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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.17 by root, Mon Dec 11 02:54:57 2006 UTC vs.
Revision 1.73 by root, Thu Jan 1 19:42:43 2009 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 25
26/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 27 * categories. This is done solely through the init_new_exp_system() fctn.
39 39
40/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
41 41
42#include <global.h> 42#include <global.h>
43#include <object.h> 43#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 44#include <sproto.h>
46#endif
47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48#include <spells.h> 46#include <spells.h>
49 47
50/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 49 0, // SK_NONE
52 * automatically applying one for the player. 50# define def(uc, flags) flags,
53 */ 51# include "skillinc.h"
54static uint8 unarmed_skills[] = { 52# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 53};
65 54
66static int attack_hth (object *pl, int dir, const char *string, object *skill); 55static int attack_hth (object *pl, int dir, const char *string, object *skill);
67static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
68 57
71 * subtypes. 60 * subtypes.
72 */ 61 */
73void 62void
74init_skills (void) 63init_skills (void)
75{ 64{
76 int i; 65 for_all_archetypes (at)
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next)
80 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
81 { 67 {
82 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
85 else 71 else
86 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
87 } 73 }
88 74
89 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
91 */ 77 */
92 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 79 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 81}
98
99 82
100/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 86 * mostly used for sending exp.
104 */ 87 */
105void 88void
106link_player_skills (object *op) 89player::link_skills ()
107{ 90{
108 object *tmp; 91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
109 93
110 for (tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
96 {
97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
98
99 if (last_skill_ob [tmp->subtype] != tmp)
113 { 100 {
114 /* This is really a warning, hence no else below */ 101 /* This is really a warning, hence no else below */
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 102 if (last_skill_ob [tmp->subtype])
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
106 last_skill_ob [tmp->subtype] = tmp;
107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
119 } 109 }
120 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else
125 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1;
128 }
129 } 110 }
130 } 111}
112
113static object *
114find_skill (object *who, shstr_cmp name)
115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
122 if (tmp->skill == name && tmp->type == SKILL)
123 return splay (tmp);
124
125 return 0;
126}
127
128object *player::find_skill (shstr_cmp name) const
129{
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
131} 132}
132 133
133/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
135 * 136 *
136 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill 138 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 139 * tool, this code will equip it.
139 */ 140 */
140object * 141object *
141find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
142{ 143{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 144 object *skill_tool = 0;
144 145
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
153 { 148 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 149 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 skill = tmp; 150 /* If this is a skill that can be used without applying tool, return it */
156 151 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
159 */ 154 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 155 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 156 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 157 }
167 } 158
168 /* If this is a skill that can be used without a tool, return it */ 159 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 160 return 0;
171 161
172 /* Player has a tool to use the skill. IF not applied, apply it - 162 /* Player has a tool to use the skill. If not applied, apply it -
173 * if not successful, return null. If they do have the skill tool 163 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
175 */ 165 */
176 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
177 { 167
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill) 168 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 170
187 } 171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
188 return skill; 173 return 0;
189 } 174
175 return splay (skill);
176}
177
178object *
179find_skill_by_name_fuzzy (object *who, const char *name)
180{
181 if (!name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop;
189
190 return NULL; 190 return 0;
191} 191}
192
193 192
194/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
196 * 195 *
197 * It is presumed that the player will be needing to actually 196 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 197 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 198 * tool, this code will equip it.
200 * 199 *
203 * this replaces find_skill. 202 * this replaces find_skill.
204 */ 203 */
205object * 204object *
206find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
207{ 206{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 208 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 209 if (object *skop = find_skill_by_name (who, tmp->skill))
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244
245 if (!skill)
246 {
247 skill = give_skill_by_name (who, skill_tool->skill);
248 link_player_skills (who);
249 }
250
251 return skill; 210 return skop;
252 }
253 211
254 return NULL; 212 return 0;
255} 213}
256 214
257/* This changes the objects skill to new_skill. 215/* This changes the objects chosen_skill to new_skill.
258 * note that this function doesn't always need to get used -
259 * you can now add skill exp to the player without the chosen_skill being
260 * set. This function is of most interest to players to update
261 * the various range information.
262 * if new_skill is null, this just unapplies the skill.
263 * flag has the current meaning:
264 * 0x1: If set, don't update the range pointer. This is useful when we
265 * need to ready a new skill, but don't want to clobber range.
