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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.18 by pippijn, Mon Dec 11 14:28:13 2006 UTC vs.
Revision 1.61 by root, Tue May 6 16:32:34 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 25
26/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 27 * categories. This is done solely through the init_new_exp_system() fctn.
39 39
40/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
41 41
42#include <global.h> 42#include <global.h>
43#include <object.h> 43#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 44#include <sproto.h>
46#endif
47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48#include <spells.h> 46#include <spells.h>
49 47
50/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 49 0, // SK_NONE
52 * automatically applying one for the player. 50# define def(uc, flags) flags,
53 */ 51# include "skillinc.h"
54static uint8 unarmed_skills[] = { 52# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 53};
65 54
66static int attack_hth (object *pl, int dir, const char *string, object *skill); 55static int attack_hth (object *pl, int dir, const char *string, object *skill);
67static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
68 57
71 * subtypes. 60 * subtypes.
72 */ 61 */
73void 62void
74init_skills (void) 63init_skills (void)
75{ 64{
76 int i; 65 for_all_archetypes (at)
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next)
80 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
81 { 67 {
82 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
85 else 71 else
86 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
87 } 73 }
88 74
89 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
91 */ 77 */
92 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 79 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 81}
98
99 82
100/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 86 * mostly used for sending exp.
104 */ 87 */
105void 88void
106link_player_skills (object *op) 89link_player_skills (object *op)
107{ 90{
108 object *tmp;
109
110 for (tmp = op->inv; tmp; tmp = tmp->below) 91 for (object *tmp = op->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 92 if (tmp->type == SKILL)
113 { 93 {
114 /* This is really a warning, hence no else below */ 94 /* This is really a warning, hence no else below */
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
119 } 98
120 if (tmp->subtype >= NUM_SKILLS) 99 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else 101 else
125 { 102 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp; 103 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1; 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
128 } 105 }
129 } 106 }
130 } 107}
108
109static object *
110find_skill (object *who, const shstr &sh)
111{
112 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL)
114 return tmp;
115
116 return 0;
131} 117}
132 118
133/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
135 * 121 *
136 * It is presumed that the player will be needing to actually 122 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill 123 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 124 * tool, this code will equip it.
139 */ 125 */
140object * 126object *
141find_skill_by_name (object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
142{ 128{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 129 object *skill_tool = 0;
144 130
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
153 { 133 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 skill = tmp; 135 /* If this is a skill that can be used without applying tool, return it */
156 136 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
159 */ 139 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 141 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 142 }
167 } 143
168 /* If this is a skill that can be used without a tool, return it */ 144 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 145 return 0;
171 146
172 /* Player has a tool to use the skill. IF not applied, apply it - 147 /* Player has a tool to use the skill. If not applied, apply it -
173 * if not successful, return null. If they do have the skill tool 148 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
175 */ 150 */
176 if (skill_tool) 151 object *skill = find_skill (who, skill_tool->skill);
177 { 152
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill) 153 if (!skill)
184 { 154 {
185 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 156 link_player_skills (who);
187 } 157 }
158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
188 return skill; 161 return 0;
189 } 162
163 return splay (skill);
164}
165
166object *
167find_skill_by_name (object *who, const char *name)
168{
169 if (!name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop;
177
190 return NULL; 178 return 0;
191} 179}
192
193 180
194/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
196 * 183 *
197 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 185 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 186 * tool, this code will equip it.
200 * 187 *
203 * this replaces find_skill. 190 * this replaces find_skill.
204 */ 191 */
205object * 192object *
206find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
207{ 194{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244
245 if (!skill)
246 {
247 skill = give_skill_by_name (who, skill_tool->skill);
248 link_player_skills (who);
249 }
250
251 return skill; 198 return skop;
252 }
253 199
254 return NULL; 200 return 0;
255} 201}
256 202
257/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
258 * note that this function doesn't always need to get used -
259 * you can now add skill exp to the player without the chosen_skill being
260 * set. This function is of most interest to players to update
261 * the various range information.
262 * if new_skill is null, this just unapplies the skill.
263 * flag has the current meaning:
264 * 0x1: If set, don't update the range pointer. This is useful when we
265 * need to ready a new skill, but don't want to clobber range.
