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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.34 by root, Mon Apr 30 05:54:14 2007 UTC vs.
Revision 1.110 by root, Sun Nov 18 00:37:11 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 26/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 27
27/* Reconfigured skills code to allow linking of skills to experience 28/* Reconfigured skills code to allow linking of skills to experience
51# define def(uc, flags) flags, 52# define def(uc, flags) flags,
52# include "skillinc.h" 53# include "skillinc.h"
53# undef def 54# undef def
54}; 55};
55 56
57vector<object_ptr> skillvec;
58
56static int attack_hth (object *pl, int dir, const char *string, object *skill); 59static int attack_hth (object *pl, int dir, const char *string, object *skill);
57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 60static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 61
59/* init_skills basically just sets up the skill_names table 62/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 63 * above. The index into the array is set up by the
61 * subtypes. 64 * subtypes.
62 */ 65 */
63void 66void
64init_skills (void) 67init_skills ()
65{ 68{
66 for (archetype *at = first_archetype; at; at = at->next) 69 // nop
67 if (at->clone.type == SKILL) 70}
71
72void
73add_skill_archetype (object *o)
74{
75 assert (("skill name must equal skill skill", o->name == o->skill));
76
77 for (auto &&i = skillvec.begin (); i != skillvec.end (); ++i)
78 if ((*i)->name == o->name)
68 { 79 {
69 if (skill_names[at->clone.subtype]) 80 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 81 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 82 *i = o;
72 else 83 return;
73 skill_names[at->clone.subtype] = at->clone.skill;
74 } 84 }
75 85
76 /* This isn't really an error if there is no skill subtype set, but 86 // add new entry
77 * checking for this may catch some user errors. 87 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 88 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 89 skillvec.push_back (o);
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82} 90}
83 91
84/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 95 * mostly used for sending exp.
88 */ 96 */
89void 97void
90link_player_skills (object *op) 98player::link_skills ()
91{ 99{
100 for (int i = 0; i < CS_NUM_SKILLS; ++i)
101 last_skill_ob [i] = 0;
102
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 103 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 104 if (tmp->type == SKILL)
94 { 105 {
95 /* This is really a warning, hence no else below */ 106 int idx = SKILL_INDEX (tmp);
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 107
100 if (tmp->subtype >= NUM_SKILLS) 108 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 109
102 else 110 if (last_skill_ob [idx] != tmp)
103 { 111 {
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 112 last_skill_ob [idx] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 113 if (ns)
114 ns->last_skill_exp [idx] = -1;
106 } 115 }
107 } 116 }
108} 117}
109 118
119static object *
120find_skill (object *who, shstr_cmp name)
121{
122 if (who->chosen_skill
123 && who->chosen_skill->skill == name
124 && who->chosen_skill->type == SKILL)
125 return who->chosen_skill;
126
127 for (object *tmp = who->inv; tmp; tmp = tmp->below)
128 if (tmp->skill == name && tmp->type == SKILL)
129 return splay (tmp);
130
131 return 0;
132}
133
134object *
135player::find_skill (shstr_cmp name) const
136{
137 // might want to use last_skill_obj at one point, or maybe not
138 return ::find_skill (ob, name);
139}
140
110/* This returns the skill pointer of the given name (the 141/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 142 * one that accumulates exp, has the level, etc).
112 * 143 *
113 * It is presumed that the player will be needing to actually 144 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 145 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 146 * tool, this code will equip it.
116 */ 147 */
117object * 148object *
118find_skill_by_name (object *who, const char *name) 149find_skill_by_name (object *who, shstr_cmp sh)
119{ 150{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 151 object *skill_tool = 0;
121 152
122 if (!name)
123 return NULL;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 153 for (object *tmp = who->inv; tmp; tmp = tmp->below)
154 if (tmp->skill == sh)
130 { 155 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 156 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 157 /* If this is a skill that can be used without applying tool, return it */
133 158 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 159 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 160 * applied, we try to keep using that one.
136 */ 161 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 162 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 163 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 164 }
144 } 165
145 /* If this is a skill that can be used without a tool, return it */ 166 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 167 return 0;
148 168
149 /* Player has a tool to use the skill. IF not applied, apply it - 169 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 170 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 171 * but not the skill itself, give it to them.
