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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.21 by root, Wed Dec 20 09:14:22 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 */ 52# include "skillinc.h"
54static uint8 unarmed_skills[] = { 53# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 54};
65 55
66static 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);
67static 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);
68 58
71 * subtypes. 61 * subtypes.
72 */ 62 */
73void 63void
74init_skills (void) 64init_skills (void)
75{ 65{
76 int i;
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
80 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
81 { 68 {
82 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
83 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",
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
85 else 72 else
86 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
87 } 74 }
88 75
89 /* 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
90 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
91 */ 78 */
92 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 80 if (!skill_names[i])
95 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);
96 }
97} 82}
98
99 83
100/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 87 * mostly used for sending exp.
104 */ 88 */
105void 89void
106link_player_skills (object *op) 90link_player_skills (object *op)
107{ 91{
108 object *tmp;
109
110 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
113 { 94 {
114 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
115 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)
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
119 } 99
120 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
121 {
122 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);
123 }
124 else 102 else
125 { 103 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
128 } 106 }
129 } 107 }
130 }
131} 108}
132 109
133/* This returns the skill pointer of the given name (the 110/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 111 * one that accumlates exp, has the level, etc).
135 * 112 *
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 { 156 {
180 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
181 return NULL; 158 return NULL;
182 } 159 }
160
183 if (!skill) 161 if (!skill)
184 { 162 {
185 skill = give_skill_by_name (who, skill_tool->skill); 163 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 164 link_player_skills (who);
187 } 165 }
166
188 return skill; 167 return skill;
189 } 168 }
169
190 return NULL; 170 return NULL;
191} 171}
192 172
193 173
194/* This returns the skill pointer of the given name (the 174/* This returns the skill pointer of the given name (the
263 * flag has the current meaning: 243 * flag has the current meaning:
264 * 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
265 * 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.
266 * return 1 on success, 0 on error 246 * return 1 on success, 0 on error
267 */ 247 */
268
269int 248int
270change_skill (object *who, object *new_skill, int flag) 249change_skill (object *who, object *new_skill, int flag)
271{ 250{
272 int old_range; 251 int old_range;
273 252
274 if (who->type != PLAYER) 253 if (who->type != PLAYER)
275 return 0; 254 return 0;
276 255
277 old_range = who->contr->shoottype; 256 player *pl = who->contr;
278 257
279 if (who->chosen_skill && who->chosen_skill == new_skill) 258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
280 { 259 return 1;
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284 260
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 */
285 return 1; 267 return 0;
286 } 268 }
287 269
288 // move skill to front, so it will be preferred next time 270 // move skill to front, so it will be preferred next time
289 new_skill->remove (); 271 new_skill->remove ();
290 who->insert (new_skill); 272 who->insert (new_skill);
291 273
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)
298 return 0;
299
300 if (apply_special (who, new_skill, AP_APPLY)) 274 if (apply_special (who, new_skill, AP_APPLY))
301 return 0; 275 return 0;
302 276
303 if (flag & 0x1)
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1; 277 return 1;
307} 278}
308 279
309/* This function just clears the chosen_skill and range_skill values 280/* This function just clears the chosen_skill and range_skill values
310 * inthe player. 281 * in the player.
311 */ 282 */
312void 283void
313clear_skill (object *who) 284clear_skill (object *who)
314{ 285{
315 who->chosen_skill = NULL; 286 who->chosen_skill = 0;
316 CLEAR_FLAG (who, FLAG_READY_SKILL); 287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
317 if (who->type == PLAYER) 289 if (who->type == PLAYER)
318 { 290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
319 who->contr->ranges[range_skill] = NULL; 293 who->contr->ranged_skill = 0;
320 if (who->contr->shoottype == range_skill) 294 who->contr->ranged_ob = 0;
321 who->contr->shoottype = range_none; 295 }
322 } 296 }
323} 297}
324 298
325/* 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().
326 * 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.
