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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.47 by root, Sun May 13 19:56:57 2007 UTC

1/* 1/*
2 * static char *rcsid_skill_util_c =
3 * "$Id: skill_util.C,v 1.2 2006/08/25 17:11:53 root Exp $";
4 */
5/*
6 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
7 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
10 7 *
11 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
12 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
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 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,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 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
22 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21 *
25 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>
26*/ 23 */
27 24
28/* 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. */
29 26
30/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
31 * 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.
38 * experience. Calc_skill_exp() handles the gained experience using 35 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 36 * modifications in the skills[] table. - b.t.
40 */ 37 */
41 38
42/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
40
43/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 42
47#include <global.h> 43#include <global.h>
48#include <object.h> 44#include <object.h>
49#ifndef __CEXTRACT__
50#include <sproto.h> 45#include <sproto.h>
51#endif
52#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. */
53#include <spells.h> 47#include <spells.h>
54 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};
55
55static 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);
56static 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);
57
58const char *skill_names[NUM_SKILLS];
59 58
60/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
62 * subtypes. 61 * subtypes.
63 */ 62 */
63void
64void init_skills(void) { 64init_skills (void)
65 int i; 65{
66 archetype *at;
67
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
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)
68 {
73 if (skill_names[at->clone.subtype] != NULL) { 69 if (skill_names[at->clone.subtype])
74 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",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
76 } else { 72 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 73 skill_names[at->clone.subtype] = at->clone.skill;
78 }
79 }
80 } 74 }
81 75
82 /* 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
83 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
84 */ 78 */
85 for (i=1; i<NUM_SKILLS; i++) { 79 for (int i = 1; i < NUM_SKILLS; i++)
86 if (!skill_names[i]) 80 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 }
90} 82}
91
92 83
93/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 87 * mostly used for sending exp.
97 */ 88 */
89void
98void link_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 if (tmp->type == SKILL) { 93 if (tmp->type == SKILL)
94 {
104 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
105 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)
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 99
109 if (tmp->subtype >= NUM_SKILLS) { 100 if (tmp->subtype >= NUM_SKILLS)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
111 tmp->subtype, NUM_SKILLS); 102 else
112 } else { 103 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
115 } 106 }
116 }
117 } 107 }
118} 108}
119 109
120/* This returns the skill pointer of the given name (the 110/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 111 * one that accumlates exp, has the level, etc).
122 * 112 *
123 * It is presumed that the player will be needing to actually 113 * It is presumed that the player will be needing to actually
124 * use the skill, so thus if use of the skill requires a skill 114 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 115 * tool, this code will equip it.
126 */ 116 */
117object *
127object *find_skill_by_name(object *who, const char *name) 118find_skill_by_name (object *who, const char *name)
128{ 119{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 120 if (!name)
121 return 0;
130 122
131 if (!name) return NULL; 123 object *skill = 0, *skill_tool = 0;
132 124
133 /* 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
134 * 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
135 * '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'
136 */ 128 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && 131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
139 strlen(tmp->skill) >= strlen(name)) skill = tmp; 132 skill = tmp;
140 133
141 /* Try to find appropriate skilltool. If the player has one already 134 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one. 135 * applied, we try to keep using that one.
143 */ 136 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && 137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
145 strlen(tmp->skill) >= strlen(name)) { 138 {
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) 141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
148 skill_tool = tmp; 142 skill_tool = tmp;
149 } 143 }
150 } 144 }
145
151 /* 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 */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; 147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
153 149
154 /* 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 -
155 * 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
156 * but not the skill itself, give it to them. 152 * but not the skill itself, give it to them.
157 */ 153 */
158 if (skill_tool) { 154 if (skill_tool)
155 {
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
160 if (apply_special(who, skill_tool, 0)) return NULL; 157 if (apply_special (who, skill_tool, 0))
161 } 158 return 0;
162 if (!skill) { 159
160 if (!skill)
161 {
163 skill = give_skill_by_name(who, skill_tool->skill); 162 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills(who); 163 link_player_skills (who);
165 } 164 }
165
166 return skill; 166 return skill;
167 } 167 }
168 return NULL;
169}
170 168
169 return 0;
170}
171 171
172/* This returns the skill pointer of the given name (the 172/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 173 * one that accumlates exp, has the level, etc).
174 * 174 *
175 * It is presumed that the player will be needing to actually 175 * It is presumed that the player will be needing to actually
178 * 178 *
179 * This code is basically the same as find_skill_by_name() above, 179 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 180 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 181 * this replaces find_skill.
182 */ 182 */
183object *
183object *find_skill_by_number(object *who, int skillno) 184find_skill_by_number (object *who, int skillno)
184{ 185{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187 return 0;
188
185 object *skill=NULL, *skill_tool=NULL, *tmp; 189 object *skill = NULL, *skill_tool = NULL;
186 190
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 191 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 {
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; 193 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp;
191 195
192 /* Try to find appropriate skilltool. If the player has one already 196 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one. 197 * applied, we try to keep using that one.
