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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.10 by root, Tue Sep 12 00:26:16 2006 UTC vs.
Revision 1.55 by root, Wed May 30 03:03:10 2007 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: skill_util.C,v 1.10 2006/09/12 00:26:16 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
14 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
15 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
16 (at your option) any later version. 11 * 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, but
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
21 GNU General Public License for more details. 16 * 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 along
24 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
43 38
44/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 43#include <global.h>
51#include <object.h> 44#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 45#include <sproto.h>
54#endif
55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56#include <spells.h> 47#include <spells.h>
48
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
57 55
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60 58
61/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
63 * subtypes. 61 * subtypes.
64 */ 62 */
65void 63void
66init_skills (void) 64init_skills (void)
67{ 65{
68 int i;
69 archetype *at;
70
71 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
72 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
73 { 68 {
74 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
75 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
76 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
77 else 72 else
78 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
79 } 74 }
80 75
81 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
82 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
83 */ 78 */
84 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
85 {
86 if (!skill_names[i]) 80 if (!skill_names[i])
87 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 }
89} 82}
90
91 83
92/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
93 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
94 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
95 * mostly used for sending exp. 87 * mostly used for sending exp.
96 */ 88 */
97void 89void
98link_player_skills (object *op) 90link_player_skills (object *op)
99{ 91{
100 object *tmp;
101
102 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
103 {
104 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
105 { 94 {
106 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
107 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
108 {
109 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
110 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
111 } 99
112 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
113 {
114 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
115 }
116 else 102 else
117 { 103 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
119 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
120 } 106 }
121 } 107 }
122 } 108}
109
110static object *
111find_skill (object *who, const shstr &sh)
112{
113 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL)
115 return tmp;
116
117 return 0;
123} 118}
124 119
125/* This returns the skill pointer of the given name (the 120/* This returns the skill pointer of the given name (the
126 * one that accumlates exp, has the level, etc). 121 * one that accumulates exp, has the level, etc).
127 * 122 *
128 * It is presumed that the player will be needing to actually 123 * It is presumed that the player will be needing to actually
129 * use the skill, so thus if use of the skill requires a skill 124 * use the skill, so thus if use of the skill requires a skill
130 * tool, this code will equip it. 125 * tool, this code will equip it.
131 */ 126 */
132object * 127object *
133find_skill_by_name (object *who, const char *name) 128find_skill_by_name (object *who, const shstr &sh)
134{ 129{
135 object *skill = NULL, *skill_tool = NULL, *tmp; 130 object *skill_tool = 0;
136 131
137 if (!name)
138 return NULL;
139
140 /* We make sure the length of the string in the object is greater
141 * in length than the passed string. Eg, if we have a skill called
142 * 'hi', we don't want to match if the user passed 'high'
143 */
144 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
145 { 134 {
146 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
147 skill = tmp; 136 /* If this is a skill that can be used without applying tool, return it */
148 137 return splay (tmp);
149 /* Try to find appropriate skilltool. If the player has one already 138 /* Try to find appropriate skilltool. If the player has one already
150 * applied, we try to keep using that one. 139 * applied, we try to keep using that one.
151 */ 140 */
152 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 141 else if (tmp->type == SKILL_TOOL && !skill_tool)
153 {
154 if (QUERY_FLAG (tmp, FLAG_APPLIED))
155 skill_tool = tmp; 142 skill_tool = tmp;
156 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 skill_tool = tmp;
158 } 143 }
159 } 144
160 /* If this is a skill that can be used without a tool, return it */ 145 if (!skill_tool)
161 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
162 return skill; 146 return 0;
163 147
164 /* Player has a tool to use the skill. IF not applied, apply it - 148 /* Player has a tool to use the skill. If not applied, apply it -
165 * if not successful, return null. If they do have the skill tool 149 * if not successful, return null. If they do have the skill tool
166 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
167 */ 151 */
168 if (skill_tool) 152 object *skill = find_skill (who, skill_tool->skill);
169 { 153
170 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
171 {
172 if (apply_special (who, skill_tool, 0))
173 return NULL;
174 }
175 if (!skill) 154 if (!skill)
176 { 155 {
177 skill = give_skill_by_name (who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
178 link_player_skills (who); 157 link_player_skills (who);
179 } 158 }
159
160 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
180 return skill; 162 return 0;
181 } 163
164 return splay (skill);
165}
166
167object *
168find_skill_by_name (object *who, const char *name)
169{
170 if (!name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop;
178
182 return NULL; 179 return 0;
183} 180}
184
185 181
186/* This returns the skill pointer of the given name (the 182/* This returns the skill pointer of the given name (the
187 * one that accumlates exp, has the level, etc). 183 * one that accumulates exp, has the level, etc).
188 * 184 *
189 * It is presumed that the player will be needing to actually 185 * It is presumed that the player will be needing to actually
190 * use the skill, so thus if use of the skill requires a skill 186 * use the skill, so thus if use of the skill requires a skill
191 * tool, this code will equip it. 187 * tool, this code will equip it.
