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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.23 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.76 by root, Mon Apr 27 01:38:49 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 25
26/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 27 * categories. This is done solely through the init_new_exp_system() fctn.
43#include <object.h> 43#include <object.h>
44#include <sproto.h> 44#include <sproto.h>
45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
46#include <spells.h> 46#include <spells.h>
47 47
48/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
49 * is also the list that we should try to use skills when 49 0, // SK_NONE
50 * automatically applying one for the player. 50# define def(uc, flags) flags,
51 */ 51# include "skillinc.h"
52static uint8 unarmed_skills[] = { 52# undef def
53 SK_KARATE,
54 SK_CLAWING,
55 SK_FLAME_TOUCH,
56 SK_SPARK_TOUCH,
57 SK_SHIVER,
58 SK_ACID_SPLASH,
59 SK_POISON_NAIL,
60 SK_PUNCHING,
61 (uint8)-1
62}; 53};
63 54
64static int attack_hth (object *pl, int dir, const char *string, object *skill); 55static int attack_hth (object *pl, int dir, const char *string, object *skill);
65static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
66 57
69 * subtypes. 60 * subtypes.
70 */ 61 */
71void 62void
72init_skills (void) 63init_skills (void)
73{ 64{
74 int i; 65 for_all_archetypes (at)
75 archetype *at;
76
77 for (at = first_archetype; at != NULL; at = at->next)
78 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
79 { 67 {
80 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
81 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
82 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
83 else 71 else
84 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
85 } 73 }
86 74
87 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
88 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
89 */ 77 */
90 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
91 {
92 if (!skill_names[i]) 79 if (!skill_names[i])
93 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
94 }
95} 81}
96 82
97/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
98 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
99 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
100 * mostly used for sending exp. 86 * mostly used for sending exp.
101 */ 87 */
102void 88void
103link_player_skills (object *op) 89player::link_skills ()
104{ 90{
105 object *tmp; 91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
106 93
107 for (tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
108 {
109 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)
110 { 100 {
111 /* This is really a warning, hence no else below */ 101 /* This is really a warning, hence no else below */
112 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 102 if (last_skill_ob [tmp->subtype])
113 {
114 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
115 &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;
116 } 109 }
117 if (tmp->subtype >= NUM_SKILLS)
118 {
119 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
120 }
121 else
122 {
123 op->contr->last_skill_ob[tmp->subtype] = tmp;
124 op->contr->last_skill_exp[tmp->subtype] = -1;
125 }
126 } 110 }
127 } 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);
128} 132}
129 133
130/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
131 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
132 * 136 *
133 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
134 * use the skill, so thus if use of the skill requires a skill 138 * use the skill, so thus if use of the skill requires a skill
135 * tool, this code will equip it. 139 * tool, this code will equip it.
136 */ 140 */
137object * 141object *
138find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
139{ 143{
140 object *skill = NULL, *skill_tool = NULL, *tmp; 144 object *skill_tool = 0;
141 145
142 if (!name)
143 return NULL;
144
145 /* We make sure the length of the string in the object is greater
146 * in length than the passed string. Eg, if we have a skill called
147 * 'hi', we don't want to match if the user passed 'high'
148 */
149 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
150 { 148 {
151 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]))
152 skill = tmp; 150 /* If this is a skill that can be used without applying tool, return it */
153 151 return splay (tmp);
154 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
155 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
156 */ 154 */
157 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)
158 {
159 if (QUERY_FLAG (tmp, FLAG_APPLIED))
160 skill_tool = tmp; 156 skill_tool = tmp;
161 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
162 skill_tool = tmp;
163 } 157 }
164 } 158
165 /* If this is a skill that can be used without a tool, return it */ 159 if (!skill_tool)
166 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
167 return skill; 160 return 0;
168 161
169 /* 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 -
170 * 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
171 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
172 */ 165 */
173 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
174 { 167
175 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
176 {
177 if (apply_special (who, skill_tool, 0))
178 return NULL;
179 }
180 if (!skill) 168 if (!skill)
181 {
182 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
183 link_player_skills (who); 170
184 } 171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
185 return skill; 173 return 0;
186 } 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
187 return NULL; 190 return 0;
188} 191}
189
190 192
191/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
192 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
193 * 195 *
194 * It is presumed that the player will be needing to actually 196 * It is presumed that the player will be needing to actually
195 * use the skill, so thus if use of the skill requires a skill 197 * use the skill, so thus if use of the skill requires a skill
196 * tool, this code will equip it. 198 * tool, this code will equip it.