266 * return 1 on success, 0 on error 216 * return 1 on success, 0 on error
267 */ 217 */
268 218bool
269int 219object::change_skill (object *new_skill)
270change_skill (object *who, object *new_skill, int flag)
271{ 220{
272 int old_range;
273
274 if (who->type != PLAYER) 221 if (type != PLAYER)
275 return 0; 222 return 0;
276 223
277 old_range = who->contr->shoottype; 224 // optimise this supposedly common case
278 225 if (new_skill == chosen_skill)
279 if (who->chosen_skill && who->chosen_skill == new_skill)
280 {
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284
285 return 1; 226 return 1;
286 }
287 227
288 // move skill to front, so it will be preferred next time
289 new_skill->remove ();
290 who->insert (new_skill);
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill) 228 if (chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY); 229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
295 233
296 /* Only goal in this case was to unapply a skill */ 234 chosen_skill = new_skill;
235
297 if (!new_skill) 236 if (chosen_skill)
298 return 0; 237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
299 241
300 if (apply_special (who, new_skill, AP_APPLY)) 242 // always clear current weapon, as the selected skill could
301 return 0; 243 // conflict with the current weapon skill, which would go
244 // undetected and exp would be given to the wrong skill.
245 current_weapon = 0;
302 246
303 if (flag & 0x1) 247 update_stats ();
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1; 248 return 1;
307}
308
309/* This function just clears the chosen_skill and range_skill values
310 * inthe player.
311 */
312void
313clear_skill (object *who)
314{
315 who->chosen_skill = NULL;
316 CLEAR_FLAG (who, FLAG_READY_SKILL);
317 if (who->type == PLAYER)
318 {
319 who->contr->ranges[range_skill] = NULL;
320 if (who->contr->shoottype == range_skill)
321 who->contr->shoottype = range_none;
322 }
323} 249}
324 250
325/* do_skill() - Main skills use function-similar in scope to cast_spell(). 251/* do_skill() - Main skills use function-similar in scope to cast_spell().
326 * We handle all requests for skill use outside of some combat here. 252 * We handle all requests for skill use outside of some combat here.
327 * We require a separate routine outside of fire() so as to allow monsters 253 * We require a separate routine outside of fire() so as to allow monsters
330 * exp - no caller needed that info, but it also prevented the callers 256 * exp - no caller needed that info, but it also prevented the callers
331 * from know if a skill was actually used, as many skills don't 257 * from know if a skill was actually used, as many skills don't
332 * give any exp for their direct use (eg, throwing). 258 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 259 * It returns 0 if no skill was used.
334 */ 260 */
335
336int 261int
337do_skill (object *op, object *part, object *skill, int dir, const char *string) 262do_skill (object *op, object *part, object *skill, int dir, const char *string)
338{ 263{
339 int success = 0, exp = 0; 264 int success = 0, exp = 0;
340 int did_alc = 0; 265 int did_alc = 0;
341 object *tmp, *next;
342 266
343 if (!skill) 267 if (!skill)
344 return 0; 268 return 0;
345 269
346 /* The code below presumes that the skill points to the object that 270 /* The code below presumes that the skill points to the object that
348 * go and try to find the actual real skill pointer, and if the 272 * go and try to find the actual real skill pointer, and if the
349 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
350 */ 274 */
351 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
352 { 276 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 279 {
280 skill = tmp;
281 goto found;
357 } 282 }
358 if (!tmp) 283
359 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
360 skill = tmp; 285found: ;
361 } 286 }
362 287
363 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
364 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 289 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
365 return 0; 290 return 0;
366 291
367 switch (skill->subtype) 292 switch (skill->subtype)
368 { 293 {
369 case SK_LEVITATION: 294 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 295 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 296 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 297 * equipped, that should transfer to player, when not,
373 * shouldn't. 298 * shouldn't.
