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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.12 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.34 by root, Mon Apr 30 05:54:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 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. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
27 * 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.
39 40
40/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
41 42
42#include <global.h> 43#include <global.h>
43#include <object.h> 44#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 45#include <sproto.h>
46#endif
47#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. */
48#include <spells.h> 47#include <spells.h>
49 48
50/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 50 0, // SK_NONE
52 * automatically applying one for the player. 51# define def(uc, flags) flags,
53 * Note it is hardcoded in the skill_util.c that dragons always 52# include "skillinc.h"
54 * want clawing if possible. 53# undef def
55 */
56static uint8 unarmed_skills[] = {
57 SK_KARATE,
58 SK_CLAWING,
59 SK_FLAME_TOUCH,
60 SK_SPARK_TOUCH,
61 SK_SHIVER,
62 SK_ACID_SPLASH,
63 SK_POISON_NAIL,
64 SK_PUNCHING,
65 (uint8)-1
66}; 54};
67 55
68static 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);
69static 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);
70 58
73 * subtypes. 61 * subtypes.
74 */ 62 */
75void 63void
76init_skills (void) 64init_skills (void)
77{ 65{
78 int i;
79 archetype *at;
80
81 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
82 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
83 { 68 {
84 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
85 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",
86 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
87 else 72 else
88 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
89 } 74 }
90 75
91 /* 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
92 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
93 */ 78 */
94 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
95 {
96 if (!skill_names[i]) 80 if (!skill_names[i])
97 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);
98 }
99} 82}
100
101 83
102/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
103 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
104 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
105 * mostly used for sending exp. 87 * mostly used for sending exp.
106 */ 88 */
107void 89void
108link_player_skills (object *op) 90link_player_skills (object *op)
109{ 91{
110 object *tmp;
111
112 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 {
114 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
115 { 94 {
116 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
117 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)
118 {
119 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
120 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
121 } 99
122 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
123 {
124 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);
125 }
126 else 102 else
127 { 103 {
128 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
129 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
130 } 106 }
131 } 107 }
132 }
133} 108}
134 109
135/* This returns the skill pointer of the given name (the 110/* This returns the skill pointer of the given name (the
136 * one that accumlates exp, has the level, etc). 111 * one that accumlates exp, has the level, etc).
137 * 112 *
180 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
181 { 156 {
182 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
183 return NULL; 158 return NULL;
184 } 159 }
160
185 if (!skill) 161 if (!skill)
186 { 162 {
187 skill = give_skill_by_name (who, skill_tool->skill); 163 skill = give_skill_by_name (who, skill_tool->skill);
188 link_player_skills (who); 164 link_player_skills (who);
189 } 165 }
166
190 return skill; 167 return skill;
191 } 168 }
169
192 return NULL; 170 return NULL;
193} 171}
194 172
195 173
196/* This returns the skill pointer of the given name (the 174/* This returns the skill pointer of the given name (the
241 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
242 { 220 {
243 if (apply_special (who, skill_tool, 0)) 221 if (apply_special (who, skill_tool, 0))
244 return NULL; 222 return NULL;
245 } 223 }
224
246 if (!skill) 225 if (!skill)
247 { 226 {
248 skill = give_skill_by_name (who, skill_tool->skill); 227 skill = give_skill_by_name (who, skill_tool->skill);
249 link_player_skills (who); 228 link_player_skills (who);
250 } 229 }
230
251 return skill; 231 return skill;
252 } 232 }
233
253 return NULL; 234 return NULL;
254} 235}
255 236
256/* This changes the objects skill to new_skill. 237/* This changes the objects skill to new_skill.
257 * note that this function doesn't always need to get used - 238 * note that this function doesn't always need to get used -
262 * flag has the current meaning: 243 * flag has the current meaning:
263 * 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
264 * 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.
