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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.11 by root, Tue Sep 12 00:53:57 2006 UTC vs.
Revision 1.47 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 1.11 2006/09/12 00:53:57 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#include <global.h> 43#include <global.h>
49#include <object.h> 44#include <object.h>
50#ifndef __CEXTRACT__
51# include <sproto.h> 45#include <sproto.h>
52#endif
53#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
54#include <spells.h> 47#include <spells.h>
55 48
56/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
57 * is also the list that we should try to use skills when 50 0, // SK_NONE
58 * automatically applying one for the player. 51# define def(uc, flags) flags,
59 * Note it is hardcoded in the skill_util.c that dragons always 52# include "skillinc.h"
60 * want clawing if possible. 53# undef def
61 */
62static uint8 unarmed_skills[] = {
63 SK_KARATE,
64 SK_CLAWING,
65 SK_FLAME_TOUCH,
66 SK_SPARK_TOUCH,
67 SK_SHIVER,
68 SK_ACID_SPLASH,
69 SK_POISON_NAIL,
70 SK_PUNCHING,
71 (uint8)-1
72}; 54};
73 55
74static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
75static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
76 58
79 * subtypes. 61 * subtypes.
80 */ 62 */
81void 63void
82init_skills (void) 64init_skills (void)
83{ 65{
84 int i;
85 archetype *at;
86
87 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
88 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
89 { 68 {
90 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
91 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
92 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
93 else 72 else
94 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
95 } 74 }
96 75
97 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
98 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
99 */ 78 */
100 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
101 {
102 if (!skill_names[i]) 80 if (!skill_names[i])
103 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
104 }
105} 82}
106
107 83
108/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
109 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
110 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
111 * mostly used for sending exp. 87 * mostly used for sending exp.
112 */ 88 */
113void 89void
114link_player_skills (object *op) 90link_player_skills (object *op)
115{ 91{
116 object *tmp;
117
118 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
119 {
120 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
121 { 94 {
122 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
123 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
124 {
125 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
126 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
127 } 99
128 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
129 {
130 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
131 }
132 else 102 else
133 { 103 {
134 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
135 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
136 } 106 }
137 } 107 }
138 }
139} 108}
140 109
141/* This returns the skill pointer of the given name (the 110/* This returns the skill pointer of the given name (the
142 * one that accumlates exp, has the level, etc). 111 * one that accumlates exp, has the level, etc).
143 * 112 *
146 * tool, this code will equip it. 115 * tool, this code will equip it.
147 */ 116 */
148object * 117object *
149find_skill_by_name (object *who, const char *name) 118find_skill_by_name (object *who, const char *name)
150{ 119{
151 object *skill = NULL, *skill_tool = NULL, *tmp;
152
153 if (!name) 120 if (!name)
154 return NULL; 121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
155 124
156 /* 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
157 * 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
158 * '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'
159 */ 128 */
160 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
161 { 130 {
162 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))
163 skill = tmp; 132 skill = tmp;
164 133
165 /* Try to find appropriate skilltool. If the player has one already 134 /* Try to find appropriate skilltool. If the player has one already
166 * applied, we try to keep using that one. 135 * applied, we try to keep using that one.
167 */ 136 */
168 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))
169 { 138 {
170 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
171 skill_tool = tmp; 140 skill_tool = tmp;
172 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
173 skill_tool = tmp; 142 skill_tool = tmp;
174 } 143 }
175 } 144 }
145
176 /* 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 */
177 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
178 return skill; 148 return skill;
179 149
180 /* 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 -
181 * 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
182 * but not the skill itself, give it to them. 152 * but not the skill itself, give it to them.
183 */ 153 */
184 if (skill_tool) 154 if (skill_tool)
185 { 155 {
186 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
187 {
188 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
189 return NULL; 158 return 0;
190 } 159
191 if (!skill) 160 if (!skill)
192 { 161 {
193 skill = give_skill_by_name (who, skill_tool->skill); 162 skill = give_skill_by_name (who, skill_tool->skill);
194 link_player_skills (who); 163 link_player_skills (who);
195 } 164 }
165
196 return skill; 166 return skill;
197 } 167 }
168
198 return NULL; 169 return 0;
199} 170}
200
201 171
202/* This returns the skill pointer of the given name (the 172/* This returns the skill pointer of the given name (the
203 * one that accumlates exp, has the level, etc). 173 * one that accumlates exp, has the level, etc).
204 * 174 *
205 * It is presumed that the player will be needing to actually 175 * It is presumed that the player will be needing to actually
211 * this replaces find_skill. 181 * this replaces find_skill.
