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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.16 by root, Wed Dec 6 13:59:01 2006 UTC vs.
Revision 1.58 by root, Sun Jul 1 05:00:20 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 25
26/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 27 * categories. This is done solely through the init_new_exp_system() fctn.
39 39
40/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
41 41
42#include <global.h> 42#include <global.h>
43#include <object.h> 43#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 44#include <sproto.h>
46#endif
47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48#include <spells.h> 46#include <spells.h>
49 47
50/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 49 0, // SK_NONE
52 * automatically applying one for the player. 50# define def(uc, flags) flags,
53 */ 51# include "skillinc.h"
54static uint8 unarmed_skills[] = { 52# 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}; 53};
65 54
66static int attack_hth (object *pl, int dir, const char *string, object *skill); 55static 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); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
68 57
71 * subtypes. 60 * subtypes.
72 */ 61 */
73void 62void
74init_skills (void) 63init_skills (void)
75{ 64{
76 int i; 65 for_all_archetypes (at)
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next)
80 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
81 { 67 {
82 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 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); 70 at->subtype, &skill_names[at->subtype], &at->skill);
85 else 71 else
86 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
87 } 73 }
88 74
89 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
91 */ 77 */
92 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 79 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 81}
98
99 82
100/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 86 * mostly used for sending exp.
104 */ 87 */
105void 88void
106link_player_skills (object *op) 89link_player_skills (object *op)
107{ 90{
108 object *tmp;
109
110 for (tmp = op->inv; tmp; tmp = tmp->below) 91 for (object *tmp = op->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 92 if (tmp->type == SKILL)
113 { 93 {
114 /* This is really a warning, hence no else below */ 94 /* This is really a warning, hence no else below */
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
119 } 98
120 if (tmp->subtype >= NUM_SKILLS) 99 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else 101 else
125 { 102 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp; 103 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1; 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
128 } 105 }
129 } 106 }
130 } 107}
108
109static object *
110find_skill (object *who, const shstr &sh)
111{
112 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL)
114 return tmp;
115
116 return 0;
131} 117}
132 118
133/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
135 * 121 *
136 * It is presumed that the player will be needing to actually 122 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill 123 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 124 * tool, this code will equip it.
139 */ 125 */
140object * 126object *
141find_skill_by_name (object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
142{ 128{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 129 object *skill_tool = 0;
144 130
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
153 { 133 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 skill = tmp; 135 /* If this is a skill that can be used without applying tool, return it */
156 136 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
159 */ 139 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 141 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 142 }
167 } 143
168 /* If this is a skill that can be used without a tool, return it */ 144 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 145 return 0;
171 146
172 /* Player has a tool to use the skill. IF not applied, apply it - 147 /* Player has a tool to use the skill. If not applied, apply it -
173 * if not successful, return null. If they do have the skill tool 148 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
175 */ 150 */
176 if (skill_tool) 151 object *skill = find_skill (who, skill_tool->skill);
177 { 152
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill) 153 if (!skill)
184 { 154 {
185 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 156 link_player_skills (who);
187 } 157 }
158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
188 return skill; 161 return 0;
189 } 162
163 return splay (skill);
164}
165
166object *
167find_skill_by_name (object *who, const char *name)
168{
169 if (!name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop;
177
190 return NULL; 178 return 0;
191} 179}
192
193 180
194/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
196 * 183 *
197 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 185 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 186 * tool, this code will equip it.
200 * 187 *
203 * this replaces find_skill. 190 * this replaces find_skill.
204 */ 191 */
205object * 192object *
206find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
207{ 194{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244
245 if (!skill)
246 {
247 skill = give_skill_by_name (who, skill_tool->skill);
248 link_player_skills (who);
249 }
250
251 return skill; 198 return skop;
252 }
253 199
254 return NULL; 200 return 0;
255} 201}
256 202
257/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
258 * note that this function doesn't always need to get used -
259 * you can now add skill exp to the player without the chosen_skill being
260 * set. This function is of most interest to players to update
261 * the various range information.
262 * if new_skill is null, this just unapplies the skill.
263 * flag has the current meaning:
264 * 0x1: If set, don't update the range pointer. This is useful when we
265 * need to ready a new skill, but don't want to clobber range.