265 * return 1 on success, 0 on error 246 * return 1 on success, 0 on error
266 */ 247 */
267
268int 248int
269change_skill (object *who, object *new_skill, int flag) 249change_skill (object *who, object *new_skill, int flag)
270{ 250{
271 int old_range; 251 int old_range;
272 252
273 if (who->type != PLAYER) 253 if (who->type != PLAYER)
274 return 0; 254 return 0;
275 255
276 old_range = who->contr->shoottype; 256 player *pl = who->contr;
277 257
278 if (who->chosen_skill && who->chosen_skill == new_skill) 258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
279 {
280 /* optimization for changing skill to current skill */
281 if (who->type == PLAYER && !(flag & 0x1))
282 who->contr->shoottype = range_skill;
283 return 1; 259 return 1;
284 }
285 260
286 if (!new_skill || who->chosen_skill)
287 if (who->chosen_skill)
288 apply_special (who, who->chosen_skill, AP_UNAPPLY);
289
290 /* Only goal in this case was to unapply a skill */
291 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))
292 return 0; 275 return 0;
293 276
294 if (apply_special (who, new_skill, AP_APPLY))
295 {
296 return 0;
297 }
298 if (flag & 0x1)
299 who->contr->shoottype = (rangetype) old_range;
300
301 return 1; 277 return 1;
302} 278}
303 279
304/* This function just clears the chosen_skill and range_skill values 280/* This function just clears the chosen_skill and range_skill values
305 * inthe player. 281 * in the player.
306 */ 282 */
307void 283void
308clear_skill (object *who) 284clear_skill (object *who)
309{ 285{
310 who->chosen_skill = NULL; 286 who->chosen_skill = 0;
311 CLEAR_FLAG (who, FLAG_READY_SKILL); 287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
312 if (who->type == PLAYER) 289 if (who->type == PLAYER)
313 { 290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
314 who->contr->ranges[range_skill] = NULL; 293 who->contr->ranged_skill = 0;
315 if (who->contr->shoottype == range_skill) 294 who->contr->ranged_ob = 0;
316 who->contr->shoottype = range_none; 295 }
317 } 296 }
318} 297}
319 298
320/* 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().
321 * 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.
325 * 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
326 * 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
327 * give any exp for their direct use (eg, throwing). 306 * give any exp for their direct use (eg, throwing).
328 * It returns 0 if no skill was used. 307 * It returns 0 if no skill was used.
329 */ 308 */
330
331int 309int
332do_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)
333{ 311{
334 int success = 0, exp = 0; 312 int success = 0, exp = 0;
335 int did_alc = 0; 313 int did_alc = 0;
344 * the player doesn't have a bucket for that, create one. 322 * the player doesn't have a bucket for that, create one.
345 */ 323 */
346 if (skill->type != SKILL && op->type == PLAYER) 324 if (skill->type != SKILL && op->type == PLAYER)
347 { 325 {
348 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
349 {
350 if (tmp->type == SKILL && tmp->skill == skill->skill) 327 if (tmp->type == SKILL && tmp->skill == skill->skill)
351 break; 328 break;
352 } 329
353 if (!tmp) 330 if (!tmp)
354 tmp = give_skill_by_name (op, skill->skill); 331 tmp = give_skill_by_name (op, skill->skill);
332
355 skill = tmp; 333 skill = tmp;
356 } 334 }
357 335
358 // skill, by_whom, on_which_object, which direction, skill_argument 336 // skill, by_whom, on_which_object, which direction, skill_argument
359 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)))
360 return 0; 338 return 0;
361 339
362 switch (skill->subtype) 340 switch (skill->subtype)
363 { 341 {
364 case SK_LEVITATION: 342 case SK_LEVITATION:
365 /* Not 100% sure if this will work with new movement code - 343 /* Not 100% sure if this will work with new movement code -
366 * the levitation skill has move_type for flying, so when 344 * the levitation skill has move_type for flying, so when
367 * equipped, that should transfer to player, when not, 345 * equipped, that should transfer to player, when not,
368 * shouldn't. 346 * shouldn't.
