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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.23 by root, Tue Dec 26 08:55:00 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.
43#include <object.h> 43#include <object.h>
44#include <sproto.h> 44#include <sproto.h>
45#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. */
46#include <spells.h> 46#include <spells.h>
47 47
48/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
49 * is also the list that we should try to use skills when 49 0, // SK_NONE
50 * automatically applying one for the player. 50# define def(uc, flags) flags,
51 */ 51# include "skillinc.h"
52static uint8 unarmed_skills[] = { 52# undef def
53 SK_KARATE,
54 SK_CLAWING,
55 SK_FLAME_TOUCH,
56 SK_SPARK_TOUCH,
57 SK_SHIVER,
58 SK_ACID_SPLASH,
59 SK_POISON_NAIL,
60 SK_PUNCHING,
61 (uint8)-1
62}; 53};
63 54
64static 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);
65static 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);
66 57
69 * subtypes. 60 * subtypes.
70 */ 61 */
71void 62void
72init_skills (void) 63init_skills (void)
73{ 64{
74 int i; 65 for_all_archetypes (at)
75 archetype *at;
76
77 for (at = first_archetype; at != NULL; at = at->next)
78 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
79 { 67 {
80 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
81 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",
82 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
83 else 71 else
84 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
85 } 73 }
86 74
87 /* 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
88 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
89 */ 77 */
90 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
91 {
92 if (!skill_names[i]) 79 if (!skill_names[i])
93 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);
94 }
95} 81}
96 82
97/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
98 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
99 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
100 * mostly used for sending exp. 86 * mostly used for sending exp.
101 */ 87 */
102void 88void
103link_player_skills (object *op) 89link_player_skills (object *op)
104{ 90{
105 object *tmp;
106
107 for (tmp = op->inv; tmp; tmp = tmp->below) 91 for (object *tmp = op->inv; tmp; tmp = tmp->below)
108 {
109 if (tmp->type == SKILL) 92 if (tmp->type == SKILL)
110 { 93 {
111 /* This is really a warning, hence no else below */ 94 /* This is really a warning, hence no else below */
112 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)
113 {
114 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
115 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
116 } 98
117 if (tmp->subtype >= NUM_SKILLS) 99 if (tmp->subtype >= NUM_SKILLS)
118 {
119 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);
120 }
121 else 101 else
122 { 102 {
123 op->contr->last_skill_ob[tmp->subtype] = tmp; 103 op->contr->last_skill_ob[tmp->subtype] = tmp;
124 op->contr->last_skill_exp[tmp->subtype] = -1; 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
125 } 105 }
126 } 106 }
127 } 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;
128} 117}
129 118
130/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
131 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
132 * 121 *
133 * It is presumed that the player will be needing to actually 122 * It is presumed that the player will be needing to actually
134 * 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
135 * tool, this code will equip it. 124 * tool, this code will equip it.
136 */ 125 */
137object * 126object *
138find_skill_by_name (object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
139{ 128{
140 object *skill = NULL, *skill_tool = NULL, *tmp; 129 object *skill_tool = 0;
141 130
142 if (!name)
143 return NULL;
144
145 /* We make sure the length of the string in the object is greater
146 * in length than the passed string. Eg, if we have a skill called
147 * 'hi', we don't want to match if the user passed 'high'
148 */
149 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
150 { 133 {
151 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]))
152 skill = tmp; 135 /* If this is a skill that can be used without applying tool, return it */
153 136 return splay (tmp);
154 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
155 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
156 */ 139 */
157 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)
158 {
159 if (QUERY_FLAG (tmp, FLAG_APPLIED))
160 skill_tool = tmp; 141 skill_tool = tmp;
161 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
162 skill_tool = tmp;
163 } 142 }
164 } 143
165 /* If this is a skill that can be used without a tool, return it */ 144 if (!skill_tool)
166 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
167 return skill; 145 return 0;
168 146
169 /* 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 -
170 * 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
171 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
172 */ 150 */
173 if (skill_tool) 151 object *skill = find_skill (who, skill_tool->skill);
174 { 152
175 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
176 {
177 if (apply_special (who, skill_tool, 0))
178 return NULL;
179 }
180 if (!skill) 153 if (!skill)
181 { 154 {
182 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
183 link_player_skills (who); 156 link_player_skills (who);
184 } 157 }
158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
185 return skill; 161 return 0;
186 } 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
187 return NULL; 178 return 0;
188} 179}
189
190 180
191/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
192 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
193 * 183 *
194 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
195 * 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
196 * tool, this code will equip it. 186 * tool, this code will equip it.
