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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.11 by root, Tue Sep 12 00:53:57 2006 UTC vs.
Revision 1.76 by root, Mon Apr 27 01:38:49 2009 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: skill_util.C,v 1.11 2006/09/12 00:53:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* 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. */
31 25
32/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
33 * 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.
45 39
46/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
47 41
48#include <global.h> 42#include <global.h>
49#include <object.h> 43#include <object.h>
50#ifndef __CEXTRACT__
51# include <sproto.h> 44#include <sproto.h>
52#endif
53#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. */
54#include <spells.h> 46#include <spells.h>
55 47
56/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
57 * is also the list that we should try to use skills when 49 0, // SK_NONE
58 * automatically applying one for the player. 50# define def(uc, flags) flags,
59 * Note it is hardcoded in the skill_util.c that dragons always 51# include "skillinc.h"
60 * want clawing if possible. 52# undef def
61 */
62static uint8 unarmed_skills[] = {
63 SK_KARATE,
64 SK_CLAWING,
65 SK_FLAME_TOUCH,
66 SK_SPARK_TOUCH,
67 SK_SHIVER,
68 SK_ACID_SPLASH,
69 SK_POISON_NAIL,
70 SK_PUNCHING,
71 (uint8)-1
72}; 53};
73 54
74static 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);
75static 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);
76 57
79 * subtypes. 60 * subtypes.
80 */ 61 */
81void 62void
82init_skills (void) 63init_skills (void)
83{ 64{
84 int i; 65 for_all_archetypes (at)
85 archetype *at;
86
87 for (at = first_archetype; at != NULL; at = at->next)
88 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
89 { 67 {
90 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
91 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",
92 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
93 else 71 else
94 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
95 } 73 }
96 74
97 /* 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
98 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
99 */ 77 */
100 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
101 {
102 if (!skill_names[i]) 79 if (!skill_names[i])
103 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);
104 }
105} 81}
106
107 82
108/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
109 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
110 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
111 * mostly used for sending exp. 86 * mostly used for sending exp.
112 */ 87 */
113void 88void
114link_player_skills (object *op) 89player::link_skills ()
115{ 90{
116 object *tmp; 91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
117 93
118 for (tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
119 {
120 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)
121 { 100 {
122 /* This is really a warning, hence no else below */ 101 /* This is really a warning, hence no else below */
123 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 102 if (last_skill_ob [tmp->subtype])
124 {
125 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
126 &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;
127 } 109 }
128 if (tmp->subtype >= NUM_SKILLS)
129 {
130 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
131 }
132 else
133 {
134 op->contr->last_skill_ob[tmp->subtype] = tmp;
135 op->contr->last_skill_exp[tmp->subtype] = -1;
136 }
137 } 110 }
138 } 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);
139} 132}
140 133
141/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
142 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
143 * 136 *
144 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
145 * 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
146 * tool, this code will equip it. 139 * tool, this code will equip it.
147 */ 140 */
148object * 141object *
149find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
150{ 143{
151 object *skill = NULL, *skill_tool = NULL, *tmp; 144 object *skill_tool = 0;
152 145
153 if (!name)
154 return NULL;
155
156 /* We make sure the length of the string in the object is greater
157 * in length than the passed string. Eg, if we have a skill called
158 * 'hi', we don't want to match if the user passed 'high'
159 */
160 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
161 { 148 {
162 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]))
163 skill = tmp; 150 /* If this is a skill that can be used without applying tool, return it */
164 151 return splay (tmp);
165 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
166 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
167 */ 154 */
168 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)
169 {
170 if (QUERY_FLAG (tmp, FLAG_APPLIED))
171 skill_tool = tmp; 156 skill_tool = tmp;
172 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
173 skill_tool = tmp;
174 } 157 }
175 } 158
176 /* If this is a skill that can be used without a tool, return it */ 159 if (!skill_tool)
177 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
178 return skill; 160 return 0;
179 161
180 /* 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 -
181 * 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
182 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
183 */ 165 */
184 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
185 { 167
186 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
187 {
188 if (apply_special (who, skill_tool, 0))
189 return NULL;
190 }
191 if (!skill) 168 if (!skill)
192 {
193 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
194 link_player_skills (who); 170
195 } 171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
196 return skill; 173 return 0;
197 } 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
198 return NULL; 190 return 0;
199} 191}
200
201 192
202/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
203 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
204 * 195 *
205 * It is presumed that the player will be needing to actually 196 * It is presumed that the player will be needing to actually
206 * 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
207 * tool, this code will equip it. 198 * tool, this code will equip it.
208 * 199 *
211 * this replaces find_skill. 202 * this replaces find_skill.
212 */ 203 */
213object * 204object *
214find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
215{ 206{
216 object *skill = NULL, *skill_tool = NULL, *tmp;
217
218 if (skillno < 1 || skillno >= NUM_SKILLS)
219 return NULL;
220
221 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
222 {
223 if (tmp->type == SKILL && tmp->subtype == skillno) 208 if (tmp->type == SKILL && tmp->subtype == skillno)
224 skill = tmp; 209 if (object *skop = find_skill_by_name (who, tmp->skill))
225
226 /* Try to find appropriate skilltool. If the player has one already
227 * applied, we try to keep using that one.
228 */
229 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
230 {
231 if (QUERY_FLAG (tmp, FLAG_APPLIED))
232 skill_tool = tmp;
233 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
234 skill_tool = tmp;
235 }
236 }
237 /* If this is a skill that can be used without a tool, return it */
238 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
239 return skill;
240
241 /* Player has a tool to use the skill. IF not applied, apply it -
242 * if not successful, return null. If they do have the skill tool
243 * but not the skill itself, give it to them.