369 */ 347 */
370 if (QUERY_FLAG (skill, FLAG_APPLIED)) 348 if (QUERY_FLAG (skill, FLAG_APPLIED))
371 { 349 {
372 CLEAR_FLAG (skill, FLAG_APPLIED); 350 CLEAR_FLAG (skill, FLAG_APPLIED);
373 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
374 } 352 }
375 else 353 else
376 { 354 {
377 SET_FLAG (skill, FLAG_APPLIED); 355 SET_FLAG (skill, FLAG_APPLIED);
378 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!.");
379 } 357 }
380 fix_player (op); 358
359 op->update_stats ();
381 success = 1; 360 success = 1;
382 break; 361 break;
383 362
384 case SK_STEALING: 363 case SK_STEALING:
385 exp = success = steal (op, dir, skill); 364 exp = success = steal (op, dir, skill);
386 break; 365 break;
387 366
388 case SK_LOCKPICKING: 367 case SK_LOCKPICKING:
389 exp = success = pick_lock (op, dir, skill); 368 exp = success = pick_lock (op, dir, skill);
390 break; 369 break;
391 370
392 case SK_HIDING: 371 case SK_HIDING:
393 exp = success = hide (op, skill); 372 exp = success = hide (op, skill);
394 break; 373 break;
395 374
396 case SK_JUMPING: 375 case SK_JUMPING:
397 success = jump (op, dir, skill); 376 success = jump (op, dir, skill);
398 break; 377 break;
399 378
400 case SK_INSCRIPTION: 379 case SK_INSCRIPTION:
401 exp = success = write_on_item (op, string, skill); 380 exp = success = write_on_item (op, string, skill);
402 break; 381 break;
403 382
404 case SK_MEDITATION: 383 case SK_MEDITATION:
405 meditate (op, skill); 384 meditate (op, skill);
406 success = 1; 385 success = 1;
407 break; 386 break;
408 /* note that the following 'attack' skills gain exp through hit_player() */ 387 /* note that the following 'attack' skills gain exp through hit_player() */
409 388
410 case SK_KARATE: 389 case SK_KARATE:
411 (void) attack_hth (op, dir, "karate-chopped", skill); 390 attack_hth (op, dir, "karate-chopped", skill);
412 break; 391 break;
413 392
414 case SK_PUNCHING: 393 case SK_PUNCHING:
415 (void) attack_hth (op, dir, "punched", skill); 394 attack_hth (op, dir, "punched", skill);
416 break; 395 break;
417 396
418 case SK_FLAME_TOUCH: 397 case SK_FLAME_TOUCH:
419 (void) attack_hth (op, dir, "flamed", skill); 398 attack_hth (op, dir, "flamed", skill);
420 break; 399 break;
421 400
422 case SK_SPARK_TOUCH: 401 case SK_SPARK_TOUCH:
423 (void) attack_hth (op, dir, "zapped", skill); 402 attack_hth (op, dir, "zapped", skill);
424 break; 403 break;
425 404
426 case SK_SHIVER: 405 case SK_SHIVER:
427 (void) attack_hth (op, dir, "froze", skill); 406 attack_hth (op, dir, "froze", skill);
428 break; 407 break;
429 408
430 case SK_ACID_SPLASH: 409 case SK_ACID_SPLASH:
431 (void) attack_hth (op, dir, "dissolved", skill); 410 attack_hth (op, dir, "dissolved", skill);
432 break; 411 break;
433 412
434 case SK_POISON_NAIL: 413 case SK_POISON_NAIL:
435 (void) attack_hth (op, dir, "injected poison into", skill); 414 attack_hth (op, dir, "injected poison into", skill);
436 break; 415 break;
437 416
438 case SK_CLAWING: 417 case SK_CLAWING:
439 (void) attack_hth (op, dir, "clawed", skill); 418 attack_hth (op, dir, "clawed", skill);
440 break; 419 break;
441 420
442 case SK_ONE_HANDED_WEAPON: 421 case SK_ONE_HANDED_WEAPON:
443 case SK_TWO_HANDED_WEAPON: 422 case SK_TWO_HANDED_WEAPON:
444 (void) attack_melee_weapon (op, dir, NULL, skill); 423 attack_melee_weapon (op, dir, NULL, skill);
445 break; 424 break;
446 425
447 case SK_FIND_TRAPS: 426 case SK_FIND_TRAPS:
448 exp = success = find_traps (op, skill); 427 exp = success = find_traps (op, skill);
449 break; 428 break;
450 429
451 case SK_SINGING: 430 case SK_SINGING:
452 exp = success = singing (op, dir, skill); 431 exp = success = singing (op, dir, skill);
453 break; 432 break;
454 433
455 case SK_ORATORY: 434 case SK_ORATORY:
456 exp = success = use_oratory (op, dir, skill); 435 exp = success = use_oratory (op, dir, skill);
457 break; 436 break;
458 437
459 case SK_SMITHERY: 438 case SK_SMITHERY:
460 case SK_BOWYER: 439 case SK_BOWYER:
461 case SK_JEWELER: 440 case SK_JEWELER:
462 case SK_ALCHEMY: 441 case SK_ALCHEMY:
463 case SK_THAUMATURGY: 442 case SK_THAUMATURGY:
464 case SK_LITERACY: 443 case SK_LITERACY:
465 case SK_WOODSMAN: 444 case SK_WOODSMAN:
466 /* 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.