152 */ 172 */
153 if (skill_tool) 173 object *skill = who->give_skill (skill_tool->skill);
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160 174
161 if (!skill) 175 if (!skill_tool->flag [FLAG_APPLIED])
162 { 176 if (!who->apply (splay (skill_tool)))
163 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who);
165 }
166
167 return skill; 177 return 0;
168 }
169 178
179 return splay (skill);
180}
181
182object *
183find_skill_by_name_fuzzy (object *who, const char *name)
184{
185 if (name)
186 for (object *tmp = who->inv; tmp; tmp = tmp->below)
187 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
188 && tmp->skill.starts_with (name))
189 if (object *skop = find_skill_by_name (who, tmp->skill))
190 return skop;
191
170 return NULL; 192 return 0;
171} 193}
172
173 194
174/* This returns the skill pointer of the given name (the 195/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
176 * 197 *
177 * It is presumed that the player will be needing to actually 198 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill 199 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 200 * tool, this code will equip it.
180 * 201 *
181 * This code is basically the same as find_skill_by_name() above, 202 * This code is basically the same as find_skill_by_name() above,
182 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
183 * this replaces find_skill. 204 * this replaces find_skill.
205 *
206 * MUST NOT BE USED IN NEW CODE! (schmorp)
184 */ 207 */
185object * 208object *
186find_skill_by_number (object *who, int skillno) 209find_skill_by_number (object *who, int skillno)
187{ 210{
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 211 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 212 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 213 if (object *skop = find_skill_by_name (who, tmp->skill))
214 return skop;
197 215
198 /* Try to find appropriate skilltool. If the player has one already 216 return 0;
199 * applied, we try to keep using that one. 217}
200 */ 218
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 219object *
202 { 220object::give_skill (shstr_cmp name, bool can_use)
203 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 221{
204 skill_tool = tmp; 222 object *skill = find_skill (this, name);
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 223
206 skill_tool = tmp; 224 if (!skill)
207 } 225 skill = give_skill_by_name (this, name);
208 } 226
209 /* If this is a skill that can be used without a tool, return it */ 227 if (skill && can_use)
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 228 skill->flag [FLAG_CAN_USE_SKILL] = true;
229
211 return skill; 230 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill;
232 }
233
234 return NULL;
235} 231}
236 232
237/* This changes the objects skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * if new_skill is null, this just unapplies the skill.
243 * flag has the current meaning:
244 * 0x1: If set, don't update the range pointer. This is useful when we
245 * need to ready a new skill, but don't want to clobber range.
246 * return 1 on success, 0 on error
247 */
248int
249change_skill (object *who, object *new_skill, int flag)
250{
251 int old_range;
252
253 if (who->type != PLAYER)
254 return 0;
255
256 player *pl = who->contr;
257
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1;
260
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))
275 return 0;
276
277 return 1;
278}
279
280/* This function just clears the chosen_skill and range_skill values
281 * in the player.
282 */
283void
284clear_skill (object *who)
285{
286 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
289 if (who->type == PLAYER)
290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
293 who->contr->ranged_skill = 0;
294 who->contr->ranged_ob = 0;
295 }
296 }
297}
298
299/* do_skill() - Main skills use function-similar in scope to cast_spell(). 233/* do_skill() - Main skills use function-similar in scope to cast_spell().
300 * We handle all requests for skill use outside of some combat here. 234 * We handle all requests for skill use outside of some combat here.
301 * We require a separate routine outside of fire() so as to allow monsters 235 * We require a separate routine outside of fire() so as to allow monsters
302 * to utilize skills. Returns 1 on use of skill, otherwise 0. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
303 * This is changed (2002-11-30) from the old method that returned 237 * This is changed (2002-11-30) from the old method that returned
304 * exp - no caller needed that info, but it also prevented the callers 238 * exp - no caller needed that info, but it also prevented the callers
305 * from know if a skill was actually used, as many skills don't 239 * from know if a skill was actually used, as many skills don't
306 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
308 */ 242 */
309int 243int
310do_skill (object *op, object *part, object *skill, int dir, const char *string) 244do_skill (object *op, object *part, object *skill, int dir, const char *string)
311{ 245{
312 int success = 0, exp = 0; 246 int success = 0, exp = 0;
313 int did_alc = 0;
314 object *tmp, *next;
315 247
316 if (!skill) 248 if (!skill)
317 return 0; 249 return 0;
318 250
319 /* The code below presumes that the skill points to the object that 251 /* The code below presumes that the skill points to the object that
321 * go and try to find the actual real skill pointer, and if the 253 * go and try to find the actual real skill pointer, and if the
322 * the player doesn't have a bucket for that, create one. 254 * the player doesn't have a bucket for that, create one.
