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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.27 by root, Mon Feb 5 02:07:40 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* 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. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
44#include <object.h> 43#include <object.h>
45#include <sproto.h> 44#include <sproto.h>
46#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. */
47#include <spells.h> 46#include <spells.h>
48 47
49/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 49 0, // SK_NONE
51 * automatically applying one for the player. 50# define def(uc, flags) flags,
52 */ 51# include "skillinc.h"
53static uint8 unarmed_skills[] = { 52# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 53};
64 54
65static 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);
66static 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);
67 57
70 * subtypes. 60 * subtypes.
71 */ 61 */
72void 62void
73init_skills (void) 63init_skills (void)
74{ 64{
75 int i; 65 for_all_archetypes (at)
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
80 { 67 {
81 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
82 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",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
84 else 71 else
85 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
86 } 73 }
87 74
88 /* 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
89 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
90 */ 77 */
91 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i]) 79 if (!skill_names[i])
94 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);
95 }
96} 81}
97 82
98/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
120 } 105 }
121 } 106 }
122} 107}
123 108
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;
117}
118
124/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
126 * 121 *
127 * It is presumed that the player will be needing to actually 122 * It is presumed that the player will be needing to actually
128 * 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
129 * tool, this code will equip it. 124 * tool, this code will equip it.
130 */ 125 */
131object * 126object *
132find_skill_by_name (object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
133{ 128{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 129 object *skill_tool = 0;
135 130
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
144 { 133 {
145 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]))
146 skill = tmp; 135 /* If this is a skill that can be used without applying tool, return it */
147 136 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
150 */ 139 */
151 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)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 141 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 142 }
158 } 143
159 /* If this is a skill that can be used without a tool, return it */ 144 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 145 return 0;
162 146
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
166 */ 150 */
167 if (skill_tool) 151 object *skill = find_skill (who, skill_tool->skill);
168 { 152
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill) 153 if (!skill)
175 { 154 {
176 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who); 156 link_player_skills (who);
178 } 157 }
158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
179 return skill; 161 return 0;
180 } 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
181 return NULL; 178 return 0;
182} 179}
183
184 180
185/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
187 * 183 *
188 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
189 * 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
190 * tool, this code will equip it. 186 * tool, this code will equip it.
191 * 187 *
194 * this replaces find_skill. 190 * this replaces find_skill.
195 */ 191 */
196object * 192object *
197find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
198{ 194{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill; 198 return skop;
243 }
244 199
245 return NULL; 200 return 0;
246} 201}
247 202
248/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
258 */ 205 */
259 206bool
260int 207object::change_skill (object *new_skill)
261change_skill (object *who, object *new_skill, int flag)
262{ 208{
263 int old_range;
264
265 if (who->type != PLAYER) 209 if (type != PLAYER)
266 return 0; 210 return 0;
267 211
268 old_range = who->contr->shoottype; 212 // optimise this supposedly common case
269 213 if (new_skill == chosen_skill)
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1; 214 return 1;
277 }
278 215
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill) 216 if (chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY); 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
286 221
287 /* Only goal in this case was to unapply a skill */ 222 chosen_skill = new_skill;
223
288 if (!new_skill) 224 if (chosen_skill)
289 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
290 229
291 if (apply_special (who, new_skill, AP_APPLY)) 230 // always clear current weapon, as the selected skill could
292 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;
293 234
294 if (flag & 0x1) 235 update_stats ();
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1; 236 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 237}
315 238
316/* 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().
317 * 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.
318 * 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
321 * 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
322 * 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
323 * give any exp for their direct use (eg, throwing). 246 * give any exp for their direct use (eg, throwing).
324 * It returns 0 if no skill was used. 247 * It returns 0 if no skill was used.