467 * failing that, we go and identify stuff. 446 * failing that, we go and identify stuff.
468 */ 447 */
469 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)
470 { 449 {
471 next = tmp->above; 450 next = tmp->above;
451
472 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
473 { 453 {
474 attempt_do_alchemy (op, tmp); 454 attempt_do_alchemy (op, tmp);
455
475 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 456 if (QUERY_FLAG (tmp, FLAG_APPLIED))
476 esrv_send_inventory (op, tmp); 457 esrv_send_inventory (op, tmp);
458
477 did_alc = 1; 459 did_alc = 1;
478 } 460 }
479 } 461 }
462
480 if (did_alc == 0) 463 if (did_alc == 0)
481 exp = success = skill_ident (op, skill);
482 break;
483
484 case SK_DET_MAGIC:
485 case SK_DET_CURSE:
486 exp = success = skill_ident (op, skill); 464 exp = success = skill_ident (op, skill);
465
487 break; 466 break;
488 467
468 case SK_DET_MAGIC:
469 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill);
471 break;
472
489 case SK_DISARM_TRAPS: 473 case SK_DISARM_TRAPS:
490 exp = success = remove_trap (op, dir, skill); 474 exp = success = remove_trap (op, dir, skill);
491 break; 475 break;
492 476
493 case SK_THROWING: 477 case SK_THROWING:
494 success = skill_throw (op, part, dir, string, skill); 478 success = skill_throw (op, part, dir, string, skill);
495 break; 479 break;
496 480
497 case SK_SET_TRAP: 481 case SK_SET_TRAP:
498 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.");
499 break; 483 break;
500 484
501 case SK_USE_MAGIC_ITEM: 485 case SK_USE_MAGIC_ITEM:
502 case SK_MISSILE_WEAPON: 486 case SK_MISSILE_WEAPON:
503 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.");
504 break; 488 break;
505 489
506 case SK_PRAYING: 490 case SK_PRAYING:
507 success = pray (op, skill); 491 success = pray (op, skill);
508 break; 492 break;
509 493
510 case SK_BARGAINING: 494 case SK_BARGAINING:
511 success = describe_shop (op); 495 success = describe_shop (op);
512 break; 496 break;
513 497
514 case SK_SORCERY: 498 case SK_SORCERY:
515 case SK_EVOCATION: 499 case SK_EVOCATION:
516 case SK_PYROMANCY: 500 case SK_PYROMANCY:
517 case SK_SUMMONING: 501 case SK_SUMMONING:
518 case SK_CLIMBING: 502 case SK_CLIMBING:
519 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.");
520 break; 504 break;
521 505
522 default: 506 default:
523 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);
524 break; 508 break;
525 } 509 }
526 510
527 /* 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.
528 * 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
529 * which use_monster_skill is called already simulates this. 513 * which use_monster_skill is called already simulates this.
568 * op is the object that was 'defeated'. 552 * op is the object that was 'defeated'.
569 * 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
570 * point back to who. 554 * point back to who.
571 * 555 *
572 */ 556 */
573
574int 557int
575calc_skill_exp (object *who, object *op, object *skill) 558calc_skill_exp (object *who, object *op, object *skill)
576{ 559{
577 int op_exp = 0, op_lvl = 0; 560 int op_exp = 0, op_lvl = 0;
578 float base, value, lvl_mult = 0.0; 561 float base, value, lvl_mult = 0.0;
667 * This one actually teaches the player the skill as something 650 * This one actually teaches the player the skill as something
668 * they can equip. 651 * they can equip.