192 * 188 *
195 * this replaces find_skill. 191 * this replaces find_skill.
196 */ 192 */
197object * 193object *
198find_skill_by_number (object *who, int skillno) 194find_skill_by_number (object *who, int skillno)
199{ 195{
200 object *skill = NULL, *skill_tool = NULL, *tmp;
201
202 if (skillno < 1 || skillno >= NUM_SKILLS)
203 return NULL;
204
205 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
206 {
207 if (tmp->type == SKILL && tmp->subtype == skillno) 197 if (tmp->type == SKILL && tmp->subtype == skillno)
208 skill = tmp; 198 if (object *skop = find_skill_by_name (who, tmp->skill))
209
210 /* Try to find appropriate skilltool. If the player has one already
211 * applied, we try to keep using that one.
212 */
213 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
214 {
215 if (QUERY_FLAG (tmp, FLAG_APPLIED))
216 skill_tool = tmp;
217 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 skill_tool = tmp;
219 }
220 }
221 /* If this is a skill that can be used without a tool, return it */
222 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
223 return skill;
224
225 /* Player has a tool to use the skill. IF not applied, apply it -
226 * if not successful, return null. If they do have the skill tool
227 * but not the skill itself, give it to them.
228 */
229 if (skill_tool)
230 {
231 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
232 {
233 if (apply_special (who, skill_tool, 0))
234 return NULL;
235 }
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241 return skill; 199 return skop;
242 } 200
243 return NULL; 201 return 0;
244} 202}
245 203
246/* This changes the objects skill to new_skill. 204/* This changes the objects chosen_skill to new_skill.
247 * note that this function doesn't always need to get used -
248 * you can now add skill exp to the player without the chosen_skill being
249 * set. This function is of most interest to players to update
250 * the various range information.
251 * if new_skill is null, this just unapplies the skill.
252 * flag has the current meaning:
253 * 0x1: If set, don't update the range pointer. This is useful when we
254 * need to ready a new skill, but don't want to clobber range.
255 * return 1 on success, 0 on error 205 * return 1 on success, 0 on error
256 */ 206 */
257 207bool
258int 208object::change_skill (object *new_skill)
259change_skill (object *who, object *new_skill, int flag)
260{ 209{
261 int old_range;
262
263 if (who->type != PLAYER) 210 if (type != PLAYER)
264 return 0; 211 return 0;
265 212
266 old_range = who->contr->shoottype; 213 // optimise this supposedly common case
267 214 if (new_skill == chosen_skill)
268 if (who->chosen_skill && who->chosen_skill == new_skill)
269 {
270 /* optimization for changing skill to current skill */
271 if (who->type == PLAYER && !(flag & 0x1))
272 who->contr->shoottype = range_skill;
273 return 1; 215 return 1;
274 }
275 216
276 if (!new_skill || who->chosen_skill)
277 if (who->chosen_skill) 217 if (chosen_skill)
278 apply_special (who, who->chosen_skill, AP_UNAPPLY);
279
280 /* Only goal in this case was to unapply a skill */
281 if (!new_skill)
282 return 0;
283
284 if (apply_special (who, new_skill, AP_APPLY))
285 {
286 return 0;
287 } 218 {
288 if (flag & 0x1) 219 chosen_skill->flag [FLAG_APPLIED] = false;
289 who->contr->shoottype = (rangetype) old_range; 220 change_abil (this, chosen_skill);
221 }
290 222
223 chosen_skill = new_skill;
224
225 if (chosen_skill)
226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
230
231 // always clear current weapon, as the selected skill could
232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
235
236 update_stats ();
291 return 1; 237 return 1;
292}
293
294/* This function just clears the chosen_skill and range_skill values
295 * inthe player.
296 */
297void
298clear_skill (object *who)
299{
300 who->chosen_skill = NULL;
301 CLEAR_FLAG (who, FLAG_READY_SKILL);
302 if (who->type == PLAYER)
303 {
304 who->contr->ranges[range_skill] = NULL;
305 if (who->contr->shoottype == range_skill)
306 who->contr->shoottype = range_none;
307 }
308} 238}
309 239
310/* do_skill() - Main skills use function-similar in scope to cast_spell(). 240/* do_skill() - Main skills use function-similar in scope to cast_spell().
311 * We handle all requests for skill use outside of some combat here. 241 * We handle all requests for skill use outside of some combat here.
312 * We require a separate routine outside of fire() so as to allow monsters 242 * We require a separate routine outside of fire() so as to allow monsters
315 * exp - no caller needed that info, but it also prevented the callers 245 * exp - no caller needed that info, but it also prevented the callers
316 * from know if a skill was actually used, as many skills don't 246 * from know if a skill was actually used, as many skills don't
317 * give any exp for their direct use (eg, throwing). 247 * give any exp for their direct use (eg, throwing).
318 * It returns 0 if no skill was used. 248 * It returns 0 if no skill was used.
