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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.22 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.55 by root, Wed May 30 03:03:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
39 40
40/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
41 42
42#include <global.h> 43#include <global.h>
43#include <object.h> 44#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 45#include <sproto.h>
46#endif
47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48#include <spells.h> 47#include <spells.h>
49 48
50/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 50 0, // SK_NONE
52 * automatically applying one for the player. 51# define def(uc, flags) flags,
53 */ 52# include "skillinc.h"
54static uint8 unarmed_skills[] = { 53# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 54};
65 55
66static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
67static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
68 58
71 * subtypes. 61 * subtypes.
72 */ 62 */
73void 63void
74init_skills (void) 64init_skills (void)
75{ 65{
76 int i;
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
80 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
81 { 68 {
82 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
85 else 72 else
86 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
87 } 74 }
88 75
89 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
91 */ 78 */
92 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 80 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 82}
98 83
99/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
100 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
101 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
102 * mostly used for sending exp. 87 * mostly used for sending exp.
103 */ 88 */
104void 89void
105link_player_skills (object *op) 90link_player_skills (object *op)
106{ 91{
107 object *tmp;
108
109 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 {
111 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
112 { 94 {
113 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
114 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)
115 {
116 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
117 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
118 } 99
119 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
120 {
121 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);
122 }
123 else 102 else
124 { 103 {
125 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
126 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
127 } 106 }
128 } 107 }
129 } 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;
130} 118}
131 119
132/* This returns the skill pointer of the given name (the 120/* This returns the skill pointer of the given name (the
133 * one that accumlates exp, has the level, etc). 121 * one that accumulates exp, has the level, etc).
134 * 122 *
135 * It is presumed that the player will be needing to actually 123 * It is presumed that the player will be needing to actually
136 * 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
137 * tool, this code will equip it. 125 * tool, this code will equip it.
138 */ 126 */
139object * 127object *
140find_skill_by_name (object *who, const char *name) 128find_skill_by_name (object *who, const shstr &sh)
141{ 129{
142 object *skill = NULL, *skill_tool = NULL, *tmp; 130 object *skill_tool = 0;
143 131
144 if (!name)
145 return NULL;
146
147 /* We make sure the length of the string in the object is greater
148 * in length than the passed string. Eg, if we have a skill called
149 * 'hi', we don't want to match if the user passed 'high'
150 */
151 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
152 { 134 {
153 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]))
154 skill = tmp; 136 /* If this is a skill that can be used without applying tool, return it */
155 137 return splay (tmp);
156 /* Try to find appropriate skilltool. If the player has one already 138 /* Try to find appropriate skilltool. If the player has one already
157 * applied, we try to keep using that one. 139 * applied, we try to keep using that one.
158 */ 140 */
159 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)
160 {
161 if (QUERY_FLAG (tmp, FLAG_APPLIED))
162 skill_tool = tmp; 142 skill_tool = tmp;
163 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
164 skill_tool = tmp;
165 } 143 }
166 } 144
167 /* If this is a skill that can be used without a tool, return it */ 145 if (!skill_tool)
168 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
169 return skill; 146 return 0;
170 147
171 /* 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 -
172 * 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
173 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
174 */ 151 */
175 if (skill_tool) 152 object *skill = find_skill (who, skill_tool->skill);
176 { 153
177 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
178 {
179 if (apply_special (who, skill_tool, 0))
180 return NULL;
181 }
182 if (!skill) 154 if (!skill)
183 { 155 {
184 skill = give_skill_by_name (who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
185 link_player_skills (who); 157 link_player_skills (who);
186 } 158 }
159
160 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
187 return skill; 162 return 0;
188 } 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
189 return NULL; 179 return 0;
190} 180}
191
192 181
193/* This returns the skill pointer of the given name (the 182/* This returns the skill pointer of the given name (the
194 * one that accumlates exp, has the level, etc). 183 * one that accumulates exp, has the level, etc).
195 * 184 *
196 * It is presumed that the player will be needing to actually 185 * It is presumed that the player will be needing to actually
197 * 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
198 * tool, this code will equip it. 187 * tool, this code will equip it.