194 */ 198 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { 199 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 200 {
201 if (QUERY_FLAG (tmp, FLAG_APPLIED))
202 skill_tool = tmp;
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) 203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
198 skill_tool = tmp; 204 skill_tool = tmp;
199 } 205 }
200 } 206 }
207
201 /* 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 */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; 209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210 return skill;
203 211
204 /* 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 -
205 * 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
206 * but not the skill itself, give it to them. 214 * but not the skill itself, give it to them.
207 */ 215 */
208 if (skill_tool) { 216 if (skill_tool)
217 {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
210 if (apply_special(who, skill_tool, 0)) return NULL; 220 if (apply_special (who, skill_tool, 0))
211 } 221 return NULL;
212 if (!skill) { 222 }
223
224 if (!skill)
225 {
213 skill = give_skill_by_name(who, skill_tool->skill); 226 skill = give_skill_by_name (who, skill_tool->skill);
214 link_player_skills(who); 227 link_player_skills (who);
215 } 228 }
229
216 return skill; 230 return skill;
217 } 231 }
232
218 return NULL; 233 return NULL;
219} 234}
220 235
221/* This changes the objects skill to new_skill. 236/* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used - 237 * note that this function doesn't always need to get used -
223 * 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
224 * set. This function is of most interest to players to update 239 * set. This function is of most interest to players to update
225 * the various range information. 240 * the various range information.
226 * if new_skill is null, this just unapplies the skill.
227 * flag has the current meaning:
228 * 0x1: If set, don't update the range pointer. This is useful when we
229 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error 241 * return 1 on success, 0 on error
231 */ 242 */
232 243int
233int change_skill (object *who, object *new_skill, int flag) 244change_skill (object *who, object *new_skill, int flag)
234{ 245{
235 int old_range;
236
237 if ( who->type != PLAYER ) 246 if (who->type != PLAYER)
238 return 0; 247 return 0;
239
240 old_range = who->contr->shoottype;
241 248
242 if (who->chosen_skill && who->chosen_skill == new_skill) 249#if 0
243 { 250 // optimise this supposedly common case
244 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill;
247 return 1;
248 }
249
250 if (!new_skill || who->chosen_skill) 251 if (new_skill == who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
252
253 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0;
255
256 if (apply_special (who, new_skill, AP_APPLY)) {
257 return 0;
258 }
259 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range;
261
262 return 1; 252 return 1;
253#endif
254
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))
267 return 0;
268
269 return 1;
263} 270}
264 271
265/* This function just clears the chosen_skill and range_skill values 272/* This function just clears the chosen_skill and range_skill values
266 * inthe player. 273 * in the player.
267 */ 274 */
275void
268void clear_skill(object *who) 276clear_skill (object *who)
269{ 277{
270 who->chosen_skill = NULL; 278 who->chosen_skill = 0;
271 CLEAR_FLAG(who, FLAG_READY_SKILL); 279 CLEAR_FLAG (who, FLAG_READY_SKILL);
280
272 if (who->type == PLAYER) { 281 if (who->type == PLAYER)
273 who->contr->ranges[range_skill] = NULL; 282 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
274 if (who->contr->shoottype == range_skill) 283 who->contr->ranged_ob = 0;
275 who->contr->shoottype = range_none;
276 }
277} 284}
278 285
279/* 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().
280 * 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.
281 * 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
284 * 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
285 * 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
286 * give any exp for their direct use (eg, throwing). 293 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 294 * It returns 0 if no skill was used.
288 */ 295 */
289 296int
290int do_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)
298{
291 int success=0, exp=0; 299 int success = 0, exp = 0;
292 int did_alc = 0; 300 int did_alc = 0;
293 object *tmp, *next;
294 301
295 if (!skill) return 0; 302 if (!skill)
303 return 0;
296 304
297 /* 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
298 * holds the exp, level, etc of the skill. So if this is a player 306 * holds the exp, level, etc of the skill. So if this is a player
299 * 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
300 * the player doesn't have a bucket for that, create one. 308 * the player doesn't have a bucket for that, create one.
301 */ 309 */
302 if (skill->type != SKILL && op->type == PLAYER) { 310 if (skill->type != SKILL && op->type == PLAYER)
311 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 313 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 314 {
315 skill = tmp;
316 goto found;
317 }
318
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 319 skill = give_skill_by_name (op, skill->skill);
307 skill = tmp; 320found: ;
308 } 321 }
309 322
310 // skill, by_whom, on_which_object, which direction, skill_argument 323 // skill, by_whom, on_which_object, which direction, skill_argument
311 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)))
312 return 0; 325 return 0;
313 326
314 switch(skill->subtype) { 327 switch (skill->subtype)
328 {
315 case SK_LEVITATION: 329 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 330 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 331 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 332 * equipped, that should transfer to player, when not,
319 * shouldn't. 333 * shouldn't.