374 */ 299 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 300 if (QUERY_FLAG (skill, FLAG_APPLIED))
376 { 301 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 302 CLEAR_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 304 }
380 else 305 else
381 { 306 {
382 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
383 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
384 } 309 }
385 fix_player (op); 310
311 op->update_stats ();
386 success = 1; 312 success = 1;
387 break; 313 break;
388 314
389 case SK_STEALING: 315 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 316 exp = success = steal (op, dir, skill);
391 break; 317 break;
392 318
393 case SK_LOCKPICKING: 319 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 320 exp = success = pick_lock (op, dir, skill);
395 break; 321 break;
396 322
397 case SK_HIDING: 323 case SK_HIDING:
398 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
399 break; 325 break;
400 326
401 case SK_JUMPING: 327 case SK_JUMPING:
402 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
403 break; 329 break;
404 330
405 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
407 break; 333 break;
408 334
409 case SK_MEDITATION: 335 case SK_MEDITATION:
410 meditate (op, skill); 336 meditate (op, skill);
411 success = 1; 337 success = 1;
412 break; 338 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 339 /* note that the following 'attack' skills gain exp through hit_player() */
414 340
415 case SK_KARATE: 341 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 342 attack_hth (op, dir, "karate-chopped", skill);
417 break; 343 break;
418 344
419 case SK_PUNCHING: 345 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 346 attack_hth (op, dir, "punched", skill);
421 break; 347 break;
422 348
423 case SK_FLAME_TOUCH: 349 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 350 attack_hth (op, dir, "flamed", skill);
425 break; 351 break;
426 352
427 case SK_SPARK_TOUCH: 353 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 354 attack_hth (op, dir, "zapped", skill);
429 break; 355 break;
430 356
431 case SK_SHIVER: 357 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 358 attack_hth (op, dir, "froze", skill);
433 break; 359 break;
434 360
435 case SK_ACID_SPLASH: 361 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 362 attack_hth (op, dir, "dissolved", skill);
437 break; 363 break;
438 364
439 case SK_POISON_NAIL: 365 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 366 attack_hth (op, dir, "injected poison into", skill);
441 break; 367 break;
442 368
443 case SK_CLAWING: 369 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 370 attack_hth (op, dir, "clawed", skill);
445 break; 371 break;
446 372
447 case SK_ONE_HANDED_WEAPON: 373 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 374 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 375 attack_melee_weapon (op, dir, NULL, skill);
450 break; 376 break;
451 377
452 case SK_FIND_TRAPS: 378 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 379 exp = success = find_traps (op, skill);
454 break; 380 break;
455 381
456 case SK_SINGING: 382 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 383 exp = success = singing (op, dir, skill);
458 break; 384 break;
459 385
460 case SK_ORATORY: 386 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 387 exp = success = use_oratory (op, dir, skill);
462 break; 388 break;
463 389
464 case SK_SMITHERY: 390 case SK_SMITHERY:
465 case SK_BOWYER: 391 case SK_BOWYER:
466 case SK_JEWELER: 392 case SK_JEWELER:
467 case SK_ALCHEMY: 393 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 394 case SK_THAUMATURGY:
469 case SK_LITERACY: 395 case SK_LITERACY:
470 case SK_WOODSMAN: 396 case SK_WOODSMAN:
471 /* first, we try to find a cauldron, and do the alchemy thing. 397 /* first, we try to find a cauldron, and do the alchemy thing.
472 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
473 */ 399 */
474 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 400 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
475 { 401 {
476 next = tmp->above; 402 next = tmp->above;
477 403
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 404 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 { 405 {
480 attempt_do_alchemy (op, tmp); 406 attempt_do_alchemy (op, tmp);
481 407
482 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 408 if (QUERY_FLAG (tmp, FLAG_APPLIED))
483 esrv_send_inventory (op, tmp); 409 esrv_send_inventory (op, tmp);
484 410
485 did_alc = 1; 411 did_alc = 1;
486 } 412 }
487 } 413 }
488 414
489 if (did_alc == 0) 415 if (did_alc == 0)
490 exp = success = skill_ident (op, skill);
491
492 break;
493
494 case SK_DET_MAGIC:
495 case SK_DET_CURSE:
496 exp = success = skill_ident (op, skill); 416 exp = success = skill_ident (op, skill);
417
497 break; 418 break;
498 419
420 case SK_DET_MAGIC:
421 case SK_DET_CURSE:
422 exp = success = skill_ident (op, skill);
423 break;
424
499 case SK_DISARM_TRAPS: 425 case SK_DISARM_TRAPS:
500 exp = success = remove_trap (op, dir, skill); 426 exp = success = remove_trap (op, dir, skill);
501 break; 427 break;
502 428
503 case SK_THROWING: 429 case SK_THROWING:
504 success = skill_throw (op, part, dir, string, skill); 430 success = skill_throw (op, part, dir, string, skill);
505 break; 431 break;
506 432
507 case SK_SET_TRAP: 433 case SK_SET_TRAP:
508 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 434 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
509 break; 435 break;
510 436
511 case SK_USE_MAGIC_ITEM: 437 case SK_USE_MAGIC_ITEM:
512 case SK_MISSILE_WEAPON: 438 case SK_MISSILE_WEAPON:
513 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 439 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
514 break; 440 break;
515 441
516 case SK_PRAYING: 442 case SK_PRAYING:
517 success = pray (op, skill); 443 success = pray (op, skill);
518 break; 444 break;
519 445
520 case SK_BARGAINING: 446 case SK_BARGAINING:
521 success = describe_shop (op); 447 success = describe_shop (op);
522 break; 448 break;
523 449
524 case SK_SORCERY: 450 case SK_SORCERY:
525 case SK_EVOCATION: 451 case SK_EVOCATION:
526 case SK_PYROMANCY: 452 case SK_PYROMANCY:
527 case SK_SUMMONING: 453 case SK_SUMMONING:
528 case SK_CLIMBING: 454 case SK_CLIMBING:
529 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 455 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
530 break; 456 break;
531 457
532 default: 458 default:
533 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 459 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
534 break; 460 break;
535 } 461 }
536 462
537 /* For players we now update the speed_left from using the skill. 463 /* For players we now update the speed_left from using the skill.