199 * 188 *
202 * this replaces find_skill. 191 * this replaces find_skill.
203 */ 192 */
204object * 193object *
205find_skill_by_number (object *who, int skillno) 194find_skill_by_number (object *who, int skillno)
206{ 195{
207 object *skill = NULL, *skill_tool = NULL, *tmp;
208
209 if (skillno < 1 || skillno >= NUM_SKILLS)
210 return NULL;
211
212 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
213 {
214 if (tmp->type == SKILL && tmp->subtype == skillno) 197 if (tmp->type == SKILL && tmp->subtype == skillno)
215 skill = tmp; 198 if (object *skop = find_skill_by_name (who, tmp->skill))
216
217 /* Try to find appropriate skilltool. If the player has one already
218 * applied, we try to keep using that one.
219 */
220 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
221 {
222 if (QUERY_FLAG (tmp, FLAG_APPLIED))
223 skill_tool = tmp;
224 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
225 skill_tool = tmp;
226 }
227 }
228 /* If this is a skill that can be used without a tool, return it */
229 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
230 return skill;
231
232 /* Player has a tool to use the skill. IF not applied, apply it -
233 * if not successful, return null. If they do have the skill tool
234 * but not the skill itself, give it to them.
235 */
236 if (skill_tool)
237 {
238 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
239 {
240 if (apply_special (who, skill_tool, 0))
241 return NULL;
242 }
243
244 if (!skill)
245 {
246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who);
248 }
249
250 return skill; 199 return skop;
251 }
252 200
253 return NULL; 201 return 0;
254} 202}
255 203
256/* This changes the objects skill to new_skill. 204/* This changes the objects chosen_skill to new_skill.
257 * note that this function doesn't always need to get used -
258 * you can now add skill exp to the player without the chosen_skill being
259 * set. This function is of most interest to players to update
260 * the various range information.
261 * if new_skill is null, this just unapplies the skill.
262 * flag has the current meaning:
263 * 0x1: If set, don't update the range pointer. This is useful when we
264 * need to ready a new skill, but don't want to clobber range.
265 * return 1 on success, 0 on error 205 * return 1 on success, 0 on error
266 */ 206 */
267 207bool
268int 208object::change_skill (object *new_skill)
269change_skill (object *who, object *new_skill, int flag)
270{ 209{
271 int old_range;
272
273 if (who->type != PLAYER) 210 if (type != PLAYER)
274 return 0; 211 return 0;
275 212
276 old_range = who->contr->shoottype; 213 // optimise this supposedly common case
277 214 if (new_skill == chosen_skill)
278 if (who->chosen_skill && who->chosen_skill == new_skill)
279 {
280 /* optimization for changing skill to current skill */
281 if (who->type == PLAYER && !(flag & 0x1))
282 who->contr->shoottype = range_skill;
283
284 return 1; 215 return 1;
285 }
286 216
287 // move skill to front, so it will be preferred next time
288 new_skill->remove ();
289 who->insert (new_skill);
290
291 if (!new_skill || who->chosen_skill)
292 if (who->chosen_skill) 217 if (chosen_skill)
293 apply_special (who, who->chosen_skill, AP_UNAPPLY); 218 {
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
294 222
295 /* Only goal in this case was to unapply a skill */ 223 chosen_skill = new_skill;
224
296 if (!new_skill) 225 if (chosen_skill)
297 return 0; 226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
298 230
299 if (apply_special (who, new_skill, AP_APPLY)) 231 // always clear current weapon, as the selected skill could
300 return 0; 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;
301 235
302 if (flag & 0x1) 236 update_stats ();
303 who->contr->shoottype = (rangetype)old_range;
304
305 return 1; 237 return 1;
306}
307
308/* This function just clears the chosen_skill and range_skill values
309 * inthe player.