266 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
267 */ 205 */
268 206bool
269int 207object::change_skill (object *new_skill)
270change_skill (object *who, object *new_skill, int flag)
271{ 208{
272 int old_range;
273
274 if (who->type != PLAYER) 209 if (type != PLAYER)
275 return 0; 210 return 0;
276 211
277 old_range = who->contr->shoottype; 212 // optimise this supposedly common case
278 213 if (new_skill == chosen_skill)
279 if (who->chosen_skill && who->chosen_skill == new_skill)
280 {
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284
285 return 1; 214 return 1;
286 }
287 215
288 // move skill to front, so it will be preferred next time
289 new_skill->remove ();
290 who->insert (new_skill);
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill) 216 if (chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY); 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
295 221
296 /* Only goal in this case was to unapply a skill */ 222 chosen_skill = new_skill;
223
297 if (!new_skill) 224 if (chosen_skill)
298 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
299 229
300 if (apply_special (who, new_skill, AP_APPLY)) 230 // always clear current weapon, as the selected skill could
301 return 0; 231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
302 234
303 if (flag & 0x1) 235 update_stats ();
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1; 236 return 1;
307}
308
309/* This function just clears the chosen_skill and range_skill values
310 * inthe player.
311 */
312void
313clear_skill (object *who)
314{
315 who->chosen_skill = NULL;
316 CLEAR_FLAG (who, FLAG_READY_SKILL);
317 if (who->type == PLAYER)
318 {
319 who->contr->ranges[range_skill] = NULL;
320 if (who->contr->shoottype == range_skill)
321 who->contr->shoottype = range_none;
322 }
323} 237}
324 238
325/* do_skill() - Main skills use function-similar in scope to cast_spell(). 239/* do_skill() - Main skills use function-similar in scope to cast_spell().
326 * We handle all requests for skill use outside of some combat here. 240 * We handle all requests for skill use outside of some combat here.
327 * We require a separate routine outside of fire() so as to allow monsters 241 * We require a separate routine outside of fire() so as to allow monsters
330 * exp - no caller needed that info, but it also prevented the callers 244 * exp - no caller needed that info, but it also prevented the callers
331 * from know if a skill was actually used, as many skills don't 245 * from know if a skill was actually used, as many skills don't
332 * give any exp for their direct use (eg, throwing). 246 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 247 * It returns 0 if no skill was used.
334 */ 248 */
335
336int 249int
337do_skill (object *op, object *part, object *skill, int dir, const char *string) 250do_skill (object *op, object *part, object *skill, int dir, const char *string)
338{ 251{
339 int success = 0, exp = 0; 252 int success = 0, exp = 0;
340 int did_alc = 0; 253 int did_alc = 0;
341 object *tmp, *next;
342 254
343 if (!skill) 255 if (!skill)
344 return 0; 256 return 0;
345 257
346 /* The code below presumes that the skill points to the object that 258 /* The code below presumes that the skill points to the object that
348 * go and try to find the actual real skill pointer, and if the 260 * go and try to find the actual real skill pointer, and if the
349 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
350 */ 262 */
351 if (skill->type != SKILL && op->type == PLAYER) 263 if (skill->type != SKILL && op->type == PLAYER)
352 { 264 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 267 {
268 skill = tmp;
269 goto found;
357 } 270 }
358 if (!tmp) 271
359 tmp = give_skill_by_name (op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
360 skill = tmp; 273found: ;
361 } 274 }
362 275
363 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
364 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 277 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
365 return 0; 278 return 0;
366 279
367 switch (skill->subtype) 280 switch (skill->subtype)
368 { 281 {
369 case SK_LEVITATION: 282 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 283 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 284 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 285 * equipped, that should transfer to player, when not,
373 * shouldn't. 286 * shouldn't.
