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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC

1/* 1/*
2 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skill_util.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24 21 * The authors can be reached via e-mail to <support@deliantra.net>
25 The author can be reached via e-mail to crossfire-devel@real-time.com
26*/ 22 */
27 23
28/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
29 25
30/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
31 * categories. This is done solely through the init_new_exp_system() fctn. 27 * categories. This is done solely through the init_new_exp_system() fctn.
38 * experience. Calc_skill_exp() handles the gained experience using 34 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 35 * modifications in the skills[] table. - b.t.
40 */ 36 */
41 37
42/* define the following for skills utility debuging */ 38/* define the following for skills utility debuging */
39
43/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 41
47#include <global.h> 42#include <global.h>
48#include <object.h> 43#include <object.h>
49#ifndef __CEXTRACT__
50#include <sproto.h> 44#include <sproto.h>
51#endif
52#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
53#include <spells.h> 46#include <spells.h>
54 47
48const uint8_t skill_flags[NUM_SKILLS] = {
49 0, // SK_NONE
50# define def(uc, flags) flags,
51# include "skillinc.h"
52# undef def
53};
54
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 55static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57
58shstr skill_names[NUM_SKILLS];
59 57
60/* init_skills basically just sets up the skill_names table 58/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 59 * above. The index into the array is set up by the
62 * subtypes. 60 * subtypes.
63 */ 61 */
62void
64void init_skills(void) { 63init_skills (void)
65 int i; 64{
66 archetype *at; 65 for_all_archetypes (at)
67
68 for(at = first_archetype;at!=NULL;at=at->next) {
69 if (at->clone.type == SKILL) { 66 if (at->type == SKILL)
67 {
70 if (skill_names[at->clone.subtype] != NULL) { 68 if (skill_names[at->subtype])
71 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",
72 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
73 } else { 71 else
74 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
75 }
76 } 73 }
77 }
78 74
79 /* 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
80 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
81 */ 77 */
82 for (i=1; i<NUM_SKILLS; i++) { 78 for (int i = 1; i < NUM_SKILLS; i++)
83 if (!skill_names[i]) 79 if (!skill_names[i])
84 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
85 i);
86 }
87} 81}
88
89 82
90/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
91 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
92 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
93 * mostly used for sending exp. 86 * mostly used for sending exp.
94 */ 87 */
88void
95void link_player_skills(object *op) 89link_player_skills (object *op)
96{ 90{
97 object *tmp;
98
99 for (tmp=op->inv; tmp; tmp=tmp->below) { 91 for (object *tmp = op->inv; tmp; tmp = tmp->below)
100 if (tmp->type == SKILL) { 92 if (tmp->type == SKILL)
93 {
101 /* This is really a warning, hence no else below */ 94 /* This is really a warning, hence no else below */
102 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)
103 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
105 } 98
106 if (tmp->subtype >= NUM_SKILLS) { 99 if (tmp->subtype >= NUM_SKILLS)
107 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
108 tmp->subtype, NUM_SKILLS);
109 } else { 101 else
102 {
110 op->contr->last_skill_ob[tmp->subtype] = tmp; 103 op->contr->last_skill_ob[tmp->subtype] = tmp;
111 op->contr->last_skill_exp[tmp->subtype] = -1; 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
112 } 105 }
113 } 106 }
114 } 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;
115} 117}
116 118
117/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
118 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
119 * 121 *
120 * It is presumed that the player will be needing to actually 122 * It is presumed that the player will be needing to actually
121 * 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
122 * tool, this code will equip it. 124 * tool, this code will equip it.
123 */ 125 */
126object *
124object *find_skill_by_name(object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
125{ 128{
126 object *skill=NULL, *skill_tool=NULL, *tmp; 129 object *skill_tool = 0;
127 130
128 if (!name) return NULL;
129
130 /* We make sure the length of the string in the object is greater
131 * in length than the passed string. Eg, if we have a skill called
132 * 'hi', we don't want to match if the user passed 'high'
133 */
134 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
135 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && 132 if (tmp->skill == sh)
136 strlen(tmp->skill) >= strlen(name)) skill = tmp; 133 {
137 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
135 /* If this is a skill that can be used without applying tool, return it */
136 return splay (tmp);
138 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
140 */ 139 */
141 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 strlen(tmp->skill) >= strlen(name)) {
143 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
144 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
145 skill_tool = tmp; 141 skill_tool = tmp;
146 } 142 }
147 }
148 /* If this is a skill that can be used without a tool, return it */
149 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
150 143
144 if (!skill_tool)
145 return 0;
146
151 /* 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 -
152 * 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
153 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
154 */ 150 */
155 if (skill_tool) { 151 object *skill = find_skill (who, skill_tool->skill);
156 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 152
157 if (apply_special(who, skill_tool, 0)) return NULL;
158 }
159 if (!skill) { 153 if (!skill)
154 {
160 skill = give_skill_by_name(who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
161 link_player_skills(who); 156 link_player_skills (who);
162 } 157 }
158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
161 return 0;
162
163 return splay (skill);
164}
165
166object *
167find_skill_by_name (object *who, const char *name)
168{
169 if (!name)
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))
163 return skill; 176 return skop;
164 }
165 return NULL;
166}
167 177
178 return 0;
179}
168 180
169/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
170 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
171 * 183 *
172 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
173 * 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
174 * tool, this code will equip it. 186 * tool, this code will equip it.
175 * 187 *
176 * This code is basically the same as find_skill_by_name() above, 188 * This code is basically the same as find_skill_by_name() above,
177 * but instead a skill name, we search by matching number. 189 * but instead a skill name, we search by matching number.
178 * this replaces find_skill. 190 * this replaces find_skill.
