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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.11 by root, Tue Sep 12 00:53:57 2006 UTC vs.
Revision 1.34 by root, Mon Apr 30 05:54:14 2007 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c =
4 * "$Id: skill_util.C,v 1.11 2006/09/12 00:53:57 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 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>
28*/ 23 */
29 24
30/* 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. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * 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.
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#include <global.h> 43#include <global.h>
49#include <object.h> 44#include <object.h>
50#ifndef __CEXTRACT__
51# include <sproto.h> 45#include <sproto.h>
52#endif
53#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. */
54#include <spells.h> 47#include <spells.h>
55 48
56/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
57 * is also the list that we should try to use skills when 50 0, // SK_NONE
58 * automatically applying one for the player. 51# define def(uc, flags) flags,
59 * Note it is hardcoded in the skill_util.c that dragons always 52# include "skillinc.h"
60 * want clawing if possible. 53# undef def
61 */
62static uint8 unarmed_skills[] = {
63 SK_KARATE,
64 SK_CLAWING,
65 SK_FLAME_TOUCH,
66 SK_SPARK_TOUCH,
67 SK_SHIVER,
68 SK_ACID_SPLASH,
69 SK_POISON_NAIL,
70 SK_PUNCHING,
71 (uint8)-1
72}; 54};
73 55
74static 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);
75static 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);
76 58
79 * subtypes. 61 * subtypes.
80 */ 62 */
81void 63void
82init_skills (void) 64init_skills (void)
83{ 65{
84 int i;
85 archetype *at;
86
87 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
88 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
89 { 68 {
90 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
91 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",
92 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
93 else 72 else
94 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
95 } 74 }
96 75
97 /* 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
98 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
99 */ 78 */
100 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
101 {
102 if (!skill_names[i]) 80 if (!skill_names[i])
103 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
104 }
105} 82}
106
107 83
108/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
109 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
110 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
111 * mostly used for sending exp. 87 * mostly used for sending exp.
112 */ 88 */
113void 89void
114link_player_skills (object *op) 90link_player_skills (object *op)
115{ 91{
116 object *tmp;
117
118 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
119 {
120 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
121 { 94 {
122 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
123 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)
124 {
125 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
126 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
127 } 99
128 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
129 {
130 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
131 }
132 else 102 else
133 { 103 {
134 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
135 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
136 } 106 }
137 } 107 }
138 }
139} 108}
140 109
141/* This returns the skill pointer of the given name (the 110/* This returns the skill pointer of the given name (the
142 * one that accumlates exp, has the level, etc). 111 * one that accumlates exp, has the level, etc).
143 * 112 *
186 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
187 { 156 {
188 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
189 return NULL; 158 return NULL;
190 } 159 }
160
191 if (!skill) 161 if (!skill)
192 { 162 {
193 skill = give_skill_by_name (who, skill_tool->skill); 163 skill = give_skill_by_name (who, skill_tool->skill);
194 link_player_skills (who); 164 link_player_skills (who);
195 } 165 }
166
196 return skill; 167 return skill;
197 } 168 }
169
198 return NULL; 170 return NULL;
199} 171}
200 172
201 173
202/* This returns the skill pointer of the given name (the 174/* This returns the skill pointer of the given name (the
247 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
248 { 220 {
249 if (apply_special (who, skill_tool, 0)) 221 if (apply_special (who, skill_tool, 0))
250 return NULL; 222 return NULL;
251 } 223 }
224
252 if (!skill) 225 if (!skill)
253 { 226 {
254 skill = give_skill_by_name (who, skill_tool->skill); 227 skill = give_skill_by_name (who, skill_tool->skill);
255 link_player_skills (who); 228 link_player_skills (who);
256 } 229 }
230
257 return skill; 231 return skill;
258 } 232 }
233
259 return NULL; 234 return NULL;
260} 235}
261 236
262/* This changes the objects skill to new_skill. 237/* This changes the objects skill to new_skill.