197 * 187 *
200 * this replaces find_skill. 190 * this replaces find_skill.
201 */ 191 */
202object * 192object *
203find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
204{ 194{
205 object *skill = NULL, *skill_tool = NULL, *tmp;
206
207 if (skillno < 1 || skillno >= NUM_SKILLS)
208 return NULL;
209
210 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
211 {
212 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
213 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
214
215 /* Try to find appropriate skilltool. If the player has one already
216 * applied, we try to keep using that one.
217 */
218 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
219 {
220 if (QUERY_FLAG (tmp, FLAG_APPLIED))
221 skill_tool = tmp;
222 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
223 skill_tool = tmp;
224 }
225 }
226 /* If this is a skill that can be used without a tool, return it */
227 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
228 return skill;
229
230 /* Player has a tool to use the skill. IF not applied, apply it -
231 * if not successful, return null. If they do have the skill tool
232 * but not the skill itself, give it to them.
233 */
234 if (skill_tool)
235 {
236 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
237 {
238 if (apply_special (who, skill_tool, 0))
239 return NULL;
240 }
241
242 if (!skill)
243 {
244 skill = give_skill_by_name (who, skill_tool->skill);
245 link_player_skills (who);
246 }
247
248 return skill; 198 return skop;
249 }
250 199
251 return NULL; 200 return 0;
252} 201}
253 202
254/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
255 * note that this function doesn't always need to get used -
256 * you can now add skill exp to the player without the chosen_skill being
257 * set. This function is of most interest to players to update
258 * the various range information.
259 * if new_skill is null, this just unapplies the skill.
260 * flag has the current meaning:
261 * 0x1: If set, don't update the range pointer. This is useful when we
262 * need to ready a new skill, but don't want to clobber range.
263 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
264 */ 205 */
265 206bool
266int 207object::change_skill (object *new_skill)
267change_skill (object *who, object *new_skill, int flag)
268{ 208{
269 int old_range;
270
271 if (who->type != PLAYER) 209 if (type != PLAYER)
272 return 0; 210 return 0;
273 211
274 old_range = who->contr->shoottype; 212 // optimise this supposedly common case
275 213 if (new_skill == chosen_skill)
276 if (who->chosen_skill && who->chosen_skill == new_skill)
277 {
278 /* optimization for changing skill to current skill */
279 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill;
281
282 return 1; 214 return 1;
283 }
284 215
285 // move skill to front, so it will be preferred next time
286 new_skill->remove ();
287 who->insert (new_skill);
288
289 if (!new_skill || who->chosen_skill)
290 if (who->chosen_skill) 216 if (chosen_skill)
291 apply_special (who, who->chosen_skill, AP_UNAPPLY); 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
292 221
293 /* Only goal in this case was to unapply a skill */ 222 chosen_skill = new_skill;
223
294 if (!new_skill) 224 if (chosen_skill)
295 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
296 229
297 if (apply_special (who, new_skill, AP_APPLY)) 230 // always clear current weapon, as the selected skill could
298 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;
299 234
300 if (flag & 0x1) 235 update_stats ();
301 who->contr->shoottype = (rangetype)old_range;
302
303 return 1; 236 return 1;
304}
305
306/* This function just clears the chosen_skill and range_skill values
307 * inthe player.
308 */
309void
310clear_skill (object *who)
311{
312 who->chosen_skill = NULL;
313 CLEAR_FLAG (who, FLAG_READY_SKILL);
314 if (who->type == PLAYER)
315 {
316 who->contr->ranges[range_skill] = NULL;
317 if (who->contr->shoottype == range_skill)
318 who->contr->shoottype = range_none;
319 }
320} 237}
321 238
322/* 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().
323 * 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.
324 * 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
327 * 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
328 * 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
329 * give any exp for their direct use (eg, throwing). 246 * give any exp for their direct use (eg, throwing).
330 * It returns 0 if no skill was used. 247 * It returns 0 if no skill was used.