374 */ 287 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 288 if (QUERY_FLAG (skill, FLAG_APPLIED))
376 { 289 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 290 CLEAR_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 292 }
380 else 293 else
381 { 294 {
382 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
383 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
384 } 297 }
385 fix_player (op); 298
299 op->update_stats ();
386 success = 1; 300 success = 1;
387 break; 301 break;
388 302
389 case SK_STEALING: 303 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 304 exp = success = steal (op, dir, skill);
391 break; 305 break;
392 306
393 case SK_LOCKPICKING: 307 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 308 exp = success = pick_lock (op, dir, skill);
395 break; 309 break;
396 310
397 case SK_HIDING: 311 case SK_HIDING:
398 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
399 break; 313 break;
400 314
401 case SK_JUMPING: 315 case SK_JUMPING:
402 success = jump (op, dir, skill); 316 success = jump (op, dir, skill);
403 break; 317 break;
404 318
405 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
407 break; 321 break;
408 322
409 case SK_MEDITATION: 323 case SK_MEDITATION:
410 meditate (op, skill); 324 meditate (op, skill);
411 success = 1; 325 success = 1;
412 break; 326 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 327 /* note that the following 'attack' skills gain exp through hit_player() */
414 328
415 case SK_KARATE: 329 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 330 attack_hth (op, dir, "karate-chopped", skill);
417 break; 331 break;
418 332
419 case SK_PUNCHING: 333 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 334 attack_hth (op, dir, "punched", skill);
421 break; 335 break;
422 336
423 case SK_FLAME_TOUCH: 337 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 338 attack_hth (op, dir, "flamed", skill);
425 break; 339 break;
426 340
427 case SK_SPARK_TOUCH: 341 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 342 attack_hth (op, dir, "zapped", skill);
429 break; 343 break;
430 344
431 case SK_SHIVER: 345 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 346 attack_hth (op, dir, "froze", skill);
433 break; 347 break;
434 348
435 case SK_ACID_SPLASH: 349 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 350 attack_hth (op, dir, "dissolved", skill);
437 break; 351 break;
438 352
439 case SK_POISON_NAIL: 353 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 354 attack_hth (op, dir, "injected poison into", skill);
441 break; 355 break;
442 356
443 case SK_CLAWING: 357 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 358 attack_hth (op, dir, "clawed", skill);
445 break; 359 break;
446 360
447 case SK_ONE_HANDED_WEAPON: 361 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 362 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 363 attack_melee_weapon (op, dir, NULL, skill);
450 break; 364 break;
451 365
452 case SK_FIND_TRAPS: 366 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 367 exp = success = find_traps (op, skill);
454 break; 368 break;
455 369
456 case SK_SINGING: 370 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 371 exp = success = singing (op, dir, skill);
458 break; 372 break;
459 373
460 case SK_ORATORY: 374 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 375 exp = success = use_oratory (op, dir, skill);
462 break; 376 break;
463 377
464 case SK_SMITHERY: 378 case SK_SMITHERY:
465 case SK_BOWYER: 379 case SK_BOWYER:
466 case SK_JEWELER: 380 case SK_JEWELER:
467 case SK_ALCHEMY: 381 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 382 case SK_THAUMATURGY:
469 case SK_LITERACY: 383 case SK_LITERACY:
470 case SK_WOODSMAN: 384 case SK_WOODSMAN:
471 /* first, we try to find a cauldron, and do the alchemy thing. 385 /* first, we try to find a cauldron, and do the alchemy thing.