263 * note that this function doesn't always need to get used - 238 * note that this function doesn't always need to get used -
268 * flag has the current meaning: 243 * flag has the current meaning:
269 * 0x1: If set, don't update the range pointer. This is useful when we 244 * 0x1: If set, don't update the range pointer. This is useful when we
270 * need to ready a new skill, but don't want to clobber range. 245 * need to ready a new skill, but don't want to clobber range.
271 * return 1 on success, 0 on error 246 * return 1 on success, 0 on error
272 */ 247 */
273
274int 248int
275change_skill (object *who, object *new_skill, int flag) 249change_skill (object *who, object *new_skill, int flag)
276{ 250{
277 int old_range; 251 int old_range;
278 252
279 if (who->type != PLAYER) 253 if (who->type != PLAYER)
280 return 0; 254 return 0;
281 255
282 old_range = who->contr->shoottype; 256 player *pl = who->contr;
283 257
284 if (who->chosen_skill && who->chosen_skill == new_skill) 258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
285 {
286 /* optimization for changing skill to current skill */
287 if (who->type == PLAYER && !(flag & 0x1))
288 who->contr->shoottype = range_skill;
289 return 1; 259 return 1;
290 }
291 260
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY);
295
296 /* Only goal in this case was to unapply a skill */
297 if (!new_skill) 261 if (!new_skill)
262 {
263 if (pl->ranged_skill)
264 apply_special (who, pl->ranged_skill, AP_UNAPPLY);
265
266 /* Only goal in this case was to unapply a skill */
267 return 0;
268 }
269
270 // move skill to front, so it will be preferred next time
271 new_skill->remove ();
272 who->insert (new_skill);
273
274 if (apply_special (who, new_skill, AP_APPLY))
298 return 0; 275 return 0;
299 276
300 if (apply_special (who, new_skill, AP_APPLY))
301 {
302 return 0;
303 }
304 if (flag & 0x1)
305 who->contr->shoottype = (rangetype) old_range;
306
307 return 1; 277 return 1;
308} 278}
309 279
310/* This function just clears the chosen_skill and range_skill values 280/* This function just clears the chosen_skill and range_skill values
311 * inthe player. 281 * in the player.
312 */ 282 */
313void 283void
314clear_skill (object *who) 284clear_skill (object *who)
315{ 285{
316 who->chosen_skill = NULL; 286 who->chosen_skill = 0;
317 CLEAR_FLAG (who, FLAG_READY_SKILL); 287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
318 if (who->type == PLAYER) 289 if (who->type == PLAYER)
319 { 290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
320 who->contr->ranges[range_skill] = NULL; 293 who->contr->ranged_skill = 0;
321 if (who->contr->shoottype == range_skill) 294 who->contr->ranged_ob = 0;
322 who->contr->shoottype = range_none; 295 }
323 } 296 }
324} 297}
325 298
326/* do_skill() - Main skills use function-similar in scope to cast_spell(). 299/* do_skill() - Main skills use function-similar in scope to cast_spell().
327 * We handle all requests for skill use outside of some combat here. 300 * We handle all requests for skill use outside of some combat here.
331 * exp - no caller needed that info, but it also prevented the callers 304 * exp - no caller needed that info, but it also prevented the callers
332 * from know if a skill was actually used, as many skills don't 305 * from know if a skill was actually used, as many skills don't
333 * give any exp for their direct use (eg, throwing). 306 * give any exp for their direct use (eg, throwing).
334 * It returns 0 if no skill was used. 307 * It returns 0 if no skill was used.
335 */ 308 */
336
337int 309int
338do_skill (object *op, object *part, object *skill, int dir, const char *string) 310do_skill (object *op, object *part, object *skill, int dir, const char *string)
339{ 311{
340 int success = 0, exp = 0; 312 int success = 0, exp = 0;
341 int did_alc = 0; 313 int did_alc = 0;
350 * the player doesn't have a bucket for that, create one. 322 * the player doesn't have a bucket for that, create one.