320 */ 334 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 335 if (QUERY_FLAG (skill, FLAG_APPLIED))
336 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 337 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 338 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 339 }
325 else { 340 else
341 {
326 SET_FLAG(skill,FLAG_APPLIED); 342 SET_FLAG (skill, FLAG_APPLIED);
327 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!.");
328 } 344 }
329 fix_player(op); 345
346 op->update_stats ();
330 success=1; 347 success = 1;
331 break; 348 break;
332 349
333 case SK_STEALING: 350 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 351 exp = success = steal (op, dir, skill);
335 break; 352 break;
336 353
337 case SK_LOCKPICKING: 354 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 355 exp = success = pick_lock (op, dir, skill);
339 break; 356 break;
340 357
341 case SK_HIDING: 358 case SK_HIDING:
342 exp = success = hide(op, skill); 359 exp = success = hide (op, skill);
343 break; 360 break;
344 361
345 case SK_JUMPING: 362 case SK_JUMPING:
346 success = jump(op, dir, skill); 363 success = jump (op, dir, skill);
347 break; 364 break;
348 365
349 case SK_INSCRIPTION: 366 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 367 exp = success = write_on_item (op, string, skill);
351 break; 368 break;
352 369
353 case SK_MEDITATION: 370 case SK_MEDITATION:
354 meditate(op, skill); 371 meditate (op, skill);
355 success=1; 372 success = 1;
356 break; 373 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 374 /* note that the following 'attack' skills gain exp through hit_player() */
358 375
359 case SK_KARATE: 376 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 377 attack_hth (op, dir, "karate-chopped", skill);
361 break; 378 break;
362 379
363 case SK_PUNCHING: 380 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 381 attack_hth (op, dir, "punched", skill);
365 break; 382 break;
366 383
367 case SK_FLAME_TOUCH: 384 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 385 attack_hth (op, dir, "flamed", skill);
369 break; 386 break;
370 387
371 case SK_SPARK_TOUCH: 388 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 389 attack_hth (op, dir, "zapped", skill);
373 break; 390 break;
374 391
375 case SK_SHIVER: 392 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 393 attack_hth (op, dir, "froze", skill);
377 break; 394 break;
378 395
379 case SK_ACID_SPLASH: 396 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 397 attack_hth (op, dir, "dissolved", skill);
381 break; 398 break;
382 399
383 case SK_POISON_NAIL: 400 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 401 attack_hth (op, dir, "injected poison into", skill);
385 break; 402 break;
386 403
387 case SK_CLAWING: 404 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 405 attack_hth (op, dir, "clawed", skill);
389 break; 406 break;
390 407
391 case SK_ONE_HANDED_WEAPON: 408 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 409 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 410 attack_melee_weapon (op, dir, NULL, skill);
394 break; 411 break;
395 412
396 case SK_FIND_TRAPS: 413 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 414 exp = success = find_traps (op, skill);
398 break; 415 break;
399 416
400 case SK_SINGING: 417 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 418 exp = success = singing (op, dir, skill);
402 break; 419 break;
403 420
404 case SK_ORATORY: 421 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 422 exp = success = use_oratory (op, dir, skill);
406 break; 423 break;
407 424
408 case SK_SMITHERY: 425 case SK_SMITHERY:
409 case SK_BOWYER: 426 case SK_BOWYER:
410 case SK_JEWELER: 427 case SK_JEWELER:
411 case SK_ALCHEMY: 428 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 429 case SK_THAUMATURGY:
413 case SK_LITERACY: 430 case SK_LITERACY:
414 case SK_WOODSMAN: 431 case SK_WOODSMAN:
415 /* 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.
416 * failing that, we go and identify stuff. 433 * failing that, we go and identify stuff.
417 */ 434 */
418 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)
419 next=tmp->above; 436 {
437 next = tmp->above;
438
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
440 {
421 attempt_do_alchemy(op, tmp); 441 attempt_do_alchemy (op, tmp);
442
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 443 if (QUERY_FLAG (tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp); 444 esrv_send_inventory (op, tmp);
424 did_alc=1; 445
425 } 446 did_alc = 1;
426 } 447 }
448 }
449
427 if (did_alc == 0) 450 if (did_alc == 0)
428 exp = success = skill_ident(op,skill); 451 exp = success = skill_ident (op, skill);
452
429 break; 453 break;
430 454
431 case SK_DET_MAGIC: 455 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 456 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 457 exp = success = skill_ident (op, skill);
434 break; 458 break;
435 459
436 case SK_DISARM_TRAPS: 460 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 461 exp = success = remove_trap (op, dir, skill);
438 break; 462 break;
439 463
440 case SK_THROWING: 464 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 465 success = skill_throw (op, part, dir, string, skill);
442 break; 466 break;
443 467
444 case SK_SET_TRAP: 468 case SK_SET_TRAP:
445 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.");
446 break; 470 break;
447 471
448 case SK_USE_MAGIC_ITEM: 472 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 473 case SK_MISSILE_WEAPON:
450 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.");
451 break; 475 break;
452 476
453 case SK_PRAYING: 477 case SK_PRAYING:
454 success = pray(op, skill); 478 success = pray (op, skill);
455 break; 479 break;
456 480
457 case SK_BARGAINING: 481 case SK_BARGAINING:
458 success = describe_shop(op); 482 success = describe_shop (op);
459 break; 483 break;
460 484
461 case SK_SORCERY: 485 case SK_SORCERY:
462 case SK_EVOCATION: 486 case SK_EVOCATION:
463 case SK_PYROMANCY: 487 case SK_PYROMANCY:
464 case SK_SUMMONING: 488 case SK_SUMMONING:
465 case SK_CLIMBING: 489 case SK_CLIMBING:
466 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.");
467 break; 491 break;
468 492
469 default: 493 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 494 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
471 ,query_name(op), op->chosen_skill->stats.sp);
472 break; 495 break;
473 } 496 }
474 497
475 /* 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.
