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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.10 by root, Tue Sep 12 00:26:16 2006 UTC vs.
Revision 1.47 by root, Sun May 13 19:56:57 2007 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c =
4 * "$Id: skill_util.C,v 1.10 2006/09/12 00:26:16 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
43 38
44/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 43#include <global.h>
51#include <object.h> 44#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 45#include <sproto.h>
54#endif
55#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. */
56#include <spells.h> 47#include <spells.h>
48
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
57 55
58static 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);
59static 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);
60 58
61/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
63 * subtypes. 61 * subtypes.
64 */ 62 */
65void 63void
66init_skills (void) 64init_skills (void)
67{ 65{
68 int i;
69 archetype *at;
70
71 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
72 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
73 { 68 {
74 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
75 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",
76 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
77 else 72 else
78 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
79 } 74 }
80 75
81 /* 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
82 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
83 */ 78 */
84 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
85 {
86 if (!skill_names[i]) 80 if (!skill_names[i])
87 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);
88 }
89} 82}
90
91 83
92/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
93 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
94 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
95 * mostly used for sending exp. 87 * mostly used for sending exp.
96 */ 88 */
97void 89void
98link_player_skills (object *op) 90link_player_skills (object *op)
99{ 91{
100 object *tmp;
101
102 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
103 {
104 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
105 { 94 {
106 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
107 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)
108 {
109 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
110 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
111 } 99
112 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
113 {
114 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);
115 }
116 else 102 else
117 { 103 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
119 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
120 } 106 }
121 } 107 }
122 }
123} 108}
124 109
125/* This returns the skill pointer of the given name (the 110/* This returns the skill pointer of the given name (the
126 * one that accumlates exp, has the level, etc). 111 * one that accumlates exp, has the level, etc).
127 * 112 *
130 * tool, this code will equip it. 115 * tool, this code will equip it.
131 */ 116 */
132object * 117object *
133find_skill_by_name (object *who, const char *name) 118find_skill_by_name (object *who, const char *name)
134{ 119{
135 object *skill = NULL, *skill_tool = NULL, *tmp;
136
137 if (!name) 120 if (!name)
138 return NULL; 121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
139 124
140 /* We make sure the length of the string in the object is greater 125 /* We make sure the length of the string in the object is greater
141 * in length than the passed string. Eg, if we have a skill called 126 * in length than the passed string. Eg, if we have a skill called
142 * 'hi', we don't want to match if the user passed 'high' 127 * 'hi', we don't want to match if the user passed 'high'
143 */ 128 */
144 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
145 { 130 {
146 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
147 skill = tmp; 132 skill = tmp;
148 133
149 /* Try to find appropriate skilltool. If the player has one already 134 /* Try to find appropriate skilltool. If the player has one already
150 * applied, we try to keep using that one. 135 * applied, we try to keep using that one.
151 */ 136 */
152 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
153 { 138 {
154 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
155 skill_tool = tmp; 140 skill_tool = tmp;
156 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 skill_tool = tmp; 142 skill_tool = tmp;
158 } 143 }
159 } 144 }
145
160 /* If this is a skill that can be used without a tool, return it */ 146 /* If this is a skill that can be used without a tool, return it */
161 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
162 return skill; 148 return skill;
163 149
164 /* Player has a tool to use the skill. IF not applied, apply it - 150 /* Player has a tool to use the skill. If not applied, apply it -
165 * if not successful, return null. If they do have the skill tool 151 * if not successful, return null. If they do have the skill tool
166 * but not the skill itself, give it to them. 152 * but not the skill itself, give it to them.
167 */ 153 */
168 if (skill_tool) 154 if (skill_tool)
169 { 155 {
170 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
171 {
172 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
173 return NULL; 158 return 0;
174 } 159
175 if (!skill) 160 if (!skill)
176 { 161 {
177 skill = give_skill_by_name (who, skill_tool->skill); 162 skill = give_skill_by_name (who, skill_tool->skill);
178 link_player_skills (who); 163 link_player_skills (who);
179 } 164 }
165
180 return skill; 166 return skill;
181 } 167 }
168
182 return NULL; 169 return 0;
183} 170}
184
185 171
186/* This returns the skill pointer of the given name (the 172/* This returns the skill pointer of the given name (the
187 * one that accumlates exp, has the level, etc). 173 * one that accumlates exp, has the level, etc).
188 * 174 *
189 * It is presumed that the player will be needing to actually 175 * It is presumed that the player will be needing to actually
195 * this replaces find_skill. 181 * this replaces find_skill.