197 * 199 *
200 * this replaces find_skill. 202 * this replaces find_skill.
201 */ 203 */
202object * 204object *
203find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
204{ 206{
205 object *skill = NULL, *skill_tool = NULL, *tmp;
206
207 if (skillno < 1 || skillno >= NUM_SKILLS)
208 return NULL;
209
210 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
211 {
212 if (tmp->type == SKILL && tmp->subtype == skillno) 208 if (tmp->type == SKILL && tmp->subtype == skillno)
213 skill = tmp; 209 if (object *skop = find_skill_by_name (who, tmp->skill))
214
215 /* Try to find appropriate skilltool. If the player has one already
216 * applied, we try to keep using that one.
217 */
218 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
219 {
220 if (QUERY_FLAG (tmp, FLAG_APPLIED))
221 skill_tool = tmp;
222 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
223 skill_tool = tmp;
224 }
225 }
226 /* If this is a skill that can be used without a tool, return it */
227 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
228 return skill;
229
230 /* Player has a tool to use the skill. IF not applied, apply it -
231 * if not successful, return null. If they do have the skill tool
232 * but not the skill itself, give it to them.
233 */
234 if (skill_tool)
235 {
236 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
237 {
238 if (apply_special (who, skill_tool, 0))
239 return NULL;
240 }
241
242 if (!skill)
243 {
244 skill = give_skill_by_name (who, skill_tool->skill);
245 link_player_skills (who);
246 }
247
248 return skill; 210 return skop;
249 }
250 211
251 return NULL; 212 return 0;
252} 213}
253 214
254/* This changes the objects skill to new_skill. 215/* This changes the objects chosen_skill to new_skill.
255 * note that this function doesn't always need to get used -
256 * you can now add skill exp to the player without the chosen_skill being
257 * set. This function is of most interest to players to update
258 * the various range information.
259 * if new_skill is null, this just unapplies the skill.
260 * flag has the current meaning:
261 * 0x1: If set, don't update the range pointer. This is useful when we
262 * need to ready a new skill, but don't want to clobber range.
263 * return 1 on success, 0 on error 216 * return 1 on success, 0 on error
264 */ 217 */
265 218bool
266int 219object::change_skill (object *new_skill)
267change_skill (object *who, object *new_skill, int flag)
268{ 220{
269 int old_range;
270
271 if (who->type != PLAYER) 221 if (type != PLAYER)
272 return 0; 222 return 0;
273 223
274 old_range = who->contr->shoottype; 224 // optimise this supposedly common case
275 225 if (new_skill == chosen_skill)
276 if (who->chosen_skill && who->chosen_skill == new_skill)
277 {
278 /* optimization for changing skill to current skill */
279 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill;
281
282 return 1; 226 return 1;
283 }
284 227
285 // move skill to front, so it will be preferred next time
286 new_skill->remove ();
287 who->insert (new_skill);
288
289 if (!new_skill || who->chosen_skill)
290 if (who->chosen_skill) 228 if (chosen_skill)
291 apply_special (who, who->chosen_skill, AP_UNAPPLY); 229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
292 233
293 /* Only goal in this case was to unapply a skill */ 234 chosen_skill = new_skill;
235
294 if (!new_skill) 236 if (chosen_skill)
295 return 0; 237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
296 241
297 if (apply_special (who, new_skill, AP_APPLY)) 242 // always clear current weapon, as the selected skill could
298 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;
299 246
300 if (flag & 0x1) 247 update_stats ();
301 who->contr->shoottype = (rangetype)old_range;
302
303 return 1; 248 return 1;
304}
305
306/* This function just clears the chosen_skill and range_skill values
307 * inthe player.