212 */ 182 */
213object * 183object *
214find_skill_by_number (object *who, int skillno) 184find_skill_by_number (object *who, int skillno)
215{ 185{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187 return 0;
188
216 object *skill = NULL, *skill_tool = NULL, *tmp; 189 object *skill = NULL, *skill_tool = NULL;
217 190
218 if (skillno < 1 || skillno >= NUM_SKILLS)
219 return NULL;
220
221 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 191 for (object *tmp = who->inv; tmp; tmp = tmp->below)
222 { 192 {
223 if (tmp->type == SKILL && tmp->subtype == skillno) 193 if (tmp->type == SKILL && tmp->subtype == skillno)
224 skill = tmp; 194 skill = tmp;
225 195
226 /* Try to find appropriate skilltool. If the player has one already 196 /* Try to find appropriate skilltool. If the player has one already
232 skill_tool = tmp; 202 skill_tool = tmp;
233 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
234 skill_tool = tmp; 204 skill_tool = tmp;
235 } 205 }
236 } 206 }
207
237 /* 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 */
238 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
239 return skill; 210 return skill;
240 211
241 /* 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 -
242 * 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
243 * but not the skill itself, give it to them. 214 * but not the skill itself, give it to them.
244 */ 215 */
245 if (skill_tool) 216 if (skill_tool)
246 { 217 {
247 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
248 { 219 {
249 if (apply_special (who, skill_tool, 0)) 220 if (apply_special (who, skill_tool, 0))
250 return NULL; 221 return NULL;
251 } 222 }
223
252 if (!skill) 224 if (!skill)
253 { 225 {
254 skill = give_skill_by_name (who, skill_tool->skill); 226 skill = give_skill_by_name (who, skill_tool->skill);
255 link_player_skills (who); 227 link_player_skills (who);
256 } 228 }
229
257 return skill; 230 return skill;
258 } 231 }
232
259 return NULL; 233 return NULL;
260} 234}
261 235
262/* This changes the objects skill to new_skill. 236/* This changes the objects skill to new_skill.
263 * note that this function doesn't always need to get used - 237 * note that this function doesn't always need to get used -
264 * 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
265 * set. This function is of most interest to players to update 239 * set. This function is of most interest to players to update
266 * the various range information. 240 * the various range information.
267 * if new_skill is null, this just unapplies the skill.
268 * flag has the current meaning:
269 * 0x1: If set, don't update the range pointer. This is useful when we
270 * need to ready a new skill, but don't want to clobber range.
271 * return 1 on success, 0 on error 241 * return 1 on success, 0 on error
272 */ 242 */
273
274int 243int
275change_skill (object *who, object *new_skill, int flag) 244change_skill (object *who, object *new_skill, int flag)
276{ 245{
277 int old_range;
278
279 if (who->type != PLAYER) 246 if (who->type != PLAYER)
280 return 0; 247 return 0;
281 248
282 old_range = who->contr->shoottype; 249#if 0
283 250 // optimise this supposedly common case
284 if (who->chosen_skill && who->chosen_skill == new_skill)
285 {
286 /* optimization for changing skill to current skill */
287 if (who->type == PLAYER && !(flag & 0x1))
288 who->contr->shoottype = range_skill;
289 return 1;
290 }
291
292 if (!new_skill || who->chosen_skill) 251 if (new_skill == who->chosen_skill)
293 if (who->chosen_skill) 252 return 1;
294 apply_special (who, who->chosen_skill, AP_UNAPPLY); 253#endif
295 254
296 /* Only goal in this case was to unapply a skill */
297 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))
298 return 0; 267 return 0;
299 268
300 if (apply_special (who, new_skill, AP_APPLY))
301 {
302 return 0;
303 }
304 if (flag & 0x1)
305 who->contr->shoottype = (rangetype) old_range;
306
307 return 1; 269 return 1;
308} 270}
309 271
310/* This function just clears the chosen_skill and range_skill values 272/* This function just clears the chosen_skill and range_skill values
311 * inthe player. 273 * in the player.
312 */ 274 */
313void 275void
314clear_skill (object *who) 276clear_skill (object *who)
315{ 277{
316 who->chosen_skill = NULL; 278 who->chosen_skill = 0;
317 CLEAR_FLAG (who, FLAG_READY_SKILL); 279 CLEAR_FLAG (who, FLAG_READY_SKILL);
280
318 if (who->type == PLAYER) 281 if (who->type == PLAYER)
319 { 282 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
320 who->contr->ranges[range_skill] = NULL; 283 who->contr->ranged_ob = 0;
321 if (who->contr->shoottype == range_skill)
322 who->contr->shoottype = range_none;
323 }
324} 284}
325 285
326/* 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().