330 * 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
331 * 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
332 * give any exp for their direct use (eg, throwing). 306 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 307 * It returns 0 if no skill was used.
334 */ 308 */
335
336int 309int
337do_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)
338{ 311{
339 int success = 0, exp = 0; 312 int success = 0, exp = 0;
340 int did_alc = 0; 313 int did_alc = 0;
349 * the player doesn't have a bucket for that, create one. 322 * the player doesn't have a bucket for that, create one.
350 */ 323 */
351 if (skill->type != SKILL && op->type == PLAYER) 324 if (skill->type != SKILL && op->type == PLAYER)
352 { 325 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 327 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 328 break;
357 } 329
358 if (!tmp) 330 if (!tmp)
359 tmp = give_skill_by_name (op, skill->skill); 331 tmp = give_skill_by_name (op, skill->skill);
332
360 skill = tmp; 333 skill = tmp;
361 } 334 }
362 335
363 // skill, by_whom, on_which_object, which direction, skill_argument 336 // skill, by_whom, on_which_object, which direction, skill_argument
364 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)))
365 return 0; 338 return 0;
366 339
367 switch (skill->subtype) 340 switch (skill->subtype)
368 { 341 {
369 case SK_LEVITATION: 342 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 343 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 344 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 345 * equipped, that should transfer to player, when not,
373 * shouldn't. 346 * shouldn't.
374 */ 347 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 348 if (QUERY_FLAG (skill, FLAG_APPLIED))
376 { 349 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 350 CLEAR_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 352 }
380 else 353 else
381 { 354 {
382 SET_FLAG (skill, FLAG_APPLIED); 355 SET_FLAG (skill, FLAG_APPLIED);
383 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!.");
384 } 357 }
385 fix_player (op); 358
359 op->update_stats ();
386 success = 1; 360 success = 1;
387 break; 361 break;
388 362
389 case SK_STEALING: 363 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 364 exp = success = steal (op, dir, skill);
391 break; 365 break;
392 366
393 case SK_LOCKPICKING: 367 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 368 exp = success = pick_lock (op, dir, skill);
395 break; 369 break;
396 370
397 case SK_HIDING: 371 case SK_HIDING:
398 exp = success = hide (op, skill); 372 exp = success = hide (op, skill);
399 break; 373 break;
400 374
401 case SK_JUMPING: 375 case SK_JUMPING:
402 success = jump (op, dir, skill); 376 success = jump (op, dir, skill);
403 break; 377 break;
404 378
405 case SK_INSCRIPTION: 379 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 380 exp = success = write_on_item (op, string, skill);
407 break; 381 break;
408 382
409 case SK_MEDITATION: 383 case SK_MEDITATION:
410 meditate (op, skill); 384 meditate (op, skill);
411 success = 1; 385 success = 1;
412 break; 386 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 387 /* note that the following 'attack' skills gain exp through hit_player() */
414 388
415 case SK_KARATE: 389 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 390 attack_hth (op, dir, "karate-chopped", skill);
417 break; 391 break;
418 392
419 case SK_PUNCHING: 393 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 394 attack_hth (op, dir, "punched", skill);
421 break; 395 break;
422 396
423 case SK_FLAME_TOUCH: 397 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 398 attack_hth (op, dir, "flamed", skill);
425 break; 399 break;
426 400
427 case SK_SPARK_TOUCH: 401 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 402 attack_hth (op, dir, "zapped", skill);
429 break; 403 break;
430 404
431 case SK_SHIVER: 405 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 406 attack_hth (op, dir, "froze", skill);
433 break; 407 break;
434 408
435 case SK_ACID_SPLASH: 409 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 410 attack_hth (op, dir, "dissolved", skill);
437 break; 411 break;
438 412
439 case SK_POISON_NAIL: 413 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 414 attack_hth (op, dir, "injected poison into", skill);
441 break; 415 break;
442 416
443 case SK_CLAWING: 417 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 418 attack_hth (op, dir, "clawed", skill);
445 break; 419 break;
446 420
447 case SK_ONE_HANDED_WEAPON: 421 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 422 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 423 attack_melee_weapon (op, dir, NULL, skill);
450 break; 424 break;
451 425
452 case SK_FIND_TRAPS: 426 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 427 exp = success = find_traps (op, skill);
454 break; 428 break;
455 429
456 case SK_SINGING: 430 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 431 exp = success = singing (op, dir, skill);
458 break; 432 break;
459 433
460 case SK_ORATORY: 434 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 435 exp = success = use_oratory (op, dir, skill);
462 break; 436 break;
463 437
464 case SK_SMITHERY: 438 case SK_SMITHERY:
465 case SK_BOWYER: 439 case SK_BOWYER:
466 case SK_JEWELER: 440 case SK_JEWELER:
467 case SK_ALCHEMY: 441 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 442 case SK_THAUMATURGY:
469 case SK_LITERACY: 443 case SK_LITERACY:
470 case SK_WOODSMAN: 444 case SK_WOODSMAN:
471 /* 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.