310 */
311void
312clear_skill (object *who)
313{
314 who->chosen_skill = NULL;
315 CLEAR_FLAG (who, FLAG_READY_SKILL);
316 if (who->type == PLAYER)
317 {
318 who->contr->ranges[range_skill] = NULL;
319 if (who->contr->shoottype == range_skill)
320 who->contr->shoottype = range_none;
321 }
322} 238}
323 239
324/* 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().
325 * 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.
326 * 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
329 * 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
330 * 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
331 * give any exp for their direct use (eg, throwing). 247 * give any exp for their direct use (eg, throwing).
332 * It returns 0 if no skill was used. 248 * It returns 0 if no skill was used.
333 */ 249 */
334
335int 250int
336do_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)
337{ 252{
338 int success = 0, exp = 0; 253 int success = 0, exp = 0;
339 int did_alc = 0; 254 int did_alc = 0;
340 object *tmp, *next;
341 255
342 if (!skill) 256 if (!skill)
343 return 0; 257 return 0;
344 258
345 /* 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
347 * 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
348 * the player doesn't have a bucket for that, create one. 262 * the player doesn't have a bucket for that, create one.
349 */ 263 */
350 if (skill->type != SKILL && op->type == PLAYER) 264 if (skill->type != SKILL && op->type == PLAYER)
351 { 265 {
352 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 266 for (object *tmp = op->inv; tmp; tmp = tmp->below)
353 {
354 if (tmp->type == SKILL && tmp->skill == skill->skill) 267 if (tmp->type == SKILL && tmp->skill == skill->skill)
355 break; 268 {
269 skill = tmp;
270 goto found;
356 } 271 }
357 if (!tmp) 272
358 tmp = give_skill_by_name (op, skill->skill); 273 skill = give_skill_by_name (op, skill->skill);
359 skill = tmp; 274found: ;
360 } 275 }
361 276
362 // skill, by_whom, on_which_object, which direction, skill_argument 277 // skill, by_whom, on_which_object, which direction, skill_argument
363 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)))
364 return 0; 279 return 0;
365 280
366 switch (skill->subtype) 281 switch (skill->subtype)
367 { 282 {
368 case SK_LEVITATION: 283 case SK_LEVITATION:
369 /* Not 100% sure if this will work with new movement code - 284 /* Not 100% sure if this will work with new movement code -
370 * the levitation skill has move_type for flying, so when 285 * the levitation skill has move_type for flying, so when
371 * equipped, that should transfer to player, when not, 286 * equipped, that should transfer to player, when not,
372 * shouldn't. 287 * shouldn't.
373 */ 288 */
374 if (QUERY_FLAG (skill, FLAG_APPLIED)) 289 if (QUERY_FLAG (skill, FLAG_APPLIED))
375 { 290 {
376 CLEAR_FLAG (skill, FLAG_APPLIED); 291 CLEAR_FLAG (skill, FLAG_APPLIED);
377 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
378 } 293 }
379 else 294 else
380 { 295 {
381 SET_FLAG (skill, FLAG_APPLIED); 296 SET_FLAG (skill, FLAG_APPLIED);
382 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!.");
383 } 298 }
299
384 op->update_stats (); 300 op->update_stats ();
385 success = 1; 301 success = 1;
386 break; 302 break;
387 303
388 case SK_STEALING: 304 case SK_STEALING:
389 exp = success = steal (op, dir, skill); 305 exp = success = steal (op, dir, skill);
390 break; 306 break;
391 307
392 case SK_LOCKPICKING: 308 case SK_LOCKPICKING:
393 exp = success = pick_lock (op, dir, skill); 309 exp = success = pick_lock (op, dir, skill);
394 break; 310 break;
395 311
396 case SK_HIDING: 312 case SK_HIDING:
397 exp = success = hide (op, skill); 313 exp = success = hide (op, skill);
398 break; 314 break;
399 315
400 case SK_JUMPING: 316 case SK_JUMPING:
401 success = jump (op, dir, skill); 317 success = jump (op, dir, skill);
402 break; 318 break;
403 319
404 case SK_INSCRIPTION: 320 case SK_INSCRIPTION:
405 exp = success = write_on_item (op, string, skill); 321 exp = success = write_on_item (op, string, skill);
406 break; 322 break;
407 323
408 case SK_MEDITATION: 324 case SK_MEDITATION:
409 meditate (op, skill); 325 meditate (op, skill);
410 success = 1; 326 success = 1;
411 break; 327 break;
412 /* note that the following 'attack' skills gain exp through hit_player() */ 328 /* note that the following 'attack' skills gain exp through hit_player() */
413 329
414 case SK_KARATE: 330 case SK_KARATE:
415 (void) attack_hth (op, dir, "karate-chopped", skill); 331 attack_hth (op, dir, "karate-chopped", skill);
416 break; 332 break;
417 333
418 case SK_PUNCHING: 334 case SK_PUNCHING:
419 (void) attack_hth (op, dir, "punched", skill); 335 attack_hth (op, dir, "punched", skill);
420 break; 336 break;
421 337
422 case SK_FLAME_TOUCH: 338 case SK_FLAME_TOUCH:
423 (void) attack_hth (op, dir, "flamed", skill); 339 attack_hth (op, dir, "flamed", skill);
424 break; 340 break;
425 341
426 case SK_SPARK_TOUCH: 342 case SK_SPARK_TOUCH:
427 (void) attack_hth (op, dir, "zapped", skill); 343 attack_hth (op, dir, "zapped", skill);
428 break; 344 break;
429 345
430 case SK_SHIVER: 346 case SK_SHIVER:
431 (void) attack_hth (op, dir, "froze", skill); 347 attack_hth (op, dir, "froze", skill);
432 break; 348 break;
433 349
434 case SK_ACID_SPLASH: 350 case SK_ACID_SPLASH:
435 (void) attack_hth (op, dir, "dissolved", skill); 351 attack_hth (op, dir, "dissolved", skill);
436 break; 352 break;
437 353
438 case SK_POISON_NAIL: 354 case SK_POISON_NAIL:
439 (void) attack_hth (op, dir, "injected poison into", skill); 355 attack_hth (op, dir, "injected poison into", skill);
440 break; 356 break;
441 357
442 case SK_CLAWING: 358 case SK_CLAWING:
443 (void) attack_hth (op, dir, "clawed", skill); 359 attack_hth (op, dir, "clawed", skill);
444 break; 360 break;
445 361
446 case SK_ONE_HANDED_WEAPON: 362 case SK_ONE_HANDED_WEAPON:
447 case SK_TWO_HANDED_WEAPON: 363 case SK_TWO_HANDED_WEAPON:
448 (void) attack_melee_weapon (op, dir, NULL, skill); 364 attack_melee_weapon (op, dir, NULL, skill);
449 break; 365 break;
450 366
451 case SK_FIND_TRAPS: 367 case SK_FIND_TRAPS:
452 exp = success = find_traps (op, skill); 368 exp = success = find_traps (op, skill);
453 break; 369 break;
454 370
455 case SK_SINGING: 371 case SK_SINGING:
456 exp = success = singing (op, dir, skill); 372 exp = success = singing (op, dir, skill);
457 break; 373 break;
458 374
459 case SK_ORATORY: 375 case SK_ORATORY:
460 exp = success = use_oratory (op, dir, skill); 376 exp = success = use_oratory (op, dir, skill);
461 break; 377 break;
462 378
463 case SK_SMITHERY: 379 case SK_SMITHERY:
464 case SK_BOWYER: 380 case SK_BOWYER:
465 case SK_JEWELER: 381 case SK_JEWELER:
466 case SK_ALCHEMY: 382 case SK_ALCHEMY:
467 case SK_THAUMATURGY: 383 case SK_THAUMATURGY:
468 case SK_LITERACY: 384 case SK_LITERACY:
469 case SK_WOODSMAN: 385 case SK_WOODSMAN:
470 /* 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.
471 * failing that, we go and identify stuff. 387 * failing that, we go and identify stuff.