196 */ 182 */
197object * 183object *
198find_skill_by_number (object *who, int skillno) 184find_skill_by_number (object *who, int skillno)
199{ 185{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187 return 0;
188
200 object *skill = NULL, *skill_tool = NULL, *tmp; 189 object *skill = NULL, *skill_tool = NULL;
201 190
202 if (skillno < 1 || skillno >= NUM_SKILLS)
203 return NULL;
204
205 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 191 for (object *tmp = who->inv; tmp; tmp = tmp->below)
206 { 192 {
207 if (tmp->type == SKILL && tmp->subtype == skillno) 193 if (tmp->type == SKILL && tmp->subtype == skillno)
208 skill = tmp; 194 skill = tmp;
209 195
210 /* Try to find appropriate skilltool. If the player has one already 196 /* Try to find appropriate skilltool. If the player has one already
216 skill_tool = tmp; 202 skill_tool = tmp;
217 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 skill_tool = tmp; 204 skill_tool = tmp;
219 } 205 }
220 } 206 }
207
221 /* If this is a skill that can be used without a tool, return it */ 208 /* If this is a skill that can be used without a tool, return it */
222 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
223 return skill; 210 return skill;
224 211
225 /* Player has a tool to use the skill. IF not applied, apply it - 212 /* Player has a tool to use the skill. If not applied, apply it -
226 * if not successful, return null. If they do have the skill tool 213 * if not successful, return null. If they do have the skill tool
227 * but not the skill itself, give it to them. 214 * but not the skill itself, give it to them.
228 */ 215 */
229 if (skill_tool) 216 if (skill_tool)
230 { 217 {
231 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
232 { 219 {
233 if (apply_special (who, skill_tool, 0)) 220 if (apply_special (who, skill_tool, 0))
234 return NULL; 221 return NULL;
235 } 222 }
223
236 if (!skill) 224 if (!skill)
237 { 225 {
238 skill = give_skill_by_name (who, skill_tool->skill); 226 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who); 227 link_player_skills (who);
240 } 228 }
229
241 return skill; 230 return skill;
242 } 231 }
232
243 return NULL; 233 return NULL;
244} 234}
245 235
246/* This changes the objects skill to new_skill. 236/* This changes the objects skill to new_skill.
247 * note that this function doesn't always need to get used - 237 * note that this function doesn't always need to get used -
248 * you can now add skill exp to the player without the chosen_skill being 238 * you can now add skill exp to the player without the chosen_skill being
249 * set. This function is of most interest to players to update 239 * set. This function is of most interest to players to update
250 * the various range information. 240 * the various range information.
251 * if new_skill is null, this just unapplies the skill.
252 * flag has the current meaning:
253 * 0x1: If set, don't update the range pointer. This is useful when we
254 * need to ready a new skill, but don't want to clobber range.
255 * return 1 on success, 0 on error 241 * return 1 on success, 0 on error
256 */ 242 */
257
258int 243int
259change_skill (object *who, object *new_skill, int flag) 244change_skill (object *who, object *new_skill, int flag)
260{ 245{
261 int old_range;
262
263 if (who->type != PLAYER) 246 if (who->type != PLAYER)
264 return 0; 247 return 0;
265 248
266 old_range = who->contr->shoottype; 249#if 0
267 250 // optimise this supposedly common case
268 if (who->chosen_skill && who->chosen_skill == new_skill)
269 {
270 /* optimization for changing skill to current skill */
271 if (who->type == PLAYER && !(flag & 0x1))
272 who->contr->shoottype = range_skill;
273 return 1;
274 }
275
276 if (!new_skill || who->chosen_skill) 251 if (new_skill == who->chosen_skill)
277 if (who->chosen_skill) 252 return 1;
278 apply_special (who, who->chosen_skill, AP_UNAPPLY); 253#endif
279 254
280 /* Only goal in this case was to unapply a skill */
281 if (!new_skill) 255 if (!new_skill)
256 {
257 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
258 who->debug_desc ());
259 return 0;
260 }
261
262 // the skill could be readied already because it is used by a weapon.
263 who->change_weapon (0);
264 new_skill->inv_splay ();
265
266 if (apply_special (who, new_skill, AP_APPLY))
282 return 0; 267 return 0;
283 268
284 if (apply_special (who, new_skill, AP_APPLY))
285 {
286 return 0;
287 }
288 if (flag & 0x1)
289 who->contr->shoottype = (rangetype) old_range;
290
291 return 1; 269 return 1;
292} 270}
293 271
294/* This function just clears the chosen_skill and range_skill values 272/* This function just clears the chosen_skill and range_skill values
295 * inthe player. 273 * in the player.
296 */ 274 */
297void 275void
298clear_skill (object *who) 276clear_skill (object *who)
299{ 277{
300 who->chosen_skill = NULL; 278 who->chosen_skill = 0;
301 CLEAR_FLAG (who, FLAG_READY_SKILL); 279 CLEAR_FLAG (who, FLAG_READY_SKILL);
280
302 if (who->type == PLAYER) 281 if (who->type == PLAYER)
303 { 282 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
304 who->contr->ranges[range_skill] = NULL; 283 who->contr->ranged_ob = 0;
305 if (who->contr->shoottype == range_skill)
306 who->contr->shoottype = range_none;
307 }
308} 284}
309 285
310/* do_skill() - Main skills use function-similar in scope to cast_spell(). 286/* do_skill() - Main skills use function-similar in scope to cast_spell().