244 */
245 if (skill_tool)
246 {
247 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
248 {
249 if (apply_special (who, skill_tool, 0))
250 return NULL;
251 }
252 if (!skill)
253 {
254 skill = give_skill_by_name (who, skill_tool->skill);
255 link_player_skills (who);
256 }
257 return skill; 210 return skop;
258 } 211
259 return NULL; 212 return 0;
260} 213}
261 214
262/* This changes the objects skill to new_skill. 215/* This changes the objects chosen_skill to new_skill.
263 * note that this function doesn't always need to get used -
264 * you can now add skill exp to the player without the chosen_skill being
265 * set. This function is of most interest to players to update
266 * the various range information.
267 * if new_skill is null, this just unapplies the skill.
268 * flag has the current meaning:
269 * 0x1: If set, don't update the range pointer. This is useful when we
270 * need to ready a new skill, but don't want to clobber range.
271 * return 1 on success, 0 on error 216 * return 1 on success, 0 on error
272 */ 217 */
273 218bool
274int 219object::change_skill (object *new_skill)
275change_skill (object *who, object *new_skill, int flag)
276{ 220{
277 int old_range;
278
279 if (who->type != PLAYER) 221 if (type != PLAYER)
280 return 0; 222 return 0;
281 223
282 old_range = who->contr->shoottype; 224 // optimise this supposedly common case
283 225 if (new_skill == chosen_skill)
284 if (who->chosen_skill && who->chosen_skill == new_skill)
285 {
286 /* optimization for changing skill to current skill */
287 if (who->type == PLAYER && !(flag & 0x1))
288 who->contr->shoottype = range_skill;
289 return 1; 226 return 1;
290 }
291 227
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);
295
296 /* Only goal in this case was to unapply a skill */
297 if (!new_skill)
298 return 0;
299
300 if (apply_special (who, new_skill, AP_APPLY))
301 {
302 return 0;
303 } 229 {
304 if (flag & 0x1) 230 chosen_skill->flag [FLAG_APPLIED] = false;
305 who->contr->shoottype = (rangetype) old_range; 231 change_abil (this, chosen_skill);
232 }
306 233
234 chosen_skill = new_skill;
235
236 if (chosen_skill)
237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
241
242 // always clear current weapon, as the selected skill could
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;
246
247 update_stats ();
307 return 1; 248 return 1;
308}
309
310/* This function just clears the chosen_skill and range_skill values
311 * inthe player.
312 */
313void
314clear_skill (object *who)
315{
316 who->chosen_skill = NULL;
317 CLEAR_FLAG (who, FLAG_READY_SKILL);
318 if (who->type == PLAYER)
319 {
320 who->contr->ranges[range_skill] = NULL;
321 if (who->contr->shoottype == range_skill)
322 who->contr->shoottype = range_none;
323 }
324} 249}
325 250
326/* 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().
327 * 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.
328 * 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
331 * 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
332 * 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
333 * give any exp for their direct use (eg, throwing). 258 * give any exp for their direct use (eg, throwing).
334 * It returns 0 if no skill was used. 259 * It returns 0 if no skill was used.
335 */ 260 */
336
337int 261int
338do_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)
339{ 263{
340 int success = 0, exp = 0; 264 int success = 0, exp = 0;
341 int did_alc = 0;
342 object *tmp, *next;
343 265
344 if (!skill) 266 if (!skill)
345 return 0; 267 return 0;
346 268
347 /* The code below presumes that the skill points to the object that 269 /* The code below presumes that the skill points to the object that
349 * go and try to find the actual real skill pointer, and if the 271 * go and try to find the actual real skill pointer, and if the
350 * the player doesn't have a bucket for that, create one. 272 * the player doesn't have a bucket for that, create one.
351 */ 273 */
352 if (skill->type != SKILL && op->type == PLAYER) 274 if (skill->type != SKILL && op->type == PLAYER)
353 { 275 {
354 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
355 {
356 if (tmp->type == SKILL && tmp->skill == skill->skill) 277 if (tmp->type == SKILL && tmp->skill == skill->skill)
357 break; 278 {
279 skill = tmp;
280 goto found;
358 } 281 }
359 if (!tmp) 282
360 tmp = give_skill_by_name (op, skill->skill); 283 skill = give_skill_by_name (op, skill->skill);
361 skill = tmp; 284found: ;
362 } 285 }
363 286
364 // skill, by_whom, on_which_object, which direction, skill_argument 287 // skill, by_whom, on_which_object, which direction, skill_argument
365 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 288 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
366 return 0; 289 return 0;
367 290
368 switch (skill->subtype) 291 switch (skill->subtype)
369 { 292 {
370 case SK_LEVITATION: 293 case SK_LEVITATION:
371 /* Not 100% sure if this will work with new movement code - 294 /* Not 100% sure if this will work with new movement code -
372 * the levitation skill has move_type for flying, so when 295 * the levitation skill has move_type for flying, so when
373 * equipped, that should transfer to player, when not, 296 * equipped, that should transfer to player, when not,
374 * shouldn't. 297 * shouldn't.