351 */ 323 */
352 if (skill->type != SKILL && op->type == PLAYER) 324 if (skill->type != SKILL && op->type == PLAYER)
353 { 325 {
354 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
355 {
356 if (tmp->type == SKILL && tmp->skill == skill->skill) 327 if (tmp->type == SKILL && tmp->skill == skill->skill)
357 break; 328 break;
358 } 329
359 if (!tmp) 330 if (!tmp)
360 tmp = give_skill_by_name (op, skill->skill); 331 tmp = give_skill_by_name (op, skill->skill);
332
361 skill = tmp; 333 skill = tmp;
362 } 334 }
363 335
364 // skill, by_whom, on_which_object, which direction, skill_argument 336 // skill, by_whom, on_which_object, which direction, skill_argument
365 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 337 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
366 return 0; 338 return 0;
367 339
368 switch (skill->subtype) 340 switch (skill->subtype)
369 { 341 {
370 case SK_LEVITATION: 342 case SK_LEVITATION:
371 /* Not 100% sure if this will work with new movement code - 343 /* Not 100% sure if this will work with new movement code -
372 * the levitation skill has move_type for flying, so when 344 * the levitation skill has move_type for flying, so when
373 * equipped, that should transfer to player, when not, 345 * equipped, that should transfer to player, when not,
374 * shouldn't. 346 * shouldn't.
375 */ 347 */
376 if (QUERY_FLAG (skill, FLAG_APPLIED)) 348 if (QUERY_FLAG (skill, FLAG_APPLIED))
377 { 349 {
378 CLEAR_FLAG (skill, FLAG_APPLIED); 350 CLEAR_FLAG (skill, FLAG_APPLIED);
379 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
380 } 352 }
381 else 353 else
382 { 354 {
383 SET_FLAG (skill, FLAG_APPLIED); 355 SET_FLAG (skill, FLAG_APPLIED);
384 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 356 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
385 } 357 }
386 fix_player (op); 358
359 op->update_stats ();
387 success = 1; 360 success = 1;
388 break; 361 break;
389 362
390 case SK_STEALING: 363 case SK_STEALING:
391 exp = success = steal (op, dir, skill); 364 exp = success = steal (op, dir, skill);
392 break; 365 break;
393 366
394 case SK_LOCKPICKING: 367 case SK_LOCKPICKING:
395 exp = success = pick_lock (op, dir, skill); 368 exp = success = pick_lock (op, dir, skill);
396 break; 369 break;
397 370
398 case SK_HIDING: 371 case SK_HIDING:
399 exp = success = hide (op, skill); 372 exp = success = hide (op, skill);
400 break; 373 break;
401 374
402 case SK_JUMPING: 375 case SK_JUMPING:
403 success = jump (op, dir, skill); 376 success = jump (op, dir, skill);
404 break; 377 break;
405 378
406 case SK_INSCRIPTION: 379 case SK_INSCRIPTION:
407 exp = success = write_on_item (op, string, skill); 380 exp = success = write_on_item (op, string, skill);
408 break; 381 break;
409 382
410 case SK_MEDITATION: 383 case SK_MEDITATION:
411 meditate (op, skill); 384 meditate (op, skill);
412 success = 1; 385 success = 1;
413 break; 386 break;
414 /* note that the following 'attack' skills gain exp through hit_player() */ 387 /* note that the following 'attack' skills gain exp through hit_player() */
415 388
416 case SK_KARATE: 389 case SK_KARATE:
417 (void) attack_hth (op, dir, "karate-chopped", skill); 390 attack_hth (op, dir, "karate-chopped", skill);
418 break; 391 break;
419 392
420 case SK_PUNCHING: 393 case SK_PUNCHING:
421 (void) attack_hth (op, dir, "punched", skill); 394 attack_hth (op, dir, "punched", skill);
422 break; 395 break;
423 396
424 case SK_FLAME_TOUCH: 397 case SK_FLAME_TOUCH:
425 (void) attack_hth (op, dir, "flamed", skill); 398 attack_hth (op, dir, "flamed", skill);
426 break; 399 break;
427 400
428 case SK_SPARK_TOUCH: 401 case SK_SPARK_TOUCH:
429 (void) attack_hth (op, dir, "zapped", skill); 402 attack_hth (op, dir, "zapped", skill);
430 break; 403 break;
431 404
432 case SK_SHIVER: 405 case SK_SHIVER:
433 (void) attack_hth (op, dir, "froze", skill); 406 attack_hth (op, dir, "froze", skill);
434 break; 407 break;
435 408
436 case SK_ACID_SPLASH: 409 case SK_ACID_SPLASH:
437 (void) attack_hth (op, dir, "dissolved", skill); 410 attack_hth (op, dir, "dissolved", skill);
438 break; 411 break;
439 412
440 case SK_POISON_NAIL: 413 case SK_POISON_NAIL:
441 (void) attack_hth (op, dir, "injected poison into", skill); 414 attack_hth (op, dir, "injected poison into", skill);
