skill. IF not applied, apply it - 203 return 0;
205 * if not successful, return null. If they do have the skill tool
206 * but not the skill itself, give it to them.
207 */
208 if (skill_tool) {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
210 if (apply_special(who, skill_tool, 0)) return NULL;
211 }
212 if (!skill) {
213 skill = give_skill_by_name(who, skill_tool->skill);
214 link_player_skills(who);
215 }
216 return skill;
217 }
218 return NULL;
219} 204}
220 205
221/* This changes the objects skill to new_skill. 206/* This changes the objects chosen_skill to new_skill.
222 * 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
224 * set. This function is of most interest to players to update
225 * the various range information.
226 * if new_skill is null, this just unapplies the skill.
227 * flag has the current meaning:
228 * 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.
230 * return 1 on success, 0 on error 207 * return 1 on success, 0 on error
231 */ 208 */
232 209bool
233int change_skill (object *who, object *new_skill, int flag) 210object::change_skill (object *new_skill)
234{ 211{
235 int old_range;
236
237 if ( who->type != PLAYER ) 212 if (type != PLAYER)
238 return 0; 213 return 0;
239
240 old_range = who->contr->shoottype;
241 214
242 if (who->chosen_skill && who->chosen_skill == new_skill) 215 // optimise this supposedly common case
243 {
244 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill;
247 return 1;
248 }
249
250 if (!new_skill || who->chosen_skill) 216 if (new_skill == chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
252
253 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0;
255
256 if (apply_special (who, new_skill, AP_APPLY)) {
257 return 0;
258 }
259 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range;
261
262 return 1; 217 return 1;
263}
264 218
265/* This function just clears the chosen_skill and range_skill values 219 if (chosen_skill)
266 * inthe player.
267 */
268void clear_skill(object *who)
269{
270 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) {
273 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none;
276 } 220 {
221 chosen_skill->flag [FLAG_APPLIED] = false;
222 change_abil (this, chosen_skill);
223 }
224
225 chosen_skill = new_skill;
226
227 if (chosen_skill)
228 {
229 chosen_skill->flag [FLAG_APPLIED] = true;
230 change_abil (this, chosen_skill);
231 chosen_skill->inv_splay ();
232 }
233
234 // always clear current weapon, as the selected skill could
235 // conflict with the current weapon skill, which would go
236 // undetected and exp would be given to the wrong skill.
237 current_weapon = 0;
238
239 update_stats ();
240 return 1;
277} 241}
278 242
279/* do_skill() - Main skills use function-similar in scope to cast_spell(). 243/* 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. 244 * We handle all requests for skill use outside of some combat here.
281 * We require a separate routine outside of fire() so as to allow monsters 245 * We require a separate routine outside of fire() so as to allow monsters
284 * exp - no caller needed that info, but it also prevented the callers 248 * exp - no caller needed that info, but it also prevented the callers
285 * from know if a skill was actually used, as many skills don't 249 * from know if a skill was actually used, as many skills don't
286 * give any exp for their direct use (eg, throwing). 250 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 251 * It returns 0 if no skill was used.
288 */ 252 */
289 253int
290int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 254do_skill (object *op, object *part, object *skill, int dir, const char *string)
255{
291 int success=0, exp=0; 256 int success = 0, exp = 0;
292 int did_alc = 0; 257 int did_alc = 0;
293 object *tmp, *next;
294 258
295 if (!skill) return 0; 259 if (!skill)
260 return 0;
296 261
297 /* The code below presumes that the skill points to the object that 262 /* 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 263 * 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 264 * 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. 265 * the player doesn't have a bucket for that, create one.