538 * Monsters have no skill use time because of the random nature in 464 * Monsters have no skill use time because of the random nature in
539 * which use_monster_skill is called already simulates this. 465 * which use_monster_skill is called already simulates this.
540 * If certain skills should take more/less time, that should be 466 * If certain skills should take more/less time, that should be
541 * in the code for the skill itself. 467 * in the code for the skill itself.
542 */ 468 */
543
544 if (op->type == PLAYER) 469 if (op->type == PLAYER)
545 op->speed_left -= 1.0; 470 op->speed_left -= 1.f;
546 471
547 /* this is a good place to add experience for successfull use of skills. 472 /* this is a good place to add experience for successfull use of skills.
548 * Note that add_exp() will figure out player/monster experience 473 * Note that add_exp() will figure out player/monster experience
549 * gain problems. 474 * gain problems.
550 */ 475 */
578 * op is the object that was 'defeated'. 503 * op is the object that was 'defeated'.
579 * skill is the skill used. If no skill is used, it should just 504 * skill is the skill used. If no skill is used, it should just
580 * point back to who. 505 * point back to who.
581 * 506 *
582 */ 507 */
583
584int 508int
585calc_skill_exp (object *who, object *op, object *skill) 509calc_skill_exp (object *who, object *op, object *skill)
586{ 510{
587 int op_exp = 0, op_lvl = 0; 511 int op_exp = 0, op_lvl = 0;
588 float base, value, lvl_mult = 0.0; 512 float base, value, lvl_mult = 0.0;
597 * If an object is not alive and magical we set the base exp higher to 521 * If an object is not alive and magical we set the base exp higher to
598 * help out exp awards for skill_ident skills. Also, if 522 * help out exp awards for skill_ident skills. Also, if
599 * an item is type RUNE, we give out exp based on stats.Cha 523 * an item is type RUNE, we give out exp based on stats.Cha
600 * and level (this was the old system) -b.t. 524 * and level (this was the old system) -b.t.
601 */ 525 */
602
603 if (!op) 526 if (!op)
604 { /* no item/creature */ 527 { /* no item/creature */
605 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 528 op_lvl = max (1, who->map->difficulty);
606 op_exp = 0; 529 op_exp = 0;
607 } 530 }
608 else if (op->type == RUNE || op->type == TRAP) 531 else if (op->type == RUNE || op->type == TRAP)
609 { /* all traps. If stats.Cha > 1 we use that 532 { /* all traps. If stats.Cha > 1 we use that
610 * for the amount of experience */ 533 * for the amount of experience */
614 else 537 else
615 { /* all other items/living creatures */ 538 { /* all other items/living creatures */
616 op_exp = op->stats.exp; 539 op_exp = op->stats.exp;
617 op_lvl = op->level; 540 op_lvl = op->level;
618 if (!QUERY_FLAG (op, FLAG_ALIVE)) 541 if (!QUERY_FLAG (op, FLAG_ALIVE))
619 { /* for ident/make items */ 542 op_lvl += 5 * abs (op->magic); /* for ident/make items */
620 op_lvl += 5 * abs (op->magic);
621 }
622 } 543 }
623 544
624 if (op_lvl < 1) 545 if (op_lvl < 1)
625 op_lvl = 1; 546 op_lvl = 1;
626 547
634 /* if skill really is a skill, then we can look at the skill archetype for 555 /* if skill really is a skill, then we can look at the skill archetype for
635 * bse reward value (exp) and level multiplier factor. 556 * bse reward value (exp) and level multiplier factor.
636 */ 557 */
637 if (skill->type == SKILL) 558 if (skill->type == SKILL)
638 { 559 {
639 base += skill->arch->clone.stats.exp; 560 base += skill->arch->stats.exp;
640 if (settings.simple_exp) 561 if (settings.simple_exp)
641 { 562 {
642 if (skill->arch->clone.level) 563 if (skill->arch->level)
643 lvl_mult = (float) skill->arch->clone.level / 100.0; 564 lvl_mult = (float) skill->arch->level / 100.0;
644 else 565 else
645 lvl_mult = 1.0; /* no adjustment */ 566 lvl_mult = 1.0; /* no adjustment */
646 } 567 }
647 else 568 else
648 { 569 {
649 if (skill->level) 570 if (skill->level)
650 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 571 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
651 else 572 else
652 lvl_mult = 1.0; 573 lvl_mult = 1.0;
653 } 574 }
654 } 575 }
655 else 576 else
656 { 577 {
657 /* Don't divide by zero here! */ 578 /* Don't divide by zero here! */
658 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 579 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
659 } 580 }
660 } 581 }
661 582
662 /* assemble the exp total, and return value */ 583 /* assemble the exp total, and return value */
663 584
677 * This one actually teaches the player the skill as something 598 * This one actually teaches the player the skill as something
678 * they can equip. 599 * they can equip.