331 */ 248 */
332
333int 249int
334do_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)
335{ 251{
336 int success = 0, exp = 0; 252 int success = 0, exp = 0;
337 int did_alc = 0; 253 int did_alc = 0;
338 object *tmp, *next;
339 254
340 if (!skill) 255 if (!skill)
341 return 0; 256 return 0;
342 257
343 /* 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
345 * 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
346 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
347 */ 262 */
348 if (skill->type != SKILL && op->type == PLAYER) 263 if (skill->type != SKILL && op->type == PLAYER)
349 { 264 {
350 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
351 {
352 if (tmp->type == SKILL && tmp->skill == skill->skill) 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
353 break; 267 {
268 skill = tmp;
269 goto found;
354 } 270 }
355 if (!tmp) 271
356 tmp = give_skill_by_name (op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
357 skill = tmp; 273found: ;
358 } 274 }
359 275
360 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
361 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)))
362 return 0; 278 return 0;
363 279
364 switch (skill->subtype) 280 switch (skill->subtype)
365 { 281 {
366 case SK_LEVITATION: 282 case SK_LEVITATION:
367 /* Not 100% sure if this will work with new movement code - 283 /* Not 100% sure if this will work with new movement code -
368 * the levitation skill has move_type for flying, so when 284 * the levitation skill has move_type for flying, so when
369 * equipped, that should transfer to player, when not, 285 * equipped, that should transfer to player, when not,
370 * shouldn't. 286 * shouldn't.
371 */ 287 */
372 if (QUERY_FLAG (skill, FLAG_APPLIED)) 288 if (QUERY_FLAG (skill, FLAG_APPLIED))
373 { 289 {
374 CLEAR_FLAG (skill, FLAG_APPLIED); 290 CLEAR_FLAG (skill, FLAG_APPLIED);
375 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
376 } 292 }
377 else 293 else
378 { 294 {
379 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
380 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!");
381 } 297 }
298
382 op->update_stats (); 299 op->update_stats ();
383 success = 1; 300 success = 1;
384 break; 301 break;
385 302
386 case SK_STEALING: 303 case SK_STEALING:
387 exp = success = steal (op, dir, skill); 304 exp = success = steal (op, dir, skill);
388 break; 305 break;
389 306
390 case SK_LOCKPICKING: 307 case SK_LOCKPICKING:
391 exp = success = pick_lock (op, dir, skill); 308 exp = success = pick_lock (op, dir, skill);
392 break; 309 break;
393 310
394 case SK_HIDING: 311 case SK_HIDING:
395 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
396 break; 313 break;
397 314
398 case SK_JUMPING: 315 case SK_JUMPING:
399 success = jump (op, dir, skill); 316 success = jump (op, dir, skill);
400 break; 317 break;
401 318
402 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
403 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
404 break; 321 break;
405 322
406 case SK_MEDITATION: 323 case SK_MEDITATION:
407 meditate (op, skill); 324 meditate (op, skill);
408 success = 1; 325 success = 1;
409 break; 326 break;
410 /* note that the following 'attack' skills gain exp through hit_player() */ 327 /* note that the following 'attack' skills gain exp through hit_player() */
411 328
412 case SK_KARATE: 329 case SK_KARATE:
413 (void) attack_hth (op, dir, "karate-chopped", skill); 330 attack_hth (op, dir, "karate-chopped", skill);
414 break; 331 break;
415 332
416 case SK_PUNCHING: 333 case SK_PUNCHING:
417 (void) attack_hth (op, dir, "punched", skill); 334 attack_hth (op, dir, "punched", skill);
418 break; 335 break;
419 336
420 case SK_FLAME_TOUCH: 337 case SK_FLAME_TOUCH:
421 (void) attack_hth (op, dir, "flamed", skill); 338 attack_hth (op, dir, "flamed", skill);
422 break; 339 break;
423 340
424 case SK_SPARK_TOUCH: 341 case SK_SPARK_TOUCH:
425 (void) attack_hth (op, dir, "zapped", skill); 342 attack_hth (op, dir, "zapped", skill);
426 break; 343 break;
427 344
428 case SK_SHIVER: 345 case SK_SHIVER:
429 (void) attack_hth (op, dir, "froze", skill); 346 attack_hth (op, dir, "froze", skill);
430 break; 347 break;