375 */ 298 */
376 if (QUERY_FLAG (skill, FLAG_APPLIED)) 299 if (QUERY_FLAG (skill, FLAG_APPLIED))
377 { 300 {
378 CLEAR_FLAG (skill, FLAG_APPLIED); 301 CLEAR_FLAG (skill, FLAG_APPLIED);
379 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
380 } 303 }
381 else 304 else
382 { 305 {
383 SET_FLAG (skill, FLAG_APPLIED); 306 SET_FLAG (skill, FLAG_APPLIED);
384 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 307 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
385 } 308 }
386 fix_player (op); 309
310 op->update_stats ();
387 success = 1; 311 success = 1;
388 break; 312 break;
389 313
390 case SK_STEALING: 314 case SK_STEALING:
391 exp = success = steal (op, dir, skill); 315 exp = success = steal (op, dir, skill);
392 break; 316 break;
393 317
394 case SK_LOCKPICKING: 318 case SK_LOCKPICKING:
395 exp = success = pick_lock (op, dir, skill); 319 exp = success = pick_lock (op, dir, skill);
396 break; 320 break;
397 321
398 case SK_HIDING: 322 case SK_HIDING:
399 exp = success = hide (op, skill); 323 exp = success = hide (op, skill);
400 break; 324 break;
401 325
402 case SK_JUMPING: 326 case SK_JUMPING:
403 success = jump (op, dir, skill); 327 exp = success = jump (op, dir, skill);
404 break; 328 break;
405 329
406 case SK_INSCRIPTION: 330 case SK_INSCRIPTION:
407 exp = success = write_on_item (op, string, skill); 331 exp = success = write_on_item (op, string, skill);
408 break; 332 break;
409 333
410 case SK_MEDITATION: 334 case SK_MEDITATION:
411 meditate (op, skill); 335 meditate (op, skill);
412 success = 1; 336 success = 1;
413 break; 337 break;
414 /* note that the following 'attack' skills gain exp through hit_player() */ 338 /* note that the following 'attack' skills gain exp through hit_player() */
415 339
416 case SK_KARATE: 340 case SK_KARATE:
417 (void) attack_hth (op, dir, "karate-chopped", skill); 341 attack_hth (op, dir, "karate-chopped", skill);
418 break; 342 break;
419 343
420 case SK_PUNCHING: 344 case SK_PUNCHING:
421 (void) attack_hth (op, dir, "punched", skill); 345 attack_hth (op, dir, "punched", skill);
422 break; 346 break;
423 347
424 case SK_FLAME_TOUCH: 348 case SK_FLAME_TOUCH:
425 (void) attack_hth (op, dir, "flamed", skill); 349 attack_hth (op, dir, "flamed", skill);
426 break; 350 break;
427 351
428 case SK_SPARK_TOUCH: 352 case SK_SPARK_TOUCH:
429 (void) attack_hth (op, dir, "zapped", skill); 353 attack_hth (op, dir, "zapped", skill);
430 break; 354 break;
431 355
432 case SK_SHIVER: 356 case SK_SHIVER:
433 (void) attack_hth (op, dir, "froze", skill); 357 attack_hth (op, dir, "froze", skill);
434 break; 358 break;
435 359
436 case SK_ACID_SPLASH: 360 case SK_ACID_SPLASH:
437 (void) attack_hth (op, dir, "dissolved", skill); 361 attack_hth (op, dir, "dissolved", skill);
438 break; 362 break;
439 363
440 case SK_POISON_NAIL: 364 case SK_POISON_NAIL:
441 (void) attack_hth (op, dir, "injected poison into", skill); 365 attack_hth (op, dir, "injected poison into", skill);
442 break; 366 break;
443 367
444 case SK_CLAWING: 368 case SK_CLAWING:
445 (void) attack_hth (op, dir, "clawed", skill); 369 attack_hth (op, dir, "clawed", skill);
446 break; 370 break;
447 371
448 case SK_ONE_HANDED_WEAPON: 372 case SK_ONE_HANDED_WEAPON:
449 case SK_TWO_HANDED_WEAPON: 373 case SK_TWO_HANDED_WEAPON:
450 (void) attack_melee_weapon (op, dir, NULL, skill); 374 attack_melee_weapon (op, dir, NULL, skill);
451 break; 375 break;
452 376
453 case SK_FIND_TRAPS: 377 case SK_FIND_TRAPS:
454 exp = success = find_traps (op, skill); 378 exp = success = find_traps (op, skill);
455 break; 379 break;
456 380
457 case SK_SINGING: 381 case SK_SINGING:
458 exp = success = singing (op, dir, skill); 382 exp = success = singing (op, dir, skill);
459 break; 383 break;
460 384
461 case SK_ORATORY: 385 case SK_ORATORY:
462 exp = success = use_oratory (op, dir, skill); 386 exp = success = use_oratory (op, dir, skill);
463 break; 387 break;
464 388
465 case SK_SMITHERY: 389 case SK_SMITHERY:
466 case SK_BOWYER: 390 case SK_BOWYER:
467 case SK_JEWELER: 391 case SK_JEWELER:
468 case SK_ALCHEMY: 392 case SK_ALCHEMY:
469 case SK_THAUMATURGY: 393 case SK_THAUMATURGY:
470 case SK_LITERACY: 394 case SK_LITERACY:
471 case SK_WOODSMAN: 395 case SK_WOODSMAN:
472 /* first, we try to find a cauldron, and do the alchemy thing. 396 /* first, we try to find a cauldron, and do the alchemy thing.
473 * failing that, we go and identify stuff. 397 * failing that, we go and identify stuff.