301 */ 266 */
302 if (skill->type != SKILL && op->type == PLAYER) { 267 if (skill->type != SKILL && op->type == PLAYER)
268 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 270 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 271 {
272 skill = tmp;
273 goto found;
274 }
275
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 276 skill = give_skill_by_name (op, skill->skill);
307 skill = tmp; 277found: ;
308 } 278 }
309 279
310 // skill, by_whom, on_which_object, which direction, skill_argument 280 // 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))) 281 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 return 0; 282 return 0;
313 283
314 switch(skill->subtype) { 284 switch (skill->subtype)
285 {
315 case SK_LEVITATION: 286 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 287 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 288 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 289 * equipped, that should transfer to player, when not,
319 * shouldn't. 290 * shouldn't.
320 */ 291 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 292 if (QUERY_FLAG (skill, FLAG_APPLIED))
293 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 294 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 295 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 296 }
325 else { 297 else
298 {
326 SET_FLAG(skill,FLAG_APPLIED); 299 SET_FLAG (skill, FLAG_APPLIED);
327 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); 300 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
328 } 301 }
329 fix_player(op); 302
303 op->update_stats ();
330 success=1; 304 success = 1;
331 break; 305 break;
332 306
333 case SK_STEALING: 307 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 308 exp = success = steal (op, dir, skill);
335 break; 309 break;
336 310
337 case SK_LOCKPICKING: 311 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 312 exp = success = pick_lock (op, dir, skill);
339 break; 313 break;
340 314
341 case SK_HIDING: 315 case SK_HIDING:
342 exp = success = hide(op, skill); 316 exp = success = hide (op, skill);
343 break; 317 break;
344 318
345 case SK_JUMPING: 319 case SK_JUMPING:
346 success = jump(op, dir, skill); 320 success = jump (op, dir, skill);
347 break; 321 break;
348 322
349 case SK_INSCRIPTION: 323 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 324 exp = success = write_on_item (op, string, skill);
351 break; 325 break;
352 326
353 case SK_MEDITATION: 327 case SK_MEDITATION:
354 meditate(op, skill); 328 meditate (op, skill);
355 success=1; 329 success = 1;
356 break; 330 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 331 /* note that the following 'attack' skills gain exp through hit_player() */
358 332
359 case SK_KARATE: 333 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 334 attack_hth (op, dir, "karate-chopped", skill);
361 break; 335 break;
362 336
363 case SK_PUNCHING: 337 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 338 attack_hth (op, dir, "punched", skill);
365 break; 339 break;
366 340
367 case SK_FLAME_TOUCH: 341 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 342 attack_hth (op, dir, "flamed", skill);
369 break; 343 break;
370 344
371 case SK_SPARK_TOUCH: 345 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 346 attack_hth (op, dir, "zapped", skill);
373 break; 347 break;
374 348
375 case SK_SHIVER: 349 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 350 attack_hth (op, dir, "froze", skill);
377 break; 351 break;
378 352
379 case SK_ACID_SPLASH: 353 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 354 attack_hth (op, dir, "dissolved", skill);
381 break; 355 break;
382 356
383 case SK_POISON_NAIL: 357 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 358 attack_hth (op, dir, "injected poison into", skill);
385 break; 359 break;
386 360
387 case SK_CLAWING: 361 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 362 attack_hth (op, dir, "clawed", skill);
389 break; 363 break;
390 364
391 case SK_ONE_HANDED_WEAPON: 365 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 366 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 367 attack_melee_weapon (op, dir, NULL, skill);
394 break; 368 break;
395 369
396 case SK_FIND_TRAPS: 370 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 371 exp = success = find_traps (op, skill);
398 break; 372 break;
399 373
400 case SK_SINGING: 374 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 375 exp = success = singing (op, dir, skill);
402 break; 376 break;
403 377
404 case SK_ORATORY: 378 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 379 exp = success = use_oratory (op, dir, skill);
406 break; 380 break;
407 381
408 case SK_SMITHERY: 382 case SK_SMITHERY:
409 case SK_BOWYER: 383 case SK_BOWYER:
410 case SK_JEWELER: 384 case SK_JEWELER:
411 case SK_ALCHEMY: 385 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 386 case SK_THAUMATURGY:
413 case SK_LITERACY: 387 case SK_LITERACY:
414 case SK_WOODSMAN: 388 case SK_WOODSMAN:
415 /* first, we try to find a cauldron, and do the alchemy thing. 389 /* first, we try to find a cauldron, and do the alchemy thing.