431 348
432 case SK_ACID_SPLASH: 349 case SK_ACID_SPLASH:
433 (void) attack_hth (op, dir, "dissolved", skill); 350 attack_hth (op, dir, "dissolved", skill);
434 break; 351 break;
435 352
436 case SK_POISON_NAIL: 353 case SK_POISON_NAIL:
437 (void) attack_hth (op, dir, "injected poison into", skill); 354 attack_hth (op, dir, "injected poison into", skill);
438 break; 355 break;
439 356
440 case SK_CLAWING: 357 case SK_CLAWING:
441 (void) attack_hth (op, dir, "clawed", skill); 358 attack_hth (op, dir, "clawed", skill);
442 break; 359 break;
443 360
444 case SK_ONE_HANDED_WEAPON: 361 case SK_ONE_HANDED_WEAPON:
445 case SK_TWO_HANDED_WEAPON: 362 case SK_TWO_HANDED_WEAPON:
446 (void) attack_melee_weapon (op, dir, NULL, skill); 363 attack_melee_weapon (op, dir, NULL, skill);
447 break; 364 break;
448 365
449 case SK_FIND_TRAPS: 366 case SK_FIND_TRAPS:
450 exp = success = find_traps (op, skill); 367 exp = success = find_traps (op, skill);
451 break; 368 break;
452 369
453 case SK_SINGING: 370 case SK_SINGING:
454 exp = success = singing (op, dir, skill); 371 exp = success = singing (op, dir, skill);
455 break; 372 break;
456 373
457 case SK_ORATORY: 374 case SK_ORATORY:
458 exp = success = use_oratory (op, dir, skill); 375 exp = success = use_oratory (op, dir, skill);
459 break; 376 break;
460 377
461 case SK_SMITHERY: 378 case SK_SMITHERY:
462 case SK_BOWYER: 379 case SK_BOWYER:
463 case SK_JEWELER: 380 case SK_JEWELER:
464 case SK_ALCHEMY: 381 case SK_ALCHEMY:
465 case SK_THAUMATURGY: 382 case SK_THAUMATURGY:
466 case SK_LITERACY: 383 case SK_LITERACY:
467 case SK_WOODSMAN: 384 case SK_WOODSMAN:
468 /* 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.
469 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
470 */ 387 */
471 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)
472 { 389 {
473 next = tmp->above; 390 next = tmp->above;
474 391
475 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
476 { 393 {
477 attempt_do_alchemy (op, tmp); 394 attempt_do_alchemy (op, tmp);
478 395
479 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 396 if (QUERY_FLAG (tmp, FLAG_APPLIED))
480 esrv_send_inventory (op, tmp); 397 esrv_send_inventory (op, tmp);
481 398
482 did_alc = 1; 399 did_alc = 1;
483 } 400 }
484 } 401 }
485 402
486 if (did_alc == 0) 403 if (did_alc == 0)
487 exp = success = skill_ident (op, skill);
488
489 break;
490
491 case SK_DET_MAGIC:
492 case SK_DET_CURSE:
493 exp = success = skill_ident (op, skill); 404 exp = success = skill_ident (op, skill);
405
494 break; 406 break;
495 407
408 case SK_DET_MAGIC:
409 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill);
411 break;
412
496 case SK_DISARM_TRAPS: 413 case SK_DISARM_TRAPS:
497 exp = success = remove_trap (op, dir, skill); 414 exp = success = remove_trap (op, dir, skill);
498 break; 415 break;
499 416
500 case SK_THROWING: 417 case SK_THROWING:
501 success = skill_throw (op, part, dir, string, skill); 418 success = skill_throw (op, part, dir, string, skill);
502 break; 419 break;
503 420
504 case SK_SET_TRAP: 421 case SK_SET_TRAP:
505 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.");
506 break; 423 break;
507 424
508 case SK_USE_MAGIC_ITEM: 425 case SK_USE_MAGIC_ITEM:
509 case SK_MISSILE_WEAPON: 426 case SK_MISSILE_WEAPON:
510 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.");
511 break; 428 break;
512 429
513 case SK_PRAYING: 430 case SK_PRAYING:
514 success = pray (op, skill); 431 success = pray (op, skill);
515 break; 432 break;
516 433
517 case SK_BARGAINING: 434 case SK_BARGAINING:
518 success = describe_shop (op); 435 success = describe_shop (op);
519 break; 436 break;
520 437
521 case SK_SORCERY: 438 case SK_SORCERY:
522 case SK_EVOCATION: 439 case SK_EVOCATION:
523 case SK_PYROMANCY: 440 case SK_PYROMANCY:
524 case SK_SUMMONING: 441 case SK_SUMMONING:
525 case SK_CLIMBING: 442 case SK_CLIMBING:
526 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.");
527 break; 444 break;
528 445
529 default: 446 default:
530 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);
531 break; 448 break;
532 } 449 }
533 450
534 /* 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.