327 * 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.
328 * 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
331 * 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
332 * 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
333 * give any exp for their direct use (eg, throwing). 293 * give any exp for their direct use (eg, throwing).
334 * It returns 0 if no skill was used. 294 * It returns 0 if no skill was used.
335 */ 295 */
336
337int 296int
338do_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)
339{ 298{
340 int success = 0, exp = 0; 299 int success = 0, exp = 0;
341 int did_alc = 0; 300 int did_alc = 0;
342 object *tmp, *next;
343 301
344 if (!skill) 302 if (!skill)
345 return 0; 303 return 0;
346 304
347 /* 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
349 * 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
350 * the player doesn't have a bucket for that, create one. 308 * the player doesn't have a bucket for that, create one.
351 */ 309 */
352 if (skill->type != SKILL && op->type == PLAYER) 310 if (skill->type != SKILL && op->type == PLAYER)
353 { 311 {
354 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
355 {
356 if (tmp->type == SKILL && tmp->skill == skill->skill) 313 if (tmp->type == SKILL && tmp->skill == skill->skill)
357 break; 314 {
315 skill = tmp;
316 goto found;
358 } 317 }
359 if (!tmp) 318
360 tmp = give_skill_by_name (op, skill->skill); 319 skill = give_skill_by_name (op, skill->skill);
361 skill = tmp; 320found: ;
362 } 321 }
363 322
364 // skill, by_whom, on_which_object, which direction, skill_argument 323 // skill, by_whom, on_which_object, which direction, skill_argument
365 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 324 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
366 return 0; 325 return 0;
367 326
368 switch (skill->subtype) 327 switch (skill->subtype)
369 { 328 {
370 case SK_LEVITATION: 329 case SK_LEVITATION:
371 /* Not 100% sure if this will work with new movement code - 330 /* Not 100% sure if this will work with new movement code -
372 * the levitation skill has move_type for flying, so when 331 * the levitation skill has move_type for flying, so when
373 * equipped, that should transfer to player, when not, 332 * equipped, that should transfer to player, when not,
374 * shouldn't. 333 * shouldn't.
375 */ 334 */
376 if (QUERY_FLAG (skill, FLAG_APPLIED)) 335 if (QUERY_FLAG (skill, FLAG_APPLIED))
377 { 336 {
378 CLEAR_FLAG (skill, FLAG_APPLIED); 337 CLEAR_FLAG (skill, FLAG_APPLIED);
379 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 338 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
380 } 339 }
381 else 340 else
382 { 341 {
383 SET_FLAG (skill, FLAG_APPLIED); 342 SET_FLAG (skill, FLAG_APPLIED);
384 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!.");
385 } 344 }
386 fix_player (op); 345
346 op->update_stats ();
387 success = 1; 347 success = 1;
388 break; 348 break;
389 349
390 case SK_STEALING: 350 case SK_STEALING:
391 exp = success = steal (op, dir, skill); 351 exp = success = steal (op, dir, skill);
392 break; 352 break;
393 353
394 case SK_LOCKPICKING: 354 case SK_LOCKPICKING:
395 exp = success = pick_lock (op, dir, skill); 355 exp = success = pick_lock (op, dir, skill);
396 break; 356 break;
397 357
398 case SK_HIDING: 358 case SK_HIDING:
399 exp = success = hide (op, skill); 359 exp = success = hide (op, skill);
400 break; 360 break;
401 361
402 case SK_JUMPING: 362 case SK_JUMPING:
403 success = jump (op, dir, skill); 363 success = jump (op, dir, skill);
404 break; 364 break;
405 365
406 case SK_INSCRIPTION: 366 case SK_INSCRIPTION:
407 exp = success = write_on_item (op, string, skill); 367 exp = success = write_on_item (op, string, skill);
408 break; 368 break;
409 369
410 case SK_MEDITATION: 370 case SK_MEDITATION:
411 meditate (op, skill); 371 meditate (op, skill);
412 success = 1; 372 success = 1;
413 break; 373 break;
414 /* note that the following 'attack' skills gain exp through hit_player() */ 374 /* note that the following 'attack' skills gain exp through hit_player() */
415 375
416 case SK_KARATE: 376 case SK_KARATE:
417 (void) attack_hth (op, dir, "karate-chopped", skill); 377 attack_hth (op, dir, "karate-chopped", skill);
418 break; 378 break;
419 379
420 case SK_PUNCHING: 380 case SK_PUNCHING:
421 (void) attack_hth (op, dir, "punched", skill); 381 attack_hth (op, dir, "punched", skill);
422 break; 382 break;
423 383
424 case SK_FLAME_TOUCH: 384 case SK_FLAME_TOUCH:
425 (void) attack_hth (op, dir, "flamed", skill); 385 attack_hth (op, dir, "flamed", skill);
426 break; 386 break;
427 387
428 case SK_SPARK_TOUCH: 388 case SK_SPARK_TOUCH:
429 (void) attack_hth (op, dir, "zapped", skill); 389 attack_hth (op, dir, "zapped", skill);
430 break; 390 break;
431 391
432 case SK_SHIVER: 392 case SK_SHIVER:
433 (void) attack_hth (op, dir, "froze", skill); 393 attack_hth (op, dir, "froze", skill);
434 break; 394 break;
435 395
436 case SK_ACID_SPLASH: 396 case SK_ACID_SPLASH:
437 (void) attack_hth (op, dir, "dissolved", skill); 397 attack_hth (op, dir, "dissolved", skill);
438 break; 398 break;
439 399
440 case SK_POISON_NAIL: 400 case SK_POISON_NAIL:
441 (void) attack_hth (op, dir, "injected poison into", skill); 401 attack_hth (op, dir, "injected poison into", skill);
442 break; 402 break;
443 403
444 case SK_CLAWING: 404 case SK_CLAWING:
445 (void) attack_hth (op, dir, "clawed", skill); 405 attack_hth (op, dir, "clawed", skill);
446 break; 406 break;
447 407
448 case SK_ONE_HANDED_WEAPON: 408 case SK_ONE_HANDED_WEAPON:
449 case SK_TWO_HANDED_WEAPON: 409 case SK_TWO_HANDED_WEAPON:
450 (void) attack_melee_weapon (op, dir, NULL, skill); 410 attack_melee_weapon (op, dir, NULL, skill);
451 break; 411 break;
452 412
453 case SK_FIND_TRAPS: 413 case SK_FIND_TRAPS:
454 exp = success = find_traps (op, skill); 414 exp = success = find_traps (op, skill);
455 break; 415 break;
456 416
457 case SK_SINGING: 417 case SK_SINGING:
458 exp = success = singing (op, dir, skill); 418 exp = success = singing (op, dir, skill);
459 break; 419 break;
460 420
461 case SK_ORATORY: 421 case SK_ORATORY:
462 exp = success = use_oratory (op, dir, skill); 422 exp = success = use_oratory (op, dir, skill);
463 break; 423 break;
464 424
465 case SK_SMITHERY: 425 case SK_SMITHERY:
466 case SK_BOWYER: 426 case SK_BOWYER:
467 case SK_JEWELER: 427 case SK_JEWELER:
468 case SK_ALCHEMY: 428 case SK_ALCHEMY:
469 case SK_THAUMATURGY: 429 case SK_THAUMATURGY:
470 case SK_LITERACY: 430 case SK_LITERACY:
471 case SK_WOODSMAN: 431 case SK_WOODSMAN:
472 /* 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.
473 * failing that, we go and identify stuff. 433 * failing that, we go and identify stuff.