472 * failing that, we go and identify stuff. 446 * failing that, we go and identify stuff.
473 */ 447 */
474 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)
475 { 449 {
476 next = tmp->above; 450 next = tmp->above;
477 451
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);
481 455
482 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 456 if (QUERY_FLAG (tmp, FLAG_APPLIED))
483 esrv_send_inventory (op, tmp); 457 esrv_send_inventory (op, tmp);
484 458
485 did_alc = 1; 459 did_alc = 1;
486 } 460 }
487 } 461 }
488 462
489 if (did_alc == 0) 463 if (did_alc == 0)
490 exp = success = skill_ident (op, skill);
491
492 break;
493
494 case SK_DET_MAGIC:
495 case SK_DET_CURSE:
496 exp = success = skill_ident (op, skill); 464 exp = success = skill_ident (op, skill);
465
497 break; 466 break;
498 467
468 case SK_DET_MAGIC:
469 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill);
471 break;
472
499 case SK_DISARM_TRAPS: 473 case SK_DISARM_TRAPS:
500 exp = success = remove_trap (op, dir, skill); 474 exp = success = remove_trap (op, dir, skill);
501 break; 475 break;
502 476
503 case SK_THROWING: 477 case SK_THROWING:
504 success = skill_throw (op, part, dir, string, skill); 478 success = skill_throw (op, part, dir, string, skill);
505 break; 479 break;
506 480
507 case SK_SET_TRAP: 481 case SK_SET_TRAP:
508 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.");
509 break; 483 break;
510 484
511 case SK_USE_MAGIC_ITEM: 485 case SK_USE_MAGIC_ITEM:
512 case SK_MISSILE_WEAPON: 486 case SK_MISSILE_WEAPON:
513 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.");
514 break; 488 break;
515 489
516 case SK_PRAYING: 490 case SK_PRAYING:
517 success = pray (op, skill); 491 success = pray (op, skill);
518 break; 492 break;
519 493
520 case SK_BARGAINING: 494 case SK_BARGAINING:
521 success = describe_shop (op); 495 success = describe_shop (op);
522 break; 496 break;
523 497
524 case SK_SORCERY: 498 case SK_SORCERY:
525 case SK_EVOCATION: 499 case SK_EVOCATION:
526 case SK_PYROMANCY: 500 case SK_PYROMANCY:
527 case SK_SUMMONING: 501 case SK_SUMMONING:
528 case SK_CLIMBING: 502 case SK_CLIMBING:
529 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.");
530 break; 504 break;
531 505
532 default: 506 default:
533 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);
534 break; 508 break;
535 } 509 }
536 510
537 /* 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.
538 * 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
539 * which use_monster_skill is called already simulates this. 513 * which use_monster_skill is called already simulates this.