476 * 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
477 * which use_monster_skill is called already simulates this. 500 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 501 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 502 * in the code for the skill itself.
480 */ 503 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483 504
505 if (op->type == PLAYER)
506 op->speed_left -= 1.f;
507
484 /* 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.
485 * Note that add_exp() will figure out player/monster experience 509 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 510 * gain problems.
487 */ 511 */
488 512
513 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 514 change_exp (op, exp, skill->skill, 0);
490 515
491 return success; 516 return success;
492} 517}
493 518
494/* calc_skill_exp() - calculates amount of experience can be gained for 519/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 520 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 521 * Here we take the view that a player must 'overcome an opponent'
514 * op is the object that was 'defeated'. 539 * op is the object that was 'defeated'.
515 * 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
516 * point back to who. 541 * point back to who.
517 * 542 *
518 */ 543 */
519 544int
520int calc_skill_exp(object *who, object *op, object *skill) { 545calc_skill_exp (object *who, object *op, object *skill)
546{
521 int op_exp=0,op_lvl= 0; 547 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 548 float base, value, lvl_mult = 0.0;
523 549
524 if (!skill) skill = who; 550 if (!skill)
551 skill = who;
525 552
526 /* Oct 95 - where we have an object, I expanded our treatment 553 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 554 * to 3 cases:
528 * non-living magic obj, runes and everything else. 555 * non-living magic obj, runes and everything else.
529 * 556 *
530 * If an object is not alive and magical we set the base exp higher to 557 * If an object is not alive and magical we set the base exp higher to
531 * help out exp awards for skill_ident skills. Also, if 558 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha 559 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t. 560 * and level (this was the old system) -b.t.
534 */ 561 */
535 562
536 if(!op) { /* no item/creature */ 563 if (!op)
564 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 565 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
538 op_exp = 0; 566 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 567 }
540 * for the amount of experience */ 568 else if (op->type == RUNE || op->type == TRAP)
569 { /* all traps. If stats.Cha > 1 we use that
570 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 571 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 572 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 573 }
574 else
575 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 576 op_exp = op->stats.exp;
545 op_lvl = op->level; 577 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 578 if (!QUERY_FLAG (op, FLAG_ALIVE))
579 { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic); 580 op_lvl += 5 * abs (op->magic);
548 } 581 }
549 } 582 }
550 583
551 if(op_lvl<1) op_lvl = 1; 584 if (op_lvl < 1)
585 op_lvl = 1;
552 586
553 if(who->type!=PLAYER) { /* for monsters only */ 587 if (who->type != PLAYER)
588 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 589 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
590 }
591 else
555 } else { /* for players */ 592 { /* for players */
556 base = op_exp; 593 base = op_exp;
557 /* if skill really is a skill, then we can look at the skill archetype for 594 /* if skill really is a skill, then we can look at the skill archetype for
558 * bse reward value (exp) and level multiplier factor. 595 * bse reward value (exp) and level multiplier factor.
559 */ 596 */
560 if (skill->type == SKILL) { 597 if (skill->type == SKILL)
598 {
561 base += skill->arch->clone.stats.exp; 599 base += skill->arch->clone.stats.exp;
562 if (settings.simple_exp) { 600 if (settings.simple_exp)
601 {
563 if (skill->arch->clone.level) 602 if (skill->arch->clone.level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 603 lvl_mult = (float) skill->arch->clone.level / 100.0;
565 else 604 else
566 lvl_mult = 1.0; /* no adjustment */ 605 lvl_mult = 1.0; /* no adjustment */
567 } 606 }
568 else { 607 else
569 if (skill->level) 608 {
609 if (skill->level)
570 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 610 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
571 else 611 else
572 lvl_mult = 1.0; 612 lvl_mult = 1.0;
573 } 613 }
574 } else { 614 }
615 else
616 {
575 /* Don't divide by zero here! */ 617 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 618 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
577 } 619 }
578 } 620 }
579 621
580 /* assemble the exp total, and return value */ 622 /* assemble the exp total, and return value */
581 623
582 value = base * lvl_mult; 624 value = base * lvl_mult;
625 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 626 value = 1; /* Always give at least 1 exp point */
584 627
585#ifdef SKILL_UTIL_DEBUG 628#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 629 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
587 who->name,skill->level,op->name,op_lvl);
588#endif 630#endif
589 return ( (int) value); 631 return ((int) value);
590} 632}
591 633
592/* Learn skill. This inserts the requested skill in the player's 634/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 635 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 636 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 637 * This one actually teaches the player the skill as something
596 * they can equip. 638 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 639 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 640 * player learns the skill, 2 otherwise.