319 */ 249 */
320
321int 250int
322do_skill (object *op, object *part, object *skill, int dir, const char *string) 251do_skill (object *op, object *part, object *skill, int dir, const char *string)
323{ 252{
324 int success = 0, exp = 0; 253 int success = 0, exp = 0;
325 int did_alc = 0; 254 int did_alc = 0;
326 object *tmp, *next;
327 255
328 if (!skill) 256 if (!skill)
329 return 0; 257 return 0;
330 258
331 /* The code below presumes that the skill points to the object that 259 /* The code below presumes that the skill points to the object that
333 * go and try to find the actual real skill pointer, and if the 261 * go and try to find the actual real skill pointer, and if the
334 * the player doesn't have a bucket for that, create one. 262 * the player doesn't have a bucket for that, create one.
335 */ 263 */
336 if (skill->type != SKILL && op->type == PLAYER) 264 if (skill->type != SKILL && op->type == PLAYER)
337 { 265 {
338 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 266 for (object *tmp = op->inv; tmp; tmp = tmp->below)
339 {
340 if (tmp->type == SKILL && tmp->skill == skill->skill) 267 if (tmp->type == SKILL && tmp->skill == skill->skill)
341 break; 268 {
269 skill = tmp;
270 goto found;
342 } 271 }
343 if (!tmp) 272
344 tmp = give_skill_by_name (op, skill->skill); 273 skill = give_skill_by_name (op, skill->skill);
345 skill = tmp; 274found: ;
346 } 275 }
347 276
348 // skill, by_whom, on_which_object, which direction, skill_argument 277 // skill, by_whom, on_which_object, which direction, skill_argument
349 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 278 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
350 return 0; 279 return 0;
351 280
352 switch (skill->subtype) 281 switch (skill->subtype)
353 { 282 {
354 case SK_LEVITATION: 283 case SK_LEVITATION:
355 /* Not 100% sure if this will work with new movement code - 284 /* Not 100% sure if this will work with new movement code -
356 * the levitation skill has move_type for flying, so when 285 * the levitation skill has move_type for flying, so when
357 * equipped, that should transfer to player, when not, 286 * equipped, that should transfer to player, when not,
358 * shouldn't. 287 * shouldn't.
359 */ 288 */
360 if (QUERY_FLAG (skill, FLAG_APPLIED)) 289 if (QUERY_FLAG (skill, FLAG_APPLIED))
361 { 290 {
362 CLEAR_FLAG (skill, FLAG_APPLIED); 291 CLEAR_FLAG (skill, FLAG_APPLIED);
363 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
364 } 293 }
365 else 294 else
366 { 295 {
367 SET_FLAG (skill, FLAG_APPLIED); 296 SET_FLAG (skill, FLAG_APPLIED);
368 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
369 } 298 }
370 fix_player (op); 299
300 op->update_stats ();
371 success = 1; 301 success = 1;
372 break; 302 break;
373 303
374 case SK_STEALING: 304 case SK_STEALING:
375 exp = success = steal (op, dir, skill); 305 exp = success = steal (op, dir, skill);
376 break; 306 break;
377 307
378 case SK_LOCKPICKING: 308 case SK_LOCKPICKING:
379 exp = success = pick_lock (op, dir, skill); 309 exp = success = pick_lock (op, dir, skill);
380 break; 310 break;
381 311
382 case SK_HIDING: 312 case SK_HIDING:
383 exp = success = hide (op, skill); 313 exp = success = hide (op, skill);
384 break; 314 break;
385 315
386 case SK_JUMPING: 316 case SK_JUMPING:
387 success = jump (op, dir, skill); 317 success = jump (op, dir, skill);
388 break; 318 break;
389 319
390 case SK_INSCRIPTION: 320 case SK_INSCRIPTION:
391 exp = success = write_on_item (op, string, skill); 321 exp = success = write_on_item (op, string, skill);
392 break; 322 break;
393 323
394 case SK_MEDITATION: 324 case SK_MEDITATION:
395 meditate (op, skill); 325 meditate (op, skill);
396 success = 1; 326 success = 1;
397 break; 327 break;
398 /* note that the following 'attack' skills gain exp through hit_player() */ 328 /* note that the following 'attack' skills gain exp through hit_player() */
399 329
400 case SK_KARATE: 330 case SK_KARATE:
401 (void) attack_hth (op, dir, "karate-chopped", skill); 331 attack_hth (op, dir, "karate-chopped", skill);
402 break; 332 break;
403 333
404 case SK_PUNCHING: 334 case SK_PUNCHING:
405 (void) attack_hth (op, dir, "punched", skill); 335 attack_hth (op, dir, "punched", skill);
406 break; 336 break;
407 337
408 case SK_FLAME_TOUCH: 338 case SK_FLAME_TOUCH:
409 (void) attack_hth (op, dir, "flamed", skill); 339 attack_hth (op, dir, "flamed", skill);
410 break; 340 break;
411 341
412 case SK_SPARK_TOUCH: 342 case SK_SPARK_TOUCH:
413 (void) attack_hth (op, dir, "zapped", skill); 343 attack_hth (op, dir, "zapped", skill);
414 break; 344 break;