266 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
267 */ 205 */
268 206bool
269int 207object::change_skill (object *new_skill)
270change_skill (object *who, object *new_skill, int flag)
271{ 208{
272 int old_range;
273
274 if (who->type != PLAYER) 209 if (type != PLAYER)
275 return 0; 210 return 0;
276 211
277 old_range = who->contr->shoottype; 212 // optimise this supposedly common case
278 213 if (new_skill == chosen_skill)
279 if (who->chosen_skill && who->chosen_skill == new_skill)
280 {
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284
285 return 1; 214 return 1;
286 }
287 215
288 // move skill to front, so it will be preferred next time
289 new_skill->remove ();
290 who->insert (new_skill);
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill) 216 if (chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY); 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
295 221
296 /* Only goal in this case was to unapply a skill */ 222 chosen_skill = new_skill;
223
297 if (!new_skill) 224 if (chosen_skill)
298 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
299 229
300 if (apply_special (who, new_skill, AP_APPLY)) 230 // always clear current weapon, as the selected skill could
301 return 0; 231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
302 234
303 if (flag & 0x1) 235 update_stats ();
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1; 236 return 1;
307}
308
309/* This function just clears the chosen_skill and range_skill values
310 * inthe player.
311 */
312void
313clear_skill (object *who)
314{
315 who->chosen_skill = NULL;
316 CLEAR_FLAG (who, FLAG_READY_SKILL);
317 if (who->type == PLAYER)
318 {
319 who->contr->ranges[range_skill] = NULL;
320 if (who->contr->shoottype == range_skill)
321 who->contr->shoottype = range_none;
322 }
323} 237}
324 238
325/* do_skill() - Main skills use function-similar in scope to cast_spell(). 239/* do_skill() - Main skills use function-similar in scope to cast_spell().
326 * We handle all requests for skill use outside of some combat here. 240 * We handle all requests for skill use outside of some combat here.
327 * We require a separate routine outside of fire() so as to allow monsters 241 * We require a separate routine outside of fire() so as to allow monsters
330 * exp - no caller needed that info, but it also prevented the callers 244 * exp - no caller needed that info, but it also prevented the callers
331 * from know if a skill was actually used, as many skills don't 245 * from know if a skill was actually used, as many skills don't
332 * give any exp for their direct use (eg, throwing). 246 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 247 * It returns 0 if no skill was used.
334 */ 248 */
335
336int 249int
337do_skill (object *op, object *part, object *skill, int dir, const char *string) 250do_skill (object *op, object *part, object *skill, int dir, const char *string)
338{ 251{
339 int success = 0, exp = 0; 252 int success = 0, exp = 0;
340 int did_alc = 0; 253 int did_alc = 0;
341 object *tmp, *next;
342 254
343 if (!skill) 255 if (!skill)
344 return 0; 256 return 0;
345 257
346 /* The code below presumes that the skill points to the object that 258 /* The code below presumes that the skill points to the object that
348 * go and try to find the actual real skill pointer, and if the 260 * go and try to find the actual real skill pointer, and if the
349 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
350 */ 262 */
351 if (skill->type != SKILL && op->type == PLAYER) 263 if (skill->type != SKILL && op->type == PLAYER)
352 { 264 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 267 {
268 skill = tmp;
269 goto found;
357 } 270 }
358 if (!tmp) 271
359 tmp = give_skill_by_name (op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
360 skill = tmp; 273found: ;
361 } 274 }
362 275
363 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
364 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 277 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
365 return 0; 278 return 0;
366 279
367 switch (skill->subtype) 280 switch (skill->subtype)
368 { 281 {
369 case SK_LEVITATION: 282 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 283 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 284 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 285 * equipped, that should transfer to player, when not,
373 * shouldn't. 286 * shouldn't.