535 * 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
536 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
537 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
538 * in the code for the skill itself. 455 * in the code for the skill itself.
539 */ 456 */
540 457
541 if (op->type == PLAYER) 458 if (op->type == PLAYER)
542 op->speed_left -= 1.0; 459 op->speed_left -= 1.f;
543 460
544 /* 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.
545 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
546 * gain problems. 463 * gain problems.
547 */ 464 */
575 * op is the object that was 'defeated'. 492 * op is the object that was 'defeated'.
576 * 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
577 * point back to who. 494 * point back to who.
578 * 495 *
579 */ 496 */
580
581int 497int
582calc_skill_exp (object *who, object *op, object *skill) 498calc_skill_exp (object *who, object *op, object *skill)
583{ 499{
584 int op_exp = 0, op_lvl = 0; 500 int op_exp = 0, op_lvl = 0;
585 float base, value, lvl_mult = 0.0; 501 float base, value, lvl_mult = 0.0;
594 * 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
595 * help out exp awards for skill_ident skills. Also, if 511 * help out exp awards for skill_ident skills. Also, if
596 * 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
597 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
598 */ 514 */
599
600 if (!op) 515 if (!op)
601 { /* no item/creature */ 516 { /* no item/creature */
602 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 517 op_lvl = max (1, who->map->difficulty);
603 op_exp = 0; 518 op_exp = 0;
604 } 519 }
605 else if (op->type == RUNE || op->type == TRAP) 520 else if (op->type == RUNE || op->type == TRAP)
606 { /* all traps. If stats.Cha > 1 we use that 521 { /* all traps. If stats.Cha > 1 we use that
607 * for the amount of experience */ 522 * for the amount of experience */
611 else 526 else
612 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
613 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
614 op_lvl = op->level; 529 op_lvl = op->level;
615 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!QUERY_FLAG (op, FLAG_ALIVE))
616 { /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
617 op_lvl += 5 * abs (op->magic);
618 }
619 } 532 }
620 533
621 if (op_lvl < 1) 534 if (op_lvl < 1)
622 op_lvl = 1; 535 op_lvl = 1;
623 536
631 /* 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
632 * bse reward value (exp) and level multiplier factor. 545 * bse reward value (exp) and level multiplier factor.
633 */ 546 */
634 if (skill->type == SKILL) 547 if (skill->type == SKILL)
635 { 548 {
636 base += skill->arch->clone.stats.exp; 549 base += skill->arch->stats.exp;
637 if (settings.simple_exp) 550 if (settings.simple_exp)
638 { 551 {
639 if (skill->arch->clone.level) 552 if (skill->arch->level)
640 lvl_mult = (float) skill->arch->clone.level / 100.0; 553 lvl_mult = (float) skill->arch->level / 100.0;
641 else 554 else
642 lvl_mult = 1.0; /* no adjustment */ 555 lvl_mult = 1.0; /* no adjustment */
643 } 556 }
644 else 557 else
645 { 558 {
646 if (skill->level) 559 if (skill->level)
647 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);
648 else 561 else
649 lvl_mult = 1.0; 562 lvl_mult = 1.0;
650 } 563 }
651 } 564 }
652 else 565 else
653 { 566 {
654 /* Don't divide by zero here! */ 567 /* Don't divide by zero here! */
655 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 568 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
656 } 569 }
657 } 570 }
658 571
659 /* assemble the exp total, and return value */ 572 /* assemble the exp total, and return value */
660 573
674 * This one actually teaches the player the skill as something 587 * This one actually teaches the player the skill as something
675 * they can equip. 588 * they can equip.
676 * Return 0 if the player knows the skill, 1 if the 589 * Return 0 if the player knows the skill, 1 if the
677 * player learns the skill, 2 otherwise. 590 * player learns the skill, 2 otherwise.
678 */ 591 */
679
680int 592int
681learn_skill (object *pl, object *scroll) 593learn_skill (object *pl, object *scroll)
682{ 594{
683 object *tmp;
684
685 if (!scroll->skill) 595 if (!scroll->skill)
686 { 596 {
687 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);
688 return 2; 598 return 2;
689 } 599 }
690 600
691 /* can't use find_skill_by_name because we want skills the player knows 601 object *tmp = find_skill (pl, scroll->skill);
692 * but can't use natively.