311 * We handle all requests for skill use outside of some combat here. 287 * We handle all requests for skill use outside of some combat here.
312 * We require a separate routine outside of fire() so as to allow monsters 288 * We require a separate routine outside of fire() so as to allow monsters
315 * exp - no caller needed that info, but it also prevented the callers 291 * exp - no caller needed that info, but it also prevented the callers
316 * from know if a skill was actually used, as many skills don't 292 * from know if a skill was actually used, as many skills don't
317 * give any exp for their direct use (eg, throwing). 293 * give any exp for their direct use (eg, throwing).
318 * It returns 0 if no skill was used. 294 * It returns 0 if no skill was used.
319 */ 295 */
320
321int 296int
322do_skill (object *op, object *part, object *skill, int dir, const char *string) 297do_skill (object *op, object *part, object *skill, int dir, const char *string)
323{ 298{
324 int success = 0, exp = 0; 299 int success = 0, exp = 0;
325 int did_alc = 0; 300 int did_alc = 0;
326 object *tmp, *next;
327 301
328 if (!skill) 302 if (!skill)
329 return 0; 303 return 0;
330 304
331 /* The code below presumes that the skill points to the object that 305 /* The code below presumes that the skill points to the object that
333 * go and try to find the actual real skill pointer, and if the 307 * go and try to find the actual real skill pointer, and if the
334 * the player doesn't have a bucket for that, create one. 308 * the player doesn't have a bucket for that, create one.
335 */ 309 */
336 if (skill->type != SKILL && op->type == PLAYER) 310 if (skill->type != SKILL && op->type == PLAYER)
337 { 311 {
338 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
339 {
340 if (tmp->type == SKILL && tmp->skill == skill->skill) 313 if (tmp->type == SKILL && tmp->skill == skill->skill)
341 break; 314 {
315 skill = tmp;
316 goto found;
342 } 317 }
343 if (!tmp) 318
344 tmp = give_skill_by_name (op, skill->skill); 319 skill = give_skill_by_name (op, skill->skill);
345 skill = tmp; 320found: ;
346 } 321 }
347 322
348 // skill, by_whom, on_which_object, which direction, skill_argument 323 // skill, by_whom, on_which_object, which direction, skill_argument
349 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 324 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
350 return 0; 325 return 0;
351 326
352 switch (skill->subtype) 327 switch (skill->subtype)
353 { 328 {
354 case SK_LEVITATION: 329 case SK_LEVITATION:
355 /* Not 100% sure if this will work with new movement code - 330 /* Not 100% sure if this will work with new movement code -
356 * the levitation skill has move_type for flying, so when 331 * the levitation skill has move_type for flying, so when
357 * equipped, that should transfer to player, when not, 332 * equipped, that should transfer to player, when not,
358 * shouldn't. 333 * shouldn't.
359 */ 334 */
360 if (QUERY_FLAG (skill, FLAG_APPLIED)) 335 if (QUERY_FLAG (skill, FLAG_APPLIED))
361 { 336 {
362 CLEAR_FLAG (skill, FLAG_APPLIED); 337 CLEAR_FLAG (skill, FLAG_APPLIED);
363 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 338 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
364 } 339 }
365 else 340 else
366 { 341 {
367 SET_FLAG (skill, FLAG_APPLIED); 342 SET_FLAG (skill, FLAG_APPLIED);
368 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 343 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
369 } 344 }
370 fix_player (op); 345
346 op->update_stats ();
371 success = 1; 347 success = 1;
372 break; 348 break;
373 349
374 case SK_STEALING: 350 case SK_STEALING:
375 exp = success = steal (op, dir, skill); 351 exp = success = steal (op, dir, skill);
376 break; 352 break;
377 353
378 case SK_LOCKPICKING: 354 case SK_LOCKPICKING:
379 exp = success = pick_lock (op, dir, skill); 355 exp = success = pick_lock (op, dir, skill);
380 break; 356 break;
381 357
382 case SK_HIDING: 358 case SK_HIDING:
383 exp = success = hide (op, skill); 359 exp = success = hide (op, skill);
384 break; 360 break;
385 361
386 case SK_JUMPING: 362 case SK_JUMPING:
387 success = jump (op, dir, skill); 363 success = jump (op, dir, skill);
388 break; 364 break;
389 365
390 case SK_INSCRIPTION: 366 case SK_INSCRIPTION:
391 exp = success = write_on_item (op, string, skill); 367 exp = success = write_on_item (op, string, skill);
392 break; 368 break;
393 369
394 case SK_MEDITATION: 370 case SK_MEDITATION:
395 meditate (op, skill); 371 meditate (op, skill);
396 success = 1; 372 success = 1;
397 break; 373 break;
398 /* note that the following 'attack' skills gain exp through hit_player() */ 374 /* note that the following 'attack' skills gain exp through hit_player() */
399 375
400 case SK_KARATE: 376 case SK_KARATE:
401 (void) attack_hth (op, dir, "karate-chopped", skill); 377 attack_hth (op, dir, "karate-chopped", skill);
402 break; 378 break;
403 379
404 case SK_PUNCHING: 380 case SK_PUNCHING:
405 (void) attack_hth (op, dir, "punched", skill); 381 attack_hth (op, dir, "punched", skill);
406 break; 382 break;
407 383