599 */ 641 */
600
601int 642int
602learn_skill (object *pl, object *scroll) { 643learn_skill (object *pl, object *scroll)
644{
603 object *tmp; 645 object *tmp;
604 646
605 if (!scroll->skill) { 647 if (!scroll->skill)
648 {
606 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); 649 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
607 return 2; 650 return 2;
608 } 651 }
609 652
610 /* can't use find_skill_by_name because we want skills the player knows 653 /* can't use find_skill_by_name because we want skills the player knows
611 * but can't use natively. 654 * but can't use natively.
612 */ 655 */
613 656
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) 657 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; 658 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
659 break;
616 660
617 /* player already knows it */ 661 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 662 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
663 return 0;
619 664
620
621
622 /* now a random change to learn, based on player Int. 665 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 666 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 667 * might never be able to learn anything.
625 */ 668 */
626 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)))
627 return 2; /* failure :< */ 670 return 2; /* failure :< */
628 671
629 if (!tmp) 672 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 673 tmp = give_skill_by_name (pl, scroll->skill);
631 674
632 if (!tmp) { 675 if (!tmp)
676 {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); 677 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
634 return 2; 678 return 2;
635 } 679 }
636 680
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 681 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 682 link_player_skills (pl);
639 return 1; 683 return 1;
640} 684}
641 685
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 686/* Gives a percentage clipped to 0% -> 100% of a/b. */
643/* Probably belongs in some global utils-type file? */ 687/* Probably belongs in some global utils-type file? */
688static int
644static int clipped_percent(sint64 a, sint64 b) 689clipped_percent (sint64 a, sint64 b)
645{ 690{
646 int rv; 691 int rv;
647 692
648 if (b <= 0) 693 if (b <= 0)
649 return 0; 694 return 0;
650 695
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 696 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 697
653 if (rv < 0) 698 if (rv < 0)
654 return 0; 699 return 0;
655 else if (rv > 100) 700 else if (rv > 100)
656 return 100; 701 return 100;
657 702
658 return rv; 703 return rv;
659} 704}
660 705
661/* show_skills() - Meant to allow players to examine 706/* show_skills() - Meant to allow players to examine
662 * their current skill list. 707 * their current skill list.
666 * Note this function is a bit more complicated becauase we 711 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 712 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit 713 * just dumped this as we found it, this would be a bit
669 * simpler. 714 * simpler.
670 */ 715 */
671 716
717void
672void show_skills(object *op, const char* search) { 718show_skills (object *op, const char *search)
719{
673 object *tmp=NULL; 720 object *tmp = NULL;
674 char buf[MAX_BUF]; 721 char buf[MAX_BUF];
675 const char *cp; 722 const char *cp;
676 int i,num_skills_found=0; 723 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 724 static const char *const periods = "........................................";
725
678 /* Need to have a pointer and use strdup for qsort to work properly */ 726 /* Need to have a pointer and use strdup for qsort to work properly */
679 char skills[NUM_SKILLS][MAX_BUF]; 727 char skills[NUM_SKILLS][MAX_BUF];
680 728
681 729
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 730 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
731 {
683 if (tmp->type == SKILL) { 732 if (tmp->type == SKILL)
733 {
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 734 if (search && strstr (tmp->name, search) == NULL)
735 continue;
685 /* Basically want to fill this out to 40 spaces with periods */ 736 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 737 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0; 738 buf[40] = 0;
688 739
689 if (settings.permanent_exp_ratio) { 740 if (settings.permanent_exp_ratio)
690#ifdef WIN32 741 {
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", 742 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
692 buf,tmp->level, 743 buf, tmp->level, tmp->stats.exp,
693 tmp->stats.exp, 744 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
694 level_exp(tmp->level+1, op->expmul), 745 }
695 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 746 else
696#else 747 {
697 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
698 buf,tmp->level,
699 tmp->stats.exp,
700 level_exp(tmp->level+1, op->expmul),
701 clipped_percent(tmp->perm_exp,tmp->stats.exp));
702#endif
703 } else {
704#ifdef WIN32
705 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)", 748 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
706 buf,tmp->level, 749 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
707 tmp->stats.exp, 750 }
708 level_exp(tmp->level+1, op->expmul));
709#else
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
711 buf,tmp->level,
712 tmp->stats.exp,
713 level_exp(tmp->level+1, op->expmul));
714#endif
715 }
716 /* 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
717 * it sometimes happens (maybe a leftover from bugier earlier code 752 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 753 * and those character are still about). In any case, lets handle
719 * 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
720 * crash the server numerous times. 755 * crash the server numerous times.