693 */
694
695 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
696 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
697 break;
698 602
699 /* player already knows it */ 603 /* player already knows it */
700 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 604 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
701 return 0; 605 return 0;
702 606
720 link_player_skills (pl); 624 link_player_skills (pl);
721 return 1; 625 return 1;
722} 626}
723 627
724/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
725
726/* Probably belongs in some global utils-type file? */ 629/* Probably belongs in some global utils-type file? */
727static int 630static int
728clipped_percent (sint64 a, sint64 b) 631clipped_percent (sint64 a, sint64 b)
729{ 632{
730 int rv; 633 int rv;
750 * Note this function is a bit more complicated becauase we 653 * Note this function is a bit more complicated becauase we
751 * we want ot sort the skills before printing them. If we 654 * we want ot sort the skills before printing them. If we
752 * 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
753 * simpler. 656 * simpler.
754 */ 657 */
755 658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
756void 659void
757show_skills (object *op, const char *search) 660show_skills (object *op, const char *search)
758{ 661{
759 object *tmp = NULL; 662 object *tmp = NULL;
760 char buf[MAX_BUF]; 663 char buf[MAX_BUF];
762 int i, num_skills_found = 0; 665 int i, num_skills_found = 0;
763 static const char *const periods = "........................................"; 666 static const char *const periods = "........................................";
764 667
765 /* 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 */
766 char skills[NUM_SKILLS][MAX_BUF]; 669 char skills[NUM_SKILLS][MAX_BUF];
767
768 670
769 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
770 { 672 {
771 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
772 { 674 {
775 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 40 spaces with periods */
776 sprintf (buf, "%s%s", &tmp->name, periods); 678 sprintf (buf, "%s%s", &tmp->name, periods);
777 buf[40] = 0; 679 buf[40] = 0;
778 680
779 if (settings.permanent_exp_ratio) 681 if (settings.permanent_exp_ratio)
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 682 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
782 buf, tmp->level, tmp->stats.exp, 683 buf, tmp->level, tmp->stats.exp,
783 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));
784 }
785 else 685 else
786 {
787 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
788 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 687 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
789 } 688
790 /* 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
791 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
792 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
793 * 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
794 * crash the server numerous times. 693 * crash the server numerous times.
800 break; 699 break;
801 } 700 }
802 } 701 }
803 } 702 }
804 703
805 clear_win_info (op);
806 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
807 if (num_skills_found > 1) 705 if (num_skills_found > 1)
808 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);
809 707
810 for (i = 0; i < num_skills_found; i++) 708 for (i = 0; i < num_skills_found; i++)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 709 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
813 }
814 710
815 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);
816 712
817 cp = determine_god (op); 713 cp = determine_god (op);
818 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");
825 * 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
826 * 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.
827 * This is tricky because skills can have spaces. We basically roll 723 * This is tricky because skills can have spaces. We basically roll
828 * 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.
829 */ 725 */
830
831int 726int
832use_skill (object *op, const char *string) 727use_skill (object *op, const char *string)
833{ 728{
834 object *skop; 729 object *skop;
835 size_t len; 730 size_t len;
836 731
837 if (!string) 732 if (!string)
838 return 0; 733 return 0;
839 734
840 for (skop = op->inv; skop != NULL; skop = skop->below) 735 for (skop = op->inv; skop; skop = skop->below)
841 { 736 {
737 if (skop->type == SKILL
842 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 738 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
843 !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))))
844 break; 740 break;
741 else if (skop->type == SKILL_TOOL
845 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))))
846 break; 743 break;
847 } 744 }
745
848 if (!skop) 746 if (!skop)
849 { 747 {
850 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);
851 return 0; 749 return 0;
852 } 750 }
857 * options given to the skill. Its pretty simple - if there 755 * options given to the skill. Its pretty simple - if there
858 * are extra parameters (as deteremined by string length), we 756 * are extra parameters (as deteremined by string length), we
859 * want to skip over any leading spaces. 757 * want to skip over any leading spaces.