179 */ 191 */
192object *
180object *find_skill_by_number(object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
181{ 194{
182 object *skill=NULL, *skill_tool=NULL, *tmp;
183
184 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
185
186 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
187 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
188
189 /* Try to find appropriate skilltool. If the player has one already
190 * applied, we try to keep using that one.
191 */
192 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { 196 if (tmp->type == SKILL && tmp->subtype == skillno)
193 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
194 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
195 skill_tool = tmp;
196 }
197 }
198 /* If this is a skill that can be used without a tool, return it */
199 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
200
201 /* Player has a tool to use the skill. IF not applied, apply it -
202 * if not successful, return null. If they do have the skill tool
203 * but not the skill itself, give it to them.
204 */
205 if (skill_tool) {
206 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
207 if (apply_special(who, skill_tool, 0)) return NULL;
208 }
209 if (!skill) {
210 skill = give_skill_by_name(who, skill_tool->skill);
211 link_player_skills(who);
212 }
213 return skill; 198 return skop;
214 }
215 return NULL;
216}
217 199
200 return 0;
201}
202
218/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
219 * note that this function doesn't always need to get used -
220 * you can now add skill exp to the player without the chosen_skill being
221 * set. This function is of most interest to players to update
222 * the various range information.
223 * if new_skill is null, this just unapplies the skill.
224 * flag has the current meaning:
225 * 0x1: If set, don't update the range pointer. This is useful when we
226 * need to ready a new skill, but don't want to clobber range.
227 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
228 */ 205 */
229 206bool
230int change_skill (object *who, object *new_skill, int flag) 207object::change_skill (object *new_skill)
231{ 208{
232 int old_range;
233
234 if ( who->type != PLAYER ) 209 if (type != PLAYER)
235 return 0; 210 return 0;
236
237 old_range = who->contr->shoottype;
238 211
239 if (who->chosen_skill && who->chosen_skill == new_skill) 212 // optimise this supposedly common case
240 {
241 /* optimization for changing skill to current skill */
242 if (who->type == PLAYER && !(flag & 0x1))
243 who->contr->shoottype = range_skill;
244 return 1;
245 }
246
247 if (!new_skill || who->chosen_skill) 213 if (new_skill == chosen_skill)
248 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
249
250 /* Only goal in this case was to unapply a skill */
251 if (!new_skill) return 0;
252
253 if (apply_special (who, new_skill, AP_APPLY)) {
254 return 0;
255 }
256 if (flag & 0x1)
257 who->contr->shoottype = (rangetype) old_range;
258
259 return 1; 214 return 1;
260}
261 215
262/* This function just clears the chosen_skill and range_skill values 216 if (chosen_skill)
263 * inthe player.
264 */
265void clear_skill(object *who)
266{
267 who->chosen_skill = NULL;
268 CLEAR_FLAG(who, FLAG_READY_SKILL);
269 if (who->type == PLAYER) {
270 who->contr->ranges[range_skill] = NULL;
271 if (who->contr->shoottype == range_skill)
272 who->contr->shoottype = range_none;
273 } 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221
222 chosen_skill = new_skill;
223
224 if (chosen_skill)
225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
229
230 // always clear current weapon, as the selected skill could
231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
234
235 update_stats ();
236 return 1;
274} 237}
275 238
276/* 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().
277 * 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.
278 * 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
281 * 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
282 * 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
283 * give any exp for their direct use (eg, throwing). 246 * give any exp for their direct use (eg, throwing).
284 * It returns 0 if no skill was used. 247 * It returns 0 if no skill was used.
285 */ 248 */
286 249int
287int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 250do_skill (object *op, object *part, object *skill, int dir, const char *string)
251{
288 int success=0, exp=0; 252 int success = 0, exp = 0;
289 int did_alc = 0; 253 int did_alc = 0;
290 object *tmp, *next;
291 254
292 if (!skill) return 0; 255 if (!skill)
256 return 0;
293 257
294 /* 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
295 * holds the exp, level, etc of the skill. So if this is a player 259 * holds the exp, level, etc of the skill. So if this is a player
296 * 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
297 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
298 */ 262 */
299 if (skill->type != SKILL && op->type == PLAYER) { 263 if (skill->type != SKILL && op->type == PLAYER)
264 {
300 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
301 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
302 } 267 {
303 if (!tmp) tmp=give_skill_by_name(op, skill->skill);
304 skill = tmp; 268 skill = tmp;
305 } 269 goto found;
270 }
306 271
272 skill = give_skill_by_name (op, skill->skill);
273found: ;
274 }
275
307 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
308 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)))
309 return 0; 278 return 0;
310 279
311 switch(skill->subtype) { 280 switch (skill->subtype)
281 {
312 case SK_LEVITATION: 282 case SK_LEVITATION:
313 /* Not 100% sure if this will work with new movement code - 283 /* Not 100% sure if this will work with new movement code -
314 * the levitation skill has move_type for flying, so when 284 * the levitation skill has move_type for flying, so when
315 * equipped, that should transfer to player, when not, 285 * equipped, that should transfer to player, when not,
316 * shouldn't. 286 * shouldn't.