474 */ 398 */
399 {
400 bool found_cauldron = false;
401
475 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 402 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
476 { 403 {
477 next = tmp->above; 404 next = tmp->above;
405
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 { 407 {
408 found_cauldron = true;
409
410 if (tmp->skill != skill->skill)
411 {
412 op->failmsg (format ("You can't use the %s with the %s skill!",
413 query_name (tmp),
414 query_name (skill)));
415 break;
416 }
417
480 attempt_do_alchemy (op, tmp); 418 attempt_do_alchemy (op, tmp, skill);
419
481 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 420 if (QUERY_FLAG (tmp, FLAG_APPLIED))
482 esrv_send_inventory (op, tmp); 421 esrv_send_inventory (op, tmp);
483 did_alc = 1;
484 } 422 }
485 } 423 }
486 if (did_alc == 0) 424
425 if (!found_cauldron)
487 exp = success = skill_ident (op, skill); 426 exp = success = skill_ident (op, skill);
427 }
488 break; 428 break;
489 429
490 case SK_DET_MAGIC: 430 case SK_DET_MAGIC:
491 case SK_DET_CURSE: 431 case SK_DET_CURSE:
492 exp = success = skill_ident (op, skill); 432 exp = success = skill_ident (op, skill);
493 break; 433 break;
494 434
495 case SK_DISARM_TRAPS: 435 case SK_DISARM_TRAPS:
496 exp = success = remove_trap (op, dir, skill); 436 exp = success = remove_trap (op, dir, skill);
497 break; 437 break;
498 438
499 case SK_THROWING: 439 case SK_THROWING:
500 success = skill_throw (op, part, dir, string, skill); 440 success = skill_throw (op, part, dir, string, skill);
501 break; 441 break;
502 442
503 case SK_SET_TRAP: 443 case SK_SET_TRAP:
504 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
505 break; 445 break;
506 446
507 case SK_USE_MAGIC_ITEM: 447 case SK_USE_MAGIC_ITEM:
508 case SK_MISSILE_WEAPON: 448 case SK_MISSILE_WEAPON:
509 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 449 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
510 break; 450 break;
511 451
512 case SK_PRAYING: 452 case SK_PRAYING:
513 success = pray (op, skill); 453 success = pray (op, skill);
514 break; 454 break;
515 455
516 case SK_BARGAINING: 456 case SK_BARGAINING:
517 success = describe_shop (op); 457 success = describe_shop (op);
518 break; 458 break;
519 459
520 case SK_SORCERY: 460 case SK_SORCERY:
521 case SK_EVOCATION: 461 case SK_EVOCATION:
522 case SK_PYROMANCY: 462 case SK_PYROMANCY:
523 case SK_SUMMONING: 463 case SK_SUMMONING:
524 case SK_CLIMBING: 464 case SK_CLIMBING:
525 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 465 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
526 break; 466 break;
527 467
528 default: 468 default:
529 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 469 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
530 break; 470 break;
531 } 471 }
532 472
533 /* For players we now update the speed_left from using the skill. 473 /* For players we now update the speed_left from using the skill.
534 * Monsters have no skill use time because of the random nature in 474 * Monsters have no skill use time because of the random nature in
535 * which use_monster_skill is called already simulates this. 475 * which use_monster_skill is called already simulates this.
536 * If certain skills should take more/less time, that should be 476 * If certain skills should take more/less time, that should be
537 * in the code for the skill itself. 477 * in the code for the skill itself.
538 */ 478 */
539
540 if (op->type == PLAYER) 479 if (op->type == PLAYER)
541 op->speed_left -= 1.0; 480 op->speed_left -= 1.f;
542 481
543 /* this is a good place to add experience for successfull use of skills. 482 /* this is a good place to add experience for successfull use of skills.
544 * Note that add_exp() will figure out player/monster experience 483 * Note that add_exp() will figure out player/monster experience
545 * gain problems. 484 * gain problems.
546 */ 485 */
574 * op is the object that was 'defeated'. 513 * op is the object that was 'defeated'.
575 * skill is the skill used. If no skill is used, it should just 514 * skill is the skill used. If no skill is used, it should just
576 * point back to who. 515 * point back to who.
577 * 516 *
578 */ 517 */
579
580int 518int
581calc_skill_exp (object *who, object *op, object *skill) 519calc_skill_exp (object *who, object *op, object *skill)
582{ 520{
583 int op_exp = 0, op_lvl = 0; 521 int op_exp = 0, op_lvl = 0;
584 float base, value, lvl_mult = 0.0; 522 float base, value, lvl_mult = 0.0;
593 * If an object is not alive and magical we set the base exp higher to 531 * If an object is not alive and magical we set the base exp higher to
594 * help out exp awards for skill_ident skills. Also, if 532 * help out exp awards for skill_ident skills. Also, if
595 * an item is type RUNE, we give out exp based on stats.Cha 533 * an item is type RUNE, we give out exp based on stats.Cha
596 * and level (this was the old system) -b.t. 534 * and level (this was the old system) -b.t.
597 */ 535 */
598
599 if (!op) 536 if (!op)
600 { /* no item/creature */ 537 { /* no item/creature */
601 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 538 op_lvl = max (1, who->map->difficulty);
602 op_exp = 0; 539 op_exp = 0;
603 } 540 }
604 else if (op->type == RUNE || op->type == TRAP) 541 else if (op->type == RUNE || op->type == TRAP)
605 { /* all traps. If stats.Cha > 1 we use that 542 { /* all traps. If stats.Cha > 1 we use that
606 * for the amount of experience */ 543 * for the amount of experience */
610 else 547 else
611 { /* all other items/living creatures */ 548 { /* all other items/living creatures */
612 op_exp = op->stats.exp; 549 op_exp = op->stats.exp;
613 op_lvl = op->level; 550 op_lvl = op->level;
614 if (!QUERY_FLAG (op, FLAG_ALIVE)) 551 if (!QUERY_FLAG (op, FLAG_ALIVE))
615 { /* for ident/make items */ 552 op_lvl += 5 * abs (op->magic); /* for ident/make items */
616 op_lvl += 5 * abs (op->magic);
617 }
618 } 553 }
619 554
620 if (op_lvl < 1) 555 if (op_lvl < 1)
621 op_lvl = 1; 556 op_lvl = 1;
622 557
630 /* if skill really is a skill, then we can look at the skill archetype for 565 /* if skill really is a skill, then we can look at the skill archetype for
631 * bse reward value (exp) and level multiplier factor. 566 * bse reward value (exp) and level multiplier factor.