669 * Return 0 if the player knows the skill, 1 if the 652 * Return 0 if the player knows the skill, 1 if the
670 * player learns the skill, 2 otherwise. 653 * player learns the skill, 2 otherwise.
671 */ 654 */
672
673int 655int
674learn_skill (object *pl, object *scroll) 656learn_skill (object *pl, object *scroll)
675{ 657{
676 object *tmp; 658 object *tmp;
677 659
690 break; 672 break;
691 673
692 /* player already knows it */ 674 /* player already knows it */
693 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
694 return 0; 676 return 0;
695
696
697 677
698 /* now a random change to learn, based on player Int. 678 /* now a random change to learn, based on player Int.
699 * give bonus based on level - otherwise stupid characters 679 * give bonus based on level - otherwise stupid characters
700 * might never be able to learn anything. 680 * might never be able to learn anything.
701 */ 681 */
771 sprintf (buf, "%s%s", &tmp->name, periods); 751 sprintf (buf, "%s%s", &tmp->name, periods);
772 buf[40] = 0; 752 buf[40] = 0;
773 753
774 if (settings.permanent_exp_ratio) 754 if (settings.permanent_exp_ratio)
775 { 755 {
776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
777 buf, tmp->level, 757 buf, tmp->level, tmp->stats.exp,
778 (long long) tmp->stats.exp,
779 (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));
780 } 759 }
781 else 760 else
782 { 761 {
783 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
784 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));
785 } 764 }
786 /* 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
787 * it sometimes happens (maybe a leftover from bugier earlier code 766 * it sometimes happens (maybe a leftover from bugier earlier code
788 * and those character are still about). In any case, lets handle 767 * and those character are still about). In any case, lets handle
789 * 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
799 } 778 }
800 779
801 clear_win_info (op); 780 clear_win_info (op);
802 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
803 if (num_skills_found > 1) 782 if (num_skills_found > 1)
804 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);
805 784
806 for (i = 0; i < num_skills_found; i++) 785 for (i = 0; i < num_skills_found; i++)
807 {
808 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
809 }
810 787
811 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);
812 789
813 cp = determine_god (op); 790 cp = determine_god (op);
814 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");
876 return 1; 853 return 1;
877 854
878 return 0; 855 return 0;
879} 856}
880 857
858static bool
859hth_skill_p (object *skill)
860{
861 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
862}
881 863
882
883/* This finds the best unarmed skill the player has, and returns 864/* This finds the first unarmed skill the player has, and returns it.
884 * it. Best can vary a little - we consider clawing to always
885 * be the best for dragons.
886 * This could be more intelligent, eg, look at the skill level
887 * of the skill and go from there (eg, a level 40 puncher is
888 * is probably better than level 1 karate). OTOH, if you
889 * don't bother to set up your skill properly, that is the players
890 * problem (although, it might be nice to have a preferred skill
891 * field the player can set.
892 * Unlike the old code, we don't give out any skills - it is
893 * possible you just don't have any ability to get into unarmed
894 * combat. If everyone race/class should have one, this should
895 * be handled in the starting treasurelists, not in the code.
896 */ 865 */
897static object * 866static object *
898find_best_player_hth_skill (object *op) 867find_player_hth_skill (object *op)
899{ 868{
900 object *tmp, *best_skill = NULL;
901 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
902
903 for (tmp = op->inv; tmp; tmp = tmp->below) 869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
904 { 870 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
905 if (tmp->type == SKILL)
906 {
907 if (dragon && tmp->subtype == SK_CLAWING)
908 return tmp; 871 return tmp;
909 872
910 /* The order in the array is preferred order. So basically, 873 return 0;
911 * we just cut down the number to search - eg, if we find a skill
912 * early on in flame touch, then we only need to look into the unarmed_array
913 * to the entry before flame touch - don't care about the entries afterward,
914 * because they are infrerior skills.
915 * if we end up finding the best skill (i==0) might as well return
916 * right away - can't get any better than that.