472 */ 388 */
473 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)
474 { 390 {
475 next = tmp->above; 391 next = tmp->above;
476 392
477 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
478 { 394 {
479 attempt_do_alchemy (op, tmp); 395 attempt_do_alchemy (op, tmp);
480 396
481 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 397 if (QUERY_FLAG (tmp, FLAG_APPLIED))
482 esrv_send_inventory (op, tmp); 398 esrv_send_inventory (op, tmp);
483 399
484 did_alc = 1; 400 did_alc = 1;
485 } 401 }
486 } 402 }
487 403
488 if (did_alc == 0) 404 if (did_alc == 0)
489 exp = success = skill_ident (op, skill);
490
491 break;
492
493 case SK_DET_MAGIC:
494 case SK_DET_CURSE:
495 exp = success = skill_ident (op, skill); 405 exp = success = skill_ident (op, skill);
406
496 break; 407 break;
497 408
409 case SK_DET_MAGIC:
410 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill);
412 break;
413
498 case SK_DISARM_TRAPS: 414 case SK_DISARM_TRAPS:
499 exp = success = remove_trap (op, dir, skill); 415 exp = success = remove_trap (op, dir, skill);
500 break; 416 break;
501 417
502 case SK_THROWING: 418 case SK_THROWING:
503 success = skill_throw (op, part, dir, string, skill); 419 success = skill_throw (op, part, dir, string, skill);
504 break; 420 break;
505 421
506 case SK_SET_TRAP: 422 case SK_SET_TRAP:
507 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.");
508 break; 424 break;
509 425
510 case SK_USE_MAGIC_ITEM: 426 case SK_USE_MAGIC_ITEM:
511 case SK_MISSILE_WEAPON: 427 case SK_MISSILE_WEAPON:
512 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.");
513 break; 429 break;
514 430
515 case SK_PRAYING: 431 case SK_PRAYING:
516 success = pray (op, skill); 432 success = pray (op, skill);
517 break; 433 break;
518 434
519 case SK_BARGAINING: 435 case SK_BARGAINING:
520 success = describe_shop (op); 436 success = describe_shop (op);
521 break; 437 break;
522 438
523 case SK_SORCERY: 439 case SK_SORCERY:
524 case SK_EVOCATION: 440 case SK_EVOCATION:
525 case SK_PYROMANCY: 441 case SK_PYROMANCY:
526 case SK_SUMMONING: 442 case SK_SUMMONING:
527 case SK_CLIMBING: 443 case SK_CLIMBING:
528 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.");
529 break; 445 break;
530 446
531 default: 447 default:
532 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);
533 break; 449 break;
534 } 450 }
535 451
536 /* 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.
537 * 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
538 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
539 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
540 * in the code for the skill itself. 456 * in the code for the skill itself.
541 */ 457 */
542 458
543 if (op->type == PLAYER) 459 if (op->type == PLAYER)
544 op->speed_left -= 1.0; 460 op->speed_left -= 1.f;
545 461
546 /* 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.
547 * Note that add_exp() will figure out player/monster experience 463 * Note that add_exp() will figure out player/monster experience
548 * gain problems. 464 * gain problems.
549 */ 465 */
577 * op is the object that was 'defeated'. 493 * op is the object that was 'defeated'.
578 * 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
579 * point back to who. 495 * point back to who.
580 * 496 *
581 */ 497 */
582
583int 498int
584calc_skill_exp (object *who, object *op, object *skill) 499calc_skill_exp (object *who, object *op, object *skill)
585{ 500{
586 int op_exp = 0, op_lvl = 0; 501 int op_exp = 0, op_lvl = 0;
587 float base, value, lvl_mult = 0.0; 502 float base, value, lvl_mult = 0.0;
676 * This one actually teaches the player the skill as something 591 * This one actually teaches the player the skill as something
677 * they can equip. 592 * they can equip.
678 * Return 0 if the player knows the skill, 1 if the 593 * Return 0 if the player knows the skill, 1 if the
679 * player learns the skill, 2 otherwise. 594 * player learns the skill, 2 otherwise.