325 */ 248 */
326
327int 249int
328do_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)
329{ 251{
330 int success = 0, exp = 0; 252 int success = 0, exp = 0;
331 int did_alc = 0; 253 int did_alc = 0;
332 object *tmp, *next;
333 254
334 if (!skill) 255 if (!skill)
335 return 0; 256 return 0;
336 257
337 /* 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
339 * 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
340 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
341 */ 262 */
342 if (skill->type != SKILL && op->type == PLAYER) 263 if (skill->type != SKILL && op->type == PLAYER)
343 { 264 {
344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
345 {
346 if (tmp->type == SKILL && tmp->skill == skill->skill) 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
347 break; 267 {
268 skill = tmp;
269 goto found;
348 } 270 }
349 if (!tmp) 271
350 tmp = give_skill_by_name (op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
351 skill = tmp; 273found: ;
352 } 274 }
353 275
354 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
355 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)))
356 return 0; 278 return 0;
357 279
358 switch (skill->subtype) 280 switch (skill->subtype)
359 { 281 {
360 case SK_LEVITATION: 282 case SK_LEVITATION:
361 /* Not 100% sure if this will work with new movement code - 283 /* Not 100% sure if this will work with new movement code -
362 * the levitation skill has move_type for flying, so when 284 * the levitation skill has move_type for flying, so when
363 * equipped, that should transfer to player, when not, 285 * equipped, that should transfer to player, when not,
364 * shouldn't. 286 * shouldn't.
365 */ 287 */
366 if (QUERY_FLAG (skill, FLAG_APPLIED)) 288 if (QUERY_FLAG (skill, FLAG_APPLIED))
367 { 289 {
368 CLEAR_FLAG (skill, FLAG_APPLIED); 290 CLEAR_FLAG (skill, FLAG_APPLIED);
369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
370 } 292 }
371 else 293 else
372 { 294 {
373 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
374 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!.");
375 } 297 }
298
376 op->update_stats (); 299 op->update_stats ();
377 success = 1; 300 success = 1;
378 break; 301 break;
379 302
380 case SK_STEALING: 303 case SK_STEALING:
381 exp = success = steal (op, dir, skill); 304 exp = success = steal (op, dir, skill);
382 break; 305 break;
383 306
384 case SK_LOCKPICKING: 307 case SK_LOCKPICKING:
385 exp = success = pick_lock (op, dir, skill); 308 exp = success = pick_lock (op, dir, skill);
386 break; 309 break;
387 310
388 case SK_HIDING: 311 case SK_HIDING:
389 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
390 break; 313 break;
391 314
392 case SK_JUMPING: 315 case SK_JUMPING:
393 success = jump (op, dir, skill); 316 success = jump (op, dir, skill);
394 break; 317 break;
395 318
396 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
397 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
398 break; 321 break;
399 322
400 case SK_MEDITATION: 323 case SK_MEDITATION:
401 meditate (op, skill); 324 meditate (op, skill);
402 success = 1; 325 success = 1;
403 break; 326 break;
404 /* note that the following 'attack' skills gain exp through hit_player() */ 327 /* note that the following 'attack' skills gain exp through hit_player() */
405 328
406 case SK_KARATE: 329 case SK_KARATE:
407 (void) attack_hth (op, dir, "karate-chopped", skill); 330 attack_hth (op, dir, "karate-chopped", skill);
408 break; 331 break;
409 332
410 case SK_PUNCHING: 333 case SK_PUNCHING:
411 (void) attack_hth (op, dir, "punched", skill); 334 attack_hth (op, dir, "punched", skill);
412 break; 335 break;
413 336
414 case SK_FLAME_TOUCH: 337 case SK_FLAME_TOUCH:
415 (void) attack_hth (op, dir, "flamed", skill); 338 attack_hth (op, dir, "flamed", skill);
416 break; 339 break;
417 340
418 case SK_SPARK_TOUCH: 341 case SK_SPARK_TOUCH:
419 (void) attack_hth (op, dir, "zapped", skill); 342 attack_hth (op, dir, "zapped", skill);
420 break; 343 break;
421 344
422 case SK_SHIVER: 345 case SK_SHIVER:
423 (void) attack_hth (op, dir, "froze", skill); 346 attack_hth (op, dir, "froze", skill);
424 break; 347 break;