721 */ 756 */
722 if (num_skills_found >= NUM_SKILLS) { 757 if (num_skills_found >= NUM_SKILLS)
758 {
723 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 759 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
724 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); 760 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
725 break; 761 break;
762 }
763 }
726 } 764 }
727 }
728 }
729 765
730 clear_win_info(op); 766 clear_win_info (op);
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); 767 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
768 if (num_skills_found > 1)
732 if (num_skills_found > 1) 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);
733 770
734 for (i=0; i<num_skills_found; i++) { 771 for (i = 0; i < num_skills_found; i++)
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 772 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
736 }
737 773
738 new_draw_info_format(NDI_UNIQUE, 0, op, 774 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
739 "You can handle %d weapon improvements.",op->level/5+5);
740 775
741 cp = determine_god(op); 776 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 777 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
743 "You worship %s.", cp?cp:"no god at current time");
744 778
745 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 779 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
746 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 780 op->contr->item_power, (int) (op->level * settings.item_power_factor));
747} 781}
748 782
749/* use_skill() - similar to invoke command, it executes the skill in the 783/* use_skill() - similar to invoke command, it executes the skill in the
750 * 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
751 * 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.
752 * This is tricky because skills can have spaces. We basically roll 786 * This is tricky because skills can have spaces. We basically roll
753 * 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.
754 */ 788 */
755 789int
756int use_skill(object *op, const char *string) { 790use_skill (object *op, const char *string)
791{
757 object *skop; 792 object *skop;
758 size_t len; 793 size_t len;
759 794
760 if (!string) return 0; 795 if (!string)
796 return 0;
761 797
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 798 for (skop = op->inv; skop != NULL; skop = skop->below)
799 {
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 800 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 801 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
765 break; 802 break;
766 else if (skop->type == SKILL_TOOL && 803 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
767 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
768 break; 804 break;
769 } 805 }
770 if (!skop) { 806 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 } 807 {
808 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
809 return 0;
810 }
775 811
776 len=strlen(skop->skill); 812 len = strlen (skop->skill);
777 813
778 /* All this logic goes and skips over the skill name to find any 814 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 815 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 816 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 817 * want to skip over any leading spaces.
782 */ 818 */
783 if(len>=strlen(string)) { 819 if (len >= strlen (string))
784 string=NULL;
785 } else {
786 string += len;
787 while(*string==0x20) string++;
788 if(strlen(string)==0) string = NULL;
789 } 820 {
821 string = NULL;
790 822 }
823 else
824 {
825 string += len;
826 while (*string == 0x20)
827 string++;
828 if (strlen (string) == 0)
829 string = NULL;
830 }
831
791#ifdef SKILL_UTIL_DEBUG 832#ifdef SKILL_UTIL_DEBUG
792 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); 833 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
793#endif 834#endif
794 835
795 /* Change to the new skill, then execute it. */ 836 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 837 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 838 return 1;
799}
800 839
840 return 0;
841}
801 842
843static bool
844hth_skill_p (object *skill)
845{
846 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
847}
802 848
803/* This finds the best unarmed skill the player has, and returns 849/* This finds the first unarmed skill the player has, and returns it.
804 * it. Best can vary a little - we consider clawing to always
805 * be the best for dragons.
806 * This could be more intelligent, eg, look at the skill level
807 * of the skill and go from there (eg, a level 40 puncher is
808 * is probably better than level 1 karate). OTOH, if you
809 * don't bother to set up your skill properly, that is the players
810 * problem (although, it might be nice to have a preferred skill
811 * field the player can set.
812 * Unlike the old code, we don't give out any skills - it is
813 * possible you just don't have any ability to get into unarmed
814 * combat. If everyone race/class should have one, this should
815 * be handled in the starting treasurelists, not in the code.
816 */ 850 */
851static object *
817static object *find_best_player_hth_skill(object *op) 852find_player_hth_skill (object *op)
818{ 853{
819 object *tmp, *best_skill=NULL;
820 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
821
822 for (tmp=op->inv; tmp; tmp=tmp->below) { 854 for (object *tmp = op->inv; tmp; tmp = tmp->below)
823 if (tmp->type == SKILL) { 855 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 856 return tmp;
825 857
826 /* The order in the array is preferred order. So basically, 858 return 0;
827 * we just cut down the number to search - eg, if we find a skill
828 * early on in flame touch, then we only need to look into the unarmed_array
829 * to the entry before flame touch - don't care about the entries afterward,
830 * because they are infrerior skills.
831 * if we end up finding the best skill (i==0) might as well return
832 * right away - can't get any better than that.