415 345
416 case SK_SHIVER: 346 case SK_SHIVER:
417 (void) attack_hth (op, dir, "froze", skill); 347 attack_hth (op, dir, "froze", skill);
418 break; 348 break;
419 349
420 case SK_ACID_SPLASH: 350 case SK_ACID_SPLASH:
421 (void) attack_hth (op, dir, "dissolved", skill); 351 attack_hth (op, dir, "dissolved", skill);
422 break; 352 break;
423 353
424 case SK_POISON_NAIL: 354 case SK_POISON_NAIL:
425 (void) attack_hth (op, dir, "injected poison into", skill); 355 attack_hth (op, dir, "injected poison into", skill);
426 break; 356 break;
427 357
428 case SK_CLAWING: 358 case SK_CLAWING:
429 (void) attack_hth (op, dir, "clawed", skill); 359 attack_hth (op, dir, "clawed", skill);
430 break; 360 break;
431 361
432 case SK_ONE_HANDED_WEAPON: 362 case SK_ONE_HANDED_WEAPON:
433 case SK_TWO_HANDED_WEAPON: 363 case SK_TWO_HANDED_WEAPON:
434 (void) attack_melee_weapon (op, dir, NULL, skill); 364 attack_melee_weapon (op, dir, NULL, skill);
435 break; 365 break;
436 366
437 case SK_FIND_TRAPS: 367 case SK_FIND_TRAPS:
438 exp = success = find_traps (op, skill); 368 exp = success = find_traps (op, skill);
439 break; 369 break;
440 370
441 case SK_SINGING: 371 case SK_SINGING:
442 exp = success = singing (op, dir, skill); 372 exp = success = singing (op, dir, skill);
443 break; 373 break;
444 374
445 case SK_ORATORY: 375 case SK_ORATORY:
446 exp = success = use_oratory (op, dir, skill); 376 exp = success = use_oratory (op, dir, skill);
447 break; 377 break;
448 378
449 case SK_SMITHERY: 379 case SK_SMITHERY:
450 case SK_BOWYER: 380 case SK_BOWYER:
451 case SK_JEWELER: 381 case SK_JEWELER:
452 case SK_ALCHEMY: 382 case SK_ALCHEMY:
453 case SK_THAUMATURGY: 383 case SK_THAUMATURGY:
454 case SK_LITERACY: 384 case SK_LITERACY:
455 case SK_WOODSMAN: 385 case SK_WOODSMAN:
456 /* first, we try to find a cauldron, and do the alchemy thing. 386 /* first, we try to find a cauldron, and do the alchemy thing.
457 * failing that, we go and identify stuff. 387 * failing that, we go and identify stuff.
458 */ 388 */
459 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
460 { 390 {
461 next = tmp->above; 391 next = tmp->above;
392
462 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
463 { 394 {
464 attempt_do_alchemy (op, tmp); 395 attempt_do_alchemy (op, tmp);
396
465 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 397 if (QUERY_FLAG (tmp, FLAG_APPLIED))
466 esrv_send_inventory (op, tmp); 398 esrv_send_inventory (op, tmp);
399
467 did_alc = 1; 400 did_alc = 1;
468 } 401 }
469 } 402 }
403
470 if (did_alc == 0) 404 if (did_alc == 0)
471 exp = success = skill_ident (op, skill);
472 break;
473
474 case SK_DET_MAGIC:
475 case SK_DET_CURSE:
476 exp = success = skill_ident (op, skill); 405 exp = success = skill_ident (op, skill);
406
477 break; 407 break;
478 408
409 case SK_DET_MAGIC:
410 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill);
412 break;
413
479 case SK_DISARM_TRAPS: 414 case SK_DISARM_TRAPS:
480 exp = success = remove_trap (op, dir, skill); 415 exp = success = remove_trap (op, dir, skill);
481 break; 416 break;
482 417
483 case SK_THROWING: 418 case SK_THROWING:
484 success = skill_throw (op, part, dir, string, skill); 419 success = skill_throw (op, part, dir, string, skill);
485 break; 420 break;
486 421
487 case SK_SET_TRAP: 422 case SK_SET_TRAP:
488 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 423 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
489 break; 424 break;
490 425
491 case SK_USE_MAGIC_ITEM: 426 case SK_USE_MAGIC_ITEM:
492 case SK_MISSILE_WEAPON: 427 case SK_MISSILE_WEAPON:
493 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 428 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
494 break; 429 break;
495 430
496 case SK_PRAYING: 431 case SK_PRAYING:
497 success = pray (op, skill); 432 success = pray (op, skill);
498 break; 433 break;
499 434
500 case SK_BARGAINING: 435 case SK_BARGAINING:
501 success = describe_shop (op); 436 success = describe_shop (op);
502 break; 437 break;
503 438
504 case SK_SORCERY: 439 case SK_SORCERY:
505 case SK_EVOCATION: 440 case SK_EVOCATION:
506 case SK_PYROMANCY: 441 case SK_PYROMANCY:
507 case SK_SUMMONING: 442 case SK_SUMMONING:
508 case SK_CLIMBING: 443 case SK_CLIMBING:
509 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
510 break; 445 break;
511 446
512 default: 447 default:
513 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
514 break; 449 break;
515 } 450 }
516 451
517 /* For players we now update the speed_left from using the skill. 452 /* For players we now update the speed_left from using the skill.