425 348
426 case SK_ACID_SPLASH: 349 case SK_ACID_SPLASH:
427 (void) attack_hth (op, dir, "dissolved", skill); 350 attack_hth (op, dir, "dissolved", skill);
428 break; 351 break;
429 352
430 case SK_POISON_NAIL: 353 case SK_POISON_NAIL:
431 (void) attack_hth (op, dir, "injected poison into", skill); 354 attack_hth (op, dir, "injected poison into", skill);
432 break; 355 break;
433 356
434 case SK_CLAWING: 357 case SK_CLAWING:
435 (void) attack_hth (op, dir, "clawed", skill); 358 attack_hth (op, dir, "clawed", skill);
436 break; 359 break;
437 360
438 case SK_ONE_HANDED_WEAPON: 361 case SK_ONE_HANDED_WEAPON:
439 case SK_TWO_HANDED_WEAPON: 362 case SK_TWO_HANDED_WEAPON:
440 (void) attack_melee_weapon (op, dir, NULL, skill); 363 attack_melee_weapon (op, dir, NULL, skill);
441 break; 364 break;
442 365
443 case SK_FIND_TRAPS: 366 case SK_FIND_TRAPS:
444 exp = success = find_traps (op, skill); 367 exp = success = find_traps (op, skill);
445 break; 368 break;
446 369
447 case SK_SINGING: 370 case SK_SINGING:
448 exp = success = singing (op, dir, skill); 371 exp = success = singing (op, dir, skill);
449 break; 372 break;
450 373
451 case SK_ORATORY: 374 case SK_ORATORY:
452 exp = success = use_oratory (op, dir, skill); 375 exp = success = use_oratory (op, dir, skill);
453 break; 376 break;
454 377
455 case SK_SMITHERY: 378 case SK_SMITHERY:
456 case SK_BOWYER: 379 case SK_BOWYER:
457 case SK_JEWELER: 380 case SK_JEWELER:
458 case SK_ALCHEMY: 381 case SK_ALCHEMY:
459 case SK_THAUMATURGY: 382 case SK_THAUMATURGY:
460 case SK_LITERACY: 383 case SK_LITERACY:
461 case SK_WOODSMAN: 384 case SK_WOODSMAN:
462 /* 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.
463 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
464 */ 387 */
465 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)
466 { 389 {
467 next = tmp->above; 390 next = tmp->above;
468 391
469 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
470 { 393 {
471 attempt_do_alchemy (op, tmp); 394 attempt_do_alchemy (op, tmp);
472 395
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 396 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp); 397 esrv_send_inventory (op, tmp);
475 398
476 did_alc = 1; 399 did_alc = 1;
477 } 400 }
478 } 401 }
479 402
480 if (did_alc == 0) 403 if (did_alc == 0)
481 exp = success = skill_ident (op, skill);
482
483 break;
484
485 case SK_DET_MAGIC:
486 case SK_DET_CURSE:
487 exp = success = skill_ident (op, skill); 404 exp = success = skill_ident (op, skill);
405
488 break; 406 break;
489 407
408 case SK_DET_MAGIC:
409 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill);
411 break;
412
490 case SK_DISARM_TRAPS: 413 case SK_DISARM_TRAPS:
491 exp = success = remove_trap (op, dir, skill); 414 exp = success = remove_trap (op, dir, skill);
492 break; 415 break;
493 416
494 case SK_THROWING: 417 case SK_THROWING:
495 success = skill_throw (op, part, dir, string, skill); 418 success = skill_throw (op, part, dir, string, skill);
496 break; 419 break;
497 420
498 case SK_SET_TRAP: 421 case SK_SET_TRAP:
499 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.");
500 break; 423 break;
501 424
502 case SK_USE_MAGIC_ITEM: 425 case SK_USE_MAGIC_ITEM:
503 case SK_MISSILE_WEAPON: 426 case SK_MISSILE_WEAPON:
504 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.");
505 break; 428 break;
506 429
507 case SK_PRAYING: 430 case SK_PRAYING:
508 success = pray (op, skill); 431 success = pray (op, skill);
509 break; 432 break;
510 433
511 case SK_BARGAINING: 434 case SK_BARGAINING:
512 success = describe_shop (op); 435 success = describe_shop (op);
513 break; 436 break;
514 437
515 case SK_SORCERY: 438 case SK_SORCERY:
516 case SK_EVOCATION: 439 case SK_EVOCATION:
517 case SK_PYROMANCY: 440 case SK_PYROMANCY:
518 case SK_SUMMONING: 441 case SK_SUMMONING:
519 case SK_CLIMBING: 442 case SK_CLIMBING:
520 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.");
521 break; 444 break;
522 445
523 default: 446 default:
524 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);
525 break; 448 break;
526 } 449 }
527 450
528 /* 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.