317 */ 287 */
318 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 288 if (QUERY_FLAG (skill, FLAG_APPLIED))
289 {
319 CLEAR_FLAG(skill,FLAG_APPLIED); 290 CLEAR_FLAG (skill, FLAG_APPLIED);
320 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
321 } 292 }
322 else { 293 else
294 {
323 SET_FLAG(skill,FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
324 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!");
325 } 297 }
326 fix_player(op); 298
299 op->update_stats ();
327 success=1; 300 success = 1;
328 break; 301 break;
329 302
330 case SK_STEALING: 303 case SK_STEALING:
331 exp = success = steal(op, dir, skill); 304 exp = success = steal (op, dir, skill);
332 break; 305 break;
333 306
334 case SK_LOCKPICKING: 307 case SK_LOCKPICKING:
335 exp = success = pick_lock(op, dir, skill); 308 exp = success = pick_lock (op, dir, skill);
336 break; 309 break;
337 310
338 case SK_HIDING: 311 case SK_HIDING:
339 exp = success = hide(op, skill); 312 exp = success = hide (op, skill);
340 break; 313 break;
341 314
342 case SK_JUMPING: 315 case SK_JUMPING:
343 success = jump(op, dir, skill); 316 exp = success = jump (op, dir, skill);
344 break; 317 break;
345 318
346 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
347 exp = success = write_on_item(op,string, skill); 320 exp = success = write_on_item (op, string, skill);
348 break; 321 break;
349 322
350 case SK_MEDITATION: 323 case SK_MEDITATION:
351 meditate(op, skill); 324 meditate (op, skill);
352 success=1; 325 success = 1;
353 break; 326 break;
354 /* note that the following 'attack' skills gain exp through hit_player() */ 327 /* note that the following 'attack' skills gain exp through hit_player() */
355 328
356 case SK_KARATE: 329 case SK_KARATE:
357 (void) attack_hth(op,dir,"karate-chopped", skill); 330 attack_hth (op, dir, "karate-chopped", skill);
358 break; 331 break;
359 332
360 case SK_PUNCHING: 333 case SK_PUNCHING:
361 (void) attack_hth(op,dir,"punched", skill); 334 attack_hth (op, dir, "punched", skill);
362 break; 335 break;
363 336
364 case SK_FLAME_TOUCH: 337 case SK_FLAME_TOUCH:
365 (void) attack_hth(op,dir,"flamed", skill); 338 attack_hth (op, dir, "flamed", skill);
366 break; 339 break;
367 340
368 case SK_SPARK_TOUCH: 341 case SK_SPARK_TOUCH:
369 (void) attack_hth(op,dir,"zapped", skill); 342 attack_hth (op, dir, "zapped", skill);
370 break; 343 break;
371 344
372 case SK_SHIVER: 345 case SK_SHIVER:
373 (void) attack_hth(op,dir,"froze", skill); 346 attack_hth (op, dir, "froze", skill);
374 break; 347 break;
375 348
376 case SK_ACID_SPLASH: 349 case SK_ACID_SPLASH:
377 (void) attack_hth(op,dir,"dissolved", skill); 350 attack_hth (op, dir, "dissolved", skill);
378 break; 351 break;
379 352
380 case SK_POISON_NAIL: 353 case SK_POISON_NAIL:
381 (void) attack_hth(op,dir,"injected poison into", skill); 354 attack_hth (op, dir, "injected poison into", skill);
382 break; 355 break;
383 356
384 case SK_CLAWING: 357 case SK_CLAWING:
385 (void) attack_hth(op,dir,"clawed", skill); 358 attack_hth (op, dir, "clawed", skill);
386 break; 359 break;
387 360
388 case SK_ONE_HANDED_WEAPON: 361 case SK_ONE_HANDED_WEAPON:
389 case SK_TWO_HANDED_WEAPON: 362 case SK_TWO_HANDED_WEAPON:
390 (void) attack_melee_weapon(op,dir,NULL, skill); 363 attack_melee_weapon (op, dir, NULL, skill);
391 break; 364 break;
392 365
393 case SK_FIND_TRAPS: 366 case SK_FIND_TRAPS:
394 exp = success = find_traps(op, skill); 367 exp = success = find_traps (op, skill);
395 break; 368 break;
396 369
397 case SK_SINGING: 370 case SK_SINGING:
398 exp = success = singing(op,dir, skill); 371 exp = success = singing (op, dir, skill);
399 break; 372 break;
400 373
401 case SK_ORATORY: 374 case SK_ORATORY:
402 exp = success = use_oratory(op,dir, skill); 375 exp = success = use_oratory (op, dir, skill);
403 break; 376 break;
404 377
405 case SK_SMITHERY: 378 case SK_SMITHERY:
406 case SK_BOWYER: 379 case SK_BOWYER:
407 case SK_JEWELER: 380 case SK_JEWELER:
408 case SK_ALCHEMY: 381 case SK_ALCHEMY:
409 case SK_THAUMATURGY: 382 case SK_THAUMATURGY:
410 case SK_LITERACY: 383 case SK_LITERACY:
411 case SK_WOODSMAN: 384 case SK_WOODSMAN:
412 /* 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.
413 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
414 */ 387 */
415 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)
389 {
416 next=tmp->above; 390 next = tmp->above;
391
417 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
393 {
418 attempt_do_alchemy(op, tmp); 394 attempt_do_alchemy (op, tmp);
395
419 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 396 if (QUERY_FLAG (tmp, FLAG_APPLIED))
420 esrv_send_inventory(op, tmp); 397 esrv_send_inventory (op, tmp);
398
421 did_alc=1; 399 did_alc = 1;
422 } 400 }
423 } 401 }
402
424 if (did_alc == 0) 403 if (did_alc == 0)
425 exp = success = skill_ident(op,skill);
426 break;
427
428 case SK_DET_MAGIC:
429 case SK_DET_CURSE:
430 exp = success = skill_ident(op,skill); 404 exp = success = skill_ident (op, skill);
405
431 break; 406 break;
432 407
408 case SK_DET_MAGIC:
409 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill);
411 break;
412
433 case SK_DISARM_TRAPS: 413 case SK_DISARM_TRAPS:
434 exp = success = remove_trap(op,dir, skill); 414 exp = success = remove_trap (op, dir, skill);
435 break; 415 break;
436 416
437 case SK_THROWING: 417 case SK_THROWING:
438 success = skill_throw(op,part,dir,string, skill); 418 success = skill_throw (op, part, dir, string, skill);
439 break; 419 break;
440 420
441 case SK_SET_TRAP: 421 case SK_SET_TRAP:
442 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.");
443 break; 423 break;
444 424
445 case SK_USE_MAGIC_ITEM: 425 case SK_USE_MAGIC_ITEM:
446 case SK_MISSILE_WEAPON: 426 case SK_MISSILE_WEAPON:
447 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.");
448 break; 428 break;
449 429
450 case SK_PRAYING: 430 case SK_PRAYING:
451 success = pray(op, skill); 431 success = pray (op, skill);
452 break; 432 break;
453 433
454 case SK_BARGAINING: 434 case SK_BARGAINING:
455 success = describe_shop(op); 435 success = describe_shop (op);
456 break; 436 break;
457 437
458 case SK_SORCERY: 438 case SK_SORCERY:
459 case SK_EVOCATION: 439 case SK_EVOCATION:
460 case SK_PYROMANCY: 440 case SK_PYROMANCY:
461 case SK_SUMMONING: 441 case SK_SUMMONING:
462 case SK_CLIMBING: 442 case SK_CLIMBING:
463 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.");
464 break; 444 break;
465 445
466 default: 446 default:
467 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
468 ,query_name(op), op->chosen_skill->stats.sp);
469 break; 448 break;
470 } 449 }
471 450
472 /* 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.