518 * Monsters have no skill use time because of the random nature in 453 * Monsters have no skill use time because of the random nature in
519 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
520 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
521 * in the code for the skill itself. 456 * in the code for the skill itself.
522 */ 457 */
523 458
524 if (op->type == PLAYER) 459 if (op->type == PLAYER)
525 op->speed_left -= 1.0; 460 op->speed_left -= 1.f;
526 461
527 /* this is a good place to add experience for successfull use of skills. 462 /* this is a good place to add experience for successfull use of skills.
528 * Note that add_exp() will figure out player/monster experience 463 * Note that add_exp() will figure out player/monster experience
529 * gain problems. 464 * gain problems.
530 */ 465 */
558 * op is the object that was 'defeated'. 493 * op is the object that was 'defeated'.
559 * skill is the skill used. If no skill is used, it should just 494 * skill is the skill used. If no skill is used, it should just
560 * point back to who. 495 * point back to who.
561 * 496 *
562 */ 497 */
563
564int 498int
565calc_skill_exp (object *who, object *op, object *skill) 499calc_skill_exp (object *who, object *op, object *skill)
566{ 500{
567 int op_exp = 0, op_lvl = 0; 501 int op_exp = 0, op_lvl = 0;
568 float base, value, lvl_mult = 0.0; 502 float base, value, lvl_mult = 0.0;
657 * This one actually teaches the player the skill as something 591 * This one actually teaches the player the skill as something
658 * they can equip. 592 * they can equip.
659 * Return 0 if the player knows the skill, 1 if the 593 * Return 0 if the player knows the skill, 1 if the
660 * player learns the skill, 2 otherwise. 594 * player learns the skill, 2 otherwise.
661 */ 595 */
662
663int 596int
664learn_skill (object *pl, object *scroll) 597learn_skill (object *pl, object *scroll)
665{ 598{
666 object *tmp;
667
668 if (!scroll->skill) 599 if (!scroll->skill)
669 { 600 {
670 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 601 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
671 return 2; 602 return 2;
672 } 603 }
673 604
674 /* can't use find_skill_by_name because we want skills the player knows 605 object *tmp = find_skill (pl, scroll->skill);
675 * but can't use natively.
676 */
677
678 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
679 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
680 break;
681 606
682 /* player already knows it */ 607 /* player already knows it */
683 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
684 return 0; 609 return 0;
685
686
687 610
688 /* now a random change to learn, based on player Int. 611 /* now a random change to learn, based on player Int.
689 * give bonus based on level - otherwise stupid characters 612 * give bonus based on level - otherwise stupid characters
690 * might never be able to learn anything. 613 * might never be able to learn anything.
691 */ 614 */
705 link_player_skills (pl); 628 link_player_skills (pl);
706 return 1; 629 return 1;
707} 630}
708 631
709/* Gives a percentage clipped to 0% -> 100% of a/b. */ 632/* Gives a percentage clipped to 0% -> 100% of a/b. */
710
711/* Probably belongs in some global utils-type file? */ 633/* Probably belongs in some global utils-type file? */
712static int 634static int
713clipped_percent (sint64 a, sint64 b) 635clipped_percent (sint64 a, sint64 b)
714{ 636{
715 int rv; 637 int rv;
761 sprintf (buf, "%s%s", &tmp->name, periods); 683 sprintf (buf, "%s%s", &tmp->name, periods);
762 buf[40] = 0; 684 buf[40] = 0;
763 685
764 if (settings.permanent_exp_ratio) 686 if (settings.permanent_exp_ratio)
765 { 687 {
766 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 688 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
767 buf, tmp->level, 689 buf, tmp->level, tmp->stats.exp,
768 (long long) tmp->stats.exp,
769 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
770 } 691 }
771 else 692 else
772 { 693 {
773 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 694 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
774 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 695 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
775 } 696 }
776 /* I don't know why some characters get a bunch of skills, but 697 /* I don't know why some characters get a bunch of skills, but
777 * it sometimes happens (maybe a leftover from bugier earlier code 698 * it sometimes happens (maybe a leftover from bugier earlier code
778 * and those character are still about). In any case, lets handle 699 * and those character are still about). In any case, lets handle
779 * it so it doesn't crash the server - otherwise, one character may 700 * it so it doesn't crash the server - otherwise, one character may
789 } 710 }
790 711
791 clear_win_info (op); 712 clear_win_info (op);
792 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
793 if (num_skills_found > 1) 714 if (num_skills_found > 1)
794 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 715 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
795 716
796 for (i = 0; i < num_skills_found; i++) 717 for (i = 0; i < num_skills_found; i++)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
799 }
800 719
801 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 720 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
802 721
803 cp = determine_god (op); 722 cp = determine_god (op);
804 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 723 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
811 * direction that the user is facing. Returns false if we are unable to 730 * direction that the user is facing. Returns false if we are unable to
812 * change to the requested skill, or were unable to use the skill properly. 731 * change to the requested skill, or were unable to use the skill properly.