860 */ 758 */
861 if (len >= strlen (string)) 759 if (len >= strlen (string))
862 {
863 string = NULL; 760 string = NULL;
864 }
865 else 761 else
866 { 762 {
867 string += len; 763 string += len;
868 while (*string == 0x20) 764 while (*string == 0x20)
869 string++; 765 string++;
766
870 if (strlen (string) == 0) 767 if (strlen (string) == 0)
871 string = NULL; 768 string = NULL;
872 } 769 }
873 770
874#ifdef SKILL_UTIL_DEBUG 771#ifdef SKILL_UTIL_DEBUG
875 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");
876#endif 773#endif
877 774
878 /* Change to the new skill, then execute it. */
879 if (do_skill (op, op, skop, op->facing, string)) 775 if (do_skill (op, op, skop, op->facing, string))
880 return 1; 776 return 1;
881 777
882 return 0; 778 return 0;
883} 779}
884 780
885static bool 781static bool
886hth_skill_p (object *skill) 782hth_skill_p (object *skill)
887{ 783{
888 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 784 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
889 if (skill->subtype == unarmed_skills[i])
890 return 1;
891
892 return 0;
893} 785}
894 786
895/* 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.
896 */ 788 */
897static object * 789static object *
911 * tmp is the targetted monster. 803 * tmp is the targetted monster.
912 * op is what is attacking 804 * op is what is attacking
913 * string is passed along to describe what messages to describe 805 * string is passed along to describe what messages to describe
914 * the damage. 806 * the damage.
915 */ 807 */
916
917static int 808static int
918do_skill_attack (object *tmp, object *op, const char *string, object *skill) 809do_skill_attack (object *tmp, object *op, const char *string, object *skill)
919{ 810{
920 int success;
921
922 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)))
923 return RESULT_INT (0); 812 return RESULT_INT (0);
924 813
925 /* 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
926 * 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.
927 * 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,
928 * 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
929 * 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.
930 */ 819 */
931 if (op->type == PLAYER) 820 if (player *pl = op->contr)
932 { 821 {
933 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 822 if (!pl->combat_ob)
934 { 823 {
935 if (!skill) 824 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
936 { 825 {
937 /* See if the players chosen skill is a combat skill, and use 826 for (tmp = op->inv; tmp; tmp = tmp->below)
938 * 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;
939 */ 834 }
940 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 835
941 skill = op->chosen_skill; 836 if (!pl->combat_ob)
942 else 837 {
838 if (!skill)
943 { 839 {
944 skill = find_player_hth_skill (op); 840 /* See if the players chosen skill is a combat skill, and use
945 841 * it if appropriate.
946 if (!skill) 842 */
843 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
844 skill = op->chosen_skill;
845 else
947 { 846 {
847 skill = find_player_hth_skill (op);
848
849 if (!skill)
948 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!");
949 return 0;
950 } 851 }
951 } 852 }
853
854 if (skill)
855 {
856 op->change_skill (0);
857 apply_special (op, skill, AP_APPLY);
858 }
952 } 859 }
953 860
954 /* now try to ready the new skill */ 861 if (!pl->combat_ob)
955 if (!change_skill (op, skill, 0)) 862 {
956 { /* oh oh, trouble! */ 863 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
957 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
958 return 0; 864 return 0;
959 } 865 }
960 } 866 }
961 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)
962 { 873 {
963 /* Seen some crashes below where current_weapon is not set, 874 pl->tmp_invis = 0;
964 * even though the flag says it is. So if current weapon isn't set, 875 op->invisible = 0;
965 * do some work in trying to find the object to use. 876 op->hide = 0;
966 */ 877 update_object (op, UP_OBJ_CHANGE);
967 if (!op->current_weapon)
968 {
969 object *tmp;
970
971 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
972 for (tmp = op->inv; tmp; tmp = tmp->below)
973 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
974 break;
975
976 if (!tmp)
977 {
978 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
979 op->current_weapon = NULL;
980 return 0;
981 }
982 else
983 {
984 op->current_weapon = tmp;
985 }
986 }
987
988 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
989 } 878 }
990 } 879 }
991 880
992 /* lose invisiblity/hiding status for running attacks */
993
994 if (op->type == PLAYER && op->contr->tmp_invis)
995 {
996 op->contr->tmp_invis = 0;
997 op->invisible = 0;
998 op->hide = 0;
999 update_object (op, UP_OBJ_FACE);
1000 }
1001
1002 success = attack_ob (tmp, op); 881 int success = attack_ob (tmp, op);
1003 882
1004 /* print appropriate messages to the player */ 883 /* print appropriate messages to the player */
1005 884
1006 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 885 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1007 { 886 {
1008 if (op->type == PLAYER) 887 if (op->type == PLAYER)
1009 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));
1010 else if (tmp->type == PLAYER) 889 else if (tmp->type == PLAYER)
1011 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);
1012 } 891 }
892
1013 return success; 893 return success;
1014} 894}
1015
1016 895
1017/* 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
1018 * system. In essence, this code handles 897 * system. In essence, this code handles
1019 * 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
1020 * treated here. If an opponent is already supplied by move_player(), 899 * treated here. If an opponent is already supplied by move_player(),
1023 * 902 *
1024 * This is called by move_player() and attack_hth() 903 * This is called by move_player() and attack_hth()
1025 * 904 *
1026 * Initial implementation by -bt thomas@astro.psu.edu 905 * Initial implementation by -bt thomas@astro.psu.edu
1027 */ 906 */
1028
1029int 907int
1030skill_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)
1031{ 909{
1032 sint16 tx, ty; 910 sint16 tx, ty;
1033 maptile *m; 911 maptile *m;
1040 ty = freearr_y[dir]; 918 ty = freearr_y[dir];
1041 919
1042 /* 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.