416 * failing that, we go and identify stuff. 390 * failing that, we go and identify stuff.
417 */ 391 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 392 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
419 next=tmp->above; 393 {
394 next = tmp->above;
395
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 396 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
397 {
421 attempt_do_alchemy(op, tmp); 398 attempt_do_alchemy (op, tmp);
399
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 400 if (QUERY_FLAG (tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp); 401 esrv_send_inventory (op, tmp);
424 did_alc=1; 402
425 } 403 did_alc = 1;
426 } 404 }
405 }
406
427 if (did_alc == 0) 407 if (did_alc == 0)
428 exp = success = skill_ident(op,skill); 408 exp = success = skill_ident (op, skill);
409
429 break; 410 break;
430 411
431 case SK_DET_MAGIC: 412 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 413 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 414 exp = success = skill_ident (op, skill);
434 break; 415 break;
435 416
436 case SK_DISARM_TRAPS: 417 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 418 exp = success = remove_trap (op, dir, skill);
438 break; 419 break;
439 420
440 case SK_THROWING: 421 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 422 success = skill_throw (op, part, dir, string, skill);
442 break; 423 break;
443 424
444 case SK_SET_TRAP: 425 case SK_SET_TRAP:
445 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); 426 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
446 break; 427 break;
447 428
448 case SK_USE_MAGIC_ITEM: 429 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 430 case SK_MISSILE_WEAPON:
450 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); 431 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
451 break; 432 break;
452 433
453 case SK_PRAYING: 434 case SK_PRAYING:
454 success = pray(op, skill); 435 success = pray (op, skill);
455 break; 436 break;
456 437
457 case SK_BARGAINING: 438 case SK_BARGAINING:
458 success = describe_shop(op); 439 success = describe_shop (op);
459 break; 440 break;
460 441
461 case SK_SORCERY: 442 case SK_SORCERY:
462 case SK_EVOCATION: 443 case SK_EVOCATION:
463 case SK_PYROMANCY: 444 case SK_PYROMANCY:
464 case SK_SUMMONING: 445 case SK_SUMMONING:
465 case SK_CLIMBING: 446 case SK_CLIMBING:
466 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); 447 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break; 448 break;
468 449
469 default: 450 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 451 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; 452 break;
473 } 453 }
474 454
475 /* For players we now update the speed_left from using the skill. 455 /* 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 456 * Monsters have no skill use time because of the random nature in
477 * which use_monster_skill is called already simulates this. 457 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 458 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 459 * in the code for the skill itself.
480 */ 460 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483 461
462 if (op->type == PLAYER)
463 op->speed_left -= 1.f;
464
484 /* this is a good place to add experience for successfull use of skills. 465 /* this is a good place to add experience for successfull use of skills.
485 * Note that add_exp() will figure out player/monster experience 466 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 467 * gain problems.
487 */ 468 */
488 469
470 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 471 change_exp (op, exp, skill->skill, 0);
490 472
491 return success; 473 return success;
492} 474}
493 475
494/* calc_skill_exp() - calculates amount of experience can be gained for 476/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 477 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 478 * Here we take the view that a player must 'overcome an opponent'
514 * op is the object that was 'defeated'. 496 * op is the object that was 'defeated'.
515 * skill is the skill used. If no skill is used, it should just 497 * skill is the skill used. If no skill is used, it should just
516 * point back to who. 498 * point back to who.
517 * 499 *
518 */ 500 */
519 501int
520int calc_skill_exp(object *who, object *op, object *skill) { 502calc_skill_exp (object *who, object *op, object *skill)
503{
521 int op_exp=0,op_lvl= 0; 504 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 505 float base, value, lvl_mult = 0.0;
523 506
524 if (!skill) skill = who; 507 if (!skill)
508 skill = who;
525 509
526 /* Oct 95 - where we have an object, I expanded our treatment 510 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 511 * to 3 cases:
528 * non-living magic obj, runes and everything else. 512 * non-living magic obj, runes and everything else.