632 */ 567 */
633 if (skill->type == SKILL) 568 if (skill->type == SKILL)
634 { 569 {
635 base += skill->arch->clone.stats.exp; 570 base += skill->arch->stats.exp;
636 if (settings.simple_exp) 571 if (settings.simple_exp)
637 { 572 {
638 if (skill->arch->clone.level) 573 if (skill->arch->level)
639 lvl_mult = (float) skill->arch->clone.level / 100.0; 574 lvl_mult = (float) skill->arch->level / 100.0;
640 else 575 else
641 lvl_mult = 1.0; /* no adjustment */ 576 lvl_mult = 1.0; /* no adjustment */
642 } 577 }
643 else 578 else
644 { 579 {
645 if (skill->level) 580 if (skill->level)
646 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 581 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
647 else 582 else
648 lvl_mult = 1.0; 583 lvl_mult = 1.0;
649 } 584 }
650 } 585 }
651 else 586 else
652 { 587 {
653 /* Don't divide by zero here! */ 588 /* Don't divide by zero here! */
654 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 589 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
655 } 590 }
656 } 591 }
657 592
658 /* assemble the exp total, and return value */ 593 /* assemble the exp total, and return value */
659 594
673 * This one actually teaches the player the skill as something 608 * This one actually teaches the player the skill as something
674 * they can equip. 609 * they can equip.
675 * Return 0 if the player knows the skill, 1 if the 610 * Return 0 if the player knows the skill, 1 if the
676 * player learns the skill, 2 otherwise. 611 * player learns the skill, 2 otherwise.
677 */ 612 */
678
679int 613int
680learn_skill (object *pl, object *scroll) 614learn_skill (object *pl, object *scroll)
681{ 615{
682 object *tmp;
683
684 if (!scroll->skill) 616 if (!scroll->skill)
685 { 617 {
686 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 618 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
687 return 2; 619 return 2;
688 } 620 }
689 621
690 /* can't use find_skill_by_name because we want skills the player knows 622 object *tmp = find_skill (pl, scroll->skill);
691 * but can't use natively.
692 */
693
694 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
695 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
696 break;
697 623
698 /* player already knows it */ 624 /* player already knows it */
699 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 625 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
700 return 0; 626 return 0;
701
702
703 627
704 /* now a random change to learn, based on player Int. 628 /* now a random change to learn, based on player Int.
705 * give bonus based on level - otherwise stupid characters 629 * give bonus based on level - otherwise stupid characters
706 * might never be able to learn anything. 630 * might never be able to learn anything.
707 */ 631 */
716 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 640 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
717 return 2; 641 return 2;
718 } 642 }
719 643
720 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
721 link_player_skills (pl); 645
722 return 1; 646 return 1;
723} 647}
724 648
725/* Gives a percentage clipped to 0% -> 100% of a/b. */ 649/* Gives a percentage clipped to 0% -> 100% of a/b. */
726
727/* Probably belongs in some global utils-type file? */ 650/* Probably belongs in some global utils-type file? */
728static int 651static int
729clipped_percent (sint64 a, sint64 b) 652clipped_percent (sint64 a, sint64 b)
730{ 653{
731 int rv; 654 int rv;
751 * Note this function is a bit more complicated becauase we 674 * Note this function is a bit more complicated becauase we
752 * we want ot sort the skills before printing them. If we 675 * we want ot sort the skills before printing them. If we
753 * just dumped this as we found it, this would be a bit 676 * just dumped this as we found it, this would be a bit
754 * simpler. 677 * simpler.
755 */ 678 */
756 679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
757void 680void
758show_skills (object *op, const char *search) 681show_skills (object *pl, const char *search)
759{ 682{
760 object *tmp = NULL;
761 char buf[MAX_BUF];
762 const char *cp; 683 const char *cp;
763 int i, num_skills_found = 0; 684 int i, num_skills_found = 0;
764 static const char *const periods = "........................................"; 685 const char *const periods = ".............................."; // 30
765 686
766 /* Need to have a pointer and use strdup for qsort to work properly */ 687 /* Need to have a pointer and use strdup for qsort to work properly */
767 char skills[NUM_SKILLS][MAX_BUF]; 688 char skills[NUM_SKILLS][128]; // d'oh
768 689
690 object *op = pl->contr->ob;
769 691
770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 692 for (object *tmp = op->inv; tmp; tmp = tmp->below)
771 { 693 {
772 if (tmp->type == SKILL) 694 if (tmp->type == SKILL)
773 { 695 {
774 if (search && strstr (tmp->name, search) == NULL) 696 if (search && !tmp->name.contains (search))
775 continue; 697 continue;
698
699 char buf[30];
700
776 /* Basically want to fill this out to 40 spaces with periods */ 701 /* Basically want to fill this out to 30 spaces with periods */
777 sprintf (buf, "%s%s", &tmp->name, periods); 702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
778 buf[40] = 0;
779 703
780 if (settings.permanent_exp_ratio) 704 if (settings.permanent_exp_ratio)
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 705 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
783 buf, tmp->level, 706 buf, tmp->level, tmp->stats.exp,
784 (long long) tmp->stats.exp,
785 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 707 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
786 }
787 else 708 else
788 {
789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
790 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 710 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
791 } 711
792 /* I don't know why some characters get a bunch of skills, but 712 /* I don't know why some characters get a bunch of skills, but
793 * it sometimes happens (maybe a leftover from bugier earlier code 713 * it sometimes happens (maybe a leftover from bugier earlier code
794 * and those character are still about). In any case, lets handle 714 * and those character are still about). In any case, lets handle
795 * it so it doesn't crash the server - otherwise, one character may 715 * it so it doesn't crash the server - otherwise, one character may
796 * crash the server numerous times. 716 * crash the server numerous times.