442 break; 415 break;
443 416
444 case SK_CLAWING: 417 case SK_CLAWING:
445 (void) attack_hth (op, dir, "clawed", skill); 418 attack_hth (op, dir, "clawed", skill);
446 break; 419 break;
447 420
448 case SK_ONE_HANDED_WEAPON: 421 case SK_ONE_HANDED_WEAPON:
449 case SK_TWO_HANDED_WEAPON: 422 case SK_TWO_HANDED_WEAPON:
450 (void) attack_melee_weapon (op, dir, NULL, skill); 423 attack_melee_weapon (op, dir, NULL, skill);
451 break; 424 break;
452 425
453 case SK_FIND_TRAPS: 426 case SK_FIND_TRAPS:
454 exp = success = find_traps (op, skill); 427 exp = success = find_traps (op, skill);
455 break; 428 break;
456 429
457 case SK_SINGING: 430 case SK_SINGING:
458 exp = success = singing (op, dir, skill); 431 exp = success = singing (op, dir, skill);
459 break; 432 break;
460 433
461 case SK_ORATORY: 434 case SK_ORATORY:
462 exp = success = use_oratory (op, dir, skill); 435 exp = success = use_oratory (op, dir, skill);
463 break; 436 break;
464 437
465 case SK_SMITHERY: 438 case SK_SMITHERY:
466 case SK_BOWYER: 439 case SK_BOWYER:
467 case SK_JEWELER: 440 case SK_JEWELER:
468 case SK_ALCHEMY: 441 case SK_ALCHEMY:
469 case SK_THAUMATURGY: 442 case SK_THAUMATURGY:
470 case SK_LITERACY: 443 case SK_LITERACY:
471 case SK_WOODSMAN: 444 case SK_WOODSMAN:
472 /* first, we try to find a cauldron, and do the alchemy thing. 445 /* first, we try to find a cauldron, and do the alchemy thing.
473 * failing that, we go and identify stuff. 446 * failing that, we go and identify stuff.
474 */ 447 */
475 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
476 { 449 {
477 next = tmp->above; 450 next = tmp->above;
451
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 { 453 {
480 attempt_do_alchemy (op, tmp); 454 attempt_do_alchemy (op, tmp);
455
481 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 456 if (QUERY_FLAG (tmp, FLAG_APPLIED))
482 esrv_send_inventory (op, tmp); 457 esrv_send_inventory (op, tmp);
458
483 did_alc = 1; 459 did_alc = 1;
484 } 460 }
485 } 461 }
462
486 if (did_alc == 0) 463 if (did_alc == 0)
487 exp = success = skill_ident (op, skill);
488 break;
489
490 case SK_DET_MAGIC:
491 case SK_DET_CURSE:
492 exp = success = skill_ident (op, skill); 464 exp = success = skill_ident (op, skill);
465
493 break; 466 break;
494 467
468 case SK_DET_MAGIC:
469 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill);
471 break;
472
495 case SK_DISARM_TRAPS: 473 case SK_DISARM_TRAPS:
496 exp = success = remove_trap (op, dir, skill); 474 exp = success = remove_trap (op, dir, skill);
497 break; 475 break;
498 476
499 case SK_THROWING: 477 case SK_THROWING:
500 success = skill_throw (op, part, dir, string, skill); 478 success = skill_throw (op, part, dir, string, skill);
501 break; 479 break;
502 480
503 case SK_SET_TRAP: 481 case SK_SET_TRAP:
504 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 482 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
505 break; 483 break;
506 484
507 case SK_USE_MAGIC_ITEM: 485 case SK_USE_MAGIC_ITEM:
508 case SK_MISSILE_WEAPON: 486 case SK_MISSILE_WEAPON:
509 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 487 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
510 break; 488 break;
511 489
512 case SK_PRAYING: 490 case SK_PRAYING:
513 success = pray (op, skill); 491 success = pray (op, skill);
514 break; 492 break;
515 493
516 case SK_BARGAINING: 494 case SK_BARGAINING:
517 success = describe_shop (op); 495 success = describe_shop (op);
518 break; 496 break;
519 497
520 case SK_SORCERY: 498 case SK_SORCERY:
521 case SK_EVOCATION: 499 case SK_EVOCATION:
522 case SK_PYROMANCY: 500 case SK_PYROMANCY:
523 case SK_SUMMONING: 501 case SK_SUMMONING:
524 case SK_CLIMBING: 502 case SK_CLIMBING:
525 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 503 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
526 break; 504 break;
527 505
528 default: 506 default:
529 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 507 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
530 break; 508 break;
531 } 509 }
532 510
533 /* For players we now update the speed_left from using the skill. 511 /* For players we now update the speed_left from using the skill.