474 */ 434 */
475 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)
476 { 436 {
477 next = tmp->above; 437 next = tmp->above;
438
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 { 440 {
480 attempt_do_alchemy (op, tmp); 441 attempt_do_alchemy (op, tmp);
442
481 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 443 if (QUERY_FLAG (tmp, FLAG_APPLIED))
482 esrv_send_inventory (op, tmp); 444 esrv_send_inventory (op, tmp);
445
483 did_alc = 1; 446 did_alc = 1;
484 } 447 }
485 } 448 }
449
486 if (did_alc == 0) 450 if (did_alc == 0)
487 exp = success = skill_ident (op, skill);
488 break;
489
490 case SK_DET_MAGIC:
491 case SK_DET_CURSE:
492 exp = success = skill_ident (op, skill); 451 exp = success = skill_ident (op, skill);
452
493 break; 453 break;
494 454
455 case SK_DET_MAGIC:
456 case SK_DET_CURSE:
457 exp = success = skill_ident (op, skill);
458 break;
459
495 case SK_DISARM_TRAPS: 460 case SK_DISARM_TRAPS:
496 exp = success = remove_trap (op, dir, skill); 461 exp = success = remove_trap (op, dir, skill);
497 break; 462 break;
498 463
499 case SK_THROWING: 464 case SK_THROWING:
500 success = skill_throw (op, part, dir, string, skill); 465 success = skill_throw (op, part, dir, string, skill);
501 break; 466 break;
502 467
503 case SK_SET_TRAP: 468 case SK_SET_TRAP:
504 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.");
505 break; 470 break;
506 471
507 case SK_USE_MAGIC_ITEM: 472 case SK_USE_MAGIC_ITEM:
508 case SK_MISSILE_WEAPON: 473 case SK_MISSILE_WEAPON:
509 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.");
510 break; 475 break;
511 476
512 case SK_PRAYING: 477 case SK_PRAYING:
513 success = pray (op, skill); 478 success = pray (op, skill);
514 break; 479 break;
515 480
516 case SK_BARGAINING: 481 case SK_BARGAINING:
517 success = describe_shop (op); 482 success = describe_shop (op);
518 break; 483 break;
519 484
520 case SK_SORCERY: 485 case SK_SORCERY:
521 case SK_EVOCATION: 486 case SK_EVOCATION:
522 case SK_PYROMANCY: 487 case SK_PYROMANCY:
523 case SK_SUMMONING: 488 case SK_SUMMONING:
524 case SK_CLIMBING: 489 case SK_CLIMBING:
525 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.");
526 break; 491 break;
527 492
528 default: 493 default:
529 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);
530 break; 495 break;
531 } 496 }
532 497
533 /* 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.
534 * 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
535 * which use_monster_skill is called already simulates this. 500 * which use_monster_skill is called already simulates this.
536 * If certain skills should take more/less time, that should be 501 * If certain skills should take more/less time, that should be
537 * in the code for the skill itself. 502 * in the code for the skill itself.
538 */ 503 */
539 504
540 if (op->type == PLAYER) 505 if (op->type == PLAYER)
541 op->speed_left -= 1.0; 506 op->speed_left -= 1.f;
542 507
543 /* 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.
544 * Note that add_exp() will figure out player/monster experience 509 * Note that add_exp() will figure out player/monster experience
545 * gain problems. 510 * gain problems.
546 */ 511 */
574 * op is the object that was 'defeated'. 539 * op is the object that was 'defeated'.
575 * 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
576 * point back to who. 541 * point back to who.
577 * 542 *
578 */ 543 */
579
580int 544int
581calc_skill_exp (object *who, object *op, object *skill) 545calc_skill_exp (object *who, object *op, object *skill)
582{ 546{
583 int op_exp = 0, op_lvl = 0; 547 int op_exp = 0, op_lvl = 0;
584 float base, value, lvl_mult = 0.0; 548 float base, value, lvl_mult = 0.0;
673 * This one actually teaches the player the skill as something 637 * This one actually teaches the player the skill as something
674 * they can equip. 638 * they can equip.
675 * Return 0 if the player knows the skill, 1 if the 639 * Return 0 if the player knows the skill, 1 if the
676 * player learns the skill, 2 otherwise. 640 * player learns the skill, 2 otherwise.
677 */ 641 */
678
679int 642int
680learn_skill (object *pl, object *scroll) 643learn_skill (object *pl, object *scroll)
681{ 644{
682 object *tmp; 645 object *tmp;
683 646
697 660
698 /* player already knows it */ 661 /* player already knows it */
699 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 662 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
700 return 0; 663 return 0;
701 664
702
703
704 /* now a random change to learn, based on player Int. 665 /* now a random change to learn, based on player Int.
705 * give bonus based on level - otherwise stupid characters 666 * give bonus based on level - otherwise stupid characters
706 * might never be able to learn anything. 667 * might never be able to learn anything.