1043 * Legal opponents are the same as outlined in move_player_attack() 921 * Legal opponents are the same as outlined in move_player_attack()
1044 */ 922 */
1045 923 if (!tmp)
1046 if (tmp == NULL)
1047 { 924 {
1048 m = pl->map; 925 m = pl->map;
1049 tx = pl->x + freearr_x[dir]; 926 tx = pl->x + freearr_x[dir];
1050 ty = pl->y + freearr_y[dir]; 927 ty = pl->y + freearr_y[dir];
1051 928
1061 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)
1062 { 939 {
1063 /* Don't attack party members */ 940 /* Don't attack party members */
1064 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))
1065 return 0; 942 return 0;
943
1066 break; 944 break;
1067 } 945 }
1068 } 946 }
947
1069 if (!tmp) 948 if (!tmp)
1070 { 949 {
1071 if (pl->type == PLAYER) 950 if (pl->type == PLAYER)
1072 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
1073 return 0; 953 return 0;
1074 } 954 }
1075 955
1076 return do_skill_attack (tmp, pl, string, skill); 956 return do_skill_attack (tmp, pl, string, skill);
1077} 957}
1078
1079 958
1080/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 959/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1081 960
1082/* 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
1083 * (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
1084 * function skill_attack() we actually attack. 963 * function skill_attack() we actually attack.
1085 */ 964 */
1086
1087static int 965static int
1088attack_hth (object *pl, int dir, const char *string, object *skill) 966attack_hth (object *pl, int dir, const char *string, object *skill)
1089{ 967{
1090 object *enemy = NULL, *weapon; 968 object *enemy = NULL, *weapon;
1091 969
1100 if (pl->type == PLAYER) 978 if (pl->type == PLAYER)
1101 { 979 {
1102 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.");
1103 esrv_update_item (UPD_FLAGS, pl, weapon); 981 esrv_update_item (UPD_FLAGS, pl, weapon);
1104 } 982 }
983
1105 break; 984 break;
1106 } 985 }
1107 } 986 }
987
1108 return skill_attack (enemy, pl, dir, string, skill); 988 return skill_attack (enemy, pl, dir, string, skill);
1109} 989}
1110
1111 990
1112/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 991/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1113 * 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.
1114 * 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
1115 * bears mentioning: 994 * bears mentioning:
1116 * 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
1117 * we may make this routine handle 'special' melee weapons attacks 996 * we may make this routine handle 'special' melee weapons attacks
1118 * (like disarming manuever with sai) based on player SK_level and 997 * (like disarming manuever with sai) based on player SK_level and
1119 * weapon type. 998 * weapon type.
1120 */ 999 */
1121
1122static int 1000static int
1123attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1001attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1124{ 1002{
1125 1003
1126 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1127 { 1005 {
1128 if (op->type == PLAYER) 1006 if (op->type == PLAYER)
1129 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
1130 return 0; 1009 return 0;
1131 } 1010 }
1011
1132 return skill_attack (NULL, op, dir, string, skill); 1012 return skill_attack (NULL, op, dir, string, skill);
1133
1134} 1013}
1014

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