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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.4 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.58 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 * static char *rcsid_skill_util_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: skill_util.C,v 1.4 2006/08/29 05:03:55 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 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
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24
25 The author can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22 */
27 23
28/* 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. */
29 25
30/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
31 * 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.
38 * experience. Calc_skill_exp() handles the gained experience using 34 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 35 * modifications in the skills[] table. - b.t.
40 */ 36 */
41 37
42/* define the following for skills utility debuging */ 38/* define the following for skills utility debuging */
39
43/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 41
47#include <global.h> 42#include <global.h>
48#include <object.h> 43#include <object.h>
49#ifndef __CEXTRACT__
50#include <sproto.h> 44#include <sproto.h>
51#endif
52#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. */
53#include <spells.h> 46#include <spells.h>
54 47
48const uint8_t skill_flags[NUM_SKILLS] = {
49 0, // SK_NONE
50# define def(uc, flags) flags,
51# include "skillinc.h"
52# undef def
53};
54
55static 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);
56static 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);
57
58const char *skill_names[NUM_SKILLS];
59 57
60/* init_skills basically just sets up the skill_names table 58/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 59 * above. The index into the array is set up by the
62 * subtypes. 60 * subtypes.
63 */ 61 */
62void
64void init_skills(void) { 63init_skills (void)
65 int i; 64{
66 archetype *at; 65 for_all_archetypes (at)
67
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) {
72 if (at->clone.type == SKILL) { 66 if (at->type == SKILL)
67 {
73 if (skill_names[at->clone.subtype] != NULL) { 68 if (skill_names[at->subtype])
74 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",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
76 } else { 71 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 72 skill_names[at->subtype] = at->skill;
78 }
79 }
80 } 73 }
81 74
82 /* 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
83 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
84 */ 77 */
85 for (i=1; i<NUM_SKILLS; i++) { 78 for (int i = 1; i < NUM_SKILLS; i++)
86 if (!skill_names[i]) 79 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 }
90} 81}
91
92 82
93/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 86 * mostly used for sending exp.
97 */ 87 */
88void
98void link_player_skills(object *op) 89link_player_skills (object *op)
99{ 90{
100 object *tmp;
101
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 91 for (object *tmp = op->inv; tmp; tmp = tmp->below)
103 if (tmp->type == SKILL) { 92 if (tmp->type == SKILL)
93 {
104 /* This is really a warning, hence no else below */ 94 /* This is really a warning, hence no else below */
105 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { 95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 98
109 if (tmp->subtype >= NUM_SKILLS) { 99 if (tmp->subtype >= NUM_SKILLS)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
111 tmp->subtype, NUM_SKILLS); 101 else
112 } else { 102 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 103 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
115 } 105 }
116 }
117 } 106 }
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;
118} 117}
119 118
120/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
122 * 121 *
123 * It is presumed that the player will be needing to actually 122 * It is presumed that the player will be needing to actually
124 * use the skill, so thus if use of the skill requires a skill 123 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 124 * tool, this code will equip it.
126 */ 125 */
126object *
127object *find_skill_by_name(object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
128{ 128{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 129 object *skill_tool = 0;
130 130
131 if (!name) return NULL;
132
133 /* We make sure the length of the string in the object is greater
134 * in length than the passed string. Eg, if we have a skill called
135 * 'hi', we don't want to match if the user passed 'high'
136 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && 132 if (tmp->skill == sh)
139 strlen(tmp->skill) >= strlen(name)) skill = tmp; 133 {
140 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
135 /* If this is a skill that can be used without applying tool, return it */
136 return splay (tmp);
141 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
143 */ 139 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
145 strlen(tmp->skill) >= strlen(name)) { 141 skill_tool = tmp;
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
148 skill_tool = tmp;
149 }
150 } 142 }
151 /* If this is a skill that can be used without a tool, return it */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
153 143
144 if (!skill_tool)
145 return 0;
146
154 /* 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 -
155 * 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
156 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
157 */ 150 */
158 if (skill_tool) { 151 object *skill = find_skill (who, skill_tool->skill);
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 152
160 if (apply_special(who, skill_tool, 0)) return NULL;
161 }
162 if (!skill) { 153 if (!skill)
154 {
163 skill = give_skill_by_name(who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills(who); 156 link_player_skills (who);
165 }
166 return skill;
167 } 157 }
158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
161 return 0;
162
163 return splay (skill);
164}
165
166object *
167find_skill_by_name (object *who, const char *name)
168{
169 if (!name)
168 return NULL; 170 return 0;
169}
170 171
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
178 return 0;
179}
171 180
172/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
174 * 183 *
175 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
176 * 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
177 * tool, this code will equip it. 186 * tool, this code will equip it.
178 * 187 *
179 * This code is basically the same as find_skill_by_name() above, 188 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 189 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 190 * this replaces find_skill.
182 */ 191 */
192object *
183object *find_skill_by_number(object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
184{ 194{
185 object *skill=NULL, *skill_tool=NULL, *tmp;
186
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
191
192 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one.
194 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { 196 if (tmp->type == SKILL && tmp->subtype == skillno)
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) 198 return skop;
198 skill_tool = tmp;
199 }
200 }
201 /* If this is a skill that can be used without a tool, return it */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
203 199
204 /* Player has a tool to use the skill. IF not applied, apply it - 200 return 0;
205 * if not successful, return null. If they do have the skill tool
206 * but not the skill itself, give it to them.
207 */
208 if (skill_tool) {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
210 if (apply_special(who, skill_tool, 0)) return NULL;
211 }
212 if (!skill) {
213 skill = give_skill_by_name(who, skill_tool->skill);
214 link_player_skills(who);
215 }
216 return skill;
217 }
218 return NULL;
219} 201}
220 202
221/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
222 * note that this function doesn't always need to get used -
223 * you can now add skill exp to the player without the chosen_skill being
224 * set. This function is of most interest to players to update
225 * the various range information.
226 * if new_skill is null, this just unapplies the skill.
227 * flag has the current meaning:
228 * 0x1: If set, don't update the range pointer. This is useful when we
229 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
231 */ 205 */
232 206bool
233int change_skill (object *who, object *new_skill, int flag) 207object::change_skill (object *new_skill)
234{ 208{
235 int old_range;
236
237 if ( who->type != PLAYER ) 209 if (type != PLAYER)
238 return 0; 210 return 0;
239
240 old_range = who->contr->shoottype;
241 211
242 if (who->chosen_skill && who->chosen_skill == new_skill) 212 // optimise this supposedly common case
243 {
244 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill;
247 return 1;
248 }
249
250 if (!new_skill || who->chosen_skill) 213 if (new_skill == chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
252
253 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0;
255
256 if (apply_special (who, new_skill, AP_APPLY)) {
257 return 0;
258 }
259 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range;
261
262 return 1; 214 return 1;
263}
264 215
265/* This function just clears the chosen_skill and range_skill values 216 if (chosen_skill)
266 * inthe player.
267 */
268void clear_skill(object *who)
269{
270 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) {
273 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none;
276 } 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221
222 chosen_skill = new_skill;
223
224 if (chosen_skill)
225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
229
230 // always clear current weapon, as the selected skill could
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;
234
235 update_stats ();
236 return 1;
277} 237}
278 238
279/* 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().
280 * 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.
281 * 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
284 * 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
285 * 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
286 * give any exp for their direct use (eg, throwing). 246 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 247 * It returns 0 if no skill was used.
288 */ 248 */
289 249int
290int do_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)
251{
291 int success=0, exp=0; 252 int success = 0, exp = 0;
292 int did_alc = 0; 253 int did_alc = 0;
293 object *tmp, *next;
294 254
295 if (!skill) return 0; 255 if (!skill)
256 return 0;
296 257
297 /* 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
298 * holds the exp, level, etc of the skill. So if this is a player 259 * holds the exp, level, etc of the skill. So if this is a player
299 * go and try to find the actual real skill pointer, and if the 260 * go and try to find the actual real skill pointer, and if the
300 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
301 */ 262 */
302 if (skill->type != SKILL && op->type == PLAYER) { 263 if (skill->type != SKILL && op->type == PLAYER)
264 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 267 {
268 skill = tmp;
269 goto found;
270 }
271
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
307 skill = tmp; 273found: ;
308 } 274 }
309 275
310 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
311 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 277 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 return 0; 278 return 0;
313 279
314 switch(skill->subtype) { 280 switch (skill->subtype)
281 {
315 case SK_LEVITATION: 282 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 283 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 284 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 285 * equipped, that should transfer to player, when not,
319 * shouldn't. 286 * shouldn't.
320 */ 287 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 288 if (QUERY_FLAG (skill, FLAG_APPLIED))
289 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 290 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 292 }
325 else { 293 else
294 {
326 SET_FLAG(skill,FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
327 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!.");
328 } 297 }
329 fix_player(op); 298
299 op->update_stats ();
330 success=1; 300 success = 1;
331 break; 301 break;
332 302
333 case SK_STEALING: 303 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 304 exp = success = steal (op, dir, skill);
335 break; 305 break;
336 306
337 case SK_LOCKPICKING: 307 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 308 exp = success = pick_lock (op, dir, skill);
339 break; 309 break;
340 310
341 case SK_HIDING: 311 case SK_HIDING:
342 exp = success = hide(op, skill); 312 exp = success = hide (op, skill);
343 break; 313 break;
344 314
345 case SK_JUMPING: 315 case SK_JUMPING:
346 success = jump(op, dir, skill); 316 success = jump (op, dir, skill);
347 break; 317 break;
348 318
349 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 320 exp = success = write_on_item (op, string, skill);
351 break; 321 break;
352 322
353 case SK_MEDITATION: 323 case SK_MEDITATION:
354 meditate(op, skill); 324 meditate (op, skill);
355 success=1; 325 success = 1;
356 break; 326 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 327 /* note that the following 'attack' skills gain exp through hit_player() */
358 328
359 case SK_KARATE: 329 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 330 attack_hth (op, dir, "karate-chopped", skill);
361 break; 331 break;
362 332
363 case SK_PUNCHING: 333 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 334 attack_hth (op, dir, "punched", skill);
365 break; 335 break;
366 336
367 case SK_FLAME_TOUCH: 337 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 338 attack_hth (op, dir, "flamed", skill);
369 break; 339 break;
370 340
371 case SK_SPARK_TOUCH: 341 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 342 attack_hth (op, dir, "zapped", skill);
373 break; 343 break;
374 344
375 case SK_SHIVER: 345 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 346 attack_hth (op, dir, "froze", skill);
377 break; 347 break;
378 348
379 case SK_ACID_SPLASH: 349 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 350 attack_hth (op, dir, "dissolved", skill);
381 break; 351 break;
382 352
383 case SK_POISON_NAIL: 353 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 354 attack_hth (op, dir, "injected poison into", skill);
385 break; 355 break;
386 356
387 case SK_CLAWING: 357 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 358 attack_hth (op, dir, "clawed", skill);
389 break; 359 break;
390 360
391 case SK_ONE_HANDED_WEAPON: 361 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 362 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 363 attack_melee_weapon (op, dir, NULL, skill);
394 break; 364 break;
395 365
396 case SK_FIND_TRAPS: 366 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 367 exp = success = find_traps (op, skill);
398 break; 368 break;
399 369
400 case SK_SINGING: 370 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 371 exp = success = singing (op, dir, skill);
402 break; 372 break;
403 373
404 case SK_ORATORY: 374 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 375 exp = success = use_oratory (op, dir, skill);
406 break; 376 break;
407 377
408 case SK_SMITHERY: 378 case SK_SMITHERY:
409 case SK_BOWYER: 379 case SK_BOWYER:
410 case SK_JEWELER: 380 case SK_JEWELER:
411 case SK_ALCHEMY: 381 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 382 case SK_THAUMATURGY:
413 case SK_LITERACY: 383 case SK_LITERACY:
414 case SK_WOODSMAN: 384 case SK_WOODSMAN:
415 /* 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.
416 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
417 */ 387 */
418 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)
419 next=tmp->above; 389 {
390 next = tmp->above;
391
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
393 {
421 attempt_do_alchemy(op, tmp); 394 attempt_do_alchemy (op, tmp);
395
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 396 if (QUERY_FLAG (tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp); 397 esrv_send_inventory (op, tmp);
424 did_alc=1; 398
425 } 399 did_alc = 1;
426 } 400 }
401 }
402
427 if (did_alc == 0) 403 if (did_alc == 0)
428 exp = success = skill_ident(op,skill); 404 exp = success = skill_ident (op, skill);
405
429 break; 406 break;
430 407
431 case SK_DET_MAGIC: 408 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 409 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 410 exp = success = skill_ident (op, skill);
434 break; 411 break;
435 412
436 case SK_DISARM_TRAPS: 413 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 414 exp = success = remove_trap (op, dir, skill);
438 break; 415 break;
439 416
440 case SK_THROWING: 417 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 418 success = skill_throw (op, part, dir, string, skill);
442 break; 419 break;
443 420
444 case SK_SET_TRAP: 421 case SK_SET_TRAP:
445 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.");
446 break; 423 break;
447 424
448 case SK_USE_MAGIC_ITEM: 425 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 426 case SK_MISSILE_WEAPON:
450 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.");
451 break; 428 break;
452 429
453 case SK_PRAYING: 430 case SK_PRAYING:
454 success = pray(op, skill); 431 success = pray (op, skill);
455 break; 432 break;
456 433
457 case SK_BARGAINING: 434 case SK_BARGAINING:
458 success = describe_shop(op); 435 success = describe_shop (op);
459 break; 436 break;
460 437
461 case SK_SORCERY: 438 case SK_SORCERY:
462 case SK_EVOCATION: 439 case SK_EVOCATION:
463 case SK_PYROMANCY: 440 case SK_PYROMANCY:
464 case SK_SUMMONING: 441 case SK_SUMMONING:
465 case SK_CLIMBING: 442 case SK_CLIMBING:
466 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.");
467 break; 444 break;
468 445
469 default: 446 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
471 ,query_name(op), op->chosen_skill->stats.sp);
472 break; 448 break;
473 } 449 }
474 450
475 /* 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.
476 * 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
477 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 455 * in the code for the skill itself.
480 */ 456 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483 457
458 if (op->type == PLAYER)
459 op->speed_left -= 1.f;
460
484 /* 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.
485 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 463 * gain problems.
487 */ 464 */
488 465
466 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 467 change_exp (op, exp, skill->skill, 0);
490 468
491 return success; 469 return success;
492} 470}
493 471
494/* calc_skill_exp() - calculates amount of experience can be gained for 472/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 473 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 474 * Here we take the view that a player must 'overcome an opponent'
514 * op is the object that was 'defeated'. 492 * op is the object that was 'defeated'.
515 * 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
516 * point back to who. 494 * point back to who.
517 * 495 *
518 */ 496 */
519 497int
520int calc_skill_exp(object *who, object *op, object *skill) { 498calc_skill_exp (object *who, object *op, object *skill)
499{
521 int op_exp=0,op_lvl= 0; 500 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 501 float base, value, lvl_mult = 0.0;
523 502
524 if (!skill) skill = who; 503 if (!skill)
504 skill = who;
525 505
526 /* Oct 95 - where we have an object, I expanded our treatment 506 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 507 * to 3 cases:
528 * non-living magic obj, runes and everything else. 508 * non-living magic obj, runes and everything else.
529 * 509 *
530 * If an object is not alive and magical we set the base exp higher to 510 * If an object is not alive and magical we set the base exp higher to
531 * help out exp awards for skill_ident skills. Also, if 511 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha 512 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
534 */ 514 */
535 515
536 if(!op) { /* no item/creature */ 516 if (!op)
517 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 518 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
538 op_exp = 0; 519 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 520 }
540 * for the amount of experience */ 521 else if (op->type == RUNE || op->type == TRAP)
522 { /* all traps. If stats.Cha > 1 we use that
523 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 524 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 525 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 526 }
527 else
528 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 529 op_exp = op->stats.exp;
545 op_lvl = op->level; 530 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 531 if (!QUERY_FLAG (op, FLAG_ALIVE))
532 { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic); 533 op_lvl += 5 * abs (op->magic);
548 } 534 }
549 } 535 }
550 536
551 if(op_lvl<1) op_lvl = 1; 537 if (op_lvl < 1)
538 op_lvl = 1;
552 539
553 if(who->type!=PLAYER) { /* for monsters only */ 540 if (who->type != PLAYER)
541 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 542 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
543 }
544 else
555 } else { /* for players */ 545 { /* for players */
556 base = op_exp; 546 base = op_exp;
557 /* 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
558 * bse reward value (exp) and level multiplier factor. 548 * bse reward value (exp) and level multiplier factor.
559 */ 549 */
560 if (skill->type == SKILL) { 550 if (skill->type == SKILL)
551 {
561 base += skill->arch->clone.stats.exp; 552 base += skill->arch->stats.exp;
562 if (settings.simple_exp) { 553 if (settings.simple_exp)
563 if (skill->arch->clone.level) 554 {
555 if (skill->arch->level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 556 lvl_mult = (float) skill->arch->level / 100.0;
565 else 557 else
566 lvl_mult = 1.0; /* no adjustment */ 558 lvl_mult = 1.0; /* no adjustment */
567 } 559 }
568 else { 560 else
569 if (skill->level) 561 {
562 if (skill->level)
570 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);
571 else 564 else
572 lvl_mult = 1.0; 565 lvl_mult = 1.0;
573 } 566 }
574 } else { 567 }
568 else
569 {
575 /* Don't divide by zero here! */ 570 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 571 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
577 } 572 }
578 } 573 }
579 574
580 /* assemble the exp total, and return value */ 575 /* assemble the exp total, and return value */
581 576
582 value = base * lvl_mult; 577 value = base * lvl_mult;
578 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 579 value = 1; /* Always give at least 1 exp point */
584 580
585#ifdef SKILL_UTIL_DEBUG 581#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 582 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
587 who->name,skill->level,op->name,op_lvl);
588#endif 583#endif
589 return ( (int) value); 584 return ((int) value);
590} 585}
591 586
592/* Learn skill. This inserts the requested skill in the player's 587/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 588 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 589 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 590 * This one actually teaches the player the skill as something
596 * they can equip. 591 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 592 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 593 * player learns the skill, 2 otherwise.
599 */ 594 */
600
601int 595int
602learn_skill (object *pl, object *scroll) { 596learn_skill (object *pl, object *scroll)
603 object *tmp; 597{
604
605 if (!scroll->skill) { 598 if (!scroll->skill)
599 {
606 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);
607 return 2; 601 return 2;
608 } 602 }
609 603
610 /* can't use find_skill_by_name because we want skills the player knows 604 object *tmp = find_skill (pl, scroll->skill);
611 * but can't use natively.
612 */
613 605
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
616
617 /* player already knows it */ 606 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 607 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
608 return 0;
619 609
620
621
622 /* now a random change to learn, based on player Int. 610 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 611 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 612 * might never be able to learn anything.
625 */ 613 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 614 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 615 return 2; /* failure :< */
628 616
629 if (!tmp) 617 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 618 tmp = give_skill_by_name (pl, scroll->skill);
631 619
632 if (!tmp) { 620 if (!tmp)
621 {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); 622 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
634 return 2; 623 return 2;
635 } 624 }
636 625
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 626 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 627 link_player_skills (pl);
639 return 1; 628 return 1;
640} 629}
641 630
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 631/* Gives a percentage clipped to 0% -> 100% of a/b. */
643/* Probably belongs in some global utils-type file? */ 632/* Probably belongs in some global utils-type file? */
633static int
644static int clipped_percent(sint64 a, sint64 b) 634clipped_percent (sint64 a, sint64 b)
645{ 635{
646 int rv; 636 int rv;
647 637
648 if (b <= 0) 638 if (b <= 0)
649 return 0; 639 return 0;
650 640
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 641 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 642
653 if (rv < 0) 643 if (rv < 0)
654 return 0; 644 return 0;
655 else if (rv > 100) 645 else if (rv > 100)
656 return 100; 646 return 100;
657 647
658 return rv; 648 return rv;
659} 649}
660 650
661/* show_skills() - Meant to allow players to examine 651/* show_skills() - Meant to allow players to examine
662 * their current skill list. 652 * their current skill list.
666 * Note this function is a bit more complicated becauase we 656 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 657 * we want ot sort the skills before printing them. If we
668 * 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
669 * simpler. 659 * simpler.
670 */ 660 */
671 661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
662void
672void show_skills(object *op, const char* search) { 663show_skills (object *op, const char *search)
664{
673 object *tmp=NULL; 665 object *tmp = NULL;
674 char buf[MAX_BUF]; 666 char buf[MAX_BUF];
675 const char *cp; 667 const char *cp;
676 int i,num_skills_found=0; 668 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 669 static const char *const periods = "........................................";
670
678 /* 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 */
679 char skills[NUM_SKILLS][MAX_BUF]; 672 char skills[NUM_SKILLS][MAX_BUF];
680 673
681
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
675 {
683 if (tmp->type == SKILL) { 676 if (tmp->type == SKILL)
677 {
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 678 if (search && strstr (tmp->name, search) == NULL)
679 continue;
685 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 681 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0; 682 buf[40] = 0;
688 683
689 if (settings.permanent_exp_ratio) { 684 if (settings.permanent_exp_ratio)
690#ifdef WIN32
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", 685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
692 buf,tmp->level, 686 buf, tmp->level, tmp->stats.exp,
693 tmp->stats.exp, 687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
694 level_exp(tmp->level+1, op->expmul), 688 else
695 clipped_percent(tmp->perm_exp,tmp->stats.exp));
696#else
697 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
698 buf,tmp->level,
699 tmp->stats.exp,
700 level_exp(tmp->level+1, op->expmul),
701 clipped_percent(tmp->perm_exp,tmp->stats.exp));
702#endif
703 } else {
704#ifdef WIN32
705 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)", 689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
706 buf,tmp->level, 690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
707 tmp->stats.exp, 691
708 level_exp(tmp->level+1, op->expmul));
709#else
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
711 buf,tmp->level,
712 tmp->stats.exp,
713 level_exp(tmp->level+1, op->expmul));
714#endif
715 }
716 /* I don't know why some characters get a bunch of skills, but 692 /* I don't know why some characters get a bunch of skills, but
717 * it sometimes happens (maybe a leftover from bugier earlier code 693 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 694 * and those character are still about). In any case, lets handle
719 * 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
720 * crash the server numerous times. 696 * crash the server numerous times.
721 */ 697 */
722 if (num_skills_found >= NUM_SKILLS) { 698 if (num_skills_found >= NUM_SKILLS)
699 {
723 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 700 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
724 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); 701 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
725 break; 702 break;
703 }
704 }
726 } 705 }
727 }
728 }
729 706
730 clear_win_info(op);
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
708 if (num_skills_found > 1)
732 if (num_skills_found > 1) 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);
733 710
734 for (i=0; i<num_skills_found; i++) { 711 for (i = 0; i < num_skills_found; i++)
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 712 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
736 }
737 713
738 new_draw_info_format(NDI_UNIQUE, 0, op, 714 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
739 "You can handle %d weapon improvements.",op->level/5+5);
740 715
741 cp = determine_god(op); 716 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 717 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
743 "You worship %s.", cp?cp:"no god at current time");
744 718
745 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
746 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 720 op->contr->item_power, (int) (op->level * settings.item_power_factor));
747} 721}
748 722
749/* use_skill() - similar to invoke command, it executes the skill in the 723/* use_skill() - similar to invoke command, it executes the skill in the
750 * direction that the user is facing. Returns false if we are unable to 724 * direction that the user is facing. Returns false if we are unable to
751 * change to the requested skill, or were unable to use the skill properly. 725 * change to the requested skill, or were unable to use the skill properly.
752 * This is tricky because skills can have spaces. We basically roll 726 * This is tricky because skills can have spaces. We basically roll
753 * our own find_skill_by_name so we can try to do better string matching. 727 * our own find_skill_by_name so we can try to do better string matching.
754 */ 728 */
755 729int
756int use_skill(object *op, const char *string) { 730use_skill (object *op, const char *string)
731{
757 object *skop; 732 object *skop;
758 size_t len; 733 size_t len;
759 734
760 if (!string) return 0; 735 if (!string)
736 return 0;
761 737
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 738 for (skop = op->inv; skop; skop = skop->below)
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 739 {
740 if (skop->type == SKILL
741 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
765 break; 743 break;
766 else if (skop->type == SKILL_TOOL && 744 else if (skop->type == SKILL_TOOL
767 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 745 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
768 break; 746 break;
769 } 747 }
748
770 if (!skop) { 749 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 } 750 {
751 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
752 return 0;
753 }
775 754
776 len=strlen(skop->skill); 755 len = strlen (skop->skill);
777 756
778 /* All this logic goes and skips over the skill name to find any 757 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 758 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 759 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 760 * want to skip over any leading spaces.
782 */ 761 */
783 if(len>=strlen(string)) { 762 if (len >= strlen (string))
784 string=NULL; 763 string = NULL;
785 } else { 764 else
786 string += len;
787 while(*string==0x20) string++;
788 if(strlen(string)==0) string = NULL;
789 } 765 {
766 string += len;
767 while (*string == 0x20)
768 string++;
769
770 if (strlen (string) == 0)
771 string = NULL;
790 772 }
773
791#ifdef SKILL_UTIL_DEBUG 774#ifdef SKILL_UTIL_DEBUG
792 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");
793#endif 776#endif
794 777
795 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 778 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 779 return 1;
799}
800 780
781 return 0;
782}
801 783
784static bool
785hth_skill_p (object *skill)
786{
787 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
788}
802 789
803/* This finds the best unarmed skill the player has, and returns 790/* This finds the first unarmed skill the player has, and returns it.
804 * it. Best can vary a little - we consider clawing to always
805 * be the best for dragons.
806 * This could be more intelligent, eg, look at the skill level
807 * of the skill and go from there (eg, a level 40 puncher is
808 * is probably better than level 1 karate). OTOH, if you
809 * don't bother to set up your skill properly, that is the players
810 * problem (although, it might be nice to have a preferred skill
811 * field the player can set.
812 * Unlike the old code, we don't give out any skills - it is
813 * possible you just don't have any ability to get into unarmed
814 * combat. If everyone race/class should have one, this should
815 * be handled in the starting treasurelists, not in the code.
816 */ 791 */
792static object *
817static object *find_best_player_hth_skill(object *op) 793find_player_hth_skill (object *op)
818{ 794{
819 object *tmp, *best_skill=NULL;
820 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
821
822 for (tmp=op->inv; tmp; tmp=tmp->below) { 795 for (object *tmp = op->inv; tmp; tmp = tmp->below)
823 if (tmp->type == SKILL) { 796 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 797 return tmp;
825 798
826 /* The order in the array is preferred order. So basically, 799 return 0;
827 * we just cut down the number to search - eg, if we find a skill
828 * early on in flame touch, then we only need to look into the unarmed_array
829 * to the entry before flame touch - don't care about the entries afterward,
830 * because they are infrerior skills.
831 * if we end up finding the best skill (i==0) might as well return
832 * right away - can't get any better than that.
833 */
834 for (i=0; i<last_skill; i++) {
835 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
836 best_skill = tmp;
837 last_skill = i;
838 if (i==0) return best_skill;
839 }
840 }
841 }
842 }
843 return best_skill;
844} 800}
845 801
846/* do_skill_attack() - We have got an appropriate opponent from either 802/* do_skill_attack() - We have got an appropriate opponent from either
847 * move_player_attack() or skill_attack(). In this part we get on with 803 * move_player_attack() or skill_attack(). In this part we get on with
848 * attacking, take care of messages from the attack and changes in invisible. 804 * attacking, take care of messages from the attack and changes in invisible.
850 * tmp is the targetted monster. 806 * tmp is the targetted monster.
851 * op is what is attacking 807 * op is what is attacking
852 * string is passed along to describe what messages to describe 808 * string is passed along to describe what messages to describe
853 * the damage. 809 * the damage.
854 */ 810 */
855 811static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 812do_skill_attack (object *tmp, object *op, const char *string, object *skill)
857 int success; 813{
814 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
815 return RESULT_INT (0);
858 816
859 /* 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
860 * 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.
861 * 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,
862 * 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
863 * 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.
864 */ 822 */
865 if(op->type==PLAYER) { 823 if (player *pl = op->contr)
824 {
825 if (!pl->combat_ob)
826 {
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 827 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
867 size_t i; 828 {
829 for (tmp = op->inv; tmp; tmp = tmp->below)
830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
831 break;
868 832
869 if (!skill) { 833 if (!tmp)
834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
835
836 pl->combat_ob = tmp;
837 }
838
839 if (!pl->combat_ob)
840 {
841 if (!skill)
842 {
870 /* See if the players chosen skill is a combat skill, and use 843 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 844 * it if appropriate.
872 */ 845 */
873 if (op->chosen_skill) { 846 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
874 for (i=0; i<sizeof(unarmed_skills); i++)
875 if (op->chosen_skill->subtype == unarmed_skills[i]) {
876 skill = op->chosen_skill; 847 skill = op->chosen_skill;
877 break; 848 else
878 } 849 {
879 }
880 /* If we didn't find a skill above, look harder for a good skill */
881 if (!skill) {
882 skill = find_best_player_hth_skill(op); 850 skill = find_player_hth_skill (op);
883 851
884 if (!skill) { 852 if (!skill)
885 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!");
886 return 0; 854 }
887 } 855 }
888 } 856
889 } 857 if (skill)
890 if (skill != op->chosen_skill) { 858 {
891 /* now try to ready the new skill */ 859 op->change_skill (0);
892 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 860 apply_special (op, skill, AP_APPLY);
893 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); 861 }
862 }
863
864 if (!pl->combat_ob)
865 {
866 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
867 return 0;
868 }
869 }
870
871 if (!op->change_weapon (pl->combat_ob))
894 return 0; 872 return 0;
895 }
896 }
897 } else {
898 /* Seen some crashes below where current_weapon is not set,
899 * even though the flag says it is. So if current weapon isn't set,
900 * do some work in trying to find the object to use.
901 */
902 if (!op->current_weapon) {
903 object *tmp;
904 873
905 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
906 op->name);
907 for (tmp=op->inv; tmp; tmp=tmp->below)
908 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
909
910 if (!tmp) {
911 LOG(llevError,"Could not find applied weapon on %s\n",
912 op->name);
913 op->current_weapon=NULL;
914 return 0;
915 } else {
916 op->current_weapon = tmp;
917 }
918 }
919
920 /* Has ready weapon - make sure chosen_skill is set up properly */
921 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
922 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
923 }
924 }
925 }
926
927 /* lose invisiblity/hiding status for running attacks */ 874 /* lose invisiblity/hiding status for running attacks */
928 875 if (pl->tmp_invis)
929 if(op->type==PLAYER && op->contr->tmp_invis) { 876 {
930 op->contr->tmp_invis=0; 877 pl->tmp_invis = 0;
931 op->invisible=0; 878 op->invisible = 0;
932 op->hide=0; 879 op->hide = 0;
933 update_object(op,UP_OBJ_FACE); 880 update_object (op, UP_OBJ_CHANGE);
881 }
934 } 882 }
935 883
936 success = attack_ob(tmp,op); 884 int success = attack_ob (tmp, op);
937 885
938 /* print appropriate messages to the player */ 886 /* print appropriate messages to the player */
939 887
940 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 888 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
889 {
941 if(op->type==PLAYER) 890 if (op->type == PLAYER)
942 new_draw_info_format(NDI_UNIQUE, 0,op, 891 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
943 "You %s %s!",string,query_name(tmp));
944 else if(tmp->type==PLAYER) 892 else if (tmp->type == PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,tmp, 893 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
946 "%s %s you!",query_name(op),string);
947 } 894 }
895
948 return success; 896 return success;
949} 897}
950
951 898
952/* 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
953 * system. In essence, this code handles 900 * system. In essence, this code handles
954 * 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
955 * treated here. If an opponent is already supplied by move_player(), 902 * treated here. If an opponent is already supplied by move_player(),
958 * 905 *
959 * This is called by move_player() and attack_hth() 906 * This is called by move_player() and attack_hth()
960 * 907 *
961 * Initial implementation by -bt thomas@astro.psu.edu 908 * Initial implementation by -bt thomas@astro.psu.edu
962 */ 909 */
963 910int
964int skill_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)
912{
965 sint16 tx,ty; 913 sint16 tx, ty;
966 mapstruct *m; 914 maptile *m;
967 int mflags; 915 int mflags;
968 916
917 if (!dir)
969 if(!dir) dir=pl->facing; 918 dir = pl->facing;
919
970 tx=freearr_x[dir]; 920 tx = freearr_x[dir];
971 ty=freearr_y[dir]; 921 ty = freearr_y[dir];
972 922
973 /* 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.
974 * Legal opponents are the same as outlined in move_player_attack() 924 * Legal opponents are the same as outlined in move_player_attack()
975 */ 925 */
976 926 if (!tmp)
977 if(tmp==NULL) { 927 {
978 m = pl->map; 928 m = pl->map;
979 tx = pl->x + freearr_x[dir]; 929 tx = pl->x + freearr_x[dir];
980 ty = pl->y + freearr_y[dir]; 930 ty = pl->y + freearr_y[dir];
981 931
982 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 932 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
983 if (mflags & P_OUT_OF_MAP) return 0; 933 if (mflags & P_OUT_OF_MAP)
934 return 0;
984 935
985 /* 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 */
986 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; 937 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
938 return 0;
987 939
988 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)
989 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 941 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
990 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 942 {
991 || tmp->type==LOCKED_DOOR ) {
992 /* Don't attack party members */ 943 /* Don't attack party members */
993 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 944 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
994 && pl->contr->party==tmp->contr->party)) 945 return 0;
995 return 0; 946
996 break; 947 break;
948 }
997 } 949 }
998 } 950
999 if (!tmp) { 951 if (!tmp)
952 {
1000 if(pl->type==PLAYER) 953 if (pl->type == PLAYER)
1001 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!");
1002 return 0;
1003 }
1004 955
956 return 0;
957 }
958
1005 return do_skill_attack(tmp,pl,string, skill); 959 return do_skill_attack (tmp, pl, string, skill);
1006} 960}
1007
1008 961
1009/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 962/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
963
1010/* 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
1011 * (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
1012 * function skill_attack() we actually attack. 966 * function skill_attack() we actually attack.
1013 */ 967 */
1014 968static int
1015static int attack_hth(object *pl, int dir, const char *string, object *skill) { 969attack_hth (object *pl, int dir, const char *string, object *skill)
970{
1016 object *enemy=NULL,*weapon; 971 object *enemy = NULL, *weapon;
1017 972
1018 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 973 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1019 for(weapon=pl->inv;weapon;weapon=weapon->below) { 974 for (weapon = pl->inv; weapon; weapon = weapon->below)
975 {
1020 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 976 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
977 {
1021 CLEAR_FLAG(weapon,FLAG_APPLIED); 978 CLEAR_FLAG (weapon, FLAG_APPLIED);
1022 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 979 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1023 fix_player(pl); 980 pl->update_stats ();
1024 if(pl->type==PLAYER) { 981 if (pl->type == PLAYER)
982 {
1025 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.");
1026 esrv_update_item(UPD_FLAGS, pl, weapon); 984 esrv_update_item (UPD_FLAGS, pl, weapon);
1027 } 985 }
1028 break; 986
987 break;
988 }
1029 } 989 }
1030 } 990
1031 return skill_attack(enemy,pl,dir,string, skill); 991 return skill_attack (enemy, pl, dir, string, skill);
1032} 992}
1033
1034 993
1035/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 994/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1036 * 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.
1037 * 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
1038 * bears mentioning: 997 * bears mentioning:
1039 * 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
1040 * we may make this routine handle 'special' melee weapons attacks 999 * we may make this routine handle 'special' melee weapons attacks
1041 * (like disarming manuever with sai) based on player SK_level and 1000 * (like disarming manuever with sai) based on player SK_level and
1042 * weapon type. 1001 * weapon type.
1043 */ 1002 */
1044 1003static int
1045static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1004attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1005{
1046 1006
1047 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1007 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1008 {
1048 if(op->type==PLAYER) 1009 if (op->type == PLAYER)
1049 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!");
1050 return 0; 1011
1012 return 0;
1051 } 1013 }
1014
1052 return skill_attack(NULL,op,dir,string, skill); 1015 return skill_attack (NULL, op, dir, string, skill);
1053
1054} 1016}
1017

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