707 */ 668 */
708 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)))
721 link_player_skills (pl); 682 link_player_skills (pl);
722 return 1; 683 return 1;
723} 684}
724 685
725/* Gives a percentage clipped to 0% -> 100% of a/b. */ 686/* Gives a percentage clipped to 0% -> 100% of a/b. */
726
727/* Probably belongs in some global utils-type file? */ 687/* Probably belongs in some global utils-type file? */
728static int 688static int
729clipped_percent (sint64 a, sint64 b) 689clipped_percent (sint64 a, sint64 b)
730{ 690{
731 int rv; 691 int rv;
777 sprintf (buf, "%s%s", &tmp->name, periods); 737 sprintf (buf, "%s%s", &tmp->name, periods);
778 buf[40] = 0; 738 buf[40] = 0;
779 739
780 if (settings.permanent_exp_ratio) 740 if (settings.permanent_exp_ratio)
781 { 741 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 742 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
783 buf, tmp->level, 743 buf, tmp->level, tmp->stats.exp,
784 (long long) tmp->stats.exp,
785 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 744 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
786 } 745 }
787 else 746 else
788 { 747 {
789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 748 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
790 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 749 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
791 } 750 }
792 /* 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
793 * it sometimes happens (maybe a leftover from bugier earlier code 752 * it sometimes happens (maybe a leftover from bugier earlier code
794 * and those character are still about). In any case, lets handle 753 * and those character are still about). In any case, lets handle
795 * 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
805 } 764 }
806 765
807 clear_win_info (op); 766 clear_win_info (op);
808 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 767 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
809 if (num_skills_found > 1) 768 if (num_skills_found > 1)
810 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);
811 770
812 for (i = 0; i < num_skills_found; i++) 771 for (i = 0; i < num_skills_found; i++)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 772 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
815 }
816 773
817 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);
818 775
819 cp = determine_god (op); 776 cp = determine_god (op);
820 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");
827 * 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
828 * 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.
829 * This is tricky because skills can have spaces. We basically roll 786 * This is tricky because skills can have spaces. We basically roll
830 * 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.
831 */ 788 */
832
833int 789int
834use_skill (object *op, const char *string) 790use_skill (object *op, const char *string)
835{ 791{
836 object *skop; 792 object *skop;
837 size_t len; 793 size_t len;
882 return 1; 838 return 1;
883 839
884 return 0; 840 return 0;
885} 841}
886 842
843static bool
844hth_skill_p (object *skill)
845{
846 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
847}
887 848
888
889/* This finds the best unarmed skill the player has, and returns 849/* This finds the first unarmed skill the player has, and returns it.
890 * it. Best can vary a little - we consider clawing to always
891 * be the best for dragons.
892 * This could be more intelligent, eg, look at the skill level
893 * of the skill and go from there (eg, a level 40 puncher is
894 * is probably better than level 1 karate). OTOH, if you
895 * don't bother to set up your skill properly, that is the players
896 * problem (although, it might be nice to have a preferred skill
897 * field the player can set.
898 * Unlike the old code, we don't give out any skills - it is
899 * possible you just don't have any ability to get into unarmed
900 * combat. If everyone race/class should have one, this should
901 * be handled in the starting treasurelists, not in the code.
902 */ 850 */
903static object * 851static object *
904find_best_player_hth_skill (object *op) 852find_player_hth_skill (object *op)
905{ 853{
906 object *tmp, *best_skill = NULL;
907 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
908
909 for (tmp = op->inv; tmp; tmp = tmp->below) 854 for (object *tmp = op->inv; tmp; tmp = tmp->below)
910 { 855 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
911 if (tmp->type == SKILL)
912 {
913 if (dragon && tmp->subtype == SK_CLAWING)
914 return tmp; 856 return tmp;
915 857
916 /* The order in the array is preferred order. So basically, 858 return 0;
917 * we just cut down the number to search - eg, if we find a skill
918 * early on in flame touch, then we only need to look into the unarmed_array
919 * to the entry before flame touch - don't care about the entries afterward,
920 * because they are infrerior skills.
921 * if we end up finding the best skill (i==0) might as well return
922 * right away - can't get any better than that.
923 */
924 for (i = 0; i < last_skill; i++)
925 {
926 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
927 {
928 best_skill = tmp;
929 last_skill = i;
930 if (i == 0)
931 return best_skill;
932 }
933 }
934 }
935 }
936 return best_skill;
937} 859}
938 860
939/* do_skill_attack() - We have got an appropriate opponent from either 861/* do_skill_attack() - We have got an appropriate opponent from either
940 * move_player_attack() or skill_attack(). In this part we get on with 862 * move_player_attack() or skill_attack(). In this part we get on with
941 * attacking, take care of messages from the attack and changes in invisible. 863 * attacking, take care of messages from the attack and changes in invisible.
943 * tmp is the targetted monster. 865 * tmp is the targetted monster.
944 * op is what is attacking 866 * op is what is attacking
945 * string is passed along to describe what messages to describe 867 * string is passed along to describe what messages to describe
946 * the damage. 868 * the damage.