529 * 513 *
530 * If an object is not alive and magical we set the base exp higher to 514 * 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 515 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha 516 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t. 517 * and level (this was the old system) -b.t.
534 */ 518 */
535 519
536 if(!op) { /* no item/creature */ 520 if (!op)
521 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 522 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
538 op_exp = 0; 523 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 524 }
540 * for the amount of experience */ 525 else if (op->type == RUNE || op->type == TRAP)
526 { /* all traps. If stats.Cha > 1 we use that
527 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 528 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 529 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 530 }
531 else
532 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 533 op_exp = op->stats.exp;
545 op_lvl = op->level; 534 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 535 if (!QUERY_FLAG (op, FLAG_ALIVE))
536 { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic); 537 op_lvl += 5 * abs (op->magic);
548 } 538 }
549 } 539 }
550 540
551 if(op_lvl<1) op_lvl = 1; 541 if (op_lvl < 1)
542 op_lvl = 1;
552 543
553 if(who->type!=PLAYER) { /* for monsters only */ 544 if (who->type != PLAYER)
545 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 546 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
547 }
548 else
555 } else { /* for players */ 549 { /* for players */
556 base = op_exp; 550 base = op_exp;
557 /* if skill really is a skill, then we can look at the skill archetype for 551 /* if skill really is a skill, then we can look at the skill archetype for
558 * bse reward value (exp) and level multiplier factor. 552 * bse reward value (exp) and level multiplier factor.
559 */ 553 */
560 if (skill->type == SKILL) { 554 if (skill->type == SKILL)
555 {
561 base += skill->arch->clone.stats.exp; 556 base += skill->arch->clone.stats.exp;
562 if (settings.simple_exp) { 557 if (settings.simple_exp)
558 {
563 if (skill->arch->clone.level) 559 if (skill->arch->clone.level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 560 lvl_mult = (float) skill->arch->clone.level / 100.0;
565 else 561 else
566 lvl_mult = 1.0; /* no adjustment */ 562 lvl_mult = 1.0; /* no adjustment */
567 } 563 }
568 else { 564 else
569 if (skill->level) 565 {
566 if (skill->level)
570 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 567 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
571 else 568 else
572 lvl_mult = 1.0; 569 lvl_mult = 1.0;
573 } 570 }
574 } else { 571 }
572 else
573 {
575 /* Don't divide by zero here! */ 574 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 575 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
577 } 576 }
578 } 577 }
579 578
580 /* assemble the exp total, and return value */ 579 /* assemble the exp total, and return value */
581 580
582 value = base * lvl_mult; 581 value = base * lvl_mult;
582 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 583 value = 1; /* Always give at least 1 exp point */
584 584
585#ifdef SKILL_UTIL_DEBUG 585#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 586 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 587#endif
589 return ( (int) value); 588 return ((int) value);
590} 589}
591 590
592/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 593 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
596 * they can equip. 595 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
599 */ 598 */
600
601int 599int
602learn_skill (object *pl, object *scroll) { 600learn_skill (object *pl, object *scroll)
603 object *tmp; 601{
604
605 if (!scroll->skill) { 602 if (!scroll->skill)
603 {
606 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); 604 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
607 return 2; 605 return 2;
608 } 606 }
609 607
610 /* can't use find_skill_by_name because we want skills the player knows 608 object *tmp = find_skill (pl, scroll->skill);
611 * but can't use natively.
612 */
613 609
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
616
617 /* player already knows it */ 610 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 611 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
612 return 0;
619 613
620
621
622 /* now a random change to learn, based on player Int. 614 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 615 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 616 * might never be able to learn anything.