323 */ 255 */
324 if (skill->type != SKILL && op->type == PLAYER) 256 if (skill->type != SKILL && op->type == PLAYER)
325 { 257 {
326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 258 for (object *tmp = op->inv; tmp; tmp = tmp->below)
327 if (tmp->type == SKILL && tmp->skill == skill->skill) 259 if (tmp->type == SKILL && tmp->skill == skill->skill)
328 break; 260 {
261 skill = tmp;
262 goto found;
263 }
329 264
330 if (!tmp)
331 tmp = give_skill_by_name (op, skill->skill); 265 skill = give_skill_by_name (op, skill->skill);
332 266found: ;
333 skill = tmp;
334 } 267 }
335 268
336 // skill, by_whom, on_which_object, which direction, skill_argument 269 // skill, by_whom, on_which_object, which direction, skill_argument
337 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 270 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
338 return 0; 271 return 0;
343 /* Not 100% sure if this will work with new movement code - 276 /* Not 100% sure if this will work with new movement code -
344 * the levitation skill has move_type for flying, so when 277 * the levitation skill has move_type for flying, so when
345 * equipped, that should transfer to player, when not, 278 * equipped, that should transfer to player, when not,
346 * shouldn't. 279 * shouldn't.
347 */ 280 */
348 if (QUERY_FLAG (skill, FLAG_APPLIED)) 281 if (skill->flag [FLAG_APPLIED])
349 { 282 {
350 CLEAR_FLAG (skill, FLAG_APPLIED); 283 skill->clr_flag (FLAG_APPLIED);
351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 284 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
352 } 285 }
353 else 286 else
354 { 287 {
355 SET_FLAG (skill, FLAG_APPLIED); 288 skill->set_flag (FLAG_APPLIED);
356 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 289 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
357 } 290 }
358 291
359 op->update_stats (); 292 op->update_stats ();
360 success = 1; 293 success = 1;
361 break; 294 break;
371 case SK_HIDING: 304 case SK_HIDING:
372 exp = success = hide (op, skill); 305 exp = success = hide (op, skill);
373 break; 306 break;
374 307
375 case SK_JUMPING: 308 case SK_JUMPING:
376 success = jump (op, dir, skill); 309 exp = success = jump (op, dir, skill);
377 break; 310 break;
378 311
379 case SK_INSCRIPTION: 312 case SK_INSCRIPTION:
380 exp = success = write_on_item (op, string, skill); 313 exp = success = write_on_item (op, string, skill);
381 break; 314 break;
441 case SK_ALCHEMY: 374 case SK_ALCHEMY:
442 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
443 case SK_LITERACY: 376 case SK_LITERACY:
444 case SK_WOODSMAN: 377 case SK_WOODSMAN:
445 /* first, we try to find a cauldron, and do the alchemy thing. 378 /* first, we try to find a cauldron, and do the alchemy thing.
446 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
447 */ 380 */
381 {
382 bool found_cauldron = false;
383
448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 384 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
449 { 385 {
450 next = tmp->above; 386 next = tmp->above;
451 387
452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 388 if (tmp->flag [FLAG_IS_CAULDRON])
453 { 389 {
390 found_cauldron = true;
391
392 if (tmp->skill != skill->skill)
393 {
394 op->failmsgf ("You can't use the %s with the %s skill!",
395 query_name (tmp),
396 query_name (skill));
397 break;
398 }
399
454 attempt_do_alchemy (op, tmp); 400 attempt_do_alchemy (op, tmp, skill);
455 401
456 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 402 if (tmp->flag [FLAG_APPLIED])
457 esrv_send_inventory (op, tmp); 403 esrv_send_inventory (op, tmp);
458
459 did_alc = 1;
460 } 404 }
461 } 405 }
462 406
463 if (did_alc == 0) 407 if (!found_cauldron)
464 exp = success = skill_ident (op, skill); 408 exp = success = skill_ident (op, skill);
465 409 }
466 break; 410 break;
467 411
468 case SK_DET_MAGIC: 412 case SK_DET_MAGIC:
469 case SK_DET_CURSE: 413 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill); 414 exp = success = skill_ident (op, skill);
501 case SK_SUMMONING: 445 case SK_SUMMONING:
502 case SK_CLIMBING: 446 case SK_CLIMBING:
503 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.");
504 break; 448 break;
505 449
450 case SK_MINING:
451 success = skill_mining (op, part, skill, dir, string);
452 break;
453
506 default: 454 default:
507 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 455 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
508 break; 456 break;
509 } 457 }
510 458
511 /* For players we now update the speed_left from using the skill. 459 /* For players we now update the speed_left from using the skill.