534 * Monsters have no skill use time because of the random nature in 512 * Monsters have no skill use time because of the random nature in
535 * which use_monster_skill is called already simulates this. 513 * which use_monster_skill is called already simulates this.
574 * op is the object that was 'defeated'. 552 * op is the object that was 'defeated'.
575 * skill is the skill used. If no skill is used, it should just 553 * skill is the skill used. If no skill is used, it should just
576 * point back to who. 554 * point back to who.
577 * 555 *
578 */ 556 */
579
580int 557int
581calc_skill_exp (object *who, object *op, object *skill) 558calc_skill_exp (object *who, object *op, object *skill)
582{ 559{
583 int op_exp = 0, op_lvl = 0; 560 int op_exp = 0, op_lvl = 0;
584 float base, value, lvl_mult = 0.0; 561 float base, value, lvl_mult = 0.0;
673 * This one actually teaches the player the skill as something 650 * This one actually teaches the player the skill as something
674 * they can equip. 651 * they can equip.
675 * Return 0 if the player knows the skill, 1 if the 652 * Return 0 if the player knows the skill, 1 if the
676 * player learns the skill, 2 otherwise. 653 * player learns the skill, 2 otherwise.
677 */ 654 */
678
679int 655int
680learn_skill (object *pl, object *scroll) 656learn_skill (object *pl, object *scroll)
681{ 657{
682 object *tmp; 658 object *tmp;
683 659
696 break; 672 break;
697 673
698 /* player already knows it */ 674 /* player already knows it */
699 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
700 return 0; 676 return 0;
701
702
703 677
704 /* now a random change to learn, based on player Int. 678 /* now a random change to learn, based on player Int.
705 * give bonus based on level - otherwise stupid characters 679 * give bonus based on level - otherwise stupid characters
706 * might never be able to learn anything. 680 * might never be able to learn anything.
707 */ 681 */
777 sprintf (buf, "%s%s", &tmp->name, periods); 751 sprintf (buf, "%s%s", &tmp->name, periods);
778 buf[40] = 0; 752 buf[40] = 0;
779 753
780 if (settings.permanent_exp_ratio) 754 if (settings.permanent_exp_ratio)
781 { 755 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
783 buf, tmp->level, 757 buf, tmp->level, tmp->stats.exp,
784 (long long) tmp->stats.exp,
785 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 758 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
786 } 759 }
787 else 760 else
788 { 761 {
789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
790 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 763 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
791 } 764 }
792 /* I don't know why some characters get a bunch of skills, but 765 /* I don't know why some characters get a bunch of skills, but
793 * it sometimes happens (maybe a leftover from bugier earlier code 766 * it sometimes happens (maybe a leftover from bugier earlier code
794 * and those character are still about). In any case, lets handle 767 * and those character are still about). In any case, lets handle
795 * it so it doesn't crash the server - otherwise, one character may 768 * it so it doesn't crash the server - otherwise, one character may
805 } 778 }
806 779
807 clear_win_info (op); 780 clear_win_info (op);
808 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
809 if (num_skills_found > 1) 782 if (num_skills_found > 1)
810 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 783 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
811 784
812 for (i = 0; i < num_skills_found; i++) 785 for (i = 0; i < num_skills_found; i++)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
815 }
816 787
817 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 788 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
818 789
819 cp = determine_god (op); 790 cp = determine_god (op);
820 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 791 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
882 return 1; 853 return 1;
883 854
884 return 0; 855 return 0;
885} 856}
886 857
858static bool
859hth_skill_p (object *skill)
860{
861 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
862}
887 863
888
889/* This finds the best unarmed skill the player has, and returns 864/* This finds the first unarmed skill the player has, and returns it.