472 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
473 */ 387 */
474 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
475 { 389 {
476 next = tmp->above; 390 next = tmp->above;
391
477 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
478 { 393 {
479 attempt_do_alchemy (op, tmp); 394 attempt_do_alchemy (op, tmp);
395
480 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 396 if (QUERY_FLAG (tmp, FLAG_APPLIED))
481 esrv_send_inventory (op, tmp); 397 esrv_send_inventory (op, tmp);
398
482 did_alc = 1; 399 did_alc = 1;
483 } 400 }
484 } 401 }
402
485 if (did_alc == 0) 403 if (did_alc == 0)
486 exp = success = skill_ident (op, skill);
487 break;
488
489 case SK_DET_MAGIC:
490 case SK_DET_CURSE:
491 exp = success = skill_ident (op, skill); 404 exp = success = skill_ident (op, skill);
405
492 break; 406 break;
493 407
408 case SK_DET_MAGIC:
409 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill);
411 break;
412
494 case SK_DISARM_TRAPS: 413 case SK_DISARM_TRAPS:
495 exp = success = remove_trap (op, dir, skill); 414 exp = success = remove_trap (op, dir, skill);
496 break; 415 break;
497 416
498 case SK_THROWING: 417 case SK_THROWING:
499 success = skill_throw (op, part, dir, string, skill); 418 success = skill_throw (op, part, dir, string, skill);
500 break; 419 break;
501 420
502 case SK_SET_TRAP: 421 case SK_SET_TRAP:
503 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 422 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
504 break; 423 break;
505 424
506 case SK_USE_MAGIC_ITEM: 425 case SK_USE_MAGIC_ITEM:
507 case SK_MISSILE_WEAPON: 426 case SK_MISSILE_WEAPON:
508 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 427 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
509 break; 428 break;
510 429
511 case SK_PRAYING: 430 case SK_PRAYING:
512 success = pray (op, skill); 431 success = pray (op, skill);
513 break; 432 break;
514 433
515 case SK_BARGAINING: 434 case SK_BARGAINING:
516 success = describe_shop (op); 435 success = describe_shop (op);
517 break; 436 break;
518 437
519 case SK_SORCERY: 438 case SK_SORCERY:
520 case SK_EVOCATION: 439 case SK_EVOCATION:
521 case SK_PYROMANCY: 440 case SK_PYROMANCY:
522 case SK_SUMMONING: 441 case SK_SUMMONING:
523 case SK_CLIMBING: 442 case SK_CLIMBING:
524 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
525 break; 444 break;
526 445
527 default: 446 default:
528 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
529 break; 448 break;
530 } 449 }
531 450
532 /* For players we now update the speed_left from using the skill. 451 /* For players we now update the speed_left from using the skill.
533 * Monsters have no skill use time because of the random nature in 452 * Monsters have no skill use time because of the random nature in
534 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
535 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
536 * in the code for the skill itself. 455 * in the code for the skill itself.
537 */ 456 */
538 457
539 if (op->type == PLAYER) 458 if (op->type == PLAYER)
540 op->speed_left -= 1.0; 459 op->speed_left -= 1.f;
541 460
542 /* this is a good place to add experience for successfull use of skills. 461 /* this is a good place to add experience for successfull use of skills.
543 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
544 * gain problems. 463 * gain problems.
545 */ 464 */
573 * op is the object that was 'defeated'. 492 * op is the object that was 'defeated'.
574 * skill is the skill used. If no skill is used, it should just 493 * skill is the skill used. If no skill is used, it should just
575 * point back to who. 494 * point back to who.
576 * 495 *
577 */ 496 */
578
579int 497int
580calc_skill_exp (object *who, object *op, object *skill) 498calc_skill_exp (object *who, object *op, object *skill)
581{ 499{
582 int op_exp = 0, op_lvl = 0; 500 int op_exp = 0, op_lvl = 0;
583 float base, value, lvl_mult = 0.0; 501 float base, value, lvl_mult = 0.0;
629 /* if skill really is a skill, then we can look at the skill archetype for 547 /* if skill really is a skill, then we can look at the skill archetype for
630 * bse reward value (exp) and level multiplier factor. 548 * bse reward value (exp) and level multiplier factor.
631 */ 549 */
632 if (skill->type == SKILL) 550 if (skill->type == SKILL)
633 { 551 {
634 base += skill->arch->clone.stats.exp; 552 base += skill->arch->stats.exp;
635 if (settings.simple_exp) 553 if (settings.simple_exp)
636 { 554 {
637 if (skill->arch->clone.level) 555 if (skill->arch->level)
638 lvl_mult = (float) skill->arch->clone.level / 100.0; 556 lvl_mult = (float) skill->arch->level / 100.0;
639 else 557 else
640 lvl_mult = 1.0; /* no adjustment */ 558 lvl_mult = 1.0; /* no adjustment */
641 } 559 }
642 else 560 else
643 { 561 {
644 if (skill->level) 562 if (skill->level)
645 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 563 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
646 else 564 else
647 lvl_mult = 1.0; 565 lvl_mult = 1.0;
648 } 566 }
649 } 567 }
650 else 568 else
672 * This one actually teaches the player the skill as something 590 * This one actually teaches the player the skill as something
673 * they can equip. 591 * they can equip.
674 * Return 0 if the player knows the skill, 1 if the 592 * Return 0 if the player knows the skill, 1 if the
675 * player learns the skill, 2 otherwise. 593 * player learns the skill, 2 otherwise.