680 */ 595 */
681
682int 596int
683learn_skill (object *pl, object *scroll) 597learn_skill (object *pl, object *scroll)
684{ 598{
685 object *tmp;
686
687 if (!scroll->skill) 599 if (!scroll->skill)
688 { 600 {
689 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);
690 return 2; 602 return 2;
691 } 603 }
692 604
693 /* can't use find_skill_by_name because we want skills the player knows 605 object *tmp = find_skill (pl, scroll->skill);
694 * but can't use natively.
695 */
696
697 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
698 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
699 break;
700 606
701 /* player already knows it */ 607 /* player already knows it */
702 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
703 return 0; 609 return 0;
704 610
722 link_player_skills (pl); 628 link_player_skills (pl);
723 return 1; 629 return 1;
724} 630}
725 631
726/* Gives a percentage clipped to 0% -> 100% of a/b. */ 632/* Gives a percentage clipped to 0% -> 100% of a/b. */
727
728/* Probably belongs in some global utils-type file? */ 633/* Probably belongs in some global utils-type file? */
729static int 634static int
730clipped_percent (sint64 a, sint64 b) 635clipped_percent (sint64 a, sint64 b)
731{ 636{
732 int rv; 637 int rv;
805 } 710 }
806 711
807 clear_win_info (op); 712 clear_win_info (op);
808 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
809 if (num_skills_found > 1) 714 if (num_skills_found > 1)
810 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);
811 716
812 for (i = 0; i < num_skills_found; i++) 717 for (i = 0; i < num_skills_found; i++)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
815 }
816 719
817 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);
818 721
819 cp = determine_god (op); 722 cp = determine_god (op);
820 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");
827 * 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
828 * 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.
829 * This is tricky because skills can have spaces. We basically roll 732 * This is tricky because skills can have spaces. We basically roll
830 * our own find_skill_by_name so we can try to do better string matching. 733 * our own find_skill_by_name so we can try to do better string matching.
831 */ 734 */
832
833int 735int
834use_skill (object *op, const char *string) 736use_skill (object *op, const char *string)
835{ 737{
836 object *skop; 738 object *skop;
837 size_t len; 739 size_t len;
838 740
839 if (!string) 741 if (!string)
840 return 0; 742 return 0;
841 743
842 for (skop = op->inv; skop != NULL; skop = skop->below) 744 for (skop = op->inv; skop; skop = skop->below)
843 { 745 {
746 if (skop->type == SKILL
844 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
845 !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))))
846 break; 749 break;
750 else if (skop->type == SKILL_TOOL
847 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))))
848 break; 752 break;
849 } 753 }
754
850 if (!skop) 755 if (!skop)
851 { 756 {
852 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);
853 return 0; 758 return 0;
854 } 759 }
859 * options given to the skill. Its pretty simple - if there 764 * options given to the skill. Its pretty simple - if there
860 * are extra parameters (as deteremined by string length), we 765 * are extra parameters (as deteremined by string length), we
861 * want to skip over any leading spaces. 766 * want to skip over any leading spaces.
862 */ 767 */
863 if (len >= strlen (string)) 768 if (len >= strlen (string))
864 {
865 string = NULL; 769 string = NULL;
866 }
867 else 770 else
868 { 771 {
869 string += len; 772 string += len;
870 while (*string == 0x20) 773 while (*string == 0x20)
871 string++; 774 string++;
775
872 if (strlen (string) == 0) 776 if (strlen (string) == 0)
873 string = NULL; 777 string = NULL;
874 } 778 }
875 779
876#ifdef SKILL_UTIL_DEBUG 780#ifdef SKILL_UTIL_DEBUG
877 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");
878#endif 782#endif
879 783
880 /* Change to the new skill, then execute it. */
881 if (do_skill (op, op, skop, op->facing, string)) 784 if (do_skill (op, op, skop, op->facing, string))
882 return 1; 785 return 1;
883 786
884 return 0; 787 return 0;
885} 788}
886 789
887static bool 790static bool
888hth_skill_p (object *skill) 791hth_skill_p (object *skill)
889{ 792{
890 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 793 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
891 if (skill->subtype == unarmed_skills[i])
892 return 1;
893
894 return 0;
895} 794}
896 795
897/* This finds the first unarmed skill the player has, and returns it. 796/* This finds the first unarmed skill the player has, and returns it.