890 * it. Best can vary a little - we consider clawing to always
891 * be the best for dragons.
892 * This could be more intelligent, eg, look at the skill level
893 * of the skill and go from there (eg, a level 40 puncher is
894 * is probably better than level 1 karate). OTOH, if you
895 * don't bother to set up your skill properly, that is the players
896 * problem (although, it might be nice to have a preferred skill
897 * field the player can set.
898 * Unlike the old code, we don't give out any skills - it is
899 * possible you just don't have any ability to get into unarmed
900 * combat. If everyone race/class should have one, this should
901 * be handled in the starting treasurelists, not in the code.
902 */ 865 */
903static object * 866static object *
904find_best_player_hth_skill (object *op) 867find_player_hth_skill (object *op)
905{ 868{
906 object *tmp, *best_skill = NULL;
907 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
908
909 for (tmp = op->inv; tmp; tmp = tmp->below) 869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
910 { 870 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
911 if (tmp->type == SKILL)
912 {
913 if (dragon && tmp->subtype == SK_CLAWING)
914 return tmp; 871 return tmp;
915 872
916 /* The order in the array is preferred order. So basically, 873 return 0;
917 * we just cut down the number to search - eg, if we find a skill
918 * early on in flame touch, then we only need to look into the unarmed_array
919 * to the entry before flame touch - don't care about the entries afterward,
920 * because they are infrerior skills.
921 * if we end up finding the best skill (i==0) might as well return
922 * right away - can't get any better than that.
923 */
924 for (i = 0; i < last_skill; i++)
925 {
926 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
927 {
928 best_skill = tmp;
929 last_skill = i;
930 if (i == 0)
931 return best_skill;
932 }
933 }
934 }
935 }
936 return best_skill;
937} 874}
938 875
939/* do_skill_attack() - We have got an appropriate opponent from either 876/* do_skill_attack() - We have got an appropriate opponent from either
940 * move_player_attack() or skill_attack(). In this part we get on with 877 * move_player_attack() or skill_attack(). In this part we get on with
941 * attacking, take care of messages from the attack and changes in invisible. 878 * attacking, take care of messages from the attack and changes in invisible.
943 * tmp is the targetted monster. 880 * tmp is the targetted monster.
944 * op is what is attacking 881 * op is what is attacking
945 * string is passed along to describe what messages to describe 882 * string is passed along to describe what messages to describe
946 * the damage. 883 * the damage.
947 */ 884 */
948
949static int 885static int
950do_skill_attack (object *tmp, object *op, const char *string, object *skill) 886do_skill_attack (object *tmp, object *op, const char *string, object *skill)
951{ 887{
952 int success;
953
954 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 888 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
955 return RESULT_INT (0); 889 return RESULT_INT (0);
956 890
957 /* For Players only: if there is no ready weapon, and no "attack" skill 891 /* For Players only: if there is no ready weapon, and no "attack" skill
958 * is readied either then try to find a skill for the player to use. 892 * is readied either then try to find a skill for the player to use.
962 */ 896 */
963 if (op->type == PLAYER) 897 if (op->type == PLAYER)
964 { 898 {
965 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
966 { 900 {
967 size_t i;
968
969 if (!skill) 901 if (!skill)
970 { 902 {
971 /* See if the players chosen skill is a combat skill, and use 903 /* See if the players chosen skill is a combat skill, and use
972 * it if appropriate. 904 * it if appropriate.