676 */ 594 */
677
678int 595int
679learn_skill (object *pl, object *scroll) 596learn_skill (object *pl, object *scroll)
680{ 597{
681 object *tmp;
682
683 if (!scroll->skill) 598 if (!scroll->skill)
684 { 599 {
685 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 600 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
686 return 2; 601 return 2;
687 } 602 }
688 603
689 /* can't use find_skill_by_name because we want skills the player knows 604 object *tmp = find_skill (pl, scroll->skill);
690 * but can't use natively.
691 */
692
693 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
694 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
695 break;
696 605
697 /* player already knows it */ 606 /* player already knows it */
698 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 607 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
699 return 0; 608 return 0;
700 609
718 link_player_skills (pl); 627 link_player_skills (pl);
719 return 1; 628 return 1;
720} 629}
721 630
722/* Gives a percentage clipped to 0% -> 100% of a/b. */ 631/* Gives a percentage clipped to 0% -> 100% of a/b. */
723
724/* Probably belongs in some global utils-type file? */ 632/* Probably belongs in some global utils-type file? */
725static int 633static int
726clipped_percent (sint64 a, sint64 b) 634clipped_percent (sint64 a, sint64 b)
727{ 635{
728 int rv; 636 int rv;
748 * Note this function is a bit more complicated becauase we 656 * Note this function is a bit more complicated becauase we
749 * we want ot sort the skills before printing them. If we 657 * we want ot sort the skills before printing them. If we
750 * just dumped this as we found it, this would be a bit 658 * just dumped this as we found it, this would be a bit
751 * simpler. 659 * simpler.
752 */ 660 */
753 661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
754void 662void
755show_skills (object *op, const char *search) 663show_skills (object *op, const char *search)
756{ 664{
757 object *tmp = NULL; 665 object *tmp = NULL;
758 char buf[MAX_BUF]; 666 char buf[MAX_BUF];
760 int i, num_skills_found = 0; 668 int i, num_skills_found = 0;
761 static const char *const periods = "........................................"; 669 static const char *const periods = "........................................";
762 670
763 /* Need to have a pointer and use strdup for qsort to work properly */ 671 /* Need to have a pointer and use strdup for qsort to work properly */
764 char skills[NUM_SKILLS][MAX_BUF]; 672 char skills[NUM_SKILLS][MAX_BUF];
765
766 673
767 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
768 { 675 {
769 if (tmp->type == SKILL) 676 if (tmp->type == SKILL)
770 { 677 {
773 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 40 spaces with periods */
774 sprintf (buf, "%s%s", &tmp->name, periods); 681 sprintf (buf, "%s%s", &tmp->name, periods);
775 buf[40] = 0; 682 buf[40] = 0;
776 683
777 if (settings.permanent_exp_ratio) 684 if (settings.permanent_exp_ratio)
778 {
779 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
780 buf, tmp->level, 686 buf, tmp->level, tmp->stats.exp,
781 (long long) tmp->stats.exp,
782 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
783 }
784 else 688 else
785 {
786 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
787 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
788 } 691
789 /* I don't know why some characters get a bunch of skills, but 692 /* I don't know why some characters get a bunch of skills, but
790 * it sometimes happens (maybe a leftover from bugier earlier code 693 * it sometimes happens (maybe a leftover from bugier earlier code
791 * and those character are still about). In any case, lets handle 694 * and those character are still about). In any case, lets handle
792 * it so it doesn't crash the server - otherwise, one character may 695 * it so it doesn't crash the server - otherwise, one character may
793 * crash the server numerous times. 696 * crash the server numerous times.
799 break; 702 break;
800 } 703 }
801 } 704 }
802 } 705 }
803 706
804 clear_win_info (op);
805 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
806 if (num_skills_found > 1) 708 if (num_skills_found > 1)
807 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
808 710
809 for (i = 0; i < num_skills_found; i++) 711 for (i = 0; i < num_skills_found; i++)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 712 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
812 }
813 713
814 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 714 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
815 715
816 cp = determine_god (op); 716 cp = determine_god (op);
817 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
824 * direction that the user is facing. Returns false if we are unable to 724 * direction that the user is facing. Returns false if we are unable to
825 * change to the requested skill, or were unable to use the skill properly. 725 * change to the requested skill, or were unable to use the skill properly.