374 */ 287 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 288 if (QUERY_FLAG (skill, FLAG_APPLIED))
376 { 289 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 290 CLEAR_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 292 }
380 else 293 else
381 { 294 {
382 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
383 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
384 } 297 }
385 fix_player (op); 298
299 op->update_stats ();
386 success = 1; 300 success = 1;
387 break; 301 break;
388 302
389 case SK_STEALING: 303 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 304 exp = success = steal (op, dir, skill);
391 break; 305 break;
392 306
393 case SK_LOCKPICKING: 307 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 308 exp = success = pick_lock (op, dir, skill);
395 break; 309 break;
396 310
397 case SK_HIDING: 311 case SK_HIDING:
398 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
399 break; 313 break;
400 314
401 case SK_JUMPING: 315 case SK_JUMPING:
402 success = jump (op, dir, skill); 316 success = jump (op, dir, skill);
403 break; 317 break;
404 318
405 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
407 break; 321 break;
408 322
409 case SK_MEDITATION: 323 case SK_MEDITATION:
410 meditate (op, skill); 324 meditate (op, skill);
411 success = 1; 325 success = 1;
412 break; 326 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 327 /* note that the following 'attack' skills gain exp through hit_player() */
414 328
415 case SK_KARATE: 329 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 330 attack_hth (op, dir, "karate-chopped", skill);
417 break; 331 break;
418 332
419 case SK_PUNCHING: 333 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 334 attack_hth (op, dir, "punched", skill);
421 break; 335 break;
422 336
423 case SK_FLAME_TOUCH: 337 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 338 attack_hth (op, dir, "flamed", skill);
425 break; 339 break;
426 340
427 case SK_SPARK_TOUCH: 341 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 342 attack_hth (op, dir, "zapped", skill);
429 break; 343 break;
430 344
431 case SK_SHIVER: 345 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 346 attack_hth (op, dir, "froze", skill);
433 break; 347 break;
434 348
435 case SK_ACID_SPLASH: 349 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 350 attack_hth (op, dir, "dissolved", skill);
437 break; 351 break;
438 352
439 case SK_POISON_NAIL: 353 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 354 attack_hth (op, dir, "injected poison into", skill);
441 break; 355 break;
442 356
443 case SK_CLAWING: 357 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 358 attack_hth (op, dir, "clawed", skill);
445 break; 359 break;
446 360
447 case SK_ONE_HANDED_WEAPON: 361 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 362 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 363 attack_melee_weapon (op, dir, NULL, skill);
450 break; 364 break;
451 365
452 case SK_FIND_TRAPS: 366 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 367 exp = success = find_traps (op, skill);
454 break; 368 break;
455 369
456 case SK_SINGING: 370 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 371 exp = success = singing (op, dir, skill);
458 break; 372 break;
459 373
460 case SK_ORATORY: 374 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 375 exp = success = use_oratory (op, dir, skill);
462 break; 376 break;
463 377
464 case SK_SMITHERY: 378 case SK_SMITHERY:
465 case SK_BOWYER: 379 case SK_BOWYER:
466 case SK_JEWELER: 380 case SK_JEWELER:
467 case SK_ALCHEMY: 381 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 382 case SK_THAUMATURGY:
469 case SK_LITERACY: 383 case SK_LITERACY:
470 case SK_WOODSMAN: 384 case SK_WOODSMAN:
471 /* first, we try to find a cauldron, and do the alchemy thing. 385 /* first, we try to find a cauldron, and do the alchemy thing.
472 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
473 */ 387 */
474 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
475 { 389 {
476 next = tmp->above; 390 next = tmp->above;
477 391
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 { 393 {
480 attempt_do_alchemy (op, tmp); 394 attempt_do_alchemy (op, tmp);
481 395
482 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 396 if (QUERY_FLAG (tmp, FLAG_APPLIED))
483 esrv_send_inventory (op, tmp); 397 esrv_send_inventory (op, tmp);
484 398
485 did_alc = 1; 399 did_alc = 1;
486 } 400 }
487 } 401 }
488 402
489 if (did_alc == 0) 403 if (did_alc == 0)
490 exp = success = skill_ident (op, skill);
491
492 break;
493
494 case SK_DET_MAGIC:
495 case SK_DET_CURSE:
496 exp = success = skill_ident (op, skill); 404 exp = success = skill_ident (op, skill);
405
497 break; 406 break;
498 407
408 case SK_DET_MAGIC:
409 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill);
411 break;
412
499 case SK_DISARM_TRAPS: 413 case SK_DISARM_TRAPS:
500 exp = success = remove_trap (op, dir, skill); 414 exp = success = remove_trap (op, dir, skill);
501 break; 415 break;
502 416
503 case SK_THROWING: 417 case SK_THROWING:
504 success = skill_throw (op, part, dir, string, skill); 418 success = skill_throw (op, part, dir, string, skill);
505 break; 419 break;
506 420
507 case SK_SET_TRAP: 421 case SK_SET_TRAP:
508 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.");
509 break; 423 break;
510 424
511 case SK_USE_MAGIC_ITEM: 425 case SK_USE_MAGIC_ITEM:
512 case SK_MISSILE_WEAPON: 426 case SK_MISSILE_WEAPON:
513 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.");
514 break; 428 break;
515 429
516 case SK_PRAYING: 430 case SK_PRAYING:
517 success = pray (op, skill); 431 success = pray (op, skill);
518 break; 432 break;
519 433
520 case SK_BARGAINING: 434 case SK_BARGAINING:
521 success = describe_shop (op); 435 success = describe_shop (op);
522 break; 436 break;
523 437
524 case SK_SORCERY: 438 case SK_SORCERY:
525 case SK_EVOCATION: 439 case SK_EVOCATION:
526 case SK_PYROMANCY: 440 case SK_PYROMANCY:
527 case SK_SUMMONING: 441 case SK_SUMMONING:
528 case SK_CLIMBING: 442 case SK_CLIMBING:
529 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.");
530 break; 444 break;
531 445
532 default: 446 default:
533 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);
534 break; 448 break;
535 } 449 }
536 450
537 /* 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.