308 */
309void
310clear_skill (object *who)
311{
312 who->chosen_skill = NULL;
313 CLEAR_FLAG (who, FLAG_READY_SKILL);
314 if (who->type == PLAYER)
315 {
316 who->contr->ranges[range_skill] = NULL;
317 if (who->contr->shoottype == range_skill)
318 who->contr->shoottype = range_none;
319 }
320} 249}
321 250
322/* 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().
323 * 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.
324 * 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
327 * 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
328 * 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
329 * give any exp for their direct use (eg, throwing). 258 * give any exp for their direct use (eg, throwing).
330 * It returns 0 if no skill was used. 259 * It returns 0 if no skill was used.
331 */ 260 */
332
333int 261int
334do_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)
335{ 263{
336 int success = 0, exp = 0; 264 int success = 0, exp = 0;
337 int did_alc = 0;
338 object *tmp, *next;
339 265
340 if (!skill) 266 if (!skill)
341 return 0; 267 return 0;
342 268
343 /* 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
345 * 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
346 * the player doesn't have a bucket for that, create one. 272 * the player doesn't have a bucket for that, create one.
347 */ 273 */
348 if (skill->type != SKILL && op->type == PLAYER) 274 if (skill->type != SKILL && op->type == PLAYER)
349 { 275 {
350 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
351 {
352 if (tmp->type == SKILL && tmp->skill == skill->skill) 277 if (tmp->type == SKILL && tmp->skill == skill->skill)
353 break; 278 {
279 skill = tmp;
280 goto found;
354 } 281 }
355 if (!tmp) 282
356 tmp = give_skill_by_name (op, skill->skill); 283 skill = give_skill_by_name (op, skill->skill);
357 skill = tmp; 284found: ;
358 } 285 }
359 286
360 // skill, by_whom, on_which_object, which direction, skill_argument 287 // skill, by_whom, on_which_object, which direction, skill_argument
361 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 288 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
362 return 0; 289 return 0;
363 290
364 switch (skill->subtype) 291 switch (skill->subtype)
365 { 292 {
366 case SK_LEVITATION: 293 case SK_LEVITATION:
367 /* Not 100% sure if this will work with new movement code - 294 /* Not 100% sure if this will work with new movement code -
368 * the levitation skill has move_type for flying, so when 295 * the levitation skill has move_type for flying, so when
369 * equipped, that should transfer to player, when not, 296 * equipped, that should transfer to player, when not,
370 * shouldn't. 297 * shouldn't.
371 */ 298 */
372 if (QUERY_FLAG (skill, FLAG_APPLIED)) 299 if (QUERY_FLAG (skill, FLAG_APPLIED))
373 { 300 {
374 CLEAR_FLAG (skill, FLAG_APPLIED); 301 CLEAR_FLAG (skill, FLAG_APPLIED);
375 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
376 } 303 }
377 else 304 else
378 { 305 {
379 SET_FLAG (skill, FLAG_APPLIED); 306 SET_FLAG (skill, FLAG_APPLIED);
380 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!");
381 } 308 }
309
382 op->update_stats (); 310 op->update_stats ();
383 success = 1; 311 success = 1;
384 break; 312 break;
385 313
386 case SK_STEALING: 314 case SK_STEALING:
387 exp = success = steal (op, dir, skill); 315 exp = success = steal (op, dir, skill);
388 break; 316 break;
389 317
390 case SK_LOCKPICKING: 318 case SK_LOCKPICKING:
391 exp = success = pick_lock (op, dir, skill); 319 exp = success = pick_lock (op, dir, skill);