813 * This is tricky because skills can have spaces. We basically roll 732 * This is tricky because skills can have spaces. We basically roll
814 * our own find_skill_by_name so we can try to do better string matching. 733 * our own find_skill_by_name so we can try to do better string matching.
815 */ 734 */
816
817int 735int
818use_skill (object *op, const char *string) 736use_skill (object *op, const char *string)
819{ 737{
820 object *skop; 738 object *skop;
821 size_t len; 739 size_t len;
822 740
823 if (!string) 741 if (!string)
824 return 0; 742 return 0;
825 743
826 for (skop = op->inv; skop != NULL; skop = skop->below) 744 for (skop = op->inv; skop; skop = skop->below)
827 { 745 {
746 if (skop->type == SKILL
828 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
829 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 748 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
830 break; 749 break;
750 else if (skop->type == SKILL_TOOL
831 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
832 break; 752 break;
833 } 753 }
754
834 if (!skop) 755 if (!skop)
835 { 756 {
836 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 757 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
837 return 0; 758 return 0;
838 } 759 }
843 * options given to the skill. Its pretty simple - if there 764 * options given to the skill. Its pretty simple - if there
844 * are extra parameters (as deteremined by string length), we 765 * are extra parameters (as deteremined by string length), we
845 * want to skip over any leading spaces. 766 * want to skip over any leading spaces.
846 */ 767 */
847 if (len >= strlen (string)) 768 if (len >= strlen (string))
848 {
849 string = NULL; 769 string = NULL;
850 }
851 else 770 else
852 { 771 {
853 string += len; 772 string += len;
854 while (*string == 0x20) 773 while (*string == 0x20)
855 string++; 774 string++;
775
856 if (strlen (string) == 0) 776 if (strlen (string) == 0)
857 string = NULL; 777 string = NULL;
858 } 778 }
859 779
860#ifdef SKILL_UTIL_DEBUG 780#ifdef SKILL_UTIL_DEBUG
861 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 781 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
862#endif 782#endif
863 783
864 /* Change to the new skill, then execute it. */
865 if (do_skill (op, op, skop, op->facing, string)) 784 if (do_skill (op, op, skop, op->facing, string))
866 return 1; 785 return 1;
867 786
868 return 0; 787 return 0;
869} 788}
870 789
790static bool
791hth_skill_p (object *skill)
792{
793 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
794}
871 795
872
873/* This finds the best unarmed skill the player has, and returns 796/* This finds the first unarmed skill the player has, and returns it.
874 * it. Best can vary a little - we consider clawing to always
875 * be the best for dragons.
876 * This could be more intelligent, eg, look at the skill level
877 * of the skill and go from there (eg, a level 40 puncher is
878 * is probably better than level 1 karate). OTOH, if you
879 * don't bother to set up your skill properly, that is the players
880 * problem (although, it might be nice to have a preferred skill
881 * field the player can set.
882 * Unlike the old code, we don't give out any skills - it is
883 * possible you just don't have any ability to get into unarmed
884 * combat. If everyone race/class should have one, this should
885 * be handled in the starting treasurelists, not in the code.
886 */ 797 */
887static object * 798static object *
888find_best_player_hth_skill (object *op) 799find_player_hth_skill (object *op)
889{ 800{
890 object *tmp, *best_skill = NULL;
891 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
892
893 for (tmp = op->inv; tmp; tmp = tmp->below) 801 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894 { 802 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
895 if (tmp->type == SKILL)
896 {
897 if (dragon && tmp->subtype == SK_CLAWING)
898 return tmp; 803 return tmp;
899 804
900 /* The order in the array is preferred order. So basically, 805 return 0;
901 * we just cut down the number to search - eg, if we find a skill
902 * early on in flame touch, then we only need to look into the unarmed_array
903 * to the entry before flame touch - don't care about the entries afterward,
904 * because they are infrerior skills.
905 * if we end up finding the best skill (i==0) might as well return
906 * right away - can't get any better than that.
907 */
908 for (i = 0; i < last_skill; i++)
909 {
910 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
911 {
912 best_skill = tmp;
913 last_skill = i;
914 if (i == 0)
915 return best_skill;
916 }
917 }
918 }
919 }
920 return best_skill;
921} 806}
922 807
923/* do_skill_attack() - We have got an appropriate opponent from either 808/* do_skill_attack() - We have got an appropriate opponent from either
924 * move_player_attack() or skill_attack(). In this part we get on with 809 * move_player_attack() or skill_attack(). In this part we get on with
925 * attacking, take care of messages from the attack and changes in invisible. 810 * attacking, take care of messages from the attack and changes in invisible.
927 * tmp is the targetted monster. 812 * tmp is the targetted monster.