512 * Monsters have no skill use time because of the random nature in 460 * Monsters have no skill use time because of the random nature in
513 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
514 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
515 * in the code for the skill itself. 463 * in the code for the skill itself.
516 */ 464 */
517
518 if (op->type == PLAYER) 465 if (op->type == PLAYER)
519 op->speed_left -= 1.0; 466 op->speed_left -= 1.f;
520 467
521 /* this is a good place to add experience for successfull use of skills. 468 /* this is a good place to add experience for successfull use of skills.
522 * Note that add_exp() will figure out player/monster experience 469 * Note that add_exp() will figure out player/monster experience
523 * gain problems. 470 * gain problems.
524 */ 471 */
568 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
569 * 516 *
570 * If an object is not alive and magical we set the base exp higher to 517 * If an object is not alive and magical we set the base exp higher to
571 * help out exp awards for skill_ident skills. Also, if 518 * help out exp awards for skill_ident skills. Also, if
572 * an item is type RUNE, we give out exp based on stats.Cha 519 * an item is type RUNE, we give out exp based on stats.Cha
573 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
574 */ 521 */
575
576 if (!op) 522 if (!op)
577 { /* no item/creature */ 523 { /* no item/creature */
578 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 524 op_lvl = max (1, who->map->difficulty);
579 op_exp = 0; 525 op_exp = 0;
580 } 526 }
581 else if (op->type == RUNE || op->type == TRAP) 527 else if (op->type == RUNE || op->type == TRAP)
582 { /* all traps. If stats.Cha > 1 we use that 528 { /* all traps. If stats.Cha > 1 we use that
583 * for the amount of experience */ 529 * for the amount of experience */
586 } 532 }
587 else 533 else
588 { /* all other items/living creatures */ 534 { /* all other items/living creatures */
589 op_exp = op->stats.exp; 535 op_exp = op->stats.exp;
590 op_lvl = op->level; 536 op_lvl = op->level;
591 if (!QUERY_FLAG (op, FLAG_ALIVE)) 537 if (!op->flag [FLAG_ALIVE])
592 { /* for ident/make items */ 538 op_lvl += 5 * abs (op->magic); /* for ident/make items */
593 op_lvl += 5 * abs (op->magic);
594 }
595 } 539 }
596 540
597 if (op_lvl < 1) 541 if (op_lvl < 1)
598 op_lvl = 1; 542 op_lvl = 1;
599 543
607 /* 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
608 * bse reward value (exp) and level multiplier factor. 552 * bse reward value (exp) and level multiplier factor.
609 */ 553 */
610 if (skill->type == SKILL) 554 if (skill->type == SKILL)
611 { 555 {
612 base += skill->arch->clone.stats.exp; 556 base += skill->arch->stats.exp;
613 if (settings.simple_exp) 557 if (settings.simple_exp)
614 { 558 {
615 if (skill->arch->clone.level) 559 if (skill->arch->level)
616 lvl_mult = (float) skill->arch->clone.level / 100.0; 560 lvl_mult = (float) skill->arch->level / 100.0;
617 else 561 else
618 lvl_mult = 1.0; /* no adjustment */ 562 lvl_mult = 1.0; /* no adjustment */
619 } 563 }
620 else 564 else
621 { 565 {
622 if (skill->level) 566 if (skill->level)
623 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 567 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
624 else 568 else
625 lvl_mult = 1.0; 569 lvl_mult = 1.0;
626 } 570 }
627 } 571 }
628 else 572 else
629 { 573 {
630 /* Don't divide by zero here! */ 574 /* Don't divide by zero here! */
631 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 575 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
632 } 576 }
633 } 577 }
634 578
635 /* assemble the exp total, and return value */ 579 /* assemble the exp total, and return value */
636 580
645} 589}
646 590
647/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
648 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
649 * exact name of the requested skill. 593 * exact name of the requested skill.
650 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
651 * they can equip. 595 * they can equip.