529 * 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
530 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
531 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
532 * in the code for the skill itself. 455 * in the code for the skill itself.
533 */ 456 */
534 457
535 if (op->type == PLAYER) 458 if (op->type == PLAYER)
536 op->speed_left -= 1.0; 459 op->speed_left -= 1.f;
537 460
538 /* 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.
539 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
540 * gain problems. 463 * gain problems.
541 */ 464 */
569 * op is the object that was 'defeated'. 492 * op is the object that was 'defeated'.
570 * 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
571 * point back to who. 494 * point back to who.
572 * 495 *
573 */ 496 */
574
575int 497int
576calc_skill_exp (object *who, object *op, object *skill) 498calc_skill_exp (object *who, object *op, object *skill)
577{ 499{
578 int op_exp = 0, op_lvl = 0; 500 int op_exp = 0, op_lvl = 0;
579 float base, value, lvl_mult = 0.0; 501 float base, value, lvl_mult = 0.0;
625 /* 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
626 * bse reward value (exp) and level multiplier factor. 548 * bse reward value (exp) and level multiplier factor.
627 */ 549 */
628 if (skill->type == SKILL) 550 if (skill->type == SKILL)
629 { 551 {
630 base += skill->arch->clone.stats.exp; 552 base += skill->arch->stats.exp;
631 if (settings.simple_exp) 553 if (settings.simple_exp)
632 { 554 {
633 if (skill->arch->clone.level) 555 if (skill->arch->level)
634 lvl_mult = (float) skill->arch->clone.level / 100.0; 556 lvl_mult = (float) skill->arch->level / 100.0;
635 else 557 else
636 lvl_mult = 1.0; /* no adjustment */ 558 lvl_mult = 1.0; /* no adjustment */
637 } 559 }
638 else 560 else
639 { 561 {
640 if (skill->level) 562 if (skill->level)
641 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);
642 else 564 else
643 lvl_mult = 1.0; 565 lvl_mult = 1.0;
644 } 566 }
645 } 567 }
646 else 568 else
668 * This one actually teaches the player the skill as something 590 * This one actually teaches the player the skill as something
669 * they can equip. 591 * they can equip.
670 * Return 0 if the player knows the skill, 1 if the 592 * Return 0 if the player knows the skill, 1 if the
671 * player learns the skill, 2 otherwise. 593 * player learns the skill, 2 otherwise.
672 */ 594 */
673
674int 595int
675learn_skill (object *pl, object *scroll) 596learn_skill (object *pl, object *scroll)
676{ 597{
677 object *tmp;
678
679 if (!scroll->skill) 598 if (!scroll->skill)
680 { 599 {
681 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);
682 return 2; 601 return 2;
683 } 602 }
684 603
685 /* can't use find_skill_by_name because we want skills the player knows 604 object *tmp = find_skill (pl, scroll->skill);
686 * but can't use natively.
687 */
688
689 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
690 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
691 break;
692 605
693 /* player already knows it */ 606 /* player already knows it */
694 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 607 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
695 return 0; 608 return 0;
696 609
714 link_player_skills (pl); 627 link_player_skills (pl);
715 return 1; 628 return 1;
716} 629}
717 630
718/* Gives a percentage clipped to 0% -> 100% of a/b. */ 631/* Gives a percentage clipped to 0% -> 100% of a/b. */
719
720/* Probably belongs in some global utils-type file? */ 632/* Probably belongs in some global utils-type file? */
721static int 633static int
722clipped_percent (sint64 a, sint64 b) 634clipped_percent (sint64 a, sint64 b)
723{ 635{
724 int rv; 636 int rv;
744 * Note this function is a bit more complicated becauase we 656 * Note this function is a bit more complicated becauase we
745 * we want ot sort the skills before printing them. If we 657 * we want ot sort the skills before printing them. If we
746 * 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
747 * simpler. 659 * simpler.
748 */ 660 */
749 661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
750void 662void
751show_skills (object *op, const char *search) 663show_skills (object *op, const char *search)
752{ 664{
753 object *tmp = NULL; 665 object *tmp = NULL;
754 char buf[MAX_BUF]; 666 char buf[MAX_BUF];
756 int i, num_skills_found = 0; 668 int i, num_skills_found = 0;
757 static const char *const periods = "........................................"; 669 static const char *const periods = "........................................";
758 670
759 /* 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 */
760 char skills[NUM_SKILLS][MAX_BUF]; 672 char skills[NUM_SKILLS][MAX_BUF];
761
762 673
763 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
764 { 675 {
765 if (tmp->type == SKILL) 676 if (tmp->type == SKILL)
766 { 677 {
769 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 40 spaces with periods */
770 sprintf (buf, "%s%s", &tmp->name, periods); 681 sprintf (buf, "%s%s", &tmp->name, periods);
771 buf[40] = 0; 682 buf[40] = 0;
772 683
773 if (settings.permanent_exp_ratio) 684 if (settings.permanent_exp_ratio)
774 {
775 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
776 buf, tmp->level, tmp->stats.exp, 686 buf, tmp->level, tmp->stats.exp,
777 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));
778 }
779 else 688 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
782 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 691
784 /* 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
785 * it sometimes happens (maybe a leftover from bugier earlier code 693 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 694 * and those character are still about). In any case, lets handle
787 * 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
788 * crash the server numerous times. 696 * crash the server numerous times.
794 break; 702 break;
795 } 703 }
796 } 704 }
797 } 705 }
798 706
799 clear_win_info (op);
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801 if (num_skills_found > 1) 708 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
803 710
804 for (i = 0; i < num_skills_found; i++) 711 for (i = 0; i < num_skills_found; i++)
817 * 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
818 * 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.
819 * This is tricky because skills can have spaces. We basically roll 726 * This is tricky because skills can have spaces. We basically roll
820 * 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.
821 */ 728 */
822
823int 729int
824use_skill (object *op, const char *string) 730use_skill (object *op, const char *string)
825{ 731{
826 object *skop; 732 object *skop;
827 size_t len; 733 size_t len;
828 734
829 if (!string) 735 if (!string)
830 return 0; 736 return 0;
831 737
832 for (skop = op->inv; skop != NULL; skop = skop->below) 738 for (skop = op->inv; skop; skop = skop->below)
833 { 739 {
740 if (skop->type == SKILL
834 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 741 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
835 !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))))
836 break; 743 break;
744 else if (skop->type == SKILL_TOOL
837 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))))
838 break; 746 break;
839 } 747 }
748
840 if (!skop) 749 if (!skop)
841 { 750 {
842 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);
843 return 0; 752 return 0;
844 } 753 }
849 * options given to the skill. Its pretty simple - if there 758 * options given to the skill. Its pretty simple - if there
850 * are extra parameters (as deteremined by string length), we 759 * are extra parameters (as deteremined by string length), we
851 * want to skip over any leading spaces. 760 * want to skip over any leading spaces.
852 */ 761 */
853 if (len >= strlen (string)) 762 if (len >= strlen (string))
854 {
855 string = NULL; 763 string = NULL;
856 }
857 else 764 else
858 { 765 {
859 string += len; 766 string += len;
860 while (*string == 0x20) 767 while (*string == 0x20)
861 string++; 768 string++;
769
862 if (strlen (string) == 0) 770 if (strlen (string) == 0)
863 string = NULL; 771 string = NULL;
864 } 772 }
865 773
866#ifdef SKILL_UTIL_DEBUG 774#ifdef SKILL_UTIL_DEBUG
867 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");
868#endif 776#endif
869 777
870 /* Change to the new skill, then execute it. */
871 if (do_skill (op, op, skop, op->facing, string)) 778 if (do_skill (op, op, skop, op->facing, string))
872 return 1; 779 return 1;
873 780
874 return 0; 781 return 0;
875} 782}
876 783
877static bool 784static bool
878hth_skill_p (object *skill) 785hth_skill_p (object *skill)
879{ 786{
880 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 787 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
881 if (skill->subtype == unarmed_skills[i])
882 return 1;
883
884 return 0;
885} 788}
886 789
887/* 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.
888 */ 791 */
889static object * 792static object *
903 * tmp is the targetted monster. 806 * tmp is the targetted monster.
904 * op is what is attacking 807 * op is what is attacking
905 * string is passed along to describe what messages to describe 808 * string is passed along to describe what messages to describe
906 * the damage. 809 * the damage.
907 */ 810 */
908
909static int 811static int
910do_skill_attack (object *tmp, object *op, const char *string, object *skill) 812do_skill_attack (object *tmp, object *op, const char *string, object *skill)
911{ 813{
912 int success;
913
914 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)))
915 return RESULT_INT (0); 815 return RESULT_INT (0);
916 816
917 /* 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
918 * 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.
919 * 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,
920 * 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
921 * 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.
922 */ 822 */
923 if (op->type == PLAYER) 823 if (player *pl = op->contr)
924 { 824 {
925 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 825 if (!pl->combat_ob)
926 { 826 {
927 if (!skill) 827 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
928 { 828 {
929 /* See if the players chosen skill is a combat skill, and use 829 for (tmp = op->inv; tmp; tmp = tmp->below)
930 * 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;
931 */ 837 }
932 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 838
933 skill = op->chosen_skill; 839 if (!pl->combat_ob)
934 else 840 {
841 if (!skill)
935 { 842 {
936 skill = find_player_hth_skill (op); 843 /* See if the players chosen skill is a combat skill, and use
937 844 * it if appropriate.
938 if (!skill) 845 */
846 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
847 skill = op->chosen_skill;
848 else
939 { 849 {
850 skill = find_player_hth_skill (op);
851
852 if (!skill)
940 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!");
941 return 0;
942 } 854 }
943 } 855 }
856
857 if (skill)
858 {
859 op->change_skill (0);
860 apply_special (op, skill, AP_APPLY);
861 }
944 } 862 }
945 863
946 /* now try to ready the new skill */ 864 if (!pl->combat_ob)
947 if (!change_skill (op, skill, 0)) 865 {
948 { /* oh oh, trouble! */ 866 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
949 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
950 return 0; 867 return 0;
951 } 868 }
952 } 869 }
953 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)
954 { 876 {
955 /* Seen some crashes below where current_weapon is not set, 877 pl->tmp_invis = 0;
956 * even though the flag says it is. So if current weapon isn't set, 878 op->invisible = 0;
957 * do some work in trying to find the object to use. 879 op->hide = 0;
958 */ 880 update_object (op, UP_OBJ_CHANGE);
959 if (!op->current_weapon)
960 {
961 object *tmp;
962
963 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
964 for (tmp = op->inv; tmp; tmp = tmp->below)
965 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
966 break;
967
968 if (!tmp)
969 {
970 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
971 op->current_weapon = NULL;
972 return 0;
973 }
974 else
975 {
976 op->current_weapon = tmp;
977 }
978 }
979
980 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
981 } 881 }
982 } 882 }
983 883
984 /* lose invisiblity/hiding status for running attacks */
985
986 if (op->type == PLAYER && op->contr->tmp_invis)
987 {
988 op->contr->tmp_invis = 0;
989 op->invisible = 0;
990 op->hide = 0;
991 update_object (op, UP_OBJ_FACE);
992 }
993
994 success = attack_ob (tmp, op); 884 int success = attack_ob (tmp, op);
995 885
996 /* print appropriate messages to the player */ 886 /* print appropriate messages to the player */
997 887
998 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 888 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
999 { 889 {
1000 if (op->type == PLAYER) 890 if (op->type == PLAYER)
1001 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));
1002 else if (tmp->type == PLAYER) 892 else if (tmp->type == PLAYER)
1003 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);
1004 } 894 }
895
1005 return success; 896 return success;
1006} 897}
1007
1008 898
1009/* 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
1010 * system. In essence, this code handles 900 * system. In essence, this code handles
1011 * 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
1012 * treated here. If an opponent is already supplied by move_player(), 902 * treated here. If an opponent is already supplied by move_player(),
1015 * 905 *
1016 * This is called by move_player() and attack_hth() 906 * This is called by move_player() and attack_hth()
1017 * 907 *
1018 * Initial implementation by -bt thomas@astro.psu.edu 908 * Initial implementation by -bt thomas@astro.psu.edu
1019 */ 909 */
1020
1021int 910int
1022skill_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)
1023{ 912{
1024 sint16 tx, ty; 913 sint16 tx, ty;
1025 maptile *m; 914 maptile *m;
1032 ty = freearr_y[dir]; 921 ty = freearr_y[dir];
1033 922
1034 /* 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.
1035 * Legal opponents are the same as outlined in move_player_attack() 924 * Legal opponents are the same as outlined in move_player_attack()
1036 */ 925 */
1037 926 if (!tmp)
1038 if (tmp == NULL)
1039 { 927 {
1040 m = pl->map; 928 m = pl->map;
1041 tx = pl->x + freearr_x[dir]; 929 tx = pl->x + freearr_x[dir];
1042 ty = pl->y + freearr_y[dir]; 930 ty = pl->y + freearr_y[dir];
1043 931
1053 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)
1054 { 942 {
1055 /* Don't attack party members */ 943 /* Don't attack party members */
1056 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))
1057 return 0; 945 return 0;
946
1058 break; 947 break;
1059 } 948 }
1060 } 949 }
950
1061 if (!tmp) 951 if (!tmp)
1062 { 952 {
1063 if (pl->type == PLAYER) 953 if (pl->type == PLAYER)
1064 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
1065 return 0; 956 return 0;
1066 } 957 }
1067 958
1068 return do_skill_attack (tmp, pl, string, skill); 959 return do_skill_attack (tmp, pl, string, skill);
1069} 960}
1070
1071 961
1072/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 962/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1073 963
1074/* 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
1075 * (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
1076 * function skill_attack() we actually attack. 966 * function skill_attack() we actually attack.
1077 */ 967 */
1078
1079static int 968static int
1080attack_hth (object *pl, int dir, const char *string, object *skill) 969attack_hth (object *pl, int dir, const char *string, object *skill)
1081{ 970{
1082 object *enemy = NULL, *weapon; 971 object *enemy = NULL, *weapon;
1083 972
1092 if (pl->type == PLAYER) 981 if (pl->type == PLAYER)
1093 { 982 {
1094 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.");
1095 esrv_update_item (UPD_FLAGS, pl, weapon); 984 esrv_update_item (UPD_FLAGS, pl, weapon);
1096 } 985 }
986
1097 break; 987 break;
1098 } 988 }
1099 } 989 }
990
1100 return skill_attack (enemy, pl, dir, string, skill); 991 return skill_attack (enemy, pl, dir, string, skill);
1101} 992}
1102
1103 993
1104/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 994/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1105 * 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.
1106 * 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
1107 * bears mentioning: 997 * bears mentioning:
1108 * 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
1109 * we may make this routine handle 'special' melee weapons attacks 999 * we may make this routine handle 'special' melee weapons attacks
1110 * (like disarming manuever with sai) based on player SK_level and 1000 * (like disarming manuever with sai) based on player SK_level and
1111 * weapon type. 1001 * weapon type.
1112 */ 1002 */
1113
1114static int 1003static int
1115attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1004attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1116{ 1005{
1117 1006
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1007 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1119 { 1008 {
1120 if (op->type == PLAYER) 1009 if (op->type == PLAYER)
1121 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
1122 return 0; 1012 return 0;
1123 } 1013 }
1014
1124 return skill_attack (NULL, op, dir, string, skill); 1015 return skill_attack (NULL, op, dir, string, skill);
1125
1126} 1016}
1017

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