392 break; 320 break;
393 321
394 case SK_HIDING: 322 case SK_HIDING:
395 exp = success = hide (op, skill); 323 exp = success = hide (op, skill);
396 break; 324 break;
397 325
398 case SK_JUMPING: 326 case SK_JUMPING:
399 success = jump (op, dir, skill); 327 exp = success = jump (op, dir, skill);
400 break; 328 break;
401 329
402 case SK_INSCRIPTION: 330 case SK_INSCRIPTION:
403 exp = success = write_on_item (op, string, skill); 331 exp = success = write_on_item (op, string, skill);
404 break; 332 break;
405 333
406 case SK_MEDITATION: 334 case SK_MEDITATION:
407 meditate (op, skill); 335 meditate (op, skill);
408 success = 1; 336 success = 1;
409 break; 337 break;
410 /* note that the following 'attack' skills gain exp through hit_player() */ 338 /* note that the following 'attack' skills gain exp through hit_player() */
411 339
412 case SK_KARATE: 340 case SK_KARATE:
413 (void) attack_hth (op, dir, "karate-chopped", skill); 341 attack_hth (op, dir, "karate-chopped", skill);
414 break; 342 break;
415 343
416 case SK_PUNCHING: 344 case SK_PUNCHING:
417 (void) attack_hth (op, dir, "punched", skill); 345 attack_hth (op, dir, "punched", skill);
418 break; 346 break;
419 347
420 case SK_FLAME_TOUCH: 348 case SK_FLAME_TOUCH:
421 (void) attack_hth (op, dir, "flamed", skill); 349 attack_hth (op, dir, "flamed", skill);
422 break; 350 break;
423 351
424 case SK_SPARK_TOUCH: 352 case SK_SPARK_TOUCH:
425 (void) attack_hth (op, dir, "zapped", skill); 353 attack_hth (op, dir, "zapped", skill);
426 break; 354 break;
427 355
428 case SK_SHIVER: 356 case SK_SHIVER:
429 (void) attack_hth (op, dir, "froze", skill); 357 attack_hth (op, dir, "froze", skill);
430 break; 358 break;
431 359
432 case SK_ACID_SPLASH: 360 case SK_ACID_SPLASH:
433 (void) attack_hth (op, dir, "dissolved", skill); 361 attack_hth (op, dir, "dissolved", skill);
434 break; 362 break;
435 363
436 case SK_POISON_NAIL: 364 case SK_POISON_NAIL:
437 (void) attack_hth (op, dir, "injected poison into", skill); 365 attack_hth (op, dir, "injected poison into", skill);
438 break; 366 break;
439 367
440 case SK_CLAWING: 368 case SK_CLAWING:
441 (void) attack_hth (op, dir, "clawed", skill); 369 attack_hth (op, dir, "clawed", skill);
442 break; 370 break;
443 371
444 case SK_ONE_HANDED_WEAPON: 372 case SK_ONE_HANDED_WEAPON:
445 case SK_TWO_HANDED_WEAPON: 373 case SK_TWO_HANDED_WEAPON:
446 (void) attack_melee_weapon (op, dir, NULL, skill); 374 attack_melee_weapon (op, dir, NULL, skill);
447 break; 375 break;
448 376
449 case SK_FIND_TRAPS: 377 case SK_FIND_TRAPS:
450 exp = success = find_traps (op, skill); 378 exp = success = find_traps (op, skill);
451 break; 379 break;
452 380
453 case SK_SINGING: 381 case SK_SINGING:
454 exp = success = singing (op, dir, skill); 382 exp = success = singing (op, dir, skill);
455 break; 383 break;
456 384
457 case SK_ORATORY: 385 case SK_ORATORY:
458 exp = success = use_oratory (op, dir, skill); 386 exp = success = use_oratory (op, dir, skill);
459 break; 387 break;
460 388
461 case SK_SMITHERY: 389 case SK_SMITHERY:
462 case SK_BOWYER: 390 case SK_BOWYER:
463 case SK_JEWELER: 391 case SK_JEWELER:
464 case SK_ALCHEMY: 392 case SK_ALCHEMY:
465 case SK_THAUMATURGY: 393 case SK_THAUMATURGY:
466 case SK_LITERACY: 394 case SK_LITERACY:
467 case SK_WOODSMAN: 395 case SK_WOODSMAN:
468 /* 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.
469 * failing that, we go and identify stuff. 397 * failing that, we go and identify stuff.