973 */ 905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
974 if (op->chosen_skill) 907 skill = op->chosen_skill;
908 else
975 { 909 {
976 for (i = 0; i < sizeof (unarmed_skills); i++)
977 if (op->chosen_skill->subtype == unarmed_skills[i])
978 {
979 skill = op->chosen_skill;
980 break;
981 }
982 }
983 /* If we didn't find a skill above, look harder for a good skill */
984 if (!skill)
985 {
986 skill = find_best_player_hth_skill (op); 910 skill = find_player_hth_skill (op);
987 911
988 if (!skill) 912 if (!skill)
989 { 913 {
990 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
991 return 0; 915 return 0;
992 } 916 }
993 } 917 }
994 } 918 }
995 if (skill != op->chosen_skill) 919
996 {
997 /* now try to ready the new skill */ 920 /* now try to ready the new skill */
998 if (!change_skill (op, skill, 0)) 921 if (!change_skill (op, skill, 0))
999 { /* oh oh, trouble! */ 922 { /* oh oh, trouble! */
1000 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
1001 return 0; 924 return 0;
1002 }
1003 } 925 }
1004 } 926 }
1005 else 927 else
1006 { 928 {
1007 /* Seen some crashes below where current_weapon is not set, 929 /* Seen some crashes below where current_weapon is not set,
1022 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1023 op->current_weapon = NULL; 945 op->current_weapon = NULL;
1024 return 0; 946 return 0;
1025 } 947 }
1026 else 948 else
1027 {
1028 op->current_weapon = tmp; 949 op->current_weapon = tmp;
1029 }
1030 } 950 }
1031 951
1032 /* Has ready weapon - make sure chosen_skill is set up properly */
1033 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1034 {
1035 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1036 }
1037 } 953 }
1038 } 954 }
1039 955
1040 /* lose invisiblity/hiding status for running attacks */ 956 /* lose invisiblity/hiding status for running attacks */
1041 957
1042 if (op->type == PLAYER && op->contr->tmp_invis) 958 if (op->type == PLAYER && op->contr->tmp_invis)
1043 { 959 {
1044 op->contr->tmp_invis = 0; 960 op->contr->tmp_invis = 0;
1045 op->invisible = 0; 961 op->invisible = 0;
1046 op->hide = 0; 962 op->hide = 0;
1047 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_CHANGE);
1048 } 964 }
1049 965
1050 success = attack_ob (tmp, op); 966 int success = attack_ob (tmp, op);
1051 967
1052 /* print appropriate messages to the player */ 968 /* print appropriate messages to the player */
1053 969
1054 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 970 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1055 { 971 {
1056 if (op->type == PLAYER) 972 if (op->type == PLAYER)
1057 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 973 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1058 else if (tmp->type == PLAYER) 974 else if (tmp->type == PLAYER)
1059 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 975 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1060 } 976 }
977
1061 return success; 978 return success;
1062} 979}
1063
1064 980
1065/* skill_attack() - Core routine for use when we attack using a skills 981/* skill_attack() - Core routine for use when we attack using a skills
1066 * system. In essence, this code handles 982 * system. In essence, this code handles
1067 * all skill-based attacks, ie hth, missile and melee weapons should be 983 * all skill-based attacks, ie hth, missile and melee weapons should be
1068 * treated here. If an opponent is already supplied by move_player(), 984 * treated here. If an opponent is already supplied by move_player(),
1071 * 987 *
1072 * This is called by move_player() and attack_hth() 988 * This is called by move_player() and attack_hth()
1073 * 989 *
1074 * Initial implementation by -bt thomas@astro.psu.edu 990 * Initial implementation by -bt thomas@astro.psu.edu
1075 */ 991 */
1076
1077int 992int
1078skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 993skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1079{ 994{
1080 sint16 tx, ty; 995 sint16 tx, ty;
1081 mapstruct *m; 996 maptile *m;
1082 int mflags; 997 int mflags;
1083 998
1084 if (!dir) 999 if (!dir)
1085 dir = pl->facing; 1000 dir = pl->facing;
1001
1086 tx = freearr_x[dir]; 1002 tx = freearr_x[dir];
1087 ty = freearr_y[dir]; 1003 ty = freearr_y[dir];
1088 1004
1089 /* If we don't yet have an opponent, find if one exists, and attack. 1005 /* If we don't yet have an opponent, find if one exists, and attack.