408 case SK_FLAME_TOUCH: 384 case SK_FLAME_TOUCH:
409 (void) attack_hth (op, dir, "flamed", skill); 385 attack_hth (op, dir, "flamed", skill);
410 break; 386 break;
411 387
412 case SK_SPARK_TOUCH: 388 case SK_SPARK_TOUCH:
413 (void) attack_hth (op, dir, "zapped", skill); 389 attack_hth (op, dir, "zapped", skill);
414 break; 390 break;
415 391
416 case SK_SHIVER: 392 case SK_SHIVER:
417 (void) attack_hth (op, dir, "froze", skill); 393 attack_hth (op, dir, "froze", skill);
418 break; 394 break;
419 395
420 case SK_ACID_SPLASH: 396 case SK_ACID_SPLASH:
421 (void) attack_hth (op, dir, "dissolved", skill); 397 attack_hth (op, dir, "dissolved", skill);
422 break; 398 break;
423 399
424 case SK_POISON_NAIL: 400 case SK_POISON_NAIL:
425 (void) attack_hth (op, dir, "injected poison into", skill); 401 attack_hth (op, dir, "injected poison into", skill);
426 break; 402 break;
427 403
428 case SK_CLAWING: 404 case SK_CLAWING:
429 (void) attack_hth (op, dir, "clawed", skill); 405 attack_hth (op, dir, "clawed", skill);
430 break; 406 break;
431 407
432 case SK_ONE_HANDED_WEAPON: 408 case SK_ONE_HANDED_WEAPON:
433 case SK_TWO_HANDED_WEAPON: 409 case SK_TWO_HANDED_WEAPON:
434 (void) attack_melee_weapon (op, dir, NULL, skill); 410 attack_melee_weapon (op, dir, NULL, skill);
435 break; 411 break;
436 412
437 case SK_FIND_TRAPS: 413 case SK_FIND_TRAPS:
438 exp = success = find_traps (op, skill); 414 exp = success = find_traps (op, skill);
439 break; 415 break;
440 416
441 case SK_SINGING: 417 case SK_SINGING:
442 exp = success = singing (op, dir, skill); 418 exp = success = singing (op, dir, skill);
443 break; 419 break;
444 420
445 case SK_ORATORY: 421 case SK_ORATORY:
446 exp = success = use_oratory (op, dir, skill); 422 exp = success = use_oratory (op, dir, skill);
447 break; 423 break;
448 424
449 case SK_SMITHERY: 425 case SK_SMITHERY:
450 case SK_BOWYER: 426 case SK_BOWYER:
451 case SK_JEWELER: 427 case SK_JEWELER:
452 case SK_ALCHEMY: 428 case SK_ALCHEMY:
453 case SK_THAUMATURGY: 429 case SK_THAUMATURGY:
454 case SK_LITERACY: 430 case SK_LITERACY:
455 case SK_WOODSMAN: 431 case SK_WOODSMAN:
456 /* first, we try to find a cauldron, and do the alchemy thing. 432 /* first, we try to find a cauldron, and do the alchemy thing.
457 * failing that, we go and identify stuff. 433 * failing that, we go and identify stuff.
458 */ 434 */
459 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 435 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
460 { 436 {
461 next = tmp->above; 437 next = tmp->above;
438
462 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
463 { 440 {
464 attempt_do_alchemy (op, tmp); 441 attempt_do_alchemy (op, tmp);
442
465 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 443 if (QUERY_FLAG (tmp, FLAG_APPLIED))
466 esrv_send_inventory (op, tmp); 444 esrv_send_inventory (op, tmp);
445
467 did_alc = 1; 446 did_alc = 1;
468 } 447 }
469 } 448 }
449
470 if (did_alc == 0) 450 if (did_alc == 0)
471 exp = success = skill_ident (op, skill);
472 break;
473
474 case SK_DET_MAGIC:
475 case SK_DET_CURSE:
476 exp = success = skill_ident (op, skill); 451 exp = success = skill_ident (op, skill);
452
477 break; 453 break;
478 454
455 case SK_DET_MAGIC:
456 case SK_DET_CURSE:
457 exp = success = skill_ident (op, skill);
458 break;
459
479 case SK_DISARM_TRAPS: 460 case SK_DISARM_TRAPS:
480 exp = success = remove_trap (op, dir, skill); 461 exp = success = remove_trap (op, dir, skill);
481 break; 462 break;
482 463
483 case SK_THROWING: 464 case SK_THROWING:
484 success = skill_throw (op, part, dir, string, skill); 465 success = skill_throw (op, part, dir, string, skill);
485 break; 466 break;
486 467
487 case SK_SET_TRAP: 468 case SK_SET_TRAP:
488 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 469 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
489 break; 470 break;
490 471
491 case SK_USE_MAGIC_ITEM: 472 case SK_USE_MAGIC_ITEM:
492 case SK_MISSILE_WEAPON: 473 case SK_MISSILE_WEAPON:
493 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 474 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
494 break; 475 break;
495 476
496 case SK_PRAYING: 477 case SK_PRAYING:
497 success = pray (op, skill); 478 success = pray (op, skill);
498 break; 479 break;
499 480
500 case SK_BARGAINING: 481 case SK_BARGAINING:
501 success = describe_shop (op); 482 success = describe_shop (op);
502 break; 483 break;
503 484
504 case SK_SORCERY: 485 case SK_SORCERY:
505 case SK_EVOCATION: 486 case SK_EVOCATION:
506 case SK_PYROMANCY: 487 case SK_PYROMANCY:
507 case SK_SUMMONING: 488 case SK_SUMMONING:
508 case SK_CLIMBING: 489 case SK_CLIMBING:
509 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 490 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
510 break; 491 break;
511 492
512 default: 493 default:
513 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 494 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
514 break; 495 break;
515 } 496 }
516 497
517 /* For players we now update the speed_left from using the skill. 498 /* For players we now update the speed_left from using the skill.