947 */ 869 */
948
949static int 870static int
950do_skill_attack (object *tmp, object *op, const char *string, object *skill) 871do_skill_attack (object *tmp, object *op, const char *string, object *skill)
951{ 872{
952 int success;
953
954 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)))
955 return RESULT_INT (0); 874 return RESULT_INT (0);
956 875
957 /* 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
958 * 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.
959 * 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,
960 * 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
961 * 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.
962 */ 881 */
963 if (op->type == PLAYER) 882 if (player *pl = op->contr)
964 { 883 {
965 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 884 if (!pl->combat_ob)
966 { 885 {
967 size_t i; 886 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
968
969 if (!skill)
970 { 887 {
971 /* See if the players chosen skill is a combat skill, and use 888 for (tmp = op->inv; tmp; tmp = tmp->below)
972 * it if appropriate. 889 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
973 */ 890 break;
974 if (op->chosen_skill) 891
892 if (!tmp)
975 { 893 {
976 for (i = 0; i < sizeof (unarmed_skills); i++) 894 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
977 if (op->chosen_skill->subtype == unarmed_skills[i]) 895 return 0;
978 {
979 skill = op->chosen_skill;
980 break;
981 }
982 } 896 }
983 /* 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 {
984 if (!skill) 902 if (!skill)
985 { 903 {
986 skill = find_best_player_hth_skill (op); 904 /* See if the players chosen skill is a combat skill, and use
987 905 * it if appropriate.
988 if (!skill) 906 */
907 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
908 skill = op->chosen_skill;
909 else
989 { 910 {
911 skill = find_player_hth_skill (op);
912
913 if (!skill)
914 {
990 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!");
991 return 0; 916 return 0;
917 }
992 } 918 }
993 } 919 }
994 } 920
995 if (skill != op->chosen_skill)
996 {
997 /* now try to ready the new skill */ 921 /* now try to ready the new skill */
998 if (!change_skill (op, skill, 0)) 922 if (!change_skill (op, skill, 0))
999 { /* oh oh, trouble! */ 923 { /* oh oh, trouble! */
1000 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);
1001 return 0; 925 return 0;
1002 } 926 }
1003 } 927 }
1004 } 928
1005 else 929 if (!pl->combat_ob)
1006 {
1007 /* Seen some crashes below where current_weapon is not set,
1008 * even though the flag says it is. So if current weapon isn't set,
1009 * do some work in trying to find the object to use.
1010 */
1011 if (!op->current_weapon)
1012 { 930 {
1013 object *tmp;
1014
1015 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1016 for (tmp = op->inv; tmp; tmp = tmp->below)
1017 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1018 break;
1019
1020 if (!tmp)
1021 {
1022 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);
1023 op->current_weapon = NULL;
1024 return 0; 932 return 0;
1025 }
1026 else
1027 {
1028 op->current_weapon = tmp;
1029 }
1030 }
1031
1032 /* Has ready weapon - make sure chosen_skill is set up properly */
1033 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1034 {
1035 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1036 } 933 }
1037 } 934 }
1038 }
1039 935
936 if (!op->change_weapon (pl->combat_ob))
937 return 0;
938
1040 /* lose invisiblity/hiding status for running attacks */ 939 /* lose invisiblity/hiding status for running attacks */
1041 940 if (pl->tmp_invis)
1042 if (op->type == PLAYER && op->contr->tmp_invis) 941 {
1043 {
1044 op->contr->tmp_invis = 0; 942 pl->tmp_invis = 0;
1045 op->invisible = 0; 943 op->invisible = 0;
1046 op->hide = 0; 944 op->hide = 0;
1047 update_object (op, UP_OBJ_FACE); 945 update_object (op, UP_OBJ_CHANGE);
946 }
1048 } 947 }
1049 948
1050 success = attack_ob (tmp, op); 949 int success = attack_ob (tmp, op);
1051 950
1052 /* print appropriate messages to the player */ 951 /* print appropriate messages to the player */
1053 952
1054 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 953 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1055 { 954 {
1056 if (op->type == PLAYER) 955 if (op->type == PLAYER)
1057 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));
1058 else if (tmp->type == PLAYER) 957 else if (tmp->type == PLAYER)
1059 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);
1060 } 959 }
960
1061 return success; 961 return success;
1062} 962}
1063
1064 963
1065/* 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
1066 * system. In essence, this code handles 965 * system. In essence, this code handles
1067 * 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
1068 * treated here. If an opponent is already supplied by move_player(), 967 * treated here. If an opponent is already supplied by move_player(),
1071 * 970 *
1072 * This is called by move_player() and attack_hth() 971 * This is called by move_player() and attack_hth()
1073 * 972 *
1074 * Initial implementation by -bt thomas@astro.psu.edu 973 * Initial implementation by -bt thomas@astro.psu.edu
1075 */ 974 */
1076
1077int 975int
1078skill_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)
1079{ 977{
1080 sint16 tx, ty; 978 sint16 tx, ty;
1081 mapstruct *m; 979 maptile *m;
1082 int mflags; 980 int mflags;
1083 981
1084 if (!dir) 982 if (!dir)
1085 dir = pl->facing; 983 dir = pl->facing;
984
1086 tx = freearr_x[dir]; 985 tx = freearr_x[dir];
1087 ty = freearr_y[dir]; 986 ty = freearr_y[dir];
1088 987
1089 /* 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.