802 break; 722 break;
803 } 723 }
804 } 724 }
805 } 725 }
806 726
807 clear_win_info (op); 727 dynbuf_text &msg = msg_dynbuf; msg.clear ();
808 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728
729 msg << "T<Player skills:>\n\n";
809 if (num_skills_found > 1) 730 if (num_skills_found > 1)
810 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 731 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
811 732
812 for (i = 0; i < num_skills_found; i++) 733 for (i = 0; i < num_skills_found; i++)
813 { 734 msg << " C<" << skills [i] << ">\n";
814 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
815 }
816 735
817 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 736 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
818 737
819 cp = determine_god (op); 738 cp = determine_god (op);
820 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 739 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
821 740
822 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 741 msg << "Your equipped item power is " << (int)op->contr->item_power
823 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 742 << " out of " << int (op->level * settings.item_power_factor)
743 << ".\n";
744
745 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
824} 746}
825 747
826/* use_skill() - similar to invoke command, it executes the skill in the 748/* use_skill() - similar to invoke command, it executes the skill in the
827 * direction that the user is facing. Returns false if we are unable to 749 * direction that the user is facing. Returns false if we are unable to
828 * change to the requested skill, or were unable to use the skill properly. 750 * change to the requested skill, or were unable to use the skill properly.
829 * This is tricky because skills can have spaces. We basically roll 751 * This is tricky because skills can have spaces. We basically roll
830 * our own find_skill_by_name so we can try to do better string matching. 752 * our own find_skill_by_name so we can try to do better string matching.
831 */ 753 */
832
833int 754int
834use_skill (object *op, const char *string) 755use_skill (object *op, const char *string)
835{ 756{
836 object *skop; 757 object *skop;
837 size_t len; 758 size_t len;
838 759
839 if (!string) 760 if (!string)
840 return 0; 761 return 0;
841 762
842 for (skop = op->inv; skop != NULL; skop = skop->below) 763 for (skop = op->inv; skop; skop = skop->below)
843 { 764 {
765 if (skop->type == SKILL
844 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 766 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
845 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 767 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
846 break; 768 break;
769 else if (skop->type == SKILL_TOOL
847 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 770 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
848 break; 771 break;
849 } 772 }
773
850 if (!skop) 774 if (!skop)
851 { 775 {
852 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 776 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
853 return 0; 777 return 0;
854 } 778 }
859 * options given to the skill. Its pretty simple - if there 783 * options given to the skill. Its pretty simple - if there
860 * are extra parameters (as deteremined by string length), we 784 * are extra parameters (as deteremined by string length), we
861 * want to skip over any leading spaces. 785 * want to skip over any leading spaces.
862 */ 786 */
863 if (len >= strlen (string)) 787 if (len >= strlen (string))
864 {
865 string = NULL; 788 string = NULL;
866 }
867 else 789 else
868 { 790 {
869 string += len; 791 string += len;
870 while (*string == 0x20) 792 while (*string == 0x20)
871 string++; 793 string++;
794
872 if (strlen (string) == 0) 795 if (strlen (string) == 0)
873 string = NULL; 796 string = NULL;
874 } 797 }
875 798
876#ifdef SKILL_UTIL_DEBUG 799#ifdef SKILL_UTIL_DEBUG
877 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 800 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
878#endif 801#endif
879 802
880 /* Change to the new skill, then execute it. */
881 if (do_skill (op, op, skop, op->facing, string)) 803 if (do_skill (op, op, skop, op->facing, string))
882 return 1; 804 return 1;
883 805
884 return 0; 806 return 0;
885} 807}
886 808
809static bool
810hth_skill_p (object *skill)
811{
812 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
813}
887 814
888
889/* This finds the best unarmed skill the player has, and returns 815/* This finds the first unarmed skill the player has, and returns it.
890 * it. Best can vary a little - we consider clawing to always
891 * be the best for dragons.
892 * This could be more intelligent, eg, look at the skill level
893 * of the skill and go from there (eg, a level 40 puncher is
894 * is probably better than level 1 karate). OTOH, if you
895 * don't bother to set up your skill properly, that is the players
896 * problem (although, it might be nice to have a preferred skill
897 * field the player can set.
898 * Unlike the old code, we don't give out any skills - it is
899 * possible you just don't have any ability to get into unarmed
900 * combat. If everyone race/class should have one, this should
901 * be handled in the starting treasurelists, not in the code.
902 */ 816 */
903static object * 817static object *
904find_best_player_hth_skill (object *op) 818find_player_hth_skill (object *op)
905{ 819{
906 object *tmp, *best_skill = NULL;
907 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
908
909 for (tmp = op->inv; tmp; tmp = tmp->below) 820 for (object *tmp = op->inv; tmp; tmp = tmp->below)
910 { 821 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
911 if (tmp->type == SKILL)
912 {
913 if (dragon && tmp->subtype == SK_CLAWING)
914 return tmp; 822 return tmp;
915 823
916 /* The order in the array is preferred order. So basically, 824 return 0;
917 * we just cut down the number to search - eg, if we find a skill
918 * early on in flame touch, then we only need to look into the unarmed_array
919 * to the entry before flame touch - don't care about the entries afterward,
920 * because they are infrerior skills.
921 * if we end up finding the best skill (i==0) might as well return
922 * right away - can't get any better than that.