518 * Monsters have no skill use time because of the random nature in 499 * Monsters have no skill use time because of the random nature in
519 * which use_monster_skill is called already simulates this. 500 * which use_monster_skill is called already simulates this.
520 * If certain skills should take more/less time, that should be 501 * If certain skills should take more/less time, that should be
521 * in the code for the skill itself. 502 * in the code for the skill itself.
522 */ 503 */
523 504
524 if (op->type == PLAYER) 505 if (op->type == PLAYER)
525 op->speed_left -= 1.0; 506 op->speed_left -= 1.f;
526 507
527 /* this is a good place to add experience for successfull use of skills. 508 /* this is a good place to add experience for successfull use of skills.
528 * Note that add_exp() will figure out player/monster experience 509 * Note that add_exp() will figure out player/monster experience
529 * gain problems. 510 * gain problems.
530 */ 511 */
558 * op is the object that was 'defeated'. 539 * op is the object that was 'defeated'.
559 * skill is the skill used. If no skill is used, it should just 540 * skill is the skill used. If no skill is used, it should just
560 * point back to who. 541 * point back to who.
561 * 542 *
562 */ 543 */
563
564int 544int
565calc_skill_exp (object *who, object *op, object *skill) 545calc_skill_exp (object *who, object *op, object *skill)
566{ 546{
567 int op_exp = 0, op_lvl = 0; 547 int op_exp = 0, op_lvl = 0;
568 float base, value, lvl_mult = 0.0; 548 float base, value, lvl_mult = 0.0;
657 * This one actually teaches the player the skill as something 637 * This one actually teaches the player the skill as something
658 * they can equip. 638 * they can equip.
659 * Return 0 if the player knows the skill, 1 if the 639 * Return 0 if the player knows the skill, 1 if the
660 * player learns the skill, 2 otherwise. 640 * player learns the skill, 2 otherwise.
661 */ 641 */
662
663int 642int
664learn_skill (object *pl, object *scroll) 643learn_skill (object *pl, object *scroll)
665{ 644{
666 object *tmp; 645 object *tmp;
667 646
681 660
682 /* player already knows it */ 661 /* player already knows it */
683 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 662 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
684 return 0; 663 return 0;
685 664
686
687
688 /* now a random change to learn, based on player Int. 665 /* now a random change to learn, based on player Int.
689 * give bonus based on level - otherwise stupid characters 666 * give bonus based on level - otherwise stupid characters
690 * might never be able to learn anything. 667 * might never be able to learn anything.