473 * 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
474 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
475 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
476 * in the code for the skill itself. 455 * in the code for the skill itself.
477 */ 456 */
478 457 if (op->type == PLAYER)
479 if(op->type==PLAYER) op->speed_left -= 1.0; 458 op->speed_left -= 1.f;
480 459
481 /* this is a good place to add experience for successfull use of skills. 460 /* this is a good place to add experience for successfull use of skills.
482 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
483 * gain problems. 462 * gain problems.
484 */ 463 */
485 464
465 if (success && exp)
486 if(success && exp) change_exp(op,exp, skill->skill, 0); 466 change_exp (op, exp, skill->skill, 0);
487 467
488 return success; 468 return success;
489} 469}
490 470
491/* calc_skill_exp() - calculates amount of experience can be gained for 471/* calc_skill_exp() - calculates amount of experience can be gained for
492 * successfull use of a skill. Returns value of experience gain. 472 * successfull use of a skill. Returns value of experience gain.
493 * Here we take the view that a player must 'overcome an opponent' 473 * Here we take the view that a player must 'overcome an opponent'
511 * op is the object that was 'defeated'. 491 * op is the object that was 'defeated'.
512 * skill is the skill used. If no skill is used, it should just 492 * skill is the skill used. If no skill is used, it should just
513 * point back to who. 493 * point back to who.
514 * 494 *
515 */ 495 */
516 496int
517int calc_skill_exp(object *who, object *op, object *skill) { 497calc_skill_exp (object *who, object *op, object *skill)
498{
518 int op_exp=0,op_lvl= 0; 499 int op_exp = 0, op_lvl = 0;
519 float base,value,lvl_mult=0.0; 500 float base, value, lvl_mult = 0.0;
520 501
521 if (!skill) skill = who; 502 if (!skill)
503 skill = who;
522 504
523 /* Oct 95 - where we have an object, I expanded our treatment 505 /* Oct 95 - where we have an object, I expanded our treatment
524 * to 3 cases: 506 * to 3 cases:
525 * non-living magic obj, runes and everything else. 507 * non-living magic obj, runes and everything else.
526 * 508 *
527 * If an object is not alive and magical we set the base exp higher to 509 * If an object is not alive and magical we set the base exp higher to
528 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
529 * an item is type RUNE, we give out exp based on stats.Cha 511 * an item is type RUNE, we give out exp based on stats.Cha
530 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
531 */ 513 */
532 514 if (!op)
533 if(!op) { /* no item/creature */ 515 { /* no item/creature */
534 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
535 op_exp = 0; 517 op_exp = 0;
536 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 518 }
519 else if (op->type == RUNE || op->type == TRAP)
520 { /* all traps. If stats.Cha > 1 we use that
537 * for the amount of experience */ 521 * for the amount of experience */
538 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 522 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
539 op_lvl = op->level; 523 op_lvl = op->level;
540 } else { /* all other items/living creatures */ 524 }
525 else
526 { /* all other items/living creatures */
541 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
542 op_lvl = op->level; 528 op_lvl = op->level;
543 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
544 op_lvl += 5 * abs(op->magic); 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
545 }
546 } 531 }
547 532
548 if(op_lvl<1) op_lvl = 1; 533 if (op_lvl < 1)
534 op_lvl = 1;
549 535
550 if(who->type!=PLAYER) { /* for monsters only */ 536 if (who->type != PLAYER)
537 { /* for monsters only */
551 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 538 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
539 }
540 else
552 } else { /* for players */ 541 { /* for players */
553 base = op_exp; 542 base = op_exp;
554 /* if skill really is a skill, then we can look at the skill archetype for 543 /* if skill really is a skill, then we can look at the skill archetype for
555 * bse reward value (exp) and level multiplier factor. 544 * bse reward value (exp) and level multiplier factor.