578 * op is the object that was 'defeated'. 552 * op is the object that was 'defeated'.
579 * 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
580 * point back to who. 554 * point back to who.
581 * 555 *
582 */ 556 */
583
584int 557int
585calc_skill_exp (object *who, object *op, object *skill) 558calc_skill_exp (object *who, object *op, object *skill)
586{ 559{
587 int op_exp = 0, op_lvl = 0; 560 int op_exp = 0, op_lvl = 0;
588 float base, value, lvl_mult = 0.0; 561 float base, value, lvl_mult = 0.0;
677 * This one actually teaches the player the skill as something 650 * This one actually teaches the player the skill as something
678 * they can equip. 651 * they can equip.
679 * Return 0 if the player knows the skill, 1 if the 652 * Return 0 if the player knows the skill, 1 if the
680 * player learns the skill, 2 otherwise. 653 * player learns the skill, 2 otherwise.
681 */ 654 */
682
683int 655int
684learn_skill (object *pl, object *scroll) 656learn_skill (object *pl, object *scroll)
685{ 657{
686 object *tmp; 658 object *tmp;
687 659
806 } 778 }
807 779
808 clear_win_info (op); 780 clear_win_info (op);
809 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
810 if (num_skills_found > 1) 782 if (num_skills_found > 1)
811 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);
812 784
813 for (i = 0; i < num_skills_found; i++) 785 for (i = 0; i < num_skills_found; i++)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
816 }
817 787
818 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);
819 789
820 cp = determine_god (op); 790 cp = determine_god (op);
821 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");
886} 856}
887 857
888static bool 858static bool
889hth_skill_p (object *skill) 859hth_skill_p (object *skill)
890{ 860{
891 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 861 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
892 if (skill->subtype == unarmed_skills[i])
893 return 1;
894
895 return 0;
896} 862}
897 863
898/* This finds the first unarmed skill the player has, and returns it. 864/* This finds the first unarmed skill the player has, and returns it.
899 */ 865 */
900static object * 866static object *
914 * tmp is the targetted monster. 880 * tmp is the targetted monster.
915 * op is what is attacking 881 * op is what is attacking
916 * string is passed along to describe what messages to describe 882 * string is passed along to describe what messages to describe
917 * the damage. 883 * the damage.
918 */ 884 */
919
920static int 885static int
921do_skill_attack (object *tmp, object *op, const char *string, object *skill) 886do_skill_attack (object *tmp, object *op, const char *string, object *skill)
922{ 887{
923 int success;
924
925 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)))
926 return RESULT_INT (0); 889 return RESULT_INT (0);
927 890
928 /* 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
929 * 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.
981 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);
982 op->current_weapon = NULL; 945 op->current_weapon = NULL;
983 return 0; 946 return 0;
984 } 947 }
985 else 948 else
986 {
987 op->current_weapon = tmp; 949 op->current_weapon = tmp;
988 }
989 } 950 }
990 951
991 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);
992 } 953 }
993 } 954 }
997 if (op->type == PLAYER && op->contr->tmp_invis) 958 if (op->type == PLAYER && op->contr->tmp_invis)
998 { 959 {
999 op->contr->tmp_invis = 0; 960 op->contr->tmp_invis = 0;
1000 op->invisible = 0; 961 op->invisible = 0;
1001 op->hide = 0; 962 op->hide = 0;
1002 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_CHANGE);
1003 } 964 }
1004 965
1005 success = attack_ob (tmp, op); 966 int success = attack_ob (tmp, op);
1006 967
1007 /* print appropriate messages to the player */ 968 /* print appropriate messages to the player */
1008 969
1009 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 970 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1010 { 971 {
1011 if (op->type == PLAYER) 972 if (op->type == PLAYER)
1012 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));
1013 else if (tmp->type == PLAYER) 974 else if (tmp->type == PLAYER)
1014 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);
1015 } 976 }
977
1016 return success; 978 return success;
1017} 979}
1018
1019 980
1020/* 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
1021 * system. In essence, this code handles 982 * system. In essence, this code handles
1022 * 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
1023 * treated here. If an opponent is already supplied by move_player(), 984 * treated here. If an opponent is already supplied by move_player(),
1026 * 987 *
1027 * This is called by move_player() and attack_hth() 988 * This is called by move_player() and attack_hth()
1028 * 989 *
1029 * Initial implementation by -bt thomas@astro.psu.edu 990 * Initial implementation by -bt thomas@astro.psu.edu
1030 */ 991 */
1031
1032int 992int
1033skill_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)
1034{ 994{
1035 sint16 tx, ty; 995 sint16 tx, ty;
1036 maptile *m; 996 maptile *m;
1043 ty = freearr_y[dir]; 1003 ty = freearr_y[dir];
1044 1004
1045 /* 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.