691 */ 668 */
692 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) 669 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
705 link_player_skills (pl); 682 link_player_skills (pl);
706 return 1; 683 return 1;
707} 684}
708 685
709/* Gives a percentage clipped to 0% -> 100% of a/b. */ 686/* Gives a percentage clipped to 0% -> 100% of a/b. */
710
711/* Probably belongs in some global utils-type file? */ 687/* Probably belongs in some global utils-type file? */
712static int 688static int
713clipped_percent (sint64 a, sint64 b) 689clipped_percent (sint64 a, sint64 b)
714{ 690{
715 int rv; 691 int rv;
761 sprintf (buf, "%s%s", &tmp->name, periods); 737 sprintf (buf, "%s%s", &tmp->name, periods);
762 buf[40] = 0; 738 buf[40] = 0;
763 739
764 if (settings.permanent_exp_ratio) 740 if (settings.permanent_exp_ratio)
765 { 741 {
766 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 742 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
767 buf, tmp->level, 743 buf, tmp->level, tmp->stats.exp,
768 (long long) tmp->stats.exp,
769 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 744 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
770 } 745 }
771 else 746 else
772 { 747 {
773 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 748 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
774 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 749 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
775 } 750 }
776 /* I don't know why some characters get a bunch of skills, but 751 /* I don't know why some characters get a bunch of skills, but
777 * it sometimes happens (maybe a leftover from bugier earlier code 752 * it sometimes happens (maybe a leftover from bugier earlier code
778 * and those character are still about). In any case, lets handle 753 * and those character are still about). In any case, lets handle
779 * it so it doesn't crash the server - otherwise, one character may 754 * it so it doesn't crash the server - otherwise, one character may
789 } 764 }
790 765
791 clear_win_info (op); 766 clear_win_info (op);
792 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 767 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
793 if (num_skills_found > 1) 768 if (num_skills_found > 1)
794 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 769 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
795 770
796 for (i = 0; i < num_skills_found; i++) 771 for (i = 0; i < num_skills_found; i++)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 772 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
799 }
800 773
801 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 774 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
802 775
803 cp = determine_god (op); 776 cp = determine_god (op);
804 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 777 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
811 * direction that the user is facing. Returns false if we are unable to 784 * direction that the user is facing. Returns false if we are unable to
812 * change to the requested skill, or were unable to use the skill properly. 785 * change to the requested skill, or were unable to use the skill properly.
813 * This is tricky because skills can have spaces. We basically roll 786 * This is tricky because skills can have spaces. We basically roll
814 * our own find_skill_by_name so we can try to do better string matching. 787 * our own find_skill_by_name so we can try to do better string matching.
815 */ 788 */
816
817int 789int
818use_skill (object *op, const char *string) 790use_skill (object *op, const char *string)
819{ 791{
820 object *skop; 792 object *skop;
821 size_t len; 793 size_t len;
866 return 1; 838 return 1;
867 839
868 return 0; 840 return 0;
869} 841}
870 842
843static bool
844hth_skill_p (object *skill)
845{
846 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
847}
871 848
872
873/* This finds the best unarmed skill the player has, and returns 849/* This finds the first unarmed skill the player has, and returns it.
874 * it. Best can vary a little - we consider clawing to always
875 * be the best for dragons.
876 * This could be more intelligent, eg, look at the skill level
877 * of the skill and go from there (eg, a level 40 puncher is
878 * is probably better than level 1 karate). OTOH, if you
879 * don't bother to set up your skill properly, that is the players
880 * problem (although, it might be nice to have a preferred skill
881 * field the player can set.
882 * Unlike the old code, we don't give out any skills - it is
883 * possible you just don't have any ability to get into unarmed
884 * combat. If everyone race/class should have one, this should
885 * be handled in the starting treasurelists, not in the code.
886 */ 850 */
887static object * 851static object *
888find_best_player_hth_skill (object *op) 852find_player_hth_skill (object *op)
889{ 853{
890 object *tmp, *best_skill = NULL;
891 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
892
893 for (tmp = op->inv; tmp; tmp = tmp->below) 854 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894 { 855 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
895 if (tmp->type == SKILL)
896 {
897 if (dragon && tmp->subtype == SK_CLAWING)
898 return tmp; 856 return tmp;
899 857
900 /* The order in the array is preferred order. So basically, 858 return 0;
901 * we just cut down the number to search - eg, if we find a skill
902 * early on in flame touch, then we only need to look into the unarmed_array
903 * to the entry before flame touch - don't care about the entries afterward,
904 * because they are infrerior skills.
905 * if we end up finding the best skill (i==0) might as well return
906 * right away - can't get any better than that.
907 */
908 for (i = 0; i < last_skill; i++)
909 {
910 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
911 {
912 best_skill = tmp;
913 last_skill = i;
914 if (i == 0)
915 return best_skill;
916 }
917 }
918 }
919 }
920 return best_skill;
921} 859}
922 860
923/* do_skill_attack() - We have got an appropriate opponent from either 861/* do_skill_attack() - We have got an appropriate opponent from either
924 * move_player_attack() or skill_attack(). In this part we get on with 862 * move_player_attack() or skill_attack(). In this part we get on with
925 * attacking, take care of messages from the attack and changes in invisible. 863 * attacking, take care of messages from the attack and changes in invisible.
927 * tmp is the targetted monster. 865 * tmp is the targetted monster.
928 * op is what is attacking 866 * op is what is attacking
929 * string is passed along to describe what messages to describe 867 * string is passed along to describe what messages to describe
930 * the damage. 868 * the damage.
931 */ 869 */
932
933static int 870static int
934do_skill_attack (object *tmp, object *op, const char *string, object *skill) 871do_skill_attack (object *tmp, object *op, const char *string, object *skill)
935{ 872{
936 int success;
937
938 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 873 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
939 return RESULT_INT (0); 874 return RESULT_INT (0);
940 875
941 /* For Players only: if there is no ready weapon, and no "attack" skill 876 /* For Players only: if there is no ready weapon, and no "attack" skill
942 * is readied either then try to find a skill for the player to use. 877 * is readied either then try to find a skill for the player to use.