625 */ 617 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 618 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 619 return 2; /* failure :< */
628 620
629 if (!tmp) 621 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 622 tmp = give_skill_by_name (pl, scroll->skill);
631 623
632 if (!tmp) { 624 if (!tmp)
625 {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); 626 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
634 return 2; 627 return 2;
635 } 628 }
636 629
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 630 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 631 link_player_skills (pl);
639 return 1; 632 return 1;
640} 633}
641 634
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 635/* Gives a percentage clipped to 0% -> 100% of a/b. */
643/* Probably belongs in some global utils-type file? */ 636/* Probably belongs in some global utils-type file? */
637static int
644static int clipped_percent(sint64 a, sint64 b) 638clipped_percent (sint64 a, sint64 b)
645{ 639{
646 int rv; 640 int rv;
647 641
648 if (b <= 0) 642 if (b <= 0)
649 return 0; 643 return 0;
650 644
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 645 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 646
653 if (rv < 0) 647 if (rv < 0)
654 return 0; 648 return 0;
655 else if (rv > 100) 649 else if (rv > 100)
656 return 100; 650 return 100;
657 651
658 return rv; 652 return rv;
659} 653}
660 654
661/* show_skills() - Meant to allow players to examine 655/* show_skills() - Meant to allow players to examine
662 * their current skill list. 656 * their current skill list.
666 * Note this function is a bit more complicated becauase we 660 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 661 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit 662 * just dumped this as we found it, this would be a bit
669 * simpler. 663 * simpler.
670 */ 664 */
671 665
666void
672void show_skills(object *op, const char* search) { 667show_skills (object *op, const char *search)
668{
673 object *tmp=NULL; 669 object *tmp = NULL;
674 char buf[MAX_BUF]; 670 char buf[MAX_BUF];
675 const char *cp; 671 const char *cp;
676 int i,num_skills_found=0; 672 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 673 static const char *const periods = "........................................";
674
678 /* Need to have a pointer and use strdup for qsort to work properly */ 675 /* Need to have a pointer and use strdup for qsort to work properly */
679 char skills[NUM_SKILLS][MAX_BUF]; 676 char skills[NUM_SKILLS][MAX_BUF];
680 677
681 678
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 679 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
680 {
683 if (tmp->type == SKILL) { 681 if (tmp->type == SKILL)
682 {
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 683 if (search && strstr (tmp->name, search) == NULL)
684 continue;
685 /* Basically want to fill this out to 40 spaces with periods */ 685 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 686 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0; 687 buf[40] = 0;
688 688
689 if (settings.permanent_exp_ratio) { 689 if (settings.permanent_exp_ratio)
690#ifdef WIN32 690 {
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", 691 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
692 buf,tmp->level, 692 buf, tmp->level, tmp->stats.exp,
693 tmp->stats.exp, 693 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
694 level_exp(tmp->level+1, op->expmul), 694 }
695 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 695 else
696#else 696 {
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)", 697 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
706 buf,tmp->level, 698 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
707 tmp->stats.exp, 699 }
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 700 /* I don't know why some characters get a bunch of skills, but
717 * it sometimes happens (maybe a leftover from bugier earlier code 701 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 702 * and those character are still about). In any case, lets handle
719 * it so it doesn't crash the server - otherwise, one character may 703 * it so it doesn't crash the server - otherwise, one character may
720 * crash the server numerous times. 704 * crash the server numerous times.
721 */ 705 */
722 if (num_skills_found >= NUM_SKILLS) { 706 if (num_skills_found >= NUM_SKILLS)
707 {
723 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 708 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"); 709 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
725 break; 710 break;
711 }
712 }
726 } 713 }
727 }
728 }
729 714
730 clear_win_info(op); 715 clear_win_info (op);
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); 716 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
717 if (num_skills_found > 1)
732 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); 718 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
733 719
734 for (i=0; i<num_skills_found; i++) { 720 for (i = 0; i < num_skills_found; i++)
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 721 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
736 }
737 722
738 new_draw_info_format(NDI_UNIQUE, 0, op, 723 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);
740 724
741 cp = determine_god(op); 725 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 726 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");
744 727
745 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 728 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)); 729 op->contr->item_power, (int) (op->level * settings.item_power_factor));
747} 730}
748 731
749/* use_skill() - similar to invoke command, it executes the skill in the 732/* 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 733 * 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. 734 * 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 735 * 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. 736 * our own find_skill_by_name so we can try to do better string matching.