556 */ 545 */
557 if (skill->type == SKILL) { 546 if (skill->type == SKILL)
547 {
558 base += skill->arch->clone.stats.exp; 548 base += skill->arch->stats.exp;
559 if (settings.simple_exp) { 549 if (settings.simple_exp)
550 {
560 if (skill->arch->clone.level) 551 if (skill->arch->level)
561 lvl_mult = (float) skill->arch->clone.level / 100.0; 552 lvl_mult = (float) skill->arch->level / 100.0;
562 else 553 else
563 lvl_mult = 1.0; /* no adjustment */ 554 lvl_mult = 1.0; /* no adjustment */
564 } 555 }
565 else { 556 else
557 {
566 if (skill->level) 558 if (skill->level)
567 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 559 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
568 else 560 else
569 lvl_mult = 1.0; 561 lvl_mult = 1.0;
570 } 562 }
571 } else {
572 /* Don't divide by zero here! */
573 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1);
574 } 563 }
564 else
565 {
566 /* Don't divide by zero here! */
567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
568 }
575 } 569 }
576 570
577 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
578 572
579 value = base * lvl_mult; 573 value = base * lvl_mult;
574 if (value < 1)
580 if (value < 1) value=1; /* Always give at least 1 exp point */ 575 value = 1; /* Always give at least 1 exp point */
581 576
582#ifdef SKILL_UTIL_DEBUG 577#ifdef SKILL_UTIL_DEBUG
583 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 578 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
584 who->name,skill->level,op->name,op_lvl);
585#endif 579#endif
586 return ( (int) value); 580 return ((int) value);
587} 581}
588 582
589/* Learn skill. This inserts the requested skill in the player's 583/* Learn skill. This inserts the requested skill in the player's
590 * inventory. The skill field of the scroll should have the 584 * inventory. The skill field of the scroll should have the
591 * exact name of the requested skill. 585 * exact name of the requested skill.
592 * This one actually teaches the player the skill as something 586 * This one actually teaches the player the skill as something
593 * they can equip. 587 * they can equip.
594 * Return 0 if the player knows the skill, 1 if the 588 * Return 0 if the player knows the skill, 1 if the
595 * player learns the skill, 2 otherwise. 589 * player learns the skill, 2 otherwise.
596 */ 590 */
597
598int 591int
599learn_skill (object *pl, object *scroll) { 592learn_skill (object *pl, object *scroll)
600 object *tmp; 593{
601
602 if (!scroll->skill) { 594 if (!scroll->skill)
595 {
603 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", &scroll->name); 596 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
604 return 2; 597 return 2;
605 } 598 }
606 599
607 /* can't use find_skill_by_name because we want skills the player knows 600 object *tmp = find_skill (pl, scroll->skill);
608 * but can't use natively.
609 */
610 601
611 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
612 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
613
614 /* player already knows it */ 602 /* player already knows it */
615 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
604 return 0;
616 605
617
618
619 /* now a random change to learn, based on player Int. 606 /* now a random change to learn, based on player Int.
620 * give bonus based on level - otherwise stupid characters 607 * give bonus based on level - otherwise stupid characters
621 * might never be able to learn anything. 608 * might never be able to learn anything.
622 */ 609 */
623 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 610 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
624 return 2; /* failure :< */ 611 return 2; /* failure :< */
625 612
626 if (!tmp) 613 if (!tmp)
627 tmp = give_skill_by_name(pl, scroll->skill); 614 tmp = give_skill_by_name (pl, scroll->skill);
628 615
629 if (!tmp) { 616 if (!tmp)
617 {
630 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 618 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
631 return 2; 619 return 2;
632 } 620 }
633 621
634 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 622 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
635 link_player_skills(pl); 623 link_player_skills (pl);
636 return 1; 624 return 1;
637} 625}
638 626
639/* Gives a percentage clipped to 0% -> 100% of a/b. */ 627/* Gives a percentage clipped to 0% -> 100% of a/b. */
640/* Probably belongs in some global utils-type file? */ 628/* Probably belongs in some global utils-type file? */
629static int
641static int clipped_percent(sint64 a, sint64 b) 630clipped_percent (sint64 a, sint64 b)
642{ 631{
643 int rv; 632 int rv;
644 633
645 if (b <= 0) 634 if (b <= 0)
646 return 0; 635 return 0;
647 636
648 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 637 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
649 638
650 if (rv < 0) 639 if (rv < 0)
651 return 0; 640 return 0;
652 else if (rv > 100) 641 else if (rv > 100)
653 return 100; 642 return 100;
654 643
655 return rv; 644 return rv;
656} 645}
657 646
658/* show_skills() - Meant to allow players to examine 647/* show_skills() - Meant to allow players to examine
659 * their current skill list. 648 * their current skill list.
663 * Note this function is a bit more complicated becauase we 652 * Note this function is a bit more complicated becauase we
664 * we want ot sort the skills before printing them. If we 653 * we want ot sort the skills before printing them. If we
665 * just dumped this as we found it, this would be a bit 654 * just dumped this as we found it, this would be a bit
666 * simpler. 655 * simpler.
667 */ 656 */
668 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
658void
669void show_skills(object *op, const char* search) { 659show_skills (object *op, const char *search)
670 object *tmp=NULL; 660{
671 char buf[MAX_BUF];
672 const char *cp; 661 const char *cp;
673 int i,num_skills_found=0; 662 int i, num_skills_found = 0;
674 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
664
675 /* Need to have a pointer and use strdup for qsort to work properly */ 665 /* Need to have a pointer and use strdup for qsort to work properly */
676 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
677 667
678
679 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
669 {
680 if (tmp->type == SKILL) { 670 if (tmp->type == SKILL)
671 {
681 if ( search && strstr(tmp->name,search)==NULL ) continue; 672 if (search && !strstr (tmp->name, search))
673 continue;
674
675 char buf[30];
676
682 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
683 sprintf(buf,"%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 679
686 if (settings.permanent_exp_ratio) { 680 if (settings.permanent_exp_ratio)
687 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", 681 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
688 buf,tmp->level, 682 buf, tmp->level, tmp->stats.exp,
689 (long long)tmp->stats.exp,
690 (long long)level_exp(tmp->level+1, op->expmul),
691 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 683 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
692 } else { 684 else
693 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
694 buf,tmp->level, 686 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
695 (long long)tmp->stats.exp, 687
696 (long long)level_exp(tmp->level+1, op->expmul));
697 }
698 /* I don't know why some characters get a bunch of skills, but 688 /* I don't know why some characters get a bunch of skills, but
699 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
700 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
701 * it so it doesn't crash the server - otherwise, one character may 691 * it so it doesn't crash the server - otherwise, one character may
702 * crash the server numerous times. 692 * crash the server numerous times.