652 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
653 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
654 */ 598 */
655int 599int
656learn_skill (object *pl, object *scroll) 600learn_skill (object *pl, object *scroll)
657{ 601{
658 object *tmp;
659
660 if (!scroll->skill) 602 if (!scroll->skill)
661 { 603 {
662 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);
663 return 2; 605 return 2;
664 } 606 }
665 607
666 /* can't use find_skill_by_name because we want skills the player knows 608 object *tmp = find_skill (pl, scroll->skill);
667 * but can't use natively.
668 */
669
670 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
671 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
672 break;
673 609
674 /* player already knows it */ 610 /* player already knows it */
675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 611 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
676 return 0; 612 return 0;
677 613
678 /* now a random change to learn, based on player Int. 614 /* now a random change to learn, based on player Int.
679 * give bonus based on level - otherwise stupid characters 615 * give bonus based on level - otherwise stupid characters
680 * might never be able to learn anything. 616 * might never be able to learn anything.
689 { 625 {
690 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);
691 return 2; 627 return 2;
692 } 628 }
693 629
694 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 630 tmp->set_flag (FLAG_CAN_USE_SKILL);
695 link_player_skills (pl); 631
696 return 1; 632 return 1;
697} 633}
698 634
699/* Gives a percentage clipped to 0% -> 100% of a/b. */ 635/* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701/* Probably belongs in some global utils-type file? */ 636/* Probably belongs in some global utils-type file? */
702static int 637static int
703clipped_percent (sint64 a, sint64 b) 638clipped_percent (sint64 a, sint64 b)
704{ 639{
705 int rv; 640 int rv;
713 return 0; 648 return 0;
714 else if (rv > 100) 649 else if (rv > 100)
715 return 100; 650 return 100;
716 651
717 return rv; 652 return rv;
653}
654
655static int
656cmp_skillp (const void *sk1, const void *sk2)
657{
658 return strcmp (&((*(const object **) sk1)->name),
659 &((*(const object **) sk2)->name));
718} 660}
719 661
720/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
721 * their current skill list. 663 * their current skill list.
722 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
723 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
724 * max weapon improvments, item power). 666 * max weapon improvments, item power).
725 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
726 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
727 * just dumped this as we found it, this would be a bit 669 * just dumped this as we found it, this would be a bit
728 * simpler. 670 * simpler.
729 */ 671 */
730
731void 672void
732show_skills (object *op, const char *search) 673show_skills (object *pl, const char *search)
733{ 674{
734 object *tmp = NULL;
735 char buf[MAX_BUF];
736 const char *cp; 675 const char *cp;
737 int i, num_skills_found = 0; 676 int i, num_skills_found = 0;
738 static const char *const periods = "........................................"; 677 object *skills[CS_NUM_SKILLS];
678 object *op = pl->contr->ob;
739 679
740 /* Need to have a pointer and use strdup for qsort to work properly */ 680 /* find the skills */
741 char skills[NUM_SKILLS][MAX_BUF];
742
743
744 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 681 for (object *tmp = op->inv; tmp; tmp = tmp->below)
745 { 682 {
746 if (tmp->type == SKILL) 683 if (tmp->type == SKILL)
747 { 684 {
748 if (search && strstr (tmp->name, search) == NULL) 685 if (search && !tmp->name.contains (search))
749 continue; 686 continue;
750 /* Basically want to fill this out to 40 spaces with periods */
751 sprintf (buf, "%s%s", &tmp->name, periods);
752 buf[40] = 0;
753 687
754 if (settings.permanent_exp_ratio) 688 skills[num_skills_found++] = tmp;
755 { 689
756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
757 buf, tmp->level, tmp->stats.exp,
758 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
759 }
760 else
761 {
762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
763 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
764 }
765 /* I don't know why some characters get a bunch of skills, but 690 /* I don't know why some characters get a bunch of skills, but
766 * it sometimes happens (maybe a leftover from bugier earlier code 691 * it sometimes happens (maybe a leftover from bugier earlier code
767 * and those character are still about). In any case, lets handle 692 * and those character are still about). In any case, lets handle
768 * it so it doesn't crash the server - otherwise, one character may 693 * it so it doesn't crash the server - otherwise, one character may
769 * crash the server numerous times. 694 * crash the server numerous times.