754 */ 737 */
755 738int
756int use_skill(object *op, const char *string) { 739use_skill (object *op, const char *string)
740{
757 object *skop; 741 object *skop;
758 size_t len; 742 size_t len;
759 743
760 if (!string) return 0; 744 if (!string)
745 return 0;
761 746
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 747 for (skop = op->inv; skop; skop = skop->below)
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 748 {
749 if (skop->type == SKILL
750 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
765 break; 752 break;
766 else if (skop->type == SKILL_TOOL && 753 else if (skop->type == SKILL_TOOL
767 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 754 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
768 break; 755 break;
769 } 756 }
757
770 if (!skop) { 758 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 } 759 {
760 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
761 return 0;
762 }
775 763
776 len=strlen(skop->skill); 764 len = strlen (skop->skill);
777 765
778 /* All this logic goes and skips over the skill name to find any 766 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 767 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 768 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 769 * want to skip over any leading spaces.
782 */ 770 */
783 if(len>=strlen(string)) { 771 if (len >= strlen (string))
784 string=NULL; 772 string = NULL;
785 } else { 773 else
786 string += len;
787 while(*string==0x20) string++;
788 if(strlen(string)==0) string = NULL;
789 } 774 {
775 string += len;
776 while (*string == 0x20)
777 string++;
778
779 if (strlen (string) == 0)
780 string = NULL;
790 781 }
782
791#ifdef SKILL_UTIL_DEBUG 783#ifdef SKILL_UTIL_DEBUG
792 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); 784 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
793#endif 785#endif
794 786
795 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 787 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 788 return 1;
799}
800 789
790 return 0;
791}
801 792
793static bool
794hth_skill_p (object *skill)
795{
796 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
797}
802 798
803/* This finds the best unarmed skill the player has, and returns 799/* 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 */ 800 */
801static object *
817static object *find_best_player_hth_skill(object *op) 802find_player_hth_skill (object *op)
818{ 803{
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) { 804 for (object *tmp = op->inv; tmp; tmp = tmp->below)
823 if (tmp->type == SKILL) { 805 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 806 return tmp;
825 807
826 /* The order in the array is preferred order. So basically, 808 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} 809}
845 810
846/* do_skill_attack() - We have got an appropriate opponent from either 811/* 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 812 * 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. 813 * attacking, take care of messages from the attack and changes in invisible.
850 * tmp is the targetted monster. 815 * tmp is the targetted monster.
851 * op is what is attacking 816 * op is what is attacking
852 * string is passed along to describe what messages to describe 817 * string is passed along to describe what messages to describe
853 * the damage. 818 * the damage.
854 */ 819 */
855 820static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 821do_skill_attack (object *tmp, object *op, const char *string, object *skill)
857 int success; 822{
823 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
824 return RESULT_INT (0);
858 825
859 /* For Players only: if there is no ready weapon, and no "attack" skill 826 /* 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. 827 * 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, 828 * 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 829 * 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. 830 * through that code if skill is set to change to the skill.
864 */ 831 */
865 if(op->type==PLAYER) { 832 if (player *pl = op->contr)
833 {
834 if (!pl->combat_ob)
835 {
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 836 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
867 size_t i; 837 {
838 for (tmp = op->inv; tmp; tmp = tmp->below)
839 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
840 break;
868 841
869 if (!skill) { 842 if (!tmp)
843 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
844
845 pl->combat_ob = tmp;
846 }
847
848 if (!pl->combat_ob)
849 {
850 if (!skill)
851 {
870 /* See if the players chosen skill is a combat skill, and use 852 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 853 * it if appropriate.