703 */ 693 */
704 if (num_skills_found >= NUM_SKILLS) { 694 if (num_skills_found >= NUM_SKILLS)
695 {
705 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 696 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
706 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); 697 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
707 break; 698 break;
708 } 699 }
709 } 700 }
710 } 701 }
711 702
712 clear_win_info(op); 703 dynbuf_text msg (4096, 1024);
713 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
714 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
715 704
705 msg << "T<Player skills:>\n\n";
706 if (num_skills_found > 1)
707 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
708
716 for (i=0; i<num_skills_found; i++) { 709 for (i = 0; i < num_skills_found; i++)
717 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
718 }
719 711
720 new_draw_info_format(NDI_UNIQUE, 0, op, 712 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
721 "You can handle %d weapon improvements.",op->level/5+5);
722 713
723 cp = determine_god(op); 714 cp = determine_god (op);
724 new_draw_info_format(NDI_UNIQUE, 0, op, 715 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
725 "You worship %s.", cp?cp:"no god at current time");
726 716
727 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 717 msg << "Your equipped item power is " << (int)op->contr->item_power
728 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 718 << " out of " << int (op->level * settings.item_power_factor)
719 << ".\n";
720
721 op->contr->infobox (MSG_CHANNEL ("skills"), msg);
729} 722}
730 723
731/* use_skill() - similar to invoke command, it executes the skill in the 724/* use_skill() - similar to invoke command, it executes the skill in the
732 * direction that the user is facing. Returns false if we are unable to 725 * direction that the user is facing. Returns false if we are unable to
733 * change to the requested skill, or were unable to use the skill properly. 726 * change to the requested skill, or were unable to use the skill properly.
734 * This is tricky because skills can have spaces. We basically roll 727 * This is tricky because skills can have spaces. We basically roll
735 * our own find_skill_by_name so we can try to do better string matching. 728 * our own find_skill_by_name so we can try to do better string matching.
736 */ 729 */
737 730int
738int use_skill(object *op, const char *string) { 731use_skill (object *op, const char *string)
732{
739 object *skop; 733 object *skop;
740 size_t len; 734 size_t len;
741 735
742 if (!string) return 0; 736 if (!string)
737 return 0;
743 738
744 for (skop = op->inv; skop != NULL; skop=skop->below) { 739 for (skop = op->inv; skop; skop = skop->below)
740 {
741 if (skop->type == SKILL
745 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
746 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 743 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
747 break; 744 break;
748 else if (skop->type == SKILL_TOOL && 745 else if (skop->type == SKILL_TOOL
749 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 746 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
750 break; 747 break;
751 } 748 }
749
752 if (!skop) { 750 if (!skop)
753 new_draw_info_format(NDI_UNIQUE, 0, op, 751 {
754 "Unable to find skill %s", string); 752 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
755 return 0; 753 return 0;
756 } 754 }
757 755
758 len=strlen(skop->skill); 756 len = strlen (skop->skill);
759 757
760 /* All this logic goes and skips over the skill name to find any 758 /* All this logic goes and skips over the skill name to find any
761 * options given to the skill. Its pretty simple - if there 759 * options given to the skill. Its pretty simple - if there
762 * are extra parameters (as deteremined by string length), we 760 * are extra parameters (as deteremined by string length), we
763 * want to skip over any leading spaces. 761 * want to skip over any leading spaces.
764 */ 762 */
765 if(len>=strlen(string)) { 763 if (len >= strlen (string))
766 string=NULL; 764 string = NULL;
767 } else { 765 else
766 {
768 string += len; 767 string += len;
769 while(*string==0x20) string++; 768 while (*string == 0x20)
770 if(strlen(string)==0) string = NULL; 769 string++;
771 } 770
771 if (strlen (string) == 0)
772 string = NULL;
772 773 }
774
773#ifdef SKILL_UTIL_DEBUG 775#ifdef SKILL_UTIL_DEBUG
774 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); 776 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
775#endif 777#endif
776 778
777 /* Change to the new skill, then execute it. */
778 if(do_skill(op,op,skop, op->facing,string)) return 1; 779 if (do_skill (op, op, skop, op->facing, string))
779
780 return 0; 780 return 1;
781}
782 781
782 return 0;
783}
783 784
785static bool
786hth_skill_p (object *skill)
787{
788 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
789}
784 790
785/* This finds the best unarmed skill the player has, and returns 791/* This finds the first unarmed skill the player has, and returns it.
786 * it. Best can vary a little - we consider clawing to always
787 * be the best for dragons.
788 * This could be more intelligent, eg, look at the skill level
789 * of the skill and go from there (eg, a level 40 puncher is
790 * is probably better than level 1 karate). OTOH, if you
791 * don't bother to set up your skill properly, that is the players
792 * problem (although, it might be nice to have a preferred skill
793 * field the player can set.
794 * Unlike the old code, we don't give out any skills - it is
795 * possible you just don't have any ability to get into unarmed
796 * combat. If everyone race/class should have one, this should
797 * be handled in the starting treasurelists, not in the code.
798 */ 792 */
793static object *
799static object *find_best_player_hth_skill(object *op) 794find_player_hth_skill (object *op)
800{ 795{
801 object *tmp, *best_skill=NULL;
802 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
803
804 for (tmp=op->inv; tmp; tmp=tmp->below) { 796 for (object *tmp = op->inv; tmp; tmp = tmp->below)
805 if (tmp->type == SKILL) { 797 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
806 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 798 return tmp;
807 799
808 /* The order in the array is preferred order. So basically, 800 return 0;
809 * we just cut down the number to search - eg, if we find a skill
810 * early on in flame touch, then we only need to look into the unarmed_array
811 * to the entry before flame touch - don't care about the entries afterward,
812 * because they are infrerior skills.