770 */ 695 */
771 if (num_skills_found >= NUM_SKILLS) 696 if (num_skills_found >= CS_NUM_SKILLS)
772 { 697 {
773 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
774 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 699 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
775 break; 700 break;
776 } 701 }
777 } 702 }
778 } 703 }
779 704
780 clear_win_info (op); 705 dynbuf_text &msg = msg_dynbuf; msg.clear ();
781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 706
707 msg << "T<Player skills:>\n\n";
782 if (num_skills_found > 1) 708 if (num_skills_found > 1)
783 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
784 710
711 char buf[31]; /* +1 for '\0' */
712 const char *const periods = ".............................."; // 30
713
785 for (i = 0; i < num_skills_found; i++) 714 for (i = 0; i < num_skills_found; i++) {
786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 715 object *tmp = skills[i];
787 716
788 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 717 /* Basically want to fill this out to 30 spaces with periods */
718 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
719
720 msg << " C<";
721
722 if (settings.permanent_exp_ratio)
723 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
724 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
725 clipped_percent (tmp->perm_exp, tmp->stats.exp));
726 else
727 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
728 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
729
730 msg << ">\n";
731 }
732
733 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
789 734
790 cp = determine_god (op); 735 cp = determine_god (op);
791 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 736 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
792 737
793 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 738 msg << "Your equipped item power is " << (int)op->contr->item_power
794 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 739 << " out of " << int (op->level * settings.item_power_factor)
795} 740 << ".\n";
796 741
742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
743}
744
797/* use_skill() - similar to invoke command, it executes the skill in the 745/* use_skill() - similar to invoke command, it executes the skill in the
798 * direction that the user is facing. Returns false if we are unable to 746 * direction that the user is facing. Returns false if we are unable to
799 * change to the requested skill, or were unable to use the skill properly. 747 * change to the requested skill, or were unable to use the skill properly.
800 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
801 * our own find_skill_by_name so we can try to do better string matching. 749 * our own find_skill_by_name so we can try to do better string matching.
802 */ 750 */
803
804int 751int
805use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
806{ 753{
807 object *skop; 754 object *skop;
808 size_t len; 755 size_t len;
809 756
810 if (!string) 757 if (!string)
811 return 0; 758 return 0;
812 759
813 for (skop = op->inv; skop != NULL; skop = skop->below) 760 for (skop = op->inv; skop; skop = skop->below)
814 { 761 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
815 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
816 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 762 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
763 {
764 skop = find_skill_by_name (op, skop->skill);
817 break; 765 break;
818 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
819 break;
820 } 766 }
767
821 if (!skop) 768 if (!skop)
822 { 769 {
823 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 770 op->failmsgf ("Unable to find skill %s.", string);
771 return 0;
772 }
773
774 if (!(skill_flags [skop->subtype] & SF_USE))
775 {
776 op->failmsgf (
777 "You feel as if you wanted to do something funny, but you can't remember what. "
778 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
779 "use it with some item, or it's always active.>",
780 &skop->skill
781 );
824 return 0; 782 return 0;
825 } 783 }
826 784
827 len = strlen (skop->skill); 785 len = strlen (skop->skill);
828 786
830 * options given to the skill. Its pretty simple - if there 788 * options given to the skill. Its pretty simple - if there
831 * are extra parameters (as deteremined by string length), we 789 * are extra parameters (as deteremined by string length), we
832 * want to skip over any leading spaces. 790 * want to skip over any leading spaces.
833 */ 791 */
834 if (len >= strlen (string)) 792 if (len >= strlen (string))
835 {
836 string = NULL; 793 string = NULL;
837 }
838 else 794 else
839 { 795 {
840 string += len; 796 string += len;
841 while (*string == 0x20) 797 while (*string == 0x20)
842 string++; 798 string++;
799
843 if (strlen (string) == 0) 800 if (strlen (string) == 0)
844 string = NULL; 801 string = NULL;
845 } 802 }
846 803
847#ifdef SKILL_UTIL_DEBUG 804#ifdef SKILL_UTIL_DEBUG
848 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 805 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
849#endif 806#endif
850 807
851 /* Change to the new skill, then execute it. */
852 if (do_skill (op, op, skop, op->facing, string)) 808 if (do_skill (op, op, skop, op->facing, string))
853 return 1; 809 return 1;
854 810
855 return 0; 811 return 0;
856} 812}
857 813
858static bool 814static bool
859hth_skill_p (object *skill) 815hth_skill_p (object *skill)
860{ 816{
861 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 817 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
862} 818}
863 819
864/* This finds the first unarmed skill the player has, and returns it. 820/* This finds the first unarmed skill the player has, and returns it.