917 */
918 for (i = 0; i < last_skill; i++)
919 {
920 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
921 {
922 best_skill = tmp;
923 last_skill = i;
924 if (i == 0)
925 return best_skill;
926 }
927 }
928 }
929 }
930 return best_skill;
931} 874}
932 875
933/* do_skill_attack() - We have got an appropriate opponent from either 876/* do_skill_attack() - We have got an appropriate opponent from either
934 * 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
935 * 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.
937 * tmp is the targetted monster. 880 * tmp is the targetted monster.
938 * op is what is attacking 881 * op is what is attacking
939 * string is passed along to describe what messages to describe 882 * string is passed along to describe what messages to describe
940 * the damage. 883 * the damage.
941 */ 884 */
942
943static int 885static int
944do_skill_attack (object *tmp, object *op, const char *string, object *skill) 886do_skill_attack (object *tmp, object *op, const char *string, object *skill)
945{ 887{
946 int success;
947
948 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)))
949 return RESULT_INT (0); 889 return RESULT_INT (0);
950 890
951 /* 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
952 * 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.
956 */ 896 */
957 if (op->type == PLAYER) 897 if (op->type == PLAYER)
958 { 898 {
959 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
960 { 900 {
961 size_t i;
962
963 if (!skill) 901 if (!skill)
964 { 902 {
965 /* 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
966 * it if appropriate. 904 * it if appropriate.
967 */ 905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
968 if (op->chosen_skill) 907 skill = op->chosen_skill;
908 else
969 { 909 {
970 for (i = 0; i < sizeof (unarmed_skills); i++)
971 if (op->chosen_skill->subtype == unarmed_skills[i])
972 {
973 skill = op->chosen_skill;
974 break;
975 }
976 }
977 /* If we didn't find a skill above, look harder for a good skill */
978 if (!skill)
979 {
980 skill = find_best_player_hth_skill (op); 910 skill = find_player_hth_skill (op);
981 911
982 if (!skill) 912 if (!skill)
983 { 913 {
984 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!");
985 return 0; 915 return 0;
986 } 916 }
987 } 917 }
988 } 918 }
989 if (skill != op->chosen_skill) 919
990 {
991 /* now try to ready the new skill */ 920 /* now try to ready the new skill */
992 if (!change_skill (op, skill, 0)) 921 if (!change_skill (op, skill, 0))
993 { /* oh oh, trouble! */ 922 { /* oh oh, trouble! */
994 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);
995 return 0; 924 return 0;
996 }
997 } 925 }
998 } 926 }
999 else 927 else
1000 { 928 {
1001 /* Seen some crashes below where current_weapon is not set, 929 /* Seen some crashes below where current_weapon is not set,
1016 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);
1017 op->current_weapon = NULL; 945 op->current_weapon = NULL;
1018 return 0; 946 return 0;
1019 } 947 }
1020 else 948 else
1021 {
1022 op->current_weapon = tmp; 949 op->current_weapon = tmp;
1023 }
1024 } 950 }
1025 951
1026 /* Has ready weapon - make sure chosen_skill is set up properly */
1027 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1028 {
1029 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);
1030 }
1031 } 953 }
1032 } 954 }
1033 955
1034 /* lose invisiblity/hiding status for running attacks */ 956 /* lose invisiblity/hiding status for running attacks */
1035 957
1036 if (op->type == PLAYER && op->contr->tmp_invis) 958 if (op->type == PLAYER && op->contr->tmp_invis)
1037 { 959 {
1038 op->contr->tmp_invis = 0; 960 op->contr->tmp_invis = 0;
1039 op->invisible = 0; 961 op->invisible = 0;
1040 op->hide = 0; 962 op->hide = 0;
1041 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_CHANGE);
1042 } 964 }
1043 965
1044 success = attack_ob (tmp, op); 966 int success = attack_ob (tmp, op);
1045 967
1046 /* print appropriate messages to the player */ 968 /* print appropriate messages to the player */
1047 969
1048 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 970 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1049 { 971 {
1050 if (op->type == PLAYER) 972 if (op->type == PLAYER)
1051 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));
1052 else if (tmp->type == PLAYER) 974 else if (tmp->type == PLAYER)
1053 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);
1054 } 976 }
977
1055 return success; 978 return success;
1056} 979}
1057
1058 980
1059/* 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
1060 * system. In essence, this code handles 982 * system. In essence, this code handles
1061 * 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
1062 * treated here. If an opponent is already supplied by move_player(), 984 * treated here. If an opponent is already supplied by move_player(),
1065 * 987 *
1066 * This is called by move_player() and attack_hth() 988 * This is called by move_player() and attack_hth()
1067 * 989 *
1068 * Initial implementation by -bt thomas@astro.psu.edu 990 * Initial implementation by -bt thomas@astro.psu.edu
1069 */ 991 */
1070
1071int 992int
1072skill_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)
1073{ 994{
1074 sint16 tx, ty; 995 sint16 tx, ty;
1075 mapstruct *m; 996 maptile *m;
1076 int mflags; 997 int mflags;
1077 998
1078 if (!dir) 999 if (!dir)
1079 dir = pl->facing; 1000 dir = pl->facing;
1001
1080 tx = freearr_x[dir]; 1002 tx = freearr_x[dir];
1081 ty = freearr_y[dir]; 1003 ty = freearr_y[dir];
1082 1004
1083 /* 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.