813 * if we end up finding the best skill (i==0) might as well return
814 * right away - can't get any better than that.
815 */
816 for (i=0; i<last_skill; i++) {
817 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
818 best_skill = tmp;
819 last_skill = i;
820 if (i==0) return best_skill;
821 }
822 }
823 }
824 }
825 return best_skill;
826} 801}
827 802
828/* do_skill_attack() - We have got an appropriate opponent from either 803/* do_skill_attack() - We have got an appropriate opponent from either
829 * move_player_attack() or skill_attack(). In this part we get on with 804 * move_player_attack() or skill_attack(). In this part we get on with
830 * attacking, take care of messages from the attack and changes in invisible. 805 * attacking, take care of messages from the attack and changes in invisible.
832 * tmp is the targetted monster. 807 * tmp is the targetted monster.
833 * op is what is attacking 808 * op is what is attacking
834 * string is passed along to describe what messages to describe 809 * string is passed along to describe what messages to describe
835 * the damage. 810 * the damage.
836 */ 811 */
837 812static int
838static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 813do_skill_attack (object *tmp, object *op, const char *string, object *skill)
839 int success; 814{
840
841 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 815 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
842 return RESULT_INT (0); 816 return RESULT_INT (0);
843 817
844 /* For Players only: if there is no ready weapon, and no "attack" skill 818 /* For Players only: if there is no ready weapon, and no "attack" skill
845 * is readied either then try to find a skill for the player to use. 819 * is readied either then try to find a skill for the player to use.
846 * it is presumed that if skill is set, it is a valid attack skill (eg, 820 * it is presumed that if skill is set, it is a valid attack skill (eg,
847 * the caller should have set it appropriately). We still want to pass 821 * the caller should have set it appropriately). We still want to pass
848 * through that code if skill is set to change to the skill. 822 * through that code if skill is set to change to the skill.
849 */ 823 */
850 if(op->type==PLAYER) { 824 if (player *pl = op->contr)
825 {
826 if (skill)
827 op->change_skill (skill);
828 else
829 {
830 if (!pl->combat_ob)
831 {
851 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 832 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
852 size_t i;
853
854 if (!skill) {
855 /* See if the players chosen skill is a combat skill, and use
856 * it if appropriate.
857 */ 833 {
858 if (op->chosen_skill) { 834 for (tmp = op->inv; tmp; tmp = tmp->below)
859 for (i=0; i<sizeof(unarmed_skills); i++) 835 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
860 if (op->chosen_skill->subtype == unarmed_skills[i]) {
861 skill = op->chosen_skill;
862 break; 836 break;
863 } 837
838 if (!tmp)
839 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
840
841 pl->combat_ob = tmp;
864 } 842 }
865 /* If we didn't find a skill above, look harder for a good skill */ 843
866 if (!skill) { 844 if (!pl->combat_ob)
845 {
846 /* See if the players chosen skill is a combat skill, and use
847 * it if appropriate.
848 */
849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
850 skill = op->chosen_skill;
851 else
852 {
867 skill = find_best_player_hth_skill(op); 853 skill = find_player_hth_skill (op);
868 854
869 if (!skill) { 855 if (!skill)
870 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 856 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 return 0; 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
872 } 863 }
873 } 864 }
865
866 if (!pl->combat_ob)
874 } 867 {
875 if (skill != op->chosen_skill) { 868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
876 /* now try to ready the new skill */
877 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
878 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
879 return 0; 869 return 0;
880 } 870 }
881 } 871 }
882 } else {
883 /* Seen some crashes below where current_weapon is not set,
884 * even though the flag says it is. So if current weapon isn't set,
885 * do some work in trying to find the object to use.
886 */
887 if (!op->current_weapon) {
888 object *tmp;
889 872
890 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 873 if (!op->change_weapon (pl->combat_ob))
891 &op->name);
892 for (tmp=op->inv; tmp; tmp=tmp->below)
893 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
894
895 if (!tmp) {
896 LOG(llevError,"Could not find applied weapon on %s\n",
897 &op->name);
898 op->current_weapon=NULL;
899 return 0; 874 return 0;
900 } else {
901 op->current_weapon = tmp;
902 }
903 }
904
905 /* Has ready weapon - make sure chosen_skill is set up properly */
906 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
907 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
908 }
909 } 875 }
910 }
911 876
912 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
913 878 if (pl->tmp_invis)
914 if(op->type==PLAYER && op->contr->tmp_invis) { 879 {
915 op->contr->tmp_invis=0; 880 pl->tmp_invis = 0;
916 op->invisible=0; 881 op->invisible = 0;
917 op->hide=0; 882 op->hide = 0;
918 update_object(op,UP_OBJ_FACE); 883 update_object (op, UP_OBJ_CHANGE);
884 }
919 } 885 }
920 886
921 success = attack_ob(tmp,op); 887 int success = attack_ob (tmp, op);
922 888
923 /* print appropriate messages to the player */ 889 /* print appropriate messages to the player */
924 890
925 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 891 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
892 {
926 if(op->type==PLAYER) 893 if (op->type == PLAYER)
927 new_draw_info_format(NDI_UNIQUE, 0,op, 894 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
928 "You %s %s!",string,query_name(tmp));
929 else if(tmp->type==PLAYER) 895 else if (tmp->type == PLAYER)
930 new_draw_info_format(NDI_UNIQUE, 0,tmp, 896 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
931 "%s %s you!",query_name(op),string);
932 } 897 }
898
933 return success; 899 return success;
934} 900}
935
936 901
937/* skill_attack() - Core routine for use when we attack using a skills 902/* skill_attack() - Core routine for use when we attack using a skills
938 * system. In essence, this code handles 903 * system. In essence, this code handles
939 * all skill-based attacks, ie hth, missile and melee weapons should be 904 * all skill-based attacks, i.e. hth, missile and melee weapons should be
940 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
941 * we move right onto do_skill_attack(), otherwise we find if an 906 * we move right onto do_skill_attack(), otherwise we find if an
942 * appropriate opponent exists. 907 * appropriate opponent exists.