865 */ 821 */
866static object * 822static object *
867find_player_hth_skill (object *op) 823find_player_hth_skill (object *op)
868{ 824{
869 for (object *tmp = op->inv; tmp; tmp = tmp->below) 825 for (object *tmp = op->inv; tmp; tmp = tmp->below)
870 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 826 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
871 return tmp; 827 return tmp;
872 828
873 return 0; 829 return 0;
874} 830}
875 831
892 * is readied either then try to find a skill for the player to use. 848 * is readied either then try to find a skill for the player to use.
893 * it is presumed that if skill is set, it is a valid attack skill (eg, 849 * it is presumed that if skill is set, it is a valid attack skill (eg,
894 * the caller should have set it appropriately). We still want to pass 850 * the caller should have set it appropriately). We still want to pass
895 * through that code if skill is set to change to the skill. 851 * through that code if skill is set to change to the skill.
896 */ 852 */
897 if (op->type == PLAYER) 853 if (player *pl = op->contr)
898 { 854 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 855 if (skill)
900 { 856 {
901 if (!skill) 857 if (!op->apply (skill))
858 return 0;
859 }
860 else
861 {
862 if (!pl->combat_ob)
902 { 863 {
903 /* See if the players chosen skill is a combat skill, and use 864 if (op->flag [FLAG_READY_WEAPON])
904 * it if appropriate.
905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 skill = op->chosen_skill;
908 else
909 { 865 {
910 skill = find_player_hth_skill (op); 866 for (tmp = op->inv; tmp; tmp = tmp->below)
867 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
868 break;
911 869
912 if (!skill) 870 if (!tmp)
871 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
872
873 pl->combat_ob = tmp;
874 }
875
876 if (!pl->combat_ob)
877 {
878 /* See if the players chosen skill is a combat skill, and use
879 * it if appropriate.
880 */
881 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
882 skill = op->chosen_skill;
883 else
913 { 884 {
885 skill = find_player_hth_skill (op);
886
887 if (!skill)
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 888 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0;
916 } 889 }
890
891 op->apply (skill);
892 }
893
894 if (!pl->combat_ob)
895 {
896 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
897 return 0;
917 } 898 }
918 } 899 }
919 900
920 /* now try to ready the new skill */ 901 if (!op->apply (pl->combat_ob))
921 if (!change_skill (op, skill, 0)) 902 return 0;
922 { /* oh oh, trouble! */ 903
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 904 if (!op->chosen_skill)
905 {
906 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
907 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
924 return 0; 908 return 0;
925 } 909 }
926 } 910 }
927 else 911
912 /* lose invisiblity/hiding status for running attacks */
913 if (pl->tmp_invis)
928 { 914 {
929 /* Seen some crashes below where current_weapon is not set, 915 pl->tmp_invis = 0;
930 * even though the flag says it is. So if current weapon isn't set, 916 op->invisible = 0;
931 * do some work in trying to find the object to use. 917 op->flag [FLAG_HIDDEN] = 0;
932 */ 918 update_object (op, UP_OBJ_CHANGE);
933 if (!op->current_weapon)
934 {
935 object *tmp;
936
937 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
938 for (tmp = op->inv; tmp; tmp = tmp->below)
939 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940 break;
941
942 if (!tmp)
943 {
944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
945 op->current_weapon = NULL;
946 return 0;
947 }
948 else
949 op->current_weapon = tmp;
950 }
951
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
953 } 919 }
954 } 920 }
955 921
956 /* lose invisiblity/hiding status for running attacks */
957
958 if (op->type == PLAYER && op->contr->tmp_invis)
959 {
960 op->contr->tmp_invis = 0;
961 op->invisible = 0;
962 op->hide = 0;
963 update_object (op, UP_OBJ_CHANGE);
964 }
965
966 int success = attack_ob (tmp, op); 922 int success = attack_ob (tmp, op);
967 923
968 /* print appropriate messages to the player */ 924 /* print appropriate messages to the player */
969 925
970 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 926 if (success && string && tmp && !tmp->flag [FLAG_FREED])
971 { 927 {
972 if (op->type == PLAYER) 928 if (op->type == PLAYER)
973 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 929 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
974 else if (tmp->type == PLAYER) 930 else if (tmp->type == PLAYER)
975 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 931 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
978 return success; 934 return success;
979} 935}
980 936
981/* skill_attack() - Core routine for use when we attack using a skills 937/* skill_attack() - Core routine for use when we attack using a skills
982 * system. In essence, this code handles 938 * system. In essence, this code handles
983 * all skill-based attacks, ie hth, missile and melee weapons should be 939 * all skill-based attacks, i.e. hth, missile and melee weapons should be
984 * treated here. If an opponent is already supplied by move_player(), 940 * treated here. If an opponent is already supplied by move_player(),
985 * we move right onto do_skill_attack(), otherwise we find if an 941 * we move right onto do_skill_attack(), otherwise we find if an
986 * appropriate opponent exists. 942 * appropriate opponent exists.