679 * Return 0 if the player knows the skill, 1 if the 600 * Return 0 if the player knows the skill, 1 if the
680 * player learns the skill, 2 otherwise. 601 * player learns the skill, 2 otherwise.
681 */ 602 */
682
683int 603int
684learn_skill (object *pl, object *scroll) 604learn_skill (object *pl, object *scroll)
685{ 605{
686 object *tmp;
687
688 if (!scroll->skill) 606 if (!scroll->skill)
689 { 607 {
690 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 608 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
691 return 2; 609 return 2;
692 } 610 }
693 611
694 /* can't use find_skill_by_name because we want skills the player knows 612 object *tmp = find_skill (pl, scroll->skill);
695 * but can't use natively.
696 */
697
698 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
699 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
700 break;
701 613
702 /* player already knows it */ 614 /* player already knows it */
703 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 615 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
704 return 0; 616 return 0;
705 617
718 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 630 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
719 return 2; 631 return 2;
720 } 632 }
721 633
722 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
723 link_player_skills (pl); 635
724 return 1; 636 return 1;
725} 637}
726 638
727/* Gives a percentage clipped to 0% -> 100% of a/b. */ 639/* Gives a percentage clipped to 0% -> 100% of a/b. */
728
729/* Probably belongs in some global utils-type file? */ 640/* Probably belongs in some global utils-type file? */
730static int 641static int
731clipped_percent (sint64 a, sint64 b) 642clipped_percent (sint64 a, sint64 b)
732{ 643{
733 int rv; 644 int rv;
753 * Note this function is a bit more complicated becauase we 664 * Note this function is a bit more complicated becauase we
754 * we want ot sort the skills before printing them. If we 665 * we want ot sort the skills before printing them. If we
755 * just dumped this as we found it, this would be a bit 666 * just dumped this as we found it, this would be a bit
756 * simpler. 667 * simpler.
757 */ 668 */
758 669//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
759void 670void
760show_skills (object *op, const char *search) 671show_skills (object *pl, const char *search)
761{ 672{
762 object *tmp = NULL;
763 char buf[MAX_BUF];
764 const char *cp; 673 const char *cp;
765 int i, num_skills_found = 0; 674 int i, num_skills_found = 0;
766 static const char *const periods = "........................................"; 675 const char *const periods = ".............................."; // 30
767 676
768 /* Need to have a pointer and use strdup for qsort to work properly */ 677 /* Need to have a pointer and use strdup for qsort to work properly */
769 char skills[NUM_SKILLS][MAX_BUF]; 678 char skills[NUM_SKILLS][128]; // d'oh
770 679
680 object *op = pl->contr->ob;
771 681
772 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 682 for (object *tmp = op->inv; tmp; tmp = tmp->below)
773 { 683 {
774 if (tmp->type == SKILL) 684 if (tmp->type == SKILL)
775 { 685 {
776 if (search && strstr (tmp->name, search) == NULL) 686 if (search && !tmp->name.contains (search))
777 continue; 687 continue;
688
689 char buf[30];
690
778 /* Basically want to fill this out to 40 spaces with periods */ 691 /* Basically want to fill this out to 30 spaces with periods */
779 sprintf (buf, "%s%s", &tmp->name, periods); 692 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
780 buf[40] = 0;
781 693
782 if (settings.permanent_exp_ratio) 694 if (settings.permanent_exp_ratio)
783 {
784 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 695 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
785 buf, tmp->level, 696 buf, tmp->level, tmp->stats.exp,
786 (long long) tmp->stats.exp,
787 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 697 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
788 }
789 else 698 else
790 {
791 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 699 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
792 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 700 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
793 } 701
794 /* I don't know why some characters get a bunch of skills, but 702 /* I don't know why some characters get a bunch of skills, but
795 * it sometimes happens (maybe a leftover from bugier earlier code 703 * it sometimes happens (maybe a leftover from bugier earlier code
796 * and those character are still about). In any case, lets handle 704 * and those character are still about). In any case, lets handle
797 * it so it doesn't crash the server - otherwise, one character may 705 * it so it doesn't crash the server - otherwise, one character may
798 * crash the server numerous times. 706 * crash the server numerous times.