943 * it is presumed that if skill is set, it is a valid attack skill (eg, 878 * it is presumed that if skill is set, it is a valid attack skill (eg,
944 * the caller should have set it appropriately). We still want to pass 879 * the caller should have set it appropriately). We still want to pass
945 * through that code if skill is set to change to the skill. 880 * through that code if skill is set to change to the skill.
946 */ 881 */
947 if (op->type == PLAYER) 882 if (player *pl = op->contr)
948 { 883 {
949 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 884 if (!pl->combat_ob)
950 { 885 {
951 size_t i; 886 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
952
953 if (!skill)
954 { 887 {
955 /* See if the players chosen skill is a combat skill, and use 888 for (tmp = op->inv; tmp; tmp = tmp->below)
956 * it if appropriate. 889 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
957 */ 890 break;
958 if (op->chosen_skill) 891
892 if (!tmp)
959 { 893 {
960 for (i = 0; i < sizeof (unarmed_skills); i++) 894 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
961 if (op->chosen_skill->subtype == unarmed_skills[i]) 895 return 0;
962 {
963 skill = op->chosen_skill;
964 break;
965 }
966 } 896 }
967 /* If we didn't find a skill above, look harder for a good skill */ 897
898 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
899 }
900 else
901 {
968 if (!skill) 902 if (!skill)
969 { 903 {
970 skill = find_best_player_hth_skill (op); 904 /* See if the players chosen skill is a combat skill, and use
971 905 * it if appropriate.
972 if (!skill) 906 */
907 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
908 skill = op->chosen_skill;
909 else
973 { 910 {
911 skill = find_player_hth_skill (op);
912
913 if (!skill)
914 {
974 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 915 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
975 return 0; 916 return 0;
917 }
976 } 918 }
977 } 919 }
978 } 920
979 if (skill != op->chosen_skill)
980 {
981 /* now try to ready the new skill */ 921 /* now try to ready the new skill */
982 if (!change_skill (op, skill, 0)) 922 if (!change_skill (op, skill, 0))
983 { /* oh oh, trouble! */ 923 { /* oh oh, trouble! */
984 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 924 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
985 return 0; 925 return 0;
986 } 926 }
987 } 927 }
988 } 928
989 else 929 if (!pl->combat_ob)
990 {
991 /* Seen some crashes below where current_weapon is not set,
992 * even though the flag says it is. So if current weapon isn't set,
993 * do some work in trying to find the object to use.
994 */
995 if (!op->current_weapon)
996 { 930 {
997 object *tmp;
998
999 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1000 for (tmp = op->inv; tmp; tmp = tmp->below)
1001 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1002 break;
1003
1004 if (!tmp)
1005 {
1006 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 931 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
1007 op->current_weapon = NULL;
1008 return 0; 932 return 0;
1009 }
1010 else
1011 {
1012 op->current_weapon = tmp;
1013 }
1014 }
1015
1016 /* Has ready weapon - make sure chosen_skill is set up properly */
1017 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1018 {
1019 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1020 } 933 }
1021 } 934 }
1022 }
1023 935
936 if (!op->change_weapon (pl->combat_ob))
937 return 0;
938
1024 /* lose invisiblity/hiding status for running attacks */ 939 /* lose invisiblity/hiding status for running attacks */
1025 940 if (pl->tmp_invis)
1026 if (op->type == PLAYER && op->contr->tmp_invis) 941 {
1027 {
1028 op->contr->tmp_invis = 0; 942 pl->tmp_invis = 0;
1029 op->invisible = 0; 943 op->invisible = 0;
1030 op->hide = 0; 944 op->hide = 0;
1031 update_object (op, UP_OBJ_FACE); 945 update_object (op, UP_OBJ_CHANGE);
946 }
1032 } 947 }
1033 948
1034 success = attack_ob (tmp, op); 949 int success = attack_ob (tmp, op);
1035 950
1036 /* print appropriate messages to the player */ 951 /* print appropriate messages to the player */
1037 952
1038 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 953 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1039 { 954 {
1040 if (op->type == PLAYER) 955 if (op->type == PLAYER)
1041 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 956 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1042 else if (tmp->type == PLAYER) 957 else if (tmp->type == PLAYER)
1043 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 958 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1044 } 959 }
960
1045 return success; 961 return success;
1046} 962}
1047
1048 963
1049/* skill_attack() - Core routine for use when we attack using a skills 964/* skill_attack() - Core routine for use when we attack using a skills
1050 * system. In essence, this code handles 965 * system. In essence, this code handles
1051 * all skill-based attacks, ie hth, missile and melee weapons should be 966 * all skill-based attacks, ie hth, missile and melee weapons should be
1052 * treated here. If an opponent is already supplied by move_player(), 967 * treated here. If an opponent is already supplied by move_player(),
1055 * 970 *
1056 * This is called by move_player() and attack_hth() 971 * This is called by move_player() and attack_hth()
1057 * 972 *
1058 * Initial implementation by -bt thomas@astro.psu.edu 973 * Initial implementation by -bt thomas@astro.psu.edu
1059 */ 974 */
1060
1061int 975int
1062skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 976skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1063{ 977{
1064 sint16 tx, ty; 978 sint16 tx, ty;
1065 mapstruct *m; 979 maptile *m;
1066 int mflags; 980 int mflags;
1067 981
1068 if (!dir) 982 if (!dir)
1069 dir = pl->facing; 983 dir = pl->facing;
984
1070 tx = freearr_x[dir]; 985 tx = freearr_x[dir];
1071 ty = freearr_y[dir]; 986 ty = freearr_y[dir];
1072 987
1073 /* If we don't yet have an opponent, find if one exists, and attack. 988 /* If we don't yet have an opponent, find if one exists, and attack.