470 */ 398 */
399 {
400 bool found_cauldron = false;
401
471 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)
472 { 403 {
473 next = tmp->above; 404 next = tmp->above;
474 405
475 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
476 { 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
477 attempt_do_alchemy (op, tmp); 418 attempt_do_alchemy (op, tmp, skill);
478 419
479 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 420 if (QUERY_FLAG (tmp, FLAG_APPLIED))
480 esrv_send_inventory (op, tmp); 421 esrv_send_inventory (op, tmp);
481
482 did_alc = 1;
483 } 422 }
484 } 423 }
485 424
486 if (did_alc == 0) 425 if (!found_cauldron)
487 exp = success = skill_ident (op, skill); 426 exp = success = skill_ident (op, skill);
488 427 }
489 break; 428 break;
490 429
491 case SK_DET_MAGIC: 430 case SK_DET_MAGIC:
492 case SK_DET_CURSE: 431 case SK_DET_CURSE:
493 exp = success = skill_ident (op, skill); 432 exp = success = skill_ident (op, skill);
494 break; 433 break;
495 434
496 case SK_DISARM_TRAPS: 435 case SK_DISARM_TRAPS:
497 exp = success = remove_trap (op, dir, skill); 436 exp = success = remove_trap (op, dir, skill);
498 break; 437 break;
499 438
500 case SK_THROWING: 439 case SK_THROWING:
501 success = skill_throw (op, part, dir, string, skill); 440 success = skill_throw (op, part, dir, string, skill);
502 break; 441 break;
503 442
504 case SK_SET_TRAP: 443 case SK_SET_TRAP:
505 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.");
506 break; 445 break;
507 446
508 case SK_USE_MAGIC_ITEM: 447 case SK_USE_MAGIC_ITEM:
509 case SK_MISSILE_WEAPON: 448 case SK_MISSILE_WEAPON:
510 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.");
511 break; 450 break;
512 451
513 case SK_PRAYING: 452 case SK_PRAYING:
514 success = pray (op, skill); 453 success = pray (op, skill);
515 break; 454 break;
516 455
517 case SK_BARGAINING: 456 case SK_BARGAINING:
518 success = describe_shop (op); 457 success = describe_shop (op);
519 break; 458 break;
520 459
521 case SK_SORCERY: 460 case SK_SORCERY:
522 case SK_EVOCATION: 461 case SK_EVOCATION:
523 case SK_PYROMANCY: 462 case SK_PYROMANCY:
524 case SK_SUMMONING: 463 case SK_SUMMONING:
525 case SK_CLIMBING: 464 case SK_CLIMBING:
526 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.");
527 break; 466 break;
528 467
529 default: 468 default:
530 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);
531 break; 470 break;
532 } 471 }
533 472
534 /* 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.
535 * 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
536 * which use_monster_skill is called already simulates this. 475 * which use_monster_skill is called already simulates this.
537 * If certain skills should take more/less time, that should be 476 * If certain skills should take more/less time, that should be
538 * in the code for the skill itself. 477 * in the code for the skill itself.
539 */ 478 */
540
541 if (op->type == PLAYER) 479 if (op->type == PLAYER)
542 op->speed_left -= 1.0; 480 op->speed_left -= 1.f;
543 481
544 /* 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.
545 * Note that add_exp() will figure out player/monster experience 483 * Note that add_exp() will figure out player/monster experience
546 * gain problems. 484 * gain problems.
547 */ 485 */
575 * op is the object that was 'defeated'. 513 * op is the object that was 'defeated'.
576 * 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
577 * point back to who. 515 * point back to who.
578 * 516 *
579 */ 517 */
580
581int 518int
582calc_skill_exp (object *who, object *op, object *skill) 519calc_skill_exp (object *who, object *op, object *skill)
583{ 520{
584 int op_exp = 0, op_lvl = 0; 521 int op_exp = 0, op_lvl = 0;
585 float base, value, lvl_mult = 0.0; 522 float base, value, lvl_mult = 0.0;
594 * 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
595 * help out exp awards for skill_ident skills. Also, if 532 * help out exp awards for skill_ident skills. Also, if
596 * 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
597 * and level (this was the old system) -b.t. 534 * and level (this was the old system) -b.t.