1090 * Legal opponents are the same as outlined in move_player_attack() 1006 * Legal opponents are the same as outlined in move_player_attack()
1091 */ 1007 */
1092 1008 if (!tmp)
1093 if (tmp == NULL)
1094 { 1009 {
1095 m = pl->map; 1010 m = pl->map;
1096 tx = pl->x + freearr_x[dir]; 1011 tx = pl->x + freearr_x[dir];
1097 ty = pl->y + freearr_y[dir]; 1012 ty = pl->y + freearr_y[dir];
1098 1013
1102 1017
1103 /* space must be blocked for there to be anything interesting to do */ 1018 /* space must be blocked for there to be anything interesting to do */
1104 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 1019 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1105 return 0; 1020 return 0;
1106 1021
1107 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 1022 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1108 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 1023 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1109 { 1024 {
1110 /* Don't attack party members */ 1025 /* Don't attack party members */
1111 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 1026 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1112 return 0; 1027 return 0;
1028
1113 break; 1029 break;
1114 } 1030 }
1115 } 1031 }
1032
1116 if (!tmp) 1033 if (!tmp)
1117 { 1034 {
1118 if (pl->type == PLAYER) 1035 if (pl->type == PLAYER)
1119 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 1036 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1037
1120 return 0; 1038 return 0;
1121 } 1039 }
1122 1040
1123 return do_skill_attack (tmp, pl, string, skill); 1041 return do_skill_attack (tmp, pl, string, skill);
1124} 1042}
1141 { 1059 {
1142 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1060 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1143 { 1061 {
1144 CLEAR_FLAG (weapon, FLAG_APPLIED); 1062 CLEAR_FLAG (weapon, FLAG_APPLIED);
1145 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1063 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1146 fix_player (pl); 1064 pl->update_stats ();
1147 if (pl->type == PLAYER) 1065 if (pl->type == PLAYER)
1148 { 1066 {
1149 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1150 esrv_update_item (UPD_FLAGS, pl, weapon); 1068 esrv_update_item (UPD_FLAGS, pl, weapon);
1151 } 1069 }
1152 break; 1070 break;
1153 } 1071 }
1154 } 1072 }
1073
1155 return skill_attack (enemy, pl, dir, string, skill); 1074 return skill_attack (enemy, pl, dir, string, skill);
1156} 1075}
1157
1158 1076
1159/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1077/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1160 * For now we are just checking to see if we have a ready weapon here. 1078 * For now we are just checking to see if we have a ready weapon here.
1161 * But there is a real neato possible feature of this scheme which 1079 * But there is a real neato possible feature of this scheme which
1162 * bears mentioning: 1080 * bears mentioning:
1163 * Since we are only calling this from do_skill() in the future 1081 * Since we are only calling this from do_skill() in the future
1164 * we may make this routine handle 'special' melee weapons attacks 1082 * we may make this routine handle 'special' melee weapons attacks
1165 * (like disarming manuever with sai) based on player SK_level and 1083 * (like disarming manuever with sai) based on player SK_level and
1166 * weapon type. 1084 * weapon type.
1167 */ 1085 */
1168
1169static int 1086static int
1170attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1087attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1171{ 1088{
1172 1089
1173 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1090 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1174 { 1091 {
1175 if (op->type == PLAYER) 1092 if (op->type == PLAYER)
1176 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1093 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1094
1177 return 0; 1095 return 0;
1178 } 1096 }
1097
1179 return skill_attack (NULL, op, dir, string, skill); 1098 return skill_attack (NULL, op, dir, string, skill);
1180 1099
1181} 1100}

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