826 * This is tricky because skills can have spaces. We basically roll 726 * This is tricky because skills can have spaces. We basically roll
827 * our own find_skill_by_name so we can try to do better string matching. 727 * our own find_skill_by_name so we can try to do better string matching.
828 */ 728 */
829
830int 729int
831use_skill (object *op, const char *string) 730use_skill (object *op, const char *string)
832{ 731{
833 object *skop; 732 object *skop;
834 size_t len; 733 size_t len;
835 734
836 if (!string) 735 if (!string)
837 return 0; 736 return 0;
838 737
839 for (skop = op->inv; skop != NULL; skop = skop->below) 738 for (skop = op->inv; skop; skop = skop->below)
840 { 739 {
740 if (skop->type == SKILL
841 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 741 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
842 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
843 break; 743 break;
744 else if (skop->type == SKILL_TOOL
844 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 745 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
845 break; 746 break;
846 } 747 }
748
847 if (!skop) 749 if (!skop)
848 { 750 {
849 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 751 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
850 return 0; 752 return 0;
851 } 753 }
856 * options given to the skill. Its pretty simple - if there 758 * options given to the skill. Its pretty simple - if there
857 * are extra parameters (as deteremined by string length), we 759 * are extra parameters (as deteremined by string length), we
858 * want to skip over any leading spaces. 760 * want to skip over any leading spaces.
859 */ 761 */
860 if (len >= strlen (string)) 762 if (len >= strlen (string))
861 {
862 string = NULL; 763 string = NULL;
863 }
864 else 764 else
865 { 765 {
866 string += len; 766 string += len;
867 while (*string == 0x20) 767 while (*string == 0x20)
868 string++; 768 string++;
769
869 if (strlen (string) == 0) 770 if (strlen (string) == 0)
870 string = NULL; 771 string = NULL;
871 } 772 }
872 773
873#ifdef SKILL_UTIL_DEBUG 774#ifdef SKILL_UTIL_DEBUG
874 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 775 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
875#endif 776#endif
876 777
877 /* Change to the new skill, then execute it. */
878 if (do_skill (op, op, skop, op->facing, string)) 778 if (do_skill (op, op, skop, op->facing, string))
879 return 1; 779 return 1;
880 780
881 return 0; 781 return 0;
882} 782}
883 783
884static bool 784static bool
885hth_skill_p (object *skill) 785hth_skill_p (object *skill)
886{ 786{
887 for (int i = 0; i < sizeof (unarmed_skills); ++i) 787 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
888 if (skill->subtype == unarmed_skills[i])
889 return 1;
890
891 return 0;
892} 788}
893 789
894/* This finds the first unarmed skill the player has, and returns it. 790/* This finds the first unarmed skill the player has, and returns it.
895 */ 791 */
896static object * 792static object *
910 * tmp is the targetted monster. 806 * tmp is the targetted monster.
911 * op is what is attacking 807 * op is what is attacking
912 * string is passed along to describe what messages to describe 808 * string is passed along to describe what messages to describe
913 * the damage. 809 * the damage.
914 */ 810 */
915
916static int 811static int
917do_skill_attack (object *tmp, object *op, const char *string, object *skill) 812do_skill_attack (object *tmp, object *op, const char *string, object *skill)
918{ 813{
919 int success;
920
921 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 814 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
922 return RESULT_INT (0); 815 return RESULT_INT (0);
923 816
924 /* For Players only: if there is no ready weapon, and no "attack" skill 817 /* For Players only: if there is no ready weapon, and no "attack" skill
925 * is readied either then try to find a skill for the player to use. 818 * is readied either then try to find a skill for the player to use.
926 * it is presumed that if skill is set, it is a valid attack skill (eg, 819 * it is presumed that if skill is set, it is a valid attack skill (eg,
927 * the caller should have set it appropriately). We still want to pass 820 * the caller should have set it appropriately). We still want to pass
928 * through that code if skill is set to change to the skill. 821 * through that code if skill is set to change to the skill.