833 */
834 for (i=0; i<last_skill; i++) {
835 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
836 best_skill = tmp;
837 last_skill = i;
838 if (i==0) return best_skill;
839 }
840 }
841 }
842 }
843 return best_skill;
844} 859}
845 860
846/* do_skill_attack() - We have got an appropriate opponent from either 861/* do_skill_attack() - We have got an appropriate opponent from either
847 * 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
848 * 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.
850 * tmp is the targetted monster. 865 * tmp is the targetted monster.
851 * op is what is attacking 866 * op is what is attacking
852 * string is passed along to describe what messages to describe 867 * string is passed along to describe what messages to describe
853 * the damage. 868 * the damage.
854 */ 869 */
855 870static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 871do_skill_attack (object *tmp, object *op, const char *string, object *skill)
857 int success; 872{
873 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
874 return RESULT_INT (0);
858 875
859 /* 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
860 * 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.
861 * 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,
862 * 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
863 * 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.
864 */ 881 */
865 if(op->type==PLAYER) { 882 if (player *pl = op->contr)
883 {
884 if (!pl->combat_ob)
885 {
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 886 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
867 size_t i; 887 {
888 for (tmp = op->inv; tmp; tmp = tmp->below)
889 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
890 break;
868 891
869 if (!skill) { 892 if (!tmp)
893 {
894 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
895 return 0;
896 }
897
898 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
899 }
900 else
901 {
902 if (!skill)
903 {
870 /* See if the players chosen skill is a combat skill, and use 904 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 905 * it if appropriate.
872 */ 906 */
873 if (op->chosen_skill) { 907 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
874 for (i=0; i<sizeof(unarmed_skills); i++)
875 if (op->chosen_skill->subtype == unarmed_skills[i]) {
876 skill = op->chosen_skill; 908 skill = op->chosen_skill;
877 break; 909 else
878 } 910 {
879 }
880 /* If we didn't find a skill above, look harder for a good skill */
881 if (!skill) {
882 skill = find_best_player_hth_skill(op); 911 skill = find_player_hth_skill (op);
883 // if ((skill = execute_global_event(EVENT_FIND_UNARMED_SKILL, op)) <= 0) { 912
913 if (!skill)
914 {
915 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
916 return 0;
917 }
884 // } 918 }
919 }
885 920
886 if (!skill) {
887 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!");
888 return 0;
889 }
890 }
891 }
892 if (skill != op->chosen_skill) {
893 /* now try to ready the new skill */ 921 /* now try to ready the new skill */
894 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 922 if (!change_skill (op, skill, 0))
923 { /* oh oh, trouble! */
895 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);
925 return 0;
926 }
927 }
928
929 if (!pl->combat_ob)
930 {
931 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
932 return 0;
933 }
934 }
935
936 if (!op->change_weapon (pl->combat_ob))
896 return 0; 937 return 0;
897 }
898 }
899 } else {
900 /* Seen some crashes below where current_weapon is not set,
901 * even though the flag says it is. So if current weapon isn't set,
902 * do some work in trying to find the object to use.
903 */
904 if (!op->current_weapon) {
905 object *tmp;
906 938
907 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
908 op->name);
909 for (tmp=op->inv; tmp; tmp=tmp->below)
910 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
911
912 if (op->current_weapon_script)
913 FREE_AND_CLEAR_STR(op->current_weapon_script);
914 if (!tmp) {
915 LOG(llevError,"Could not find applied weapon on %s\n",
916 op->name);
917 op->current_weapon=NULL;
918 return 0;
919 } else {
920 op->current_weapon = tmp;
921 op->current_weapon_script=add_string(query_name(tmp));
922 }
923 }
924
925 /* Has ready weapon - make sure chosen_skill is set up properly */
926 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
927 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
928 }
929 }
930 }
931
932 /* lose invisiblity/hiding status for running attacks */ 939 /* lose invisiblity/hiding status for running attacks */
933 940 if (pl->tmp_invis)
934 if(op->type==PLAYER && op->contr->tmp_invis) { 941 {
935 op->contr->tmp_invis=0; 942 pl->tmp_invis = 0;
936 op->invisible=0; 943 op->invisible = 0;
937 op->hide=0; 944 op->hide = 0;
938 update_object(op,UP_OBJ_FACE); 945 update_object (op, UP_OBJ_CHANGE);
946 }
939 } 947 }
940 948
941 success = attack_ob(tmp,op); 949 int success = attack_ob (tmp, op);
942 950
943 /* print appropriate messages to the player */ 951 /* print appropriate messages to the player */
944 952
945 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 953 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
954 {
946 if(op->type==PLAYER) 955 if (op->type == PLAYER)
947 new_draw_info_format(NDI_UNIQUE, 0,op, 956 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
948 "You %s %s!",string,query_name(tmp));
949 else if(tmp->type==PLAYER) 957 else if (tmp->type == PLAYER)
950 new_draw_info_format(NDI_UNIQUE, 0,tmp, 958 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
951 "%s %s you!",query_name(op),string);
952 } 959 }
960
953 return success; 961 return success;
954} 962}
955
956 963
957/* 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
958 * system. In essence, this code handles 965 * system. In essence, this code handles
959 * 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
960 * treated here. If an opponent is already supplied by move_player(), 967 * treated here. If an opponent is already supplied by move_player(),
963 * 970 *
964 * This is called by move_player() and attack_hth() 971 * This is called by move_player() and attack_hth()
965 * 972 *
966 * Initial implementation by -bt thomas@astro.psu.edu 973 * Initial implementation by -bt thomas@astro.psu.edu
967 */ 974 */
968 975int
969int skill_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)
977{
970 sint16 tx,ty; 978 sint16 tx, ty;
971 mapstruct *m; 979 maptile *m;
972 int mflags; 980 int mflags;
973 981
982 if (!dir)
974 if(!dir) dir=pl->facing; 983 dir = pl->facing;
984
975 tx=freearr_x[dir]; 985 tx = freearr_x[dir];
976 ty=freearr_y[dir]; 986 ty = freearr_y[dir];
977 987
978 /* 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.