928 * op is what is attacking 813 * op is what is attacking
929 * string is passed along to describe what messages to describe 814 * string is passed along to describe what messages to describe
930 * the damage. 815 * the damage.
931 */ 816 */
932
933static int 817static int
934do_skill_attack (object *tmp, object *op, const char *string, object *skill) 818do_skill_attack (object *tmp, object *op, const char *string, object *skill)
935{ 819{
936 int success;
937
938 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 820 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
939 return RESULT_INT (0); 821 return RESULT_INT (0);
940 822
941 /* For Players only: if there is no ready weapon, and no "attack" skill 823 /* For Players only: if there is no ready weapon, and no "attack" skill
942 * is readied either then try to find a skill for the player to use. 824 * is readied either then try to find a skill for the player to use.
943 * it is presumed that if skill is set, it is a valid attack skill (eg, 825 * it is presumed that if skill is set, it is a valid attack skill (eg,
944 * the caller should have set it appropriately). We still want to pass 826 * the caller should have set it appropriately). We still want to pass
945 * through that code if skill is set to change to the skill. 827 * through that code if skill is set to change to the skill.
946 */ 828 */
947 if (op->type == PLAYER) 829 if (player *pl = op->contr)
948 { 830 {
949 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 831 if (!pl->combat_ob)
950 { 832 {
951 size_t i; 833 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
952
953 if (!skill)
954 { 834 {
955 /* See if the players chosen skill is a combat skill, and use
956 * it if appropriate.
957 */
958 if (op->chosen_skill)
959 {
960 for (i = 0; i < sizeof (unarmed_skills); i++)
961 if (op->chosen_skill->subtype == unarmed_skills[i])
962 {
963 skill = op->chosen_skill;
964 break;
965 }
966 }
967 /* If we didn't find a skill above, look harder for a good skill */
968 if (!skill)
969 {
970 skill = find_best_player_hth_skill (op);
971
972 if (!skill)
973 {
974 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
975 return 0;
976 }
977 }
978 }
979 if (skill != op->chosen_skill)
980 {
981 /* now try to ready the new skill */
982 if (!change_skill (op, skill, 0))
983 { /* oh oh, trouble! */
984 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
985 return 0;
986 }
987 }
988 }
989 else
990 {
991 /* Seen some crashes below where current_weapon is not set,
992 * even though the flag says it is. So if current weapon isn't set,
993 * do some work in trying to find the object to use.
994 */
995 if (!op->current_weapon)
996 {
997 object *tmp;
998
999 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1000 for (tmp = op->inv; tmp; tmp = tmp->below) 835 for (tmp = op->inv; tmp; tmp = tmp->below)
1001 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1002 break; 837 break;
1003 838
1004 if (!tmp) 839 if (!tmp)
840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841
842 pl->combat_ob = tmp;
843 }
844
845 if (!pl->combat_ob)
846 {
847 if (!skill)
1005 { 848 {
1006 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 849 /* See if the players chosen skill is a combat skill, and use
1007 op->current_weapon = NULL; 850 * it if appropriate.
851 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
853 skill = op->chosen_skill;
1008 return 0; 854 else
855 {
856 skill = find_player_hth_skill (op);
857
858 if (!skill)
859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
860 }
1009 } 861 }
1010 else 862
863 if (skill)
1011 { 864 {
1012 op->current_weapon = tmp; 865 op->change_skill (0);
866 apply_special (op, skill, AP_APPLY);
1013 } 867 }
1014 } 868 }
1015 869
1016 /* Has ready weapon - make sure chosen_skill is set up properly */ 870 if (!pl->combat_ob)
1017 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1018 { 871 {
1019 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 return 0;
1020 } 874 }
1021 } 875 }
1022 }
1023 876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879
1024 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
1025 881 if (pl->tmp_invis)
1026 if (op->type == PLAYER && op->contr->tmp_invis) 882 {
1027 {
1028 op->contr->tmp_invis = 0; 883 pl->tmp_invis = 0;
1029 op->invisible = 0; 884 op->invisible = 0;
1030 op->hide = 0; 885 op->hide = 0;
1031 update_object (op, UP_OBJ_FACE); 886 update_object (op, UP_OBJ_CHANGE);
887 }
1032 } 888 }
1033 889
1034 success = attack_ob (tmp, op); 890 int success = attack_ob (tmp, op);
1035 891
1036 /* print appropriate messages to the player */ 892 /* print appropriate messages to the player */
1037 893
1038 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1039 { 895 {
1040 if (op->type == PLAYER) 896 if (op->type == PLAYER)
1041 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 897 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1042 else if (tmp->type == PLAYER) 898 else if (tmp->type == PLAYER)
1043 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 899 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1044 } 900 }
901
1045 return success; 902 return success;
1046} 903}
1047
1048 904
1049/* skill_attack() - Core routine for use when we attack using a skills 905/* skill_attack() - Core routine for use when we attack using a skills
1050 * system. In essence, this code handles 906 * system. In essence, this code handles
1051 * all skill-based attacks, ie hth, missile and melee weapons should be 907 * all skill-based attacks, ie hth, missile and melee weapons should be
1052 * treated here. If an opponent is already supplied by move_player(), 908 * treated here. If an opponent is already supplied by move_player(),
1055 * 911 *
1056 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()
1057 * 913 *
1058 * Initial implementation by -bt thomas@astro.psu.edu 914 * Initial implementation by -bt thomas@astro.psu.edu
1059 */ 915 */
1060
1061int 916int
1062skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 917skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1063{ 918{
1064 sint16 tx, ty; 919 sint16 tx, ty;
1065 mapstruct *m; 920 maptile *m;
1066 int mflags; 921 int mflags;
1067 922
1068 if (!dir) 923 if (!dir)
1069 dir = pl->facing; 924 dir = pl->facing;
925
1070 tx = freearr_x[dir]; 926 tx = freearr_x[dir];
1071 ty = freearr_y[dir]; 927 ty = freearr_y[dir];
1072 928
1073 /* If we don't yet have an opponent, find if one exists, and attack. 929 /* If we don't yet have an opponent, find if one exists, and attack.