898 */ 797 */
899static object * 798static object *
913 * tmp is the targetted monster. 812 * tmp is the targetted monster.
914 * op is what is attacking 813 * op is what is attacking
915 * string is passed along to describe what messages to describe 814 * string is passed along to describe what messages to describe
916 * the damage. 815 * the damage.
917 */ 816 */
918
919static int 817static int
920do_skill_attack (object *tmp, object *op, const char *string, object *skill) 818do_skill_attack (object *tmp, object *op, const char *string, object *skill)
921{ 819{
922 int success;
923
924 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)))
925 return RESULT_INT (0); 821 return RESULT_INT (0);
926 822
927 /* 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
928 * 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.
929 * 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,
930 * 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
931 * 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.
932 */ 828 */
933 if (op->type == PLAYER) 829 if (player *pl = op->contr)
934 { 830 {
935 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 831 if (!pl->combat_ob)
936 { 832 {
937 if (!skill) 833 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
938 { 834 {
939 /* See if the players chosen skill is a combat skill, and use 835 for (tmp = op->inv; tmp; tmp = tmp->below)
940 * it if appropriate. 836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
837 break;
838
839 if (!tmp)
840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841
842 pl->combat_ob = tmp;
941 */ 843 }
942 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 844
943 skill = op->chosen_skill; 845 if (!pl->combat_ob)
944 else 846 {
847 if (!skill)
945 { 848 {
946 skill = find_player_hth_skill (op); 849 /* See if the players chosen skill is a combat skill, and use
947 850 * it if appropriate.
948 if (!skill) 851 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
853 skill = op->chosen_skill;
854 else
949 { 855 {
856 skill = find_player_hth_skill (op);
857
858 if (!skill)
950 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
951 return 0;
952 } 860 }
953 } 861 }
862
863 if (skill)
864 {
865 op->change_skill (0);
866 apply_special (op, skill, AP_APPLY);
867 }
954 } 868 }
955 869
956 /* now try to ready the new skill */ 870 if (!pl->combat_ob)
957 if (!change_skill (op, skill, 0)) 871 {
958 { /* oh oh, trouble! */ 872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
959 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
960 return 0; 873 return 0;
961 } 874 }
962 } 875 }
963 else 876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879
880 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis)
964 { 882 {
965 /* Seen some crashes below where current_weapon is not set, 883 pl->tmp_invis = 0;
966 * even though the flag says it is. So if current weapon isn't set, 884 op->invisible = 0;
967 * do some work in trying to find the object to use. 885 op->hide = 0;
968 */ 886 update_object (op, UP_OBJ_CHANGE);
969 if (!op->current_weapon)
970 {
971 object *tmp;
972
973 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
974 for (tmp = op->inv; tmp; tmp = tmp->below)
975 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
976 break;
977
978 if (!tmp)
979 {
980 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
981 op->current_weapon = NULL;
982 return 0;
983 }
984 else
985 {
986 op->current_weapon = tmp;
987 }
988 }
989
990 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
991 } 887 }
992 } 888 }
993 889
994 /* lose invisiblity/hiding status for running attacks */
995
996 if (op->type == PLAYER && op->contr->tmp_invis)
997 {
998 op->contr->tmp_invis = 0;
999 op->invisible = 0;
1000 op->hide = 0;
1001 update_object (op, UP_OBJ_FACE);
1002 }
1003
1004 success = attack_ob (tmp, op); 890 int success = attack_ob (tmp, op);
1005 891
1006 /* print appropriate messages to the player */ 892 /* print appropriate messages to the player */
1007 893
1008 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1009 { 895 {
1010 if (op->type == PLAYER) 896 if (op->type == PLAYER)
1011 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));
1012 else if (tmp->type == PLAYER) 898 else if (tmp->type == PLAYER)
1013 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);
1014 } 900 }
901
1015 return success; 902 return success;
1016} 903}
1017
1018 904
1019/* 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
1020 * system. In essence, this code handles 906 * system. In essence, this code handles
1021 * 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
1022 * treated here. If an opponent is already supplied by move_player(), 908 * treated here. If an opponent is already supplied by move_player(),
1025 * 911 *
1026 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()
1027 * 913 *
1028 * Initial implementation by -bt thomas@astro.psu.edu 914 * Initial implementation by -bt thomas@astro.psu.edu
1029 */ 915 */
1030
1031int 916int
1032skill_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)
1033{ 918{
1034 sint16 tx, ty; 919 sint16 tx, ty;
1035 maptile *m; 920 maptile *m;
1042 ty = freearr_y[dir]; 927 ty = freearr_y[dir];
1043 928
1044 /* 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.