987 * 943 *
988 * This is called by move_player() and attack_hth() 944 * This is called by move_player() and attack_hth()
997 int mflags; 953 int mflags;
998 954
999 if (!dir) 955 if (!dir)
1000 dir = pl->facing; 956 dir = pl->facing;
1001 957
1002 tx = freearr_x[dir]; 958 tx = DIRX (dir);
1003 ty = freearr_y[dir]; 959 ty = DIRY (dir);
1004 960
1005 /* If we don't yet have an opponent, find if one exists, and attack. 961 /* If we don't yet have an opponent, find if one exists, and attack.
1006 * Legal opponents are the same as outlined in move_player_attack() 962 * Legal opponents are the same as outlined in move_player_attack()
1007 */ 963 */
1008 if (!tmp) 964 if (!tmp)
1009 { 965 {
1010 m = pl->map; 966 m = pl->map;
1011 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
1012 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
1013 969
1014 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1015 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
1016 return 0; 972 return 0;
1017 973
1018 /* space must be blocked for there to be anything interesting to do */ 974 /* space must be blocked for there to be anything interesting to do */
1019 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 975 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1020 return 0; 976 return 0;
1021 977
1022 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 978 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1023 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 979 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1024 { 980 {
1025 /* Don't attack party members */ 981 /* Don't attack party members */
1026 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 982 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1027 return 0; 983 return 0;
1028 984
1039 } 995 }
1040 996
1041 return do_skill_attack (tmp, pl, string, skill); 997 return do_skill_attack (tmp, pl, string, skill);
1042} 998}
1043 999
1044
1045/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1000/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 1001
1047/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1002/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1048 * (attack_hth) we check for weapon use, etc in the second (the new 1003 * (attack_hth) we check for weapon use, etc in the second (the new
1049 * function skill_attack() we actually attack. 1004 * function skill_attack() we actually attack.
1050 */ 1005 */
1051
1052static int 1006static int
1053attack_hth (object *pl, int dir, const char *string, object *skill) 1007attack_hth (object *pl, int dir, const char *string, object *skill)
1054{ 1008{
1055 object *enemy = NULL, *weapon; 1009 object *enemy = NULL, *weapon;
1056 1010
1057 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1011 if (pl->flag [FLAG_READY_WEAPON])
1058 for (weapon = pl->inv; weapon; weapon = weapon->below) 1012 for (weapon = pl->inv; weapon; weapon = weapon->below)
1059 { 1013 {
1060 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1014 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1061 { 1015 {
1062 CLEAR_FLAG (weapon, FLAG_APPLIED); 1016 weapon->clr_flag (FLAG_APPLIED);
1063 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1017 pl->clr_flag (FLAG_READY_WEAPON);
1064 pl->update_stats (); 1018 pl->update_stats ();
1065 if (pl->type == PLAYER) 1019 if (pl->type == PLAYER)
1066 { 1020 {
1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1021 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon); 1022 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 } 1023 }
1024
1070 break; 1025 break;
1071 } 1026 }
1072 } 1027 }
1073 1028
1074 return skill_attack (enemy, pl, dir, string, skill); 1029 return skill_attack (enemy, pl, dir, string, skill);
1085 */ 1040 */
1086static int 1041static int
1087attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1042attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1088{ 1043{
1089 1044
1090 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1045 if (!op->flag [FLAG_READY_WEAPON])
1091 { 1046 {
1092 if (op->type == PLAYER) 1047 if (op->type == PLAYER)
1093 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1048 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1094 1049
1095 return 0; 1050 return 0;
1096 } 1051 }
1097 1052
1098 return skill_attack (NULL, op, dir, string, skill); 1053 return skill_attack (NULL, op, dir, string, skill);
1099
1100} 1054}
1055

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