1074 * Legal opponents are the same as outlined in move_player_attack() 989 * Legal opponents are the same as outlined in move_player_attack()
1075 */ 990 */
1076 991 if (!tmp)
1077 if (tmp == NULL)
1078 { 992 {
1079 m = pl->map; 993 m = pl->map;
1080 tx = pl->x + freearr_x[dir]; 994 tx = pl->x + freearr_x[dir];
1081 ty = pl->y + freearr_y[dir]; 995 ty = pl->y + freearr_y[dir];
1082 996
1086 1000
1087 /* space must be blocked for there to be anything interesting to do */ 1001 /* space must be blocked for there to be anything interesting to do */
1088 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 1002 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1089 return 0; 1003 return 0;
1090 1004
1091 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 1005 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1092 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 1006 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1093 { 1007 {
1094 /* Don't attack party members */ 1008 /* Don't attack party members */
1095 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 1009 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1096 return 0; 1010 return 0;
1011
1097 break; 1012 break;
1098 } 1013 }
1099 } 1014 }
1015
1100 if (!tmp) 1016 if (!tmp)
1101 { 1017 {
1102 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1103 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 1019 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1020
1104 return 0; 1021 return 0;
1105 } 1022 }
1106 1023
1107 return do_skill_attack (tmp, pl, string, skill); 1024 return do_skill_attack (tmp, pl, string, skill);
1108} 1025}
1109
1110 1026
1111/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1027/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1112 1028
1113/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1029/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1114 * (attack_hth) we check for weapon use, etc in the second (the new 1030 * (attack_hth) we check for weapon use, etc in the second (the new
1115 * function skill_attack() we actually attack. 1031 * function skill_attack() we actually attack.
1116 */ 1032 */
1117
1118static int 1033static int
1119attack_hth (object *pl, int dir, const char *string, object *skill) 1034attack_hth (object *pl, int dir, const char *string, object *skill)
1120{ 1035{
1121 object *enemy = NULL, *weapon; 1036 object *enemy = NULL, *weapon;
1122 1037
1125 { 1040 {
1126 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1041 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1127 { 1042 {
1128 CLEAR_FLAG (weapon, FLAG_APPLIED); 1043 CLEAR_FLAG (weapon, FLAG_APPLIED);
1129 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1044 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1130 fix_player (pl); 1045 pl->update_stats ();
1131 if (pl->type == PLAYER) 1046 if (pl->type == PLAYER)
1132 { 1047 {
1133 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1048 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1134 esrv_update_item (UPD_FLAGS, pl, weapon); 1049 esrv_update_item (UPD_FLAGS, pl, weapon);
1135 } 1050 }
1051
1136 break; 1052 break;
1137 } 1053 }
1138 } 1054 }
1055
1139 return skill_attack (enemy, pl, dir, string, skill); 1056 return skill_attack (enemy, pl, dir, string, skill);
1140} 1057}
1141
1142 1058
1143/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1059/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1144 * For now we are just checking to see if we have a ready weapon here. 1060 * For now we are just checking to see if we have a ready weapon here.
1145 * But there is a real neato possible feature of this scheme which 1061 * But there is a real neato possible feature of this scheme which
1146 * bears mentioning: 1062 * bears mentioning:
1147 * Since we are only calling this from do_skill() in the future 1063 * Since we are only calling this from do_skill() in the future
1148 * we may make this routine handle 'special' melee weapons attacks 1064 * we may make this routine handle 'special' melee weapons attacks
1149 * (like disarming manuever with sai) based on player SK_level and 1065 * (like disarming manuever with sai) based on player SK_level and
1150 * weapon type. 1066 * weapon type.
1151 */ 1067 */
1152
1153static int 1068static int
1154attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1069attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1155{ 1070{
1156 1071
1157 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1072 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1158 { 1073 {
1159 if (op->type == PLAYER) 1074 if (op->type == PLAYER)
1160 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1075 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1076
1161 return 0; 1077 return 0;
1162 } 1078 }
1079
1163 return skill_attack (NULL, op, dir, string, skill); 1080 return skill_attack (NULL, op, dir, string, skill);
1164 1081
1165} 1082}

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