804 break; 712 break;
805 } 713 }
806 } 714 }
807 } 715 }
808 716
809 clear_win_info (op); 717 dynbuf_text msg (4096, 1024);
810 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 718
719 msg << "T<Player skills:>\n\n";
811 if (num_skills_found > 1) 720 if (num_skills_found > 1)
812 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 721 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
813 722
814 for (i = 0; i < num_skills_found; i++) 723 for (i = 0; i < num_skills_found; i++)
815 { 724 msg << " C<" << skills [i] << ">\n";
816 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
817 }
818 725
819 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 726 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
820 727
821 cp = determine_god (op); 728 cp = determine_god (op);
822 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 729 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
823 730
824 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 731 msg << "Your equipped item power is " << (int)op->contr->item_power
825 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 732 << " out of " << int (op->level * settings.item_power_factor)
733 << ".\n";
734
735 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
826} 736}
827 737
828/* use_skill() - similar to invoke command, it executes the skill in the 738/* use_skill() - similar to invoke command, it executes the skill in the
829 * direction that the user is facing. Returns false if we are unable to 739 * direction that the user is facing. Returns false if we are unable to
830 * change to the requested skill, or were unable to use the skill properly. 740 * change to the requested skill, or were unable to use the skill properly.
831 * This is tricky because skills can have spaces. We basically roll 741 * This is tricky because skills can have spaces. We basically roll
832 * our own find_skill_by_name so we can try to do better string matching. 742 * our own find_skill_by_name so we can try to do better string matching.
833 */ 743 */
834
835int 744int
836use_skill (object *op, const char *string) 745use_skill (object *op, const char *string)
837{ 746{
838 object *skop; 747 object *skop;
839 size_t len; 748 size_t len;
840 749
841 if (!string) 750 if (!string)
842 return 0; 751 return 0;
843 752
844 for (skop = op->inv; skop != NULL; skop = skop->below) 753 for (skop = op->inv; skop; skop = skop->below)
845 { 754 {
755 if (skop->type == SKILL
846 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 756 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
847 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 757 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
848 break; 758 break;
759 else if (skop->type == SKILL_TOOL
849 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 760 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
850 break; 761 break;
851 } 762 }
763
852 if (!skop) 764 if (!skop)
853 { 765 {
854 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 766 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
855 return 0; 767 return 0;
856 } 768 }
861 * options given to the skill. Its pretty simple - if there 773 * options given to the skill. Its pretty simple - if there
862 * are extra parameters (as deteremined by string length), we 774 * are extra parameters (as deteremined by string length), we
863 * want to skip over any leading spaces. 775 * want to skip over any leading spaces.
864 */ 776 */
865 if (len >= strlen (string)) 777 if (len >= strlen (string))
866 {
867 string = NULL; 778 string = NULL;
868 }
869 else 779 else
870 { 780 {
871 string += len; 781 string += len;
872 while (*string == 0x20) 782 while (*string == 0x20)
873 string++; 783 string++;
784
874 if (strlen (string) == 0) 785 if (strlen (string) == 0)
875 string = NULL; 786 string = NULL;
876 } 787 }
877 788
878#ifdef SKILL_UTIL_DEBUG 789#ifdef SKILL_UTIL_DEBUG
879 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 790 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
880#endif 791#endif
881 792
882 /* Change to the new skill, then execute it. */
883 if (do_skill (op, op, skop, op->facing, string)) 793 if (do_skill (op, op, skop, op->facing, string))
884 return 1; 794 return 1;
885 795
886 return 0; 796 return 0;
887} 797}
888 798
889static bool 799static bool
890hth_skill_p (object *skill) 800hth_skill_p (object *skill)
891{ 801{
892 for (int i = 0; i < sizeof (unarmed_skills); ++i) 802 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
893 if (skill->subtype == unarmed_skills[i])
894 return 1;
895
896 return 0;
897} 803}
898 804
899/* This finds the first unarmed skill the player has, and returns it. 805/* This finds the first unarmed skill the player has, and returns it.
900 */ 806 */
901static object * 807static object *
915 * tmp is the targetted monster. 821 * tmp is the targetted monster.
916 * op is what is attacking 822 * op is what is attacking
917 * string is passed along to describe what messages to describe 823 * string is passed along to describe what messages to describe
918 * the damage. 824 * the damage.