872 */ 854 */
873 if (op->chosen_skill) { 855 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; 856 skill = op->chosen_skill;
877 break; 857 else
878 } 858 {
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); 859 skill = find_player_hth_skill (op);
883 860
884 if (!skill) { 861 if (!skill)
885 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 862 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
886 return 0; 863 }
887 } 864 }
888 } 865
889 } 866 op->change_skill (0);
890 if (skill != op->chosen_skill) { 867 apply_special (op, skill, AP_APPLY);
891 /* now try to ready the new skill */ 868 }
892 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 869
893 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); 870 if (!pl->combat_ob)
871 {
872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 return 0;
874 }
875 }
876
877 if (!op->change_weapon (pl->combat_ob))
894 return 0; 878 return 0;
895 }
896 }
897 } else {
898 /* 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,
900 * do some work in trying to find the object to use.
901 */
902 if (!op->current_weapon) {
903 object *tmp;
904 879
905 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
906 op->name);
907 for (tmp=op->inv; tmp; tmp=tmp->below)
908 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
909
910 if (op->current_weapon_script)
911 FREE_AND_CLEAR_STR(op->current_weapon_script);
912 if (!tmp) {
913 LOG(llevError,"Could not find applied weapon on %s\n",
914 op->name);
915 op->current_weapon=NULL;
916 return 0;
917 } else {
918 op->current_weapon = tmp;
919 op->current_weapon_script=add_string(query_name(tmp));
920 }
921 }
922
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);
926 }
927 }
928 }
929
930 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
931 881 if (pl->tmp_invis)
932 if(op->type==PLAYER && op->contr->tmp_invis) { 882 {
933 op->contr->tmp_invis=0; 883 pl->tmp_invis = 0;
934 op->invisible=0; 884 op->invisible = 0;
935 op->hide=0; 885 op->hide = 0;
936 update_object(op,UP_OBJ_FACE); 886 update_object (op, UP_OBJ_CHANGE);
887 }
937 } 888 }
938 889
939 success = attack_ob(tmp,op); 890 int success = attack_ob (tmp, op);
940 891
941 /* print appropriate messages to the player */ 892 /* print appropriate messages to the player */
942 893
943 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
895 {
944 if(op->type==PLAYER) 896 if (op->type == PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,op, 897 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) 898 else if (tmp->type == PLAYER)
948 new_draw_info_format(NDI_UNIQUE, 0,tmp, 899 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
949 "%s %s you!",query_name(op),string);
950 } 900 }
901
951 return success; 902 return success;
952} 903}
953
954 904
955/* skill_attack() - Core routine for use when we attack using a skills 905/* skill_attack() - Core routine for use when we attack using a skills
956 * system. In essence, this code handles 906 * system. In essence, this code handles
957 * all skill-based attacks, ie hth, missile and melee weapons should be 907 * all skill-based attacks, ie hth, missile and melee weapons should be
958 * treated here. If an opponent is already supplied by move_player(), 908 * treated here. If an opponent is already supplied by move_player(),
961 * 911 *
962 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()
963 * 913 *
964 * Initial implementation by -bt thomas@astro.psu.edu 914 * Initial implementation by -bt thomas@astro.psu.edu
965 */ 915 */
966 916int
967int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 917skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
918{
968 sint16 tx,ty; 919 sint16 tx, ty;
969 mapstruct *m; 920 maptile *m;
970 int mflags; 921 int mflags;
971 922
923 if (!dir)
972 if(!dir) dir=pl->facing; 924 dir = pl->facing;
925
973 tx=freearr_x[dir]; 926 tx = freearr_x[dir];
974 ty=freearr_y[dir]; 927 ty = freearr_y[dir];
975 928
976 /* If we don't yet have an opponent, find if one exists, and attack. 929 /* 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() 930 * Legal opponents are the same as outlined in move_player_attack()
978 */ 931 */
979 932 if (!tmp)
980 if(tmp==NULL) { 933 {
981 m = pl->map; 934 m = pl->map;
982 tx = pl->x + freearr_x[dir]; 935 tx = pl->x + freearr_x[dir];
983 ty = pl->y + freearr_y[dir]; 936 ty = pl->y + freearr_y[dir];
984 937
985 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 938 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