1090 * Legal opponents are the same as outlined in move_player_attack() 989 * Legal opponents are the same as outlined in move_player_attack()
1091 */ 990 */
1092 991 if (!tmp)
1093 if (tmp == NULL)
1094 { 992 {
1095 m = pl->map; 993 m = pl->map;
1096 tx = pl->x + freearr_x[dir]; 994 tx = pl->x + freearr_x[dir];
1097 ty = pl->y + freearr_y[dir]; 995 ty = pl->y + freearr_y[dir];
1098 996
1102 1000
1103 /* 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 */
1104 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)))
1105 return 0; 1003 return 0;
1106 1004
1107 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)
1108 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)
1109 { 1007 {
1110 /* Don't attack party members */ 1008 /* Don't attack party members */
1111 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))
1112 return 0; 1010 return 0;
1011
1113 break; 1012 break;
1114 } 1013 }
1115 } 1014 }
1015
1116 if (!tmp) 1016 if (!tmp)
1117 { 1017 {
1118 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1119 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
1120 return 0; 1021 return 0;
1121 } 1022 }
1122 1023
1123 return do_skill_attack (tmp, pl, string, skill); 1024 return do_skill_attack (tmp, pl, string, skill);
1124} 1025}
1125
1126 1026
1127/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1027/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1128 1028
1129/* 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
1130 * (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
1131 * function skill_attack() we actually attack. 1031 * function skill_attack() we actually attack.
1132 */ 1032 */
1133
1134static int 1033static int
1135attack_hth (object *pl, int dir, const char *string, object *skill) 1034attack_hth (object *pl, int dir, const char *string, object *skill)
1136{ 1035{
1137 object *enemy = NULL, *weapon; 1036 object *enemy = NULL, *weapon;
1138 1037
1141 { 1040 {
1142 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1041 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1143 { 1042 {
1144 CLEAR_FLAG (weapon, FLAG_APPLIED); 1043 CLEAR_FLAG (weapon, FLAG_APPLIED);
1145 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1044 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1146 fix_player (pl); 1045 pl->update_stats ();
1147 if (pl->type == PLAYER) 1046 if (pl->type == PLAYER)
1148 { 1047 {
1149 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.");
1150 esrv_update_item (UPD_FLAGS, pl, weapon); 1049 esrv_update_item (UPD_FLAGS, pl, weapon);
1151 } 1050 }
1051
1152 break; 1052 break;
1153 } 1053 }
1154 } 1054 }
1055
1155 return skill_attack (enemy, pl, dir, string, skill); 1056 return skill_attack (enemy, pl, dir, string, skill);
1156} 1057}
1157
1158 1058
1159/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1059/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1160 * For now we are just checking to see if we have a ready weapon here. 1060 * For now we are just checking to see if we have a ready weapon here.
1161 * But there is a real neato possible feature of this scheme which 1061 * But there is a real neato possible feature of this scheme which
1162 * bears mentioning: 1062 * bears mentioning:
1163 * 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
1164 * we may make this routine handle 'special' melee weapons attacks 1064 * we may make this routine handle 'special' melee weapons attacks
1165 * (like disarming manuever with sai) based on player SK_level and 1065 * (like disarming manuever with sai) based on player SK_level and
1166 * weapon type. 1066 * weapon type.
1167 */ 1067 */
1168
1169static int 1068static int
1170attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1069attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1171{ 1070{
1172 1071
1173 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1072 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1174 { 1073 {
1175 if (op->type == PLAYER) 1074 if (op->type == PLAYER)
1176 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
1177 return 0; 1077 return 0;
1178 } 1078 }
1079
1179 return skill_attack (NULL, op, dir, string, skill); 1080 return skill_attack (NULL, op, dir, string, skill);
1180 1081
1181} 1082}

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