919 */ 825 */
920
921static int 826static int
922do_skill_attack (object *tmp, object *op, const char *string, object *skill) 827do_skill_attack (object *tmp, object *op, const char *string, object *skill)
923{ 828{
924 int success;
925
926 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 829 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
927 return RESULT_INT (0); 830 return RESULT_INT (0);
928 831
929 /* For Players only: if there is no ready weapon, and no "attack" skill 832 /* For Players only: if there is no ready weapon, and no "attack" skill
930 * is readied either then try to find a skill for the player to use. 833 * is readied either then try to find a skill for the player to use.
931 * it is presumed that if skill is set, it is a valid attack skill (eg, 834 * it is presumed that if skill is set, it is a valid attack skill (eg,
932 * the caller should have set it appropriately). We still want to pass 835 * the caller should have set it appropriately). We still want to pass
933 * through that code if skill is set to change to the skill. 836 * through that code if skill is set to change to the skill.
934 */ 837 */
935 if (op->type == PLAYER) 838 if (player *pl = op->contr)
936 { 839 {
937 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 840 if (skill)
841 op->change_skill (skill);
842 else
938 { 843 {
939 if (!skill) 844 if (!pl->combat_ob)
940 { 845 {
941 /* See if the players chosen skill is a combat skill, and use 846 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
942 * it if appropriate.
943 */
944 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
945 skill = op->chosen_skill;
946 else
947 { 847 {
948 skill = find_player_hth_skill (op); 848 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
850 break;
949 851
950 if (!skill) 852 if (!tmp)
853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
854
855 pl->combat_ob = tmp;
856 }
857
858 if (!pl->combat_ob)
859 {
860 /* See if the players chosen skill is a combat skill, and use
861 * it if appropriate.
862 */
863 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
864 skill = op->chosen_skill;
865 else
951 { 866 {
867 skill = find_player_hth_skill (op);
868
869 if (!skill)
952 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
953 return 0; 871 }
872
873 if (skill)
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
954 } 877 }
955 } 878 }
956 }
957 879
958 /* now try to ready the new skill */
959 if (!change_skill (op, skill, 0))
960 { /* oh oh, trouble! */
961 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
962 return 0;
963 }
964 }
965 else
966 {
967 /* Seen some crashes below where current_weapon is not set,
968 * even though the flag says it is. So if current weapon isn't set,
969 * do some work in trying to find the object to use.
970 */
971 if (!op->current_weapon)
972 {
973 object *tmp;
974
975 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
976 for (tmp = op->inv; tmp; tmp = tmp->below)
977 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
978 break;
979
980 if (!tmp) 880 if (!pl->combat_ob)
981 { 881 {
982 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 882 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
983 op->current_weapon = NULL;
984 return 0; 883 return 0;
985 } 884 }
986 else
987 {
988 op->current_weapon = tmp;
989 }
990 } 885 }
991 886
992 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 887 if (!op->change_weapon (pl->combat_ob))
888 return 0;
993 } 889 }
994 }
995 890
996 /* lose invisiblity/hiding status for running attacks */ 891 /* lose invisiblity/hiding status for running attacks */
997 892 if (pl->tmp_invis)
998 if (op->type == PLAYER && op->contr->tmp_invis) 893 {
999 {
1000 op->contr->tmp_invis = 0; 894 pl->tmp_invis = 0;
1001 op->invisible = 0; 895 op->invisible = 0;
1002 op->hide = 0; 896 op->flag [FLAG_HIDDEN] = 0;
1003 update_object (op, UP_OBJ_FACE); 897 update_object (op, UP_OBJ_CHANGE);
898 }
1004 } 899 }
1005 900
1006 success = attack_ob (tmp, op); 901 int success = attack_ob (tmp, op);
1007 902
1008 /* print appropriate messages to the player */ 903 /* print appropriate messages to the player */
1009 904
1010 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 905 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1011 { 906 {
1012 if (op->type == PLAYER) 907 if (op->type == PLAYER)
1013 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 908 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1014 else if (tmp->type == PLAYER) 909 else if (tmp->type == PLAYER)
1015 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 910 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1016 } 911 }
912
1017 return success; 913 return success;
1018} 914}
1019
1020 915
1021/* skill_attack() - Core routine for use when we attack using a skills 916/* skill_attack() - Core routine for use when we attack using a skills
1022 * system. In essence, this code handles 917 * system. In essence, this code handles
1023 * all skill-based attacks, ie hth, missile and melee weapons should be 918 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1024 * treated here. If an opponent is already supplied by move_player(), 919 * treated here. If an opponent is already supplied by move_player(),
1025 * we move right onto do_skill_attack(), otherwise we find if an 920 * we move right onto do_skill_attack(), otherwise we find if an
1026 * appropriate opponent exists. 921 * appropriate opponent exists.