979 * Legal opponents are the same as outlined in move_player_attack() 989 * Legal opponents are the same as outlined in move_player_attack()
980 */ 990 */
981 991 if (!tmp)
982 if(tmp==NULL) { 992 {
983 m = pl->map; 993 m = pl->map;
984 tx = pl->x + freearr_x[dir]; 994 tx = pl->x + freearr_x[dir];
985 ty = pl->y + freearr_y[dir]; 995 ty = pl->y + freearr_y[dir];
986 996
987 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 997 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
988 if (mflags & P_OUT_OF_MAP) return 0; 998 if (mflags & P_OUT_OF_MAP)
999 return 0;
989 1000
990 /* 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 */
991 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; 1002 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1003 return 0;
992 1004
993 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)
994 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 1006 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
995 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 1007 {
996 || tmp->type==LOCKED_DOOR ) {
997 /* Don't attack party members */ 1008 /* Don't attack party members */
998 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 1009 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
999 && pl->contr->party==tmp->contr->party)) 1010 return 0;
1000 return 0; 1011
1001 break; 1012 break;
1013 }
1002 } 1014 }
1003 } 1015
1004 if (!tmp) { 1016 if (!tmp)
1017 {
1005 if(pl->type==PLAYER) 1018 if (pl->type == PLAYER)
1006 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!");
1007 return 0;
1008 }
1009 1020
1021 return 0;
1022 }
1023
1010 return do_skill_attack(tmp,pl,string, skill); 1024 return do_skill_attack (tmp, pl, string, skill);
1011} 1025}
1012
1013 1026
1014/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1027/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1028
1015/* 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
1016 * (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
1017 * function skill_attack() we actually attack. 1031 * function skill_attack() we actually attack.
1018 */ 1032 */
1019 1033static int
1020static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1034attack_hth (object *pl, int dir, const char *string, object *skill)
1035{
1021 object *enemy=NULL,*weapon; 1036 object *enemy = NULL, *weapon;
1022 1037
1023 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1038 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1024 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1039 for (weapon = pl->inv; weapon; weapon = weapon->below)
1040 {
1025 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1041 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1042 {
1026 CLEAR_FLAG(weapon,FLAG_APPLIED); 1043 CLEAR_FLAG (weapon, FLAG_APPLIED);
1027 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1044 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1028 fix_player(pl); 1045 pl->update_stats ();
1029 if(pl->type==PLAYER) { 1046 if (pl->type == PLAYER)
1047 {
1030 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.");
1031 esrv_update_item(UPD_FLAGS, pl, weapon); 1049 esrv_update_item (UPD_FLAGS, pl, weapon);
1032 } 1050 }
1033 break; 1051
1052 break;
1053 }
1034 } 1054 }
1035 } 1055
1036 return skill_attack(enemy,pl,dir,string, skill); 1056 return skill_attack (enemy, pl, dir, string, skill);
1037} 1057}
1038
1039 1058
1040/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1059/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1041 * 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.
1042 * 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
1043 * bears mentioning: 1062 * bears mentioning:
1044 * 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
1045 * we may make this routine handle 'special' melee weapons attacks 1064 * we may make this routine handle 'special' melee weapons attacks
1046 * (like disarming manuever with sai) based on player SK_level and 1065 * (like disarming manuever with sai) based on player SK_level and
1047 * weapon type. 1066 * weapon type.
1048 */ 1067 */
1049 1068static int
1050static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1069attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1070{
1051 1071
1052 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1072 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1073 {
1053 if(op->type==PLAYER) 1074 if (op->type == PLAYER)
1054 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!");
1055 return 0; 1076
1077 return 0;
1056 } 1078 }
1079
1057 return skill_attack(NULL,op,dir,string, skill); 1080 return skill_attack (NULL, op, dir, string, skill);
1058 1081
1059} 1082}

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