986 if (mflags & P_OUT_OF_MAP) return 0; 939 if (mflags & P_OUT_OF_MAP)
940 return 0;
987 941
988 /* space must be blocked for there to be anything interesting to do */ 942 /* 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; 943 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
944 return 0;
990 945
991 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) 946 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
992 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 947 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) 948 {
994 || tmp->type==LOCKED_DOOR ) {
995 /* Don't attack party members */ 949 /* Don't attack party members */
996 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 950 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
997 && pl->contr->party==tmp->contr->party)) 951 return 0;
998 return 0; 952
999 break; 953 break;
954 }
1000 } 955 }
1001 } 956
1002 if (!tmp) { 957 if (!tmp)
958 {
1003 if(pl->type==PLAYER) 959 if (pl->type == PLAYER)
1004 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); 960 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1005 return 0;
1006 }
1007 961
962 return 0;
963 }
964
1008 return do_skill_attack(tmp,pl,string, skill); 965 return do_skill_attack (tmp, pl, string, skill);
1009} 966}
1010
1011 967
1012/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 968/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
969
1013/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 970/* 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 971 * (attack_hth) we check for weapon use, etc in the second (the new
1015 * function skill_attack() we actually attack. 972 * function skill_attack() we actually attack.
1016 */ 973 */
1017 974static int
1018static int attack_hth(object *pl, int dir, const char *string, object *skill) { 975attack_hth (object *pl, int dir, const char *string, object *skill)
976{
1019 object *enemy=NULL,*weapon; 977 object *enemy = NULL, *weapon;
1020 978
1021 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 979 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1022 for(weapon=pl->inv;weapon;weapon=weapon->below) { 980 for (weapon = pl->inv; weapon; weapon = weapon->below)
981 {
1023 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 982 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
983 {
1024 CLEAR_FLAG(weapon,FLAG_APPLIED); 984 CLEAR_FLAG (weapon, FLAG_APPLIED);
1025 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 985 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1026 fix_player(pl); 986 pl->update_stats ();
1027 if(pl->type==PLAYER) { 987 if (pl->type == PLAYER)
988 {
1028 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); 989 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1029 esrv_update_item(UPD_FLAGS, pl, weapon); 990 esrv_update_item (UPD_FLAGS, pl, weapon);
1030 } 991 }
1031 break; 992
993 break;
994 }
1032 } 995 }
1033 } 996
1034 return skill_attack(enemy,pl,dir,string, skill); 997 return skill_attack (enemy, pl, dir, string, skill);
1035} 998}
1036
1037 999
1038/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1000/* 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. 1001 * For now we are just checking to see if we have a ready weapon here.
1040 * But there is a real neato possible feature of this scheme which 1002 * But there is a real neato possible feature of this scheme which
1041 * bears mentioning: 1003 * bears mentioning:
1042 * Since we are only calling this from do_skill() in the future 1004 * Since we are only calling this from do_skill() in the future
1043 * we may make this routine handle 'special' melee weapons attacks 1005 * we may make this routine handle 'special' melee weapons attacks
1044 * (like disarming manuever with sai) based on player SK_level and 1006 * (like disarming manuever with sai) based on player SK_level and
1045 * weapon type. 1007 * weapon type.
1046 */ 1008 */
1047 1009static int
1048static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1010attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1011{
1049 1012
1050 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1014 {
1051 if(op->type==PLAYER) 1015 if (op->type == PLAYER)
1052 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); 1016 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1053 return 0; 1017
1018 return 0;
1054 } 1019 }
1020
1055 return skill_attack(NULL,op,dir,string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1056
1057} 1022}
1023

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