1027 * 922 *
1028 * This is called by move_player() and attack_hth() 923 * This is called by move_player() and attack_hth()
1029 * 924 *
1030 * Initial implementation by -bt thomas@astro.psu.edu 925 * Initial implementation by -bt thomas@astro.psu.edu
1031 */ 926 */
1032
1033int 927int
1034skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 928skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1035{ 929{
1036 sint16 tx, ty; 930 sint16 tx, ty;
1037 maptile *m; 931 maptile *m;
1044 ty = freearr_y[dir]; 938 ty = freearr_y[dir];
1045 939
1046 /* If we don't yet have an opponent, find if one exists, and attack. 940 /* If we don't yet have an opponent, find if one exists, and attack.
1047 * Legal opponents are the same as outlined in move_player_attack() 941 * Legal opponents are the same as outlined in move_player_attack()
1048 */ 942 */
1049 943 if (!tmp)
1050 if (tmp == NULL)
1051 { 944 {
1052 m = pl->map; 945 m = pl->map;
1053 tx = pl->x + freearr_x[dir]; 946 tx = pl->x + freearr_x[dir];
1054 ty = pl->y + freearr_y[dir]; 947 ty = pl->y + freearr_y[dir];
1055 948
1059 952
1060 /* space must be blocked for there to be anything interesting to do */ 953 /* space must be blocked for there to be anything interesting to do */
1061 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 954 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1062 return 0; 955 return 0;
1063 956
1064 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 957 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1065 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 958 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1066 { 959 {
1067 /* Don't attack party members */ 960 /* Don't attack party members */
1068 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 961 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1069 return 0; 962 return 0;
963
1070 break; 964 break;
1071 } 965 }
1072 } 966 }
967
1073 if (!tmp) 968 if (!tmp)
1074 { 969 {
1075 if (pl->type == PLAYER) 970 if (pl->type == PLAYER)
1076 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 971 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
972
1077 return 0; 973 return 0;
1078 } 974 }
1079 975
1080 return do_skill_attack (tmp, pl, string, skill); 976 return do_skill_attack (tmp, pl, string, skill);
1081} 977}
1082
1083 978
1084/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 979/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1085 980
1086/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 981/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1087 * (attack_hth) we check for weapon use, etc in the second (the new 982 * (attack_hth) we check for weapon use, etc in the second (the new
1088 * function skill_attack() we actually attack. 983 * function skill_attack() we actually attack.
1089 */ 984 */
1090
1091static int 985static int
1092attack_hth (object *pl, int dir, const char *string, object *skill) 986attack_hth (object *pl, int dir, const char *string, object *skill)
1093{ 987{
1094 object *enemy = NULL, *weapon; 988 object *enemy = NULL, *weapon;
1095 989
1098 { 992 {
1099 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 993 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1100 { 994 {
1101 CLEAR_FLAG (weapon, FLAG_APPLIED); 995 CLEAR_FLAG (weapon, FLAG_APPLIED);
1102 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 996 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1103 fix_player (pl); 997 pl->update_stats ();
1104 if (pl->type == PLAYER) 998 if (pl->type == PLAYER)
1105 { 999 {
1106 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1000 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1107 esrv_update_item (UPD_FLAGS, pl, weapon); 1001 esrv_update_item (UPD_FLAGS, pl, weapon);
1108 } 1002 }
1003
1109 break; 1004 break;
1110 } 1005 }
1111 } 1006 }
1007
1112 return skill_attack (enemy, pl, dir, string, skill); 1008 return skill_attack (enemy, pl, dir, string, skill);
1113} 1009}
1114
1115 1010
1116/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1011/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1117 * For now we are just checking to see if we have a ready weapon here. 1012 * For now we are just checking to see if we have a ready weapon here.
1118 * But there is a real neato possible feature of this scheme which 1013 * But there is a real neato possible feature of this scheme which
1119 * bears mentioning: 1014 * bears mentioning:
1120 * Since we are only calling this from do_skill() in the future 1015 * Since we are only calling this from do_skill() in the future
1121 * we may make this routine handle 'special' melee weapons attacks 1016 * we may make this routine handle 'special' melee weapons attacks
1122 * (like disarming manuever with sai) based on player SK_level and 1017 * (like disarming manuever with sai) based on player SK_level and
1123 * weapon type. 1018 * weapon type.
1124 */ 1019 */
1125
1126static int 1020static int
1127attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1021attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1128{ 1022{
1129 1023
1130 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1024 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1131 { 1025 {
1132 if (op->type == PLAYER) 1026 if (op->type == PLAYER)
1133 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1027 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1028
1134 return 0; 1029 return 0;
1135 } 1030 }
1031
1136 return skill_attack (NULL, op, dir, string, skill); 1032 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1033}
1034

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