1074 * Legal opponents are the same as outlined in move_player_attack() 930 * Legal opponents are the same as outlined in move_player_attack()
1075 */ 931 */
1076 932 if (!tmp)
1077 if (tmp == NULL)
1078 { 933 {
1079 m = pl->map; 934 m = pl->map;
1080 tx = pl->x + freearr_x[dir]; 935 tx = pl->x + freearr_x[dir];
1081 ty = pl->y + freearr_y[dir]; 936 ty = pl->y + freearr_y[dir];
1082 937
1086 941
1087 /* space must be blocked for there to be anything interesting to do */ 942 /* space must be blocked for there to be anything interesting to do */
1088 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 943 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1089 return 0; 944 return 0;
1090 945
1091 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 946 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1092 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 947 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1093 { 948 {
1094 /* Don't attack party members */ 949 /* Don't attack party members */
1095 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 950 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1096 return 0; 951 return 0;
952
1097 break; 953 break;
1098 } 954 }
1099 } 955 }
956
1100 if (!tmp) 957 if (!tmp)
1101 { 958 {
1102 if (pl->type == PLAYER) 959 if (pl->type == PLAYER)
1103 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 960 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
961
1104 return 0; 962 return 0;
1105 } 963 }
1106 964
1107 return do_skill_attack (tmp, pl, string, skill); 965 return do_skill_attack (tmp, pl, string, skill);
1108} 966}
1109
1110 967
1111/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 968/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1112 969
1113/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 970/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1114 * (attack_hth) we check for weapon use, etc in the second (the new 971 * (attack_hth) we check for weapon use, etc in the second (the new
1115 * function skill_attack() we actually attack. 972 * function skill_attack() we actually attack.
1116 */ 973 */
1117
1118static int 974static int
1119attack_hth (object *pl, int dir, const char *string, object *skill) 975attack_hth (object *pl, int dir, const char *string, object *skill)
1120{ 976{
1121 object *enemy = NULL, *weapon; 977 object *enemy = NULL, *weapon;
1122 978
1125 { 981 {
1126 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 982 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1127 { 983 {
1128 CLEAR_FLAG (weapon, FLAG_APPLIED); 984 CLEAR_FLAG (weapon, FLAG_APPLIED);
1129 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 985 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1130 fix_player (pl); 986 pl->update_stats ();
1131 if (pl->type == PLAYER) 987 if (pl->type == PLAYER)
1132 { 988 {
1133 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 989 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1134 esrv_update_item (UPD_FLAGS, pl, weapon); 990 esrv_update_item (UPD_FLAGS, pl, weapon);
1135 } 991 }
992
1136 break; 993 break;
1137 } 994 }
1138 } 995 }
996
1139 return skill_attack (enemy, pl, dir, string, skill); 997 return skill_attack (enemy, pl, dir, string, skill);
1140} 998}
1141
1142 999
1143/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1000/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1144 * For now we are just checking to see if we have a ready weapon here. 1001 * For now we are just checking to see if we have a ready weapon here.
1145 * But there is a real neato possible feature of this scheme which 1002 * But there is a real neato possible feature of this scheme which
1146 * bears mentioning: 1003 * bears mentioning:
1147 * Since we are only calling this from do_skill() in the future 1004 * Since we are only calling this from do_skill() in the future
1148 * we may make this routine handle 'special' melee weapons attacks 1005 * we may make this routine handle 'special' melee weapons attacks
1149 * (like disarming manuever with sai) based on player SK_level and 1006 * (like disarming manuever with sai) based on player SK_level and
1150 * weapon type. 1007 * weapon type.
1151 */ 1008 */
1152
1153static int 1009static int
1154attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1010attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1155{ 1011{
1156 1012
1157 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1158 { 1014 {
1159 if (op->type == PLAYER) 1015 if (op->type == PLAYER)
1160 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1016 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1017
1161 return 0; 1018 return 0;
1162 } 1019 }
1020
1163 return skill_attack (NULL, op, dir, string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1164
1165} 1022}
1023

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