1084 * Legal opponents are the same as outlined in move_player_attack() 1006 * Legal opponents are the same as outlined in move_player_attack()
1085 */ 1007 */
1086 1008 if (!tmp)
1087 if (tmp == NULL)
1088 { 1009 {
1089 m = pl->map; 1010 m = pl->map;
1090 tx = pl->x + freearr_x[dir]; 1011 tx = pl->x + freearr_x[dir];
1091 ty = pl->y + freearr_y[dir]; 1012 ty = pl->y + freearr_y[dir];
1092 1013
1096 1017
1097 /* 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 */
1098 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)))
1099 return 0; 1020 return 0;
1100 1021
1101 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)
1102 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)
1103 { 1024 {
1104 /* Don't attack party members */ 1025 /* Don't attack party members */
1105 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))
1106 return 0; 1027 return 0;
1028
1107 break; 1029 break;
1108 } 1030 }
1109 } 1031 }
1032
1110 if (!tmp) 1033 if (!tmp)
1111 { 1034 {
1112 if (pl->type == PLAYER) 1035 if (pl->type == PLAYER)
1113 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
1114 return 0; 1038 return 0;
1115 } 1039 }
1116 1040
1117 return do_skill_attack (tmp, pl, string, skill); 1041 return do_skill_attack (tmp, pl, string, skill);
1118} 1042}
1135 { 1059 {
1136 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1060 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1137 { 1061 {
1138 CLEAR_FLAG (weapon, FLAG_APPLIED); 1062 CLEAR_FLAG (weapon, FLAG_APPLIED);
1139 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1063 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1140 fix_player (pl); 1064 pl->update_stats ();
1141 if (pl->type == PLAYER) 1065 if (pl->type == PLAYER)
1142 { 1066 {
1143 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.");
1144 esrv_update_item (UPD_FLAGS, pl, weapon); 1068 esrv_update_item (UPD_FLAGS, pl, weapon);
1145 } 1069 }
1146 break; 1070 break;
1147 } 1071 }
1148 } 1072 }
1073
1149 return skill_attack (enemy, pl, dir, string, skill); 1074 return skill_attack (enemy, pl, dir, string, skill);
1150} 1075}
1151
1152 1076
1153/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1077/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1154 * 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.
1155 * 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
1156 * bears mentioning: 1080 * bears mentioning:
1157 * 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
1158 * we may make this routine handle 'special' melee weapons attacks 1082 * we may make this routine handle 'special' melee weapons attacks
1159 * (like disarming manuever with sai) based on player SK_level and 1083 * (like disarming manuever with sai) based on player SK_level and
1160 * weapon type. 1084 * weapon type.
1161 */ 1085 */
1162
1163static int 1086static int
1164attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1087attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1165{ 1088{
1166 1089
1167 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1090 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1168 { 1091 {
1169 if (op->type == PLAYER) 1092 if (op->type == PLAYER)
1170 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
1171 return 0; 1095 return 0;
1172 } 1096 }
1097
1173 return skill_attack (NULL, op, dir, string, skill); 1098 return skill_attack (NULL, op, dir, string, skill);
1174 1099
1175} 1100}

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