923 */
924 for (i = 0; i < last_skill; i++)
925 {
926 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
927 {
928 best_skill = tmp;
929 last_skill = i;
930 if (i == 0)
931 return best_skill;
932 }
933 }
934 }
935 }
936 return best_skill;
937} 825}
938 826
939/* do_skill_attack() - We have got an appropriate opponent from either 827/* do_skill_attack() - We have got an appropriate opponent from either
940 * move_player_attack() or skill_attack(). In this part we get on with 828 * move_player_attack() or skill_attack(). In this part we get on with
941 * attacking, take care of messages from the attack and changes in invisible. 829 * attacking, take care of messages from the attack and changes in invisible.
943 * tmp is the targetted monster. 831 * tmp is the targetted monster.
944 * op is what is attacking 832 * op is what is attacking
945 * string is passed along to describe what messages to describe 833 * string is passed along to describe what messages to describe
946 * the damage. 834 * the damage.
947 */ 835 */
948
949static int 836static int
950do_skill_attack (object *tmp, object *op, const char *string, object *skill) 837do_skill_attack (object *tmp, object *op, const char *string, object *skill)
951{ 838{
952 int success;
953
954 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 839 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
955 return RESULT_INT (0); 840 return RESULT_INT (0);
956 841
957 /* For Players only: if there is no ready weapon, and no "attack" skill 842 /* For Players only: if there is no ready weapon, and no "attack" skill
958 * is readied either then try to find a skill for the player to use. 843 * is readied either then try to find a skill for the player to use.
959 * it is presumed that if skill is set, it is a valid attack skill (eg, 844 * it is presumed that if skill is set, it is a valid attack skill (eg,
960 * the caller should have set it appropriately). We still want to pass 845 * the caller should have set it appropriately). We still want to pass
961 * through that code if skill is set to change to the skill. 846 * through that code if skill is set to change to the skill.
962 */ 847 */
963 if (op->type == PLAYER) 848 if (player *pl = op->contr)
964 { 849 {
965 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 850 if (skill)
851 op->change_skill (skill);
852 else
966 { 853 {
967 size_t i; 854 if (!pl->combat_ob)
968
969 if (!skill)
970 { 855 {
971 /* See if the players chosen skill is a combat skill, and use 856 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
972 * it if appropriate.
973 */
974 if (op->chosen_skill)
975 { 857 {
976 for (i = 0; i < sizeof (unarmed_skills); i++) 858 for (tmp = op->inv; tmp; tmp = tmp->below)
977 if (op->chosen_skill->subtype == unarmed_skills[i]) 859 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
978 {
979 skill = op->chosen_skill;
980 break; 860 break;
981 } 861
862 if (!tmp)
863 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
864
865 pl->combat_ob = tmp;
982 } 866 }
983 /* If we didn't find a skill above, look harder for a good skill */ 867
984 if (!skill) 868 if (!pl->combat_ob)
985 { 869 {
986 skill = find_best_player_hth_skill (op); 870 /* See if the players chosen skill is a combat skill, and use
987 871 * it if appropriate.
988 if (!skill) 872 */
873 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
874 skill = op->chosen_skill;
875 else
989 { 876 {
877 skill = find_player_hth_skill (op);
878
879 if (!skill)
990 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 880 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
991 return 0; 881 }
882
883 if (skill)
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
992 } 887 }
993 } 888 }
994 } 889
995 if (skill != op->chosen_skill) 890 if (!pl->combat_ob)
996 { 891 {
997 /* now try to ready the new skill */ 892 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
998 if (!change_skill (op, skill, 0))
999 { /* oh oh, trouble! */
1000 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
1001 return 0; 893 return 0;
1002 } 894 }
1003 } 895 }
896
897 if (!op->change_weapon (pl->combat_ob))
898 return 0;
1004 } 899 }
1005 else 900
901 /* lose invisiblity/hiding status for running attacks */
902 if (pl->tmp_invis)
1006 { 903 {
1007 /* Seen some crashes below where current_weapon is not set, 904 pl->tmp_invis = 0;
1008 * even though the flag says it is. So if current weapon isn't set, 905 op->invisible = 0;
1009 * do some work in trying to find the object to use. 906 op->flag [FLAG_HIDDEN] = 0;
1010 */ 907 update_object (op, UP_OBJ_CHANGE);
1011 if (!op->current_weapon)
1012 {
1013 object *tmp;
1014
1015 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1016 for (tmp = op->inv; tmp; tmp = tmp->below)
1017 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1018 break;
1019
1020 if (!tmp)
1021 {
1022 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1023 op->current_weapon = NULL;
1024 return 0;
1025 }
1026 else
1027 {
1028 op->current_weapon = tmp;
1029 }
1030 }
1031
1032 /* Has ready weapon - make sure chosen_skill is set up properly */
1033 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1034 {
1035 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1036 }
1037 } 908 }
1038 } 909 }
1039 910
1040 /* lose invisiblity/hiding status for running attacks */
1041
1042 if (op->type == PLAYER && op->contr->tmp_invis)
1043 {
1044 op->contr->tmp_invis = 0;
1045 op->invisible = 0;
1046 op->hide = 0;
1047 update_object (op, UP_OBJ_FACE);
1048 }
1049
1050 success = attack_ob (tmp, op); 911 int success = attack_ob (tmp, op);
1051 912
1052 /* print appropriate messages to the player */ 913 /* print appropriate messages to the player */
1053 914
1054 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 915 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1055 { 916 {
1056 if (op->type == PLAYER) 917 if (op->type == PLAYER)
1057 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 918 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1058 else if (tmp->type == PLAYER) 919 else if (tmp->type == PLAYER)
1059 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 920 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1060 } 921 }
922
1061 return success; 923 return success;
1062} 924}
1063
1064 925
1065/* skill_attack() - Core routine for use when we attack using a skills 926/* skill_attack() - Core routine for use when we attack using a skills
1066 * system. In essence, this code handles 927 * system. In essence, this code handles
1067 * all skill-based attacks, ie hth, missile and melee weapons should be 928 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1068 * treated here. If an opponent is already supplied by move_player(), 929 * treated here. If an opponent is already supplied by move_player(),
1069 * we move right onto do_skill_attack(), otherwise we find if an 930 * we move right onto do_skill_attack(), otherwise we find if an
1070 * appropriate opponent exists. 931 * appropriate opponent exists.