598 */ 535 */
599
600 if (!op) 536 if (!op)
601 { /* no item/creature */ 537 { /* no item/creature */
602 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 538 op_lvl = max (1, who->map->difficulty);
603 op_exp = 0; 539 op_exp = 0;
604 } 540 }
605 else if (op->type == RUNE || op->type == TRAP) 541 else if (op->type == RUNE || op->type == TRAP)
606 { /* all traps. If stats.Cha > 1 we use that 542 { /* all traps. If stats.Cha > 1 we use that
607 * for the amount of experience */ 543 * for the amount of experience */
611 else 547 else
612 { /* all other items/living creatures */ 548 { /* all other items/living creatures */
613 op_exp = op->stats.exp; 549 op_exp = op->stats.exp;
614 op_lvl = op->level; 550 op_lvl = op->level;
615 if (!QUERY_FLAG (op, FLAG_ALIVE)) 551 if (!QUERY_FLAG (op, FLAG_ALIVE))
616 { /* for ident/make items */ 552 op_lvl += 5 * abs (op->magic); /* for ident/make items */
617 op_lvl += 5 * abs (op->magic);
618 }
619 } 553 }
620 554
621 if (op_lvl < 1) 555 if (op_lvl < 1)
622 op_lvl = 1; 556 op_lvl = 1;
623 557
631 /* 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
632 * bse reward value (exp) and level multiplier factor. 566 * bse reward value (exp) and level multiplier factor.
633 */ 567 */
634 if (skill->type == SKILL) 568 if (skill->type == SKILL)
635 { 569 {
636 base += skill->arch->clone.stats.exp; 570 base += skill->arch->stats.exp;
637 if (settings.simple_exp) 571 if (settings.simple_exp)
638 { 572 {
639 if (skill->arch->clone.level) 573 if (skill->arch->level)
640 lvl_mult = (float) skill->arch->clone.level / 100.0; 574 lvl_mult = (float) skill->arch->level / 100.0;
641 else 575 else
642 lvl_mult = 1.0; /* no adjustment */ 576 lvl_mult = 1.0; /* no adjustment */
643 } 577 }
644 else 578 else
645 { 579 {
646 if (skill->level) 580 if (skill->level)
647 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);
648 else 582 else
649 lvl_mult = 1.0; 583 lvl_mult = 1.0;
650 } 584 }
651 } 585 }
652 else 586 else
653 { 587 {
654 /* Don't divide by zero here! */ 588 /* Don't divide by zero here! */
655 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 589 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
656 } 590 }
657 } 591 }
658 592
659 /* assemble the exp total, and return value */ 593 /* assemble the exp total, and return value */
660 594
674 * This one actually teaches the player the skill as something 608 * This one actually teaches the player the skill as something
675 * they can equip. 609 * they can equip.
676 * Return 0 if the player knows the skill, 1 if the 610 * Return 0 if the player knows the skill, 1 if the
677 * player learns the skill, 2 otherwise. 611 * player learns the skill, 2 otherwise.
678 */ 612 */
679
680int 613int
681learn_skill (object *pl, object *scroll) 614learn_skill (object *pl, object *scroll)
682{ 615{
683 object *tmp;
684
685 if (!scroll->skill) 616 if (!scroll->skill)
686 { 617 {
687 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);
688 return 2; 619 return 2;
689 } 620 }
690 621
691 /* can't use find_skill_by_name because we want skills the player knows 622 object *tmp = find_skill (pl, scroll->skill);
692 * but can't use natively.
693 */
694
695 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
696 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
697 break;
698 623
699 /* player already knows it */ 624 /* player already knows it */
700 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 625 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
701 return 0; 626 return 0;
702 627
715 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);
716 return 2; 641 return 2;
717 } 642 }
718 643
719 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
720 link_player_skills (pl); 645
721 return 1; 646 return 1;
722} 647}
723 648
724/* Gives a percentage clipped to 0% -> 100% of a/b. */ 649/* Gives a percentage clipped to 0% -> 100% of a/b. */
725
726/* Probably belongs in some global utils-type file? */ 650/* Probably belongs in some global utils-type file? */
727static int 651static int
728clipped_percent (sint64 a, sint64 b) 652clipped_percent (sint64 a, sint64 b)
729{ 653{
730 int rv; 654 int rv;
750 * Note this function is a bit more complicated becauase we 674 * Note this function is a bit more complicated becauase we
751 * we want ot sort the skills before printing them. If we 675 * we want ot sort the skills before printing them. If we
752 * 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
753 * simpler. 677 * simpler.
754 */ 