1045 * Legal opponents are the same as outlined in move_player_attack() 930 * Legal opponents are the same as outlined in move_player_attack()
1046 */ 931 */
1047 932 if (!tmp)
1048 if (tmp == NULL)
1049 { 933 {
1050 m = pl->map; 934 m = pl->map;
1051 tx = pl->x + freearr_x[dir]; 935 tx = pl->x + freearr_x[dir];
1052 ty = pl->y + freearr_y[dir]; 936 ty = pl->y + freearr_y[dir];
1053 937
1063 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)
1064 { 948 {
1065 /* Don't attack party members */ 949 /* Don't attack party members */
1066 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))
1067 return 0; 951 return 0;
952
1068 break; 953 break;
1069 } 954 }
1070 } 955 }
956
1071 if (!tmp) 957 if (!tmp)
1072 { 958 {
1073 if (pl->type == PLAYER) 959 if (pl->type == PLAYER)
1074 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
1075 return 0; 962 return 0;
1076 } 963 }
1077 964
1078 return do_skill_attack (tmp, pl, string, skill); 965 return do_skill_attack (tmp, pl, string, skill);
1079} 966}
1080
1081 967
1082/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 968/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1083 969
1084/* 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
1085 * (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
1086 * function skill_attack() we actually attack. 972 * function skill_attack() we actually attack.
1087 */ 973 */
1088
1089static int 974static int
1090attack_hth (object *pl, int dir, const char *string, object *skill) 975attack_hth (object *pl, int dir, const char *string, object *skill)
1091{ 976{
1092 object *enemy = NULL, *weapon; 977 object *enemy = NULL, *weapon;
1093 978
1102 if (pl->type == PLAYER) 987 if (pl->type == PLAYER)
1103 { 988 {
1104 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.");
1105 esrv_update_item (UPD_FLAGS, pl, weapon); 990 esrv_update_item (UPD_FLAGS, pl, weapon);
1106 } 991 }
992
1107 break; 993 break;
1108 } 994 }
1109 } 995 }
996
1110 return skill_attack (enemy, pl, dir, string, skill); 997 return skill_attack (enemy, pl, dir, string, skill);
1111} 998}
1112
1113 999
1114/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1000/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1115 * 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.
1116 * 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
1117 * bears mentioning: 1003 * bears mentioning:
1118 * 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
1119 * we may make this routine handle 'special' melee weapons attacks 1005 * we may make this routine handle 'special' melee weapons attacks
1120 * (like disarming manuever with sai) based on player SK_level and 1006 * (like disarming manuever with sai) based on player SK_level and
1121 * weapon type. 1007 * weapon type.
1122 */ 1008 */
1123
1124static int 1009static int
1125attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1010attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1126{ 1011{
1127 1012
1128 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1129 { 1014 {
1130 if (op->type == PLAYER) 1015 if (op->type == PLAYER)
1131 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
1132 return 0; 1018 return 0;
1133 } 1019 }
1020
1134 return skill_attack (NULL, op, dir, string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1135
1136} 1022}
1023

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