1071 * 932 *
1072 * This is called by move_player() and attack_hth() 933 * This is called by move_player() and attack_hth()
1073 * 934 *
1074 * Initial implementation by -bt thomas@astro.psu.edu 935 * Initial implementation by -bt thomas@astro.psu.edu
1075 */ 936 */
1076
1077int 937int
1078skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 938skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1079{ 939{
1080 sint16 tx, ty; 940 sint16 tx, ty;
1081 mapstruct *m; 941 maptile *m;
1082 int mflags; 942 int mflags;
1083 943
1084 if (!dir) 944 if (!dir)
1085 dir = pl->facing; 945 dir = pl->facing;
946
1086 tx = freearr_x[dir]; 947 tx = freearr_x[dir];
1087 ty = freearr_y[dir]; 948 ty = freearr_y[dir];
1088 949
1089 /* If we don't yet have an opponent, find if one exists, and attack. 950 /* If we don't yet have an opponent, find if one exists, and attack.
1090 * Legal opponents are the same as outlined in move_player_attack() 951 * Legal opponents are the same as outlined in move_player_attack()
1091 */ 952 */
1092 953 if (!tmp)
1093 if (tmp == NULL)
1094 { 954 {
1095 m = pl->map; 955 m = pl->map;
1096 tx = pl->x + freearr_x[dir]; 956 tx = pl->x + freearr_x[dir];
1097 ty = pl->y + freearr_y[dir]; 957 ty = pl->y + freearr_y[dir];
1098 958
1102 962
1103 /* space must be blocked for there to be anything interesting to do */ 963 /* space must be blocked for there to be anything interesting to do */
1104 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 964 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1105 return 0; 965 return 0;
1106 966
1107 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 967 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1108 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 968 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1109 { 969 {
1110 /* Don't attack party members */ 970 /* Don't attack party members */
1111 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 971 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1112 return 0; 972 return 0;
973
1113 break; 974 break;
1114 } 975 }
1115 } 976 }
977
1116 if (!tmp) 978 if (!tmp)
1117 { 979 {
1118 if (pl->type == PLAYER) 980 if (pl->type == PLAYER)
1119 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 981 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
982
1120 return 0; 983 return 0;
1121 } 984 }
1122 985
1123 return do_skill_attack (tmp, pl, string, skill); 986 return do_skill_attack (tmp, pl, string, skill);
1124} 987}
1125
1126 988
1127/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 989/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1128 990
1129/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 991/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1130 * (attack_hth) we check for weapon use, etc in the second (the new 992 * (attack_hth) we check for weapon use, etc in the second (the new
1131 * function skill_attack() we actually attack. 993 * function skill_attack() we actually attack.
1132 */ 994 */
1133
1134static int 995static int
1135attack_hth (object *pl, int dir, const char *string, object *skill) 996attack_hth (object *pl, int dir, const char *string, object *skill)
1136{ 997{
1137 object *enemy = NULL, *weapon; 998 object *enemy = NULL, *weapon;
1138 999
1141 { 1002 {
1142 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1003 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1143 { 1004 {
1144 CLEAR_FLAG (weapon, FLAG_APPLIED); 1005 CLEAR_FLAG (weapon, FLAG_APPLIED);
1145 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1006 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1146 fix_player (pl); 1007 pl->update_stats ();
1147 if (pl->type == PLAYER) 1008 if (pl->type == PLAYER)
1148 { 1009 {
1149 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1010 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1150 esrv_update_item (UPD_FLAGS, pl, weapon); 1011 esrv_update_item (UPD_FLAGS, pl, weapon);
1151 } 1012 }
1013
1152 break; 1014 break;
1153 } 1015 }
1154 } 1016 }
1017
1155 return skill_attack (enemy, pl, dir, string, skill); 1018 return skill_attack (enemy, pl, dir, string, skill);
1156} 1019}
1157
1158 1020
1159/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1021/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1160 * For now we are just checking to see if we have a ready weapon here. 1022 * For now we are just checking to see if we have a ready weapon here.
1161 * But there is a real neato possible feature of this scheme which 1023 * But there is a real neato possible feature of this scheme which
1162 * bears mentioning: 1024 * bears mentioning:
1163 * Since we are only calling this from do_skill() in the future 1025 * Since we are only calling this from do_skill() in the future
1164 * we may make this routine handle 'special' melee weapons attacks 1026 * we may make this routine handle 'special' melee weapons attacks
1165 * (like disarming manuever with sai) based on player SK_level and 1027 * (like disarming manuever with sai) based on player SK_level and
1166 * weapon type. 1028 * weapon type.
1167 */ 1029 */
1168
1169static int 1030static int
1170attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1031attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1171{ 1032{
1172 1033
1173 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1174 { 1035 {
1175 if (op->type == PLAYER) 1036 if (op->type == PLAYER)
1176 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1037 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1038
1177 return 0; 1039 return 0;
1178 } 1040 }
1041
1179 return skill_attack (NULL, op, dir, string, skill); 1042 return skill_attack (NULL, op, dir, string, skill);
1180
1181} 1043}
1044

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