929 */ 822 */
930 if (op->type == PLAYER) 823 if (player *pl = op->contr)
931 { 824 {
932 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 825 if (!pl->combat_ob)
933 { 826 {
934 if (!skill) 827 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
935 { 828 {
936 /* See if the players chosen skill is a combat skill, and use 829 for (tmp = op->inv; tmp; tmp = tmp->below)
937 * it if appropriate. 830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
831 break;
832
833 if (!tmp)
834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
835
836 pl->combat_ob = tmp;
938 */ 837 }
939 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 838
940 skill = op->chosen_skill; 839 if (!pl->combat_ob)
941 else 840 {
841 if (!skill)
942 { 842 {
943 skill = find_player_hth_skill (op); 843 /* See if the players chosen skill is a combat skill, and use
944 844 * it if appropriate.
945 if (!skill) 845 */
846 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
847 skill = op->chosen_skill;
848 else
946 { 849 {
850 skill = find_player_hth_skill (op);
851
852 if (!skill)
947 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 853 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
948 return 0;
949 } 854 }
950 } 855 }
856
857 if (skill)
858 {
859 op->change_skill (0);
860 apply_special (op, skill, AP_APPLY);
861 }
951 } 862 }
952 863
953 /* now try to ready the new skill */ 864 if (!pl->combat_ob)
954 if (!change_skill (op, skill, 0)) 865 {
955 { /* oh oh, trouble! */ 866 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
956 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
957 return 0; 867 return 0;
958 } 868 }
959 } 869 }
960 else 870
871 if (!op->change_weapon (pl->combat_ob))
872 return 0;
873
874 /* lose invisiblity/hiding status for running attacks */
875 if (pl->tmp_invis)
961 { 876 {
962 /* Seen some crashes below where current_weapon is not set, 877 pl->tmp_invis = 0;
963 * even though the flag says it is. So if current weapon isn't set, 878 op->invisible = 0;
964 * do some work in trying to find the object to use. 879 op->hide = 0;
965 */ 880 update_object (op, UP_OBJ_CHANGE);
966 if (!op->current_weapon)
967 {
968 object *tmp;
969
970 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
971 for (tmp = op->inv; tmp; tmp = tmp->below)
972 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
973 break;
974
975 if (!tmp)
976 {
977 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
978 op->current_weapon = NULL;
979 return 0;
980 }
981 else
982 {
983 op->current_weapon = tmp;
984 }
985 }
986
987 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
988 } 881 }
989 } 882 }
990 883
991 /* lose invisiblity/hiding status for running attacks */
992
993 if (op->type == PLAYER && op->contr->tmp_invis)
994 {
995 op->contr->tmp_invis = 0;
996 op->invisible = 0;
997 op->hide = 0;
998 update_object (op, UP_OBJ_FACE);
999 }
1000
1001 success = attack_ob (tmp, op); 884 int success = attack_ob (tmp, op);
1002 885
1003 /* print appropriate messages to the player */ 886 /* print appropriate messages to the player */
1004 887
1005 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 888 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1006 { 889 {
1007 if (op->type == PLAYER) 890 if (op->type == PLAYER)
1008 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 891 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1009 else if (tmp->type == PLAYER) 892 else if (tmp->type == PLAYER)
1010 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 893 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1011 } 894 }
895
1012 return success; 896 return success;
1013} 897}
1014
1015 898
1016/* skill_attack() - Core routine for use when we attack using a skills 899/* skill_attack() - Core routine for use when we attack using a skills
1017 * system. In essence, this code handles 900 * system. In essence, this code handles
1018 * all skill-based attacks, ie hth, missile and melee weapons should be 901 * all skill-based attacks, ie hth, missile and melee weapons should be
1019 * treated here. If an opponent is already supplied by move_player(), 902 * treated here. If an opponent is already supplied by move_player(),
1022 * 905 *
1023 * This is called by move_player() and attack_hth() 906 * This is called by move_player() and attack_hth()
1024 * 907 *
1025 * Initial implementation by -bt thomas@astro.psu.edu 908 * Initial implementation by -bt thomas@astro.psu.edu
1026 */ 909 */
1027
1028int 910int
1029skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 911skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1030{ 912{
1031 sint16 tx, ty; 913 sint16 tx, ty;
1032 maptile *m; 914 maptile *m;
1039 ty = freearr_y[dir]; 921 ty = freearr_y[dir];
1040 922
1041 /* If we don't yet have an opponent, find if one exists, and attack. 923 /* If we don't yet have an opponent, find if one exists, and attack.