1046 * Legal opponents are the same as outlined in move_player_attack() 1006 * Legal opponents are the same as outlined in move_player_attack()
1047 */ 1007 */
1048 1008 if (!tmp)
1049 if (tmp == NULL)
1050 { 1009 {
1051 m = pl->map; 1010 m = pl->map;
1052 tx = pl->x + freearr_x[dir]; 1011 tx = pl->x + freearr_x[dir];
1053 ty = pl->y + freearr_y[dir]; 1012 ty = pl->y + freearr_y[dir];
1054 1013
1064 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)
1065 { 1024 {
1066 /* Don't attack party members */ 1025 /* Don't attack party members */
1067 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))
1068 return 0; 1027 return 0;
1028
1069 break; 1029 break;
1070 } 1030 }
1071 } 1031 }
1032
1072 if (!tmp) 1033 if (!tmp)
1073 { 1034 {
1074 if (pl->type == PLAYER) 1035 if (pl->type == PLAYER)
1075 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
1076 return 0; 1038 return 0;
1077 } 1039 }
1078 1040
1079 return do_skill_attack (tmp, pl, string, skill); 1041 return do_skill_attack (tmp, pl, string, skill);
1080} 1042}
1097 { 1059 {
1098 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1060 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1099 { 1061 {
1100 CLEAR_FLAG (weapon, FLAG_APPLIED); 1062 CLEAR_FLAG (weapon, FLAG_APPLIED);
1101 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1063 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1102 fix_player (pl); 1064 pl->update_stats ();
1103 if (pl->type == PLAYER) 1065 if (pl->type == PLAYER)
1104 { 1066 {
1105 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.");
1106 esrv_update_item (UPD_FLAGS, pl, weapon); 1068 esrv_update_item (UPD_FLAGS, pl, weapon);
1107 } 1069 }
1108 break; 1070 break;
1109 } 1071 }
1110 } 1072 }
1073
1111 return skill_attack (enemy, pl, dir, string, skill); 1074 return skill_attack (enemy, pl, dir, string, skill);
1112} 1075}
1113
1114 1076
1115/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1077/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1116 * 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.
1117 * 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
1118 * bears mentioning: 1080 * bears mentioning:
1119 * 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
1120 * we may make this routine handle 'special' melee weapons attacks 1082 * we may make this routine handle 'special' melee weapons attacks
1121 * (like disarming manuever with sai) based on player SK_level and 1083 * (like disarming manuever with sai) based on player SK_level and
1122 * weapon type. 1084 * weapon type.
1123 */ 1085 */
1124
1125static int 1086static int
1126attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1087attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1127{ 1088{
1128 1089
1129 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1090 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1130 { 1091 {
1131 if (op->type == PLAYER) 1092 if (op->type == PLAYER)
1132 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
1133 return 0; 1095 return 0;
1134 } 1096 }
1097
1135 return skill_attack (NULL, op, dir, string, skill); 1098 return skill_attack (NULL, op, dir, string, skill);
1136 1099
1137} 1100}

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