943 * 908 *
944 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()
945 * 910 *
946 * Initial implementation by -bt thomas@astro.psu.edu 911 * Initial implementation by -bt thomas@astro.psu.edu
947 */ 912 */
948 913int
949int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 914skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
915{
950 sint16 tx,ty; 916 sint16 tx, ty;
951 mapstruct *m; 917 maptile *m;
952 int mflags; 918 int mflags;
953 919
920 if (!dir)
954 if(!dir) dir=pl->facing; 921 dir = pl->facing;
922
955 tx=freearr_x[dir]; 923 tx = freearr_x[dir];
956 ty=freearr_y[dir]; 924 ty = freearr_y[dir];
957 925
958 /* If we don't yet have an opponent, find if one exists, and attack. 926 /* If we don't yet have an opponent, find if one exists, and attack.
959 * Legal opponents are the same as outlined in move_player_attack() 927 * Legal opponents are the same as outlined in move_player_attack()
960 */ 928 */
961 929 if (!tmp)
962 if(tmp==NULL) { 930 {
963 m = pl->map; 931 m = pl->map;
964 tx = pl->x + freearr_x[dir]; 932 tx = pl->x + freearr_x[dir];
965 ty = pl->y + freearr_y[dir]; 933 ty = pl->y + freearr_y[dir];
966 934
967 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 935 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
968 if (mflags & P_OUT_OF_MAP) return 0; 936 if (mflags & P_OUT_OF_MAP)
969
970 /* space must be blocked for there to be anything interesting to do */
971 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0;
972
973 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
974 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
975 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
976 || tmp->type==LOCKED_DOOR ) {
977 /* Don't attack party members */
978 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
979 && pl->contr->party==tmp->contr->party))
980 return 0;
981 break;
982 }
983 }
984 if (!tmp) {
985 if(pl->type==PLAYER)
986 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
987 return 0; 937 return 0;
938
939 /* space must be blocked for there to be anything interesting to do */
940 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
941 return 0;
942
943 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
944 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
945 {
946 /* Don't attack party members */
947 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
948 return 0;
949
950 break;
951 }
952 }
953
954 if (!tmp)
988 } 955 {
956 if (pl->type == PLAYER)
957 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
989 958
959 return 0;
960 }
961
990 return do_skill_attack(tmp,pl,string, skill); 962 return do_skill_attack (tmp, pl, string, skill);
991} 963}
992
993 964
994/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 965/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
966
995/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 967/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
996 * (attack_hth) we check for weapon use, etc in the second (the new 968 * (attack_hth) we check for weapon use, etc in the second (the new
997 * function skill_attack() we actually attack. 969 * function skill_attack() we actually attack.
998 */ 970 */
999 971static int
1000static int attack_hth(object *pl, int dir, const char *string, object *skill) { 972attack_hth (object *pl, int dir, const char *string, object *skill)
973{
1001 object *enemy=NULL,*weapon; 974 object *enemy = NULL, *weapon;
1002 975
1003 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 976 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1004 for(weapon=pl->inv;weapon;weapon=weapon->below) { 977 for (weapon = pl->inv; weapon; weapon = weapon->below)
978 {
1005 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 979 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
980 {
1006 CLEAR_FLAG(weapon,FLAG_APPLIED); 981 CLEAR_FLAG (weapon, FLAG_APPLIED);
1007 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 982 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1008 fix_player(pl); 983 pl->update_stats ();
1009 if(pl->type==PLAYER) { 984 if (pl->type == PLAYER)
985 {
1010 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); 986 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1011 esrv_update_item(UPD_FLAGS, pl, weapon); 987 esrv_update_item (UPD_FLAGS, pl, weapon);
1012 } 988 }
989
1013 break; 990 break;
1014 } 991 }
1015 } 992 }
993
1016 return skill_attack(enemy,pl,dir,string, skill); 994 return skill_attack (enemy, pl, dir, string, skill);
1017} 995}
1018
1019 996
1020/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 997/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1021 * For now we are just checking to see if we have a ready weapon here. 998 * For now we are just checking to see if we have a ready weapon here.
1022 * But there is a real neato possible feature of this scheme which 999 * But there is a real neato possible feature of this scheme which
1023 * bears mentioning: 1000 * bears mentioning:
1024 * Since we are only calling this from do_skill() in the future 1001 * Since we are only calling this from do_skill() in the future
1025 * we may make this routine handle 'special' melee weapons attacks 1002 * we may make this routine handle 'special' melee weapons attacks
1026 * (like disarming manuever with sai) based on player SK_level and 1003 * (like disarming manuever with sai) based on player SK_level and
1027 * weapon type. 1004 * weapon type.
1028 */ 1005 */
1029 1006static int
1030static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1007attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1008{
1031 1009
1032 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1010 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1011 {
1033 if(op->type==PLAYER) 1012 if (op->type == PLAYER)
1034 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); 1013 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1014
1035 return 0; 1015 return 0;
1036 } 1016 }
1017
1037 return skill_attack(NULL,op,dir,string, skill); 1018 return skill_attack (NULL, op, dir, string, skill);
1038
1039} 1019}
1020

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