1042 * Legal opponents are the same as outlined in move_player_attack() 924 * Legal opponents are the same as outlined in move_player_attack()
1043 */ 925 */
1044 926 if (!tmp)
1045 if (tmp == NULL)
1046 { 927 {
1047 m = pl->map; 928 m = pl->map;
1048 tx = pl->x + freearr_x[dir]; 929 tx = pl->x + freearr_x[dir];
1049 ty = pl->y + freearr_y[dir]; 930 ty = pl->y + freearr_y[dir];
1050 931
1054 935
1055 /* space must be blocked for there to be anything interesting to do */ 936 /* space must be blocked for there to be anything interesting to do */
1056 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 937 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1057 return 0; 938 return 0;
1058 939
1059 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 940 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1060 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 941 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1061 { 942 {
1062 /* Don't attack party members */ 943 /* Don't attack party members */
1063 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 944 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1064 return 0; 945 return 0;
946
1065 break; 947 break;
1066 } 948 }
1067 } 949 }
950
1068 if (!tmp) 951 if (!tmp)
1069 { 952 {
1070 if (pl->type == PLAYER) 953 if (pl->type == PLAYER)
1071 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 954 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
955
1072 return 0; 956 return 0;
1073 } 957 }
1074 958
1075 return do_skill_attack (tmp, pl, string, skill); 959 return do_skill_attack (tmp, pl, string, skill);
1076} 960}
1077
1078 961
1079/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 962/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1080 963
1081/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 964/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1082 * (attack_hth) we check for weapon use, etc in the second (the new 965 * (attack_hth) we check for weapon use, etc in the second (the new
1083 * function skill_attack() we actually attack. 966 * function skill_attack() we actually attack.
1084 */ 967 */
1085
1086static int 968static int
1087attack_hth (object *pl, int dir, const char *string, object *skill) 969attack_hth (object *pl, int dir, const char *string, object *skill)
1088{ 970{
1089 object *enemy = NULL, *weapon; 971 object *enemy = NULL, *weapon;
1090 972
1093 { 975 {
1094 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 976 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1095 { 977 {
1096 CLEAR_FLAG (weapon, FLAG_APPLIED); 978 CLEAR_FLAG (weapon, FLAG_APPLIED);
1097 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 979 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1098 fix_player (pl); 980 pl->update_stats ();
1099 if (pl->type == PLAYER) 981 if (pl->type == PLAYER)
1100 { 982 {
1101 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 983 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1102 esrv_update_item (UPD_FLAGS, pl, weapon); 984 esrv_update_item (UPD_FLAGS, pl, weapon);
1103 } 985 }
986
1104 break; 987 break;
1105 } 988 }
1106 } 989 }
990
1107 return skill_attack (enemy, pl, dir, string, skill); 991 return skill_attack (enemy, pl, dir, string, skill);
1108} 992}
1109
1110 993
1111/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 994/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1112 * For now we are just checking to see if we have a ready weapon here. 995 * For now we are just checking to see if we have a ready weapon here.
1113 * But there is a real neato possible feature of this scheme which 996 * But there is a real neato possible feature of this scheme which
1114 * bears mentioning: 997 * bears mentioning:
1115 * Since we are only calling this from do_skill() in the future 998 * Since we are only calling this from do_skill() in the future
1116 * we may make this routine handle 'special' melee weapons attacks 999 * we may make this routine handle 'special' melee weapons attacks
1117 * (like disarming manuever with sai) based on player SK_level and 1000 * (like disarming manuever with sai) based on player SK_level and
1118 * weapon type. 1001 * weapon type.
1119 */ 1002 */
1120
1121static int 1003static int
1122attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1004attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1123{ 1005{
1124 1006
1125 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1007 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1126 { 1008 {
1127 if (op->type == PLAYER) 1009 if (op->type == PLAYER)
1128 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1010 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1011
1129 return 0; 1012 return 0;
1130 } 1013 }
1014
1131 return skill_attack (NULL, op, dir, string, skill); 1015 return skill_attack (NULL, op, dir, string, skill);
1132
1133} 1016}
1017

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