538 * 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
539 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
540 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
541 * in the code for the skill itself. 455 * in the code for the skill itself.
542 */ 456 */
543 457
544 if (op->type == PLAYER) 458 if (op->type == PLAYER)
545 op->speed_left -= 1.0; 459 op->speed_left -= 1.f;
546 460
547 /* 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.
548 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
549 * gain problems. 463 * gain problems.
550 */ 464 */
578 * op is the object that was 'defeated'. 492 * op is the object that was 'defeated'.
579 * 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
580 * point back to who. 494 * point back to who.
581 * 495 *
582 */ 496 */
583
584int 497int
585calc_skill_exp (object *who, object *op, object *skill) 498calc_skill_exp (object *who, object *op, object *skill)
586{ 499{
587 int op_exp = 0, op_lvl = 0; 500 int op_exp = 0, op_lvl = 0;
588 float base, value, lvl_mult = 0.0; 501 float base, value, lvl_mult = 0.0;
597 * 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
598 * help out exp awards for skill_ident skills. Also, if 511 * help out exp awards for skill_ident skills. Also, if
599 * 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
600 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
601 */ 514 */
602
603 if (!op) 515 if (!op)
604 { /* no item/creature */ 516 { /* no item/creature */
605 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 517 op_lvl = max (1, who->map->difficulty);
606 op_exp = 0; 518 op_exp = 0;
607 } 519 }
608 else if (op->type == RUNE || op->type == TRAP) 520 else if (op->type == RUNE || op->type == TRAP)
609 { /* all traps. If stats.Cha > 1 we use that 521 { /* all traps. If stats.Cha > 1 we use that
610 * for the amount of experience */ 522 * for the amount of experience */
614 else 526 else
615 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
616 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
617 op_lvl = op->level; 529 op_lvl = op->level;
618 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!QUERY_FLAG (op, FLAG_ALIVE))
619 { /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
620 op_lvl += 5 * abs (op->magic);
621 }
622 } 532 }
623 533
624 if (op_lvl < 1) 534 if (op_lvl < 1)
625 op_lvl = 1; 535 op_lvl = 1;
626 536
634 /* if skill really is a skill, then we can look at the skill archetype for 544 /* if skill really is a skill, then we can look at the skill archetype for
635 * bse reward value (exp) and level multiplier factor. 545 * bse reward value (exp) and level multiplier factor.
636 */ 546 */
637 if (skill->type == SKILL) 547 if (skill->type == SKILL)
638 { 548 {
639 base += skill->arch->clone.stats.exp; 549 base += skill->arch->stats.exp;
640 if (settings.simple_exp) 550 if (settings.simple_exp)
641 { 551 {
642 if (skill->arch->clone.level) 552 if (skill->arch->level)
643 lvl_mult = (float) skill->arch->clone.level / 100.0; 553 lvl_mult = (float) skill->arch->level / 100.0;
644 else 554 else
645 lvl_mult = 1.0; /* no adjustment */ 555 lvl_mult = 1.0; /* no adjustment */
646 } 556 }
647 else 557 else
648 { 558 {
649 if (skill->level) 559 if (skill->level)
650 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 560 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
651 else 561 else
652 lvl_mult = 1.0; 562 lvl_mult = 1.0;
653 } 563 }
654 } 564 }
655 else 565 else
656 { 566 {
657 /* Don't divide by zero here! */ 567 /* Don't divide by zero here! */
658 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 568 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
659 } 569 }
660 } 570 }
661 571
662 /* assemble the exp total, and return value */ 572 /* assemble the exp total, and return value */
663 573
677 * This one actually teaches the player the skill as something 587 * This one actually teaches the player the skill as something
678 * they can equip. 588 * they can equip.
679 * Return 0 if the player knows the skill, 1 if the 589 * Return 0 if the player knows the skill, 1 if the
680 * player learns the skill, 2 otherwise. 590 * player learns the skill, 2 otherwise.
681 */ 591 */
682
683int 592int
684learn_skill (object *pl, object *scroll) 593learn_skill (object *pl, object *scroll)
685{ 594{
686 object *tmp;
687
688 if (!scroll->skill) 595 if (!scroll->skill)
689 { 596 {
690 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 597 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
691 return 2; 598 return 2;
692 } 599 }
693 600
694 /* can't use find_skill_by_name because we want skills the player knows 601 object *tmp = find_skill (pl, scroll->skill);
695 * but can't use natively.
696 */
697
698 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
699 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
700 break;
701 602
702 /* player already knows it */ 603 /* player already knows it */
703 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 604 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
704 return 0; 605 return 0;
705 606
723 link_player_skills (pl); 624 link_player_skills (pl);
724 return 1; 625 return 1;
725} 626}
726 627
727/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
728
729/* Probably belongs in some global utils-type file? */ 629/* Probably belongs in some global utils-type file? */
730static int 630static int
731clipped_percent (sint64 a, sint64 b) 631clipped_percent (sint64 a, sint64 b)
732{ 632{
733 int rv; 633 int rv;
753 * Note this function is a bit more complicated becauase we 653 * Note this function is a bit more complicated becauase we
754 * we want ot sort the skills before printing them. If we 654 * we want ot sort the skills before printing them. If we
755 * just dumped this as we found it, this would be a bit 655 * just dumped this as we found it, this would be a bit
756 * simpler. 656 * simpler.
757 */ 657 */
758 658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
759void 659void
760show_skills (object *op, const char *search) 660show_skills (object *op, const char *search)
761{ 661{
762 object *tmp = NULL; 662 object *tmp = NULL;
763 char buf[MAX_BUF]; 663 char buf[MAX_BUF];
765 int i, num_skills_found = 0; 665 int i, num_skills_found = 0;
766 static const char *const periods = "........................................"; 666 static const char *const periods = "........................................";
767 667
768 /* Need to have a pointer and use strdup for qsort to work properly */ 668 /* Need to have a pointer and use strdup for qsort to work properly */
769 char skills[NUM_SKILLS][MAX_BUF]; 669 char skills[NUM_SKILLS][MAX_BUF];
770
771 670
772 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
773 { 672 {
774 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
775 { 674 {
778 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 40 spaces with periods */
779 sprintf (buf, "%s%s", &tmp->name, periods); 678 sprintf (buf, "%s%s", &tmp->name, periods);
780 buf[40] = 0; 679 buf[40] = 0;
781 680
782 if (settings.permanent_exp_ratio) 681 if (settings.permanent_exp_ratio)
783 {
784 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 682 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
785 buf, tmp->level, 683 buf, tmp->level, tmp->stats.exp,
786 (long long) tmp->stats.exp,
787 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 684 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
788 }
789 else 685 else
790 {
791 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
792 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 687 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
793 } 688
794 /* I don't know why some characters get a bunch of skills, but 689 /* I don't know why some characters get a bunch of skills, but
795 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
796 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
797 * it so it doesn't crash the server - otherwise, one character may 692 * it so it doesn't crash the server - otherwise, one character may
798 * crash the server numerous times. 693 * crash the server numerous times.
804 break; 699 break;
805 } 700 }
806 } 701 }
807 } 702 }
808 703
809 clear_win_info (op);
810 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
811 if (num_skills_found > 1) 705 if (num_skills_found > 1)
812 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 706 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
813 707
814 for (i = 0; i < num_skills_found; i++) 708 for (i = 0; i < num_skills_found; i++)
815 {
816 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 709 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
817 }
818 710
819 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 711 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
820 712
821 cp = determine_god (op); 713 cp = determine_god (op);
822 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 714 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
829 * direction that the user is facing. Returns false if we are unable to 721 * direction that the user is facing. Returns false if we are unable to
830 * change to the requested skill, or were unable to use the skill properly. 722 * change to the requested skill, or were unable to use the skill properly.
831 * This is tricky because skills can have spaces. We basically roll 723 * This is tricky because skills can have spaces. We basically roll
832 * our own find_skill_by_name so we can try to do better string matching. 724 * our own find_skill_by_name so we can try to do better string matching.
833 */ 725 */
834
835int 726int
836use_skill (object *op, const char *string) 727use_skill (object *op, const char *string)
837{ 728{
838 object *skop; 729 object *skop;
839 size_t len; 730 size_t len;
840 731
841 if (!string) 732 if (!string)
842 return 0; 733 return 0;
843 734
844 for (skop = op->inv; skop != NULL; skop = skop->below) 735 for (skop = op->inv; skop; skop = skop->below)
845 { 736 {
737 if (skop->type == SKILL
846 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 738 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
847 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 739 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
848 break; 740 break;
741 else if (skop->type == SKILL_TOOL
849 else if (skop->type == SKILL_TOOL && !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))))
850 break; 743 break;
851 } 744 }
745
852 if (!skop) 746 if (!skop)
853 { 747 {
854 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 748 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
855 return 0; 749 return 0;
856 } 750 }
861 * options given to the skill. Its pretty simple - if there 755 * options given to the skill. Its pretty simple - if there
862 * are extra parameters (as deteremined by string length), we 756 * are extra parameters (as deteremined by string length), we
863 * want to skip over any leading spaces. 757 * want to skip over any leading spaces.
864 */ 758 */
865 if (len >= strlen (string)) 759 if (len >= strlen (string))
866 {
867 string = NULL; 760 string = NULL;
868 }
869 else 761 else
870 { 762 {
871 string += len; 763 string += len;
872 while (*string == 0x20) 764 while (*string == 0x20)
873 string++; 765 string++;
766
874 if (strlen (string) == 0) 767 if (strlen (string) == 0)
875 string = NULL; 768 string = NULL;
876 } 769 }
877 770
878#ifdef SKILL_UTIL_DEBUG 771#ifdef SKILL_UTIL_DEBUG
879 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 772 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
880#endif 773#endif
881 774
882 /* Change to the new skill, then execute it. */
883 if (do_skill (op, op, skop, op->facing, string)) 775 if (do_skill (op, op, skop, op->facing, string))
884 return 1; 776 return 1;
885 777
886 return 0; 778 return 0;
887} 779}
888 780
889static bool 781static bool
890hth_skill_p (object *skill) 782hth_skill_p (object *skill)
891{ 783{
892 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 784 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
893 if (skill->subtype == unarmed_skills[i])
894 return 1;
895
896 return 0;
897} 785}
898 786
899/* This finds the first unarmed skill the player has, and returns it. 787/* This finds the first unarmed skill the player has, and returns it.
900 */ 788 */
901static object * 789static object *
915 * tmp is the targetted monster. 803 * tmp is the targetted monster.
916 * op is what is attacking 804 * op is what is attacking
917 * string is passed along to describe what messages to describe 805 * string is passed along to describe what messages to describe
918 * the damage. 806 * the damage.
919 */ 807 */
920
921static int 808static int
922do_skill_attack (object *tmp, object *op, const char *string, object *skill) 809do_skill_attack (object *tmp, object *op, const char *string, object *skill)
923{ 810{
924 int success;
925
926 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 811 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
927 return RESULT_INT (0); 812 return RESULT_INT (0);
928 813
929 /* For Players only: if there is no ready weapon, and no "attack" skill 814 /* For Players only: if there is no ready weapon, and no "attack" skill
930 * is readied either then try to find a skill for the player to use. 815 * is readied either then try to find a skill for the player to use.
931 * it is presumed that if skill is set, it is a valid attack skill (eg, 816 * it is presumed that if skill is set, it is a valid attack skill (eg,
932 * the caller should have set it appropriately). We still want to pass 817 * the caller should have set it appropriately). We still want to pass
933 * through that code if skill is set to change to the skill. 818 * through that code if skill is set to change to the skill.
934 */ 819 */
935 if (op->type == PLAYER) 820 if (player *pl = op->contr)
936 { 821 {
937 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 822 if (!pl->combat_ob)
938 { 823 {
939 if (!skill) 824 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
940 { 825 {
941 /* See if the players chosen skill is a combat skill, and use 826 for (tmp = op->inv; tmp; tmp = tmp->below)
942 * it if appropriate. 827 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
828 break;
829
830 if (!tmp)
831 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
832
833 pl->combat_ob = tmp;
943 */ 834 }
944 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 835
945 skill = op->chosen_skill; 836 if (!pl->combat_ob)
946 else 837 {
838 if (!skill)
947 { 839 {
948 skill = find_player_hth_skill (op); 840 /* See if the players chosen skill is a combat skill, and use
949 841 * it if appropriate.
950 if (!skill) 842 */
843 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
844 skill = op->chosen_skill;
845 else
951 { 846 {
847 skill = find_player_hth_skill (op);
848
849 if (!skill)
952 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 850 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
953 return 0;
954 } 851 }
955 } 852 }
853
854 if (skill)
855 {
856 op->change_skill (0);
857 apply_special (op, skill, AP_APPLY);
858 }
956 } 859 }
957 860
958 /* now try to ready the new skill */ 861 if (!pl->combat_ob)
959 if (!change_skill (op, skill, 0)) 862 {
960 { /* oh oh, trouble! */ 863 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
961 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
962 return 0; 864 return 0;
963 } 865 }
964 } 866 }
965 else 867
868 if (!op->change_weapon (pl->combat_ob))
869 return 0;
870
871 /* lose invisiblity/hiding status for running attacks */
872 if (pl->tmp_invis)
966 { 873 {
967 /* Seen some crashes below where current_weapon is not set, 874 pl->tmp_invis = 0;
968 * even though the flag says it is. So if current weapon isn't set, 875 op->invisible = 0;
969 * do some work in trying to find the object to use. 876 op->hide = 0;
970 */ 877 update_object (op, UP_OBJ_CHANGE);
971 if (!op->current_weapon)
972 {
973 object *tmp;
974
975 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
976 for (tmp = op->inv; tmp; tmp = tmp->below)
977 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
978 break;
979
980 if (!tmp)
981 {
982 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
983 op->current_weapon = NULL;
984 return 0;
985 }
986 else
987 {
988 op->current_weapon = tmp;
989 }
990 }
991
992 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
993 } 878 }
994 } 879 }
995 880
996 /* lose invisiblity/hiding status for running attacks */
997
998 if (op->type == PLAYER && op->contr->tmp_invis)
999 {
1000 op->contr->tmp_invis = 0;
1001 op->invisible = 0;
1002 op->hide = 0;
1003 update_object (op, UP_OBJ_FACE);
1004 }
1005
1006 success = attack_ob (tmp, op); 881 int success = attack_ob (tmp, op);
1007 882
1008 /* print appropriate messages to the player */ 883 /* print appropriate messages to the player */
1009 884
1010 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 885 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1011 { 886 {
1012 if (op->type == PLAYER) 887 if (op->type == PLAYER)
1013 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 888 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1014 else if (tmp->type == PLAYER) 889 else if (tmp->type == PLAYER)
1015 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 890 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1016 } 891 }
892
1017 return success; 893 return success;
1018} 894}
1019
1020 895
1021/* skill_attack() - Core routine for use when we attack using a skills 896/* skill_attack() - Core routine for use when we attack using a skills
1022 * system. In essence, this code handles 897 * system. In essence, this code handles
1023 * all skill-based attacks, ie hth, missile and melee weapons should be 898 * all skill-based attacks, ie hth, missile and melee weapons should be
1024 * treated here. If an opponent is already supplied by move_player(), 899 * treated here. If an opponent is already supplied by move_player(),
1027 * 902 *
1028 * This is called by move_player() and attack_hth() 903 * This is called by move_player() and attack_hth()
1029 * 904 *
1030 * Initial implementation by -bt thomas@astro.psu.edu 905 * Initial implementation by -bt thomas@astro.psu.edu
1031 */ 906 */
1032
1033int 907int
1034skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 908skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1035{ 909{
1036 sint16 tx, ty; 910 sint16 tx, ty;
1037 maptile *m; 911 maptile *m;
1044 ty = freearr_y[dir]; 918 ty = freearr_y[dir];
1045 919
1046 /* If we don't yet have an opponent, find if one exists, and attack. 920 /* If we don't yet have an opponent, find if one exists, and attack.
1047 * Legal opponents are the same as outlined in move_player_attack() 921 * Legal opponents are the same as outlined in move_player_attack()
1048 */ 922 */
1049 923 if (!tmp)
1050 if (tmp == NULL)
1051 { 924 {
1052 m = pl->map; 925 m = pl->map;
1053 tx = pl->x + freearr_x[dir]; 926 tx = pl->x + freearr_x[dir];
1054 ty = pl->y + freearr_y[dir]; 927 ty = pl->y + freearr_y[dir];
1055 928
1059 932
1060 /* space must be blocked for there to be anything interesting to do */ 933 /* space must be blocked for there to be anything interesting to do */
1061 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 934 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1062 return 0; 935 return 0;
1063 936
1064 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 937 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1065 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 938 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1066 { 939 {
1067 /* Don't attack party members */ 940 /* Don't attack party members */
1068 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 941 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1069 return 0; 942 return 0;
943
1070 break; 944 break;
1071 } 945 }
1072 } 946 }
947
1073 if (!tmp) 948 if (!tmp)
1074 { 949 {
1075 if (pl->type == PLAYER) 950 if (pl->type == PLAYER)
1076 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 951 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
952
1077 return 0; 953 return 0;
1078 } 954 }
1079 955
1080 return do_skill_attack (tmp, pl, string, skill); 956 return do_skill_attack (tmp, pl, string, skill);
1081} 957}
1082
1083 958
1084/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 959/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1085 960
1086/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 961/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1087 * (attack_hth) we check for weapon use, etc in the second (the new 962 * (attack_hth) we check for weapon use, etc in the second (the new
1088 * function skill_attack() we actually attack. 963 * function skill_attack() we actually attack.
1089 */ 964 */
1090
1091static int 965static int
1092attack_hth (object *pl, int dir, const char *string, object *skill) 966attack_hth (object *pl, int dir, const char *string, object *skill)
1093{ 967{
1094 object *enemy = NULL, *weapon; 968 object *enemy = NULL, *weapon;
1095 969
1098 { 972 {
1099 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 973 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1100 { 974 {
1101 CLEAR_FLAG (weapon, FLAG_APPLIED); 975 CLEAR_FLAG (weapon, FLAG_APPLIED);
1102 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 976 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1103 fix_player (pl); 977 pl->update_stats ();
1104 if (pl->type == PLAYER) 978 if (pl->type == PLAYER)
1105 { 979 {
1106 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 980 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1107 esrv_update_item (UPD_FLAGS, pl, weapon); 981 esrv_update_item (UPD_FLAGS, pl, weapon);
1108 } 982 }
983
1109 break; 984 break;
1110 } 985 }
1111 } 986 }
987
1112 return skill_attack (enemy, pl, dir, string, skill); 988 return skill_attack (enemy, pl, dir, string, skill);
1113} 989}
1114
1115 990
1116/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 991/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1117 * For now we are just checking to see if we have a ready weapon here. 992 * For now we are just checking to see if we have a ready weapon here.
1118 * But there is a real neato possible feature of this scheme which 993 * But there is a real neato possible feature of this scheme which
1119 * bears mentioning: 994 * bears mentioning:
1120 * Since we are only calling this from do_skill() in the future 995 * Since we are only calling this from do_skill() in the future
1121 * we may make this routine handle 'special' melee weapons attacks 996 * we may make this routine handle 'special' melee weapons attacks
1122 * (like disarming manuever with sai) based on player SK_level and 997 * (like disarming manuever with sai) based on player SK_level and
1123 * weapon type. 998 * weapon type.
1124 */ 999 */
1125
1126static int 1000static int
1127attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1001attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1128{ 1002{
1129 1003
1130 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1131 { 1005 {
1132 if (op->type == PLAYER) 1006 if (op->type == PLAYER)
1133 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1007 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1008
1134 return 0; 1009 return 0;
1135 } 1010 }
1011
1136 return skill_attack (NULL, op, dir, string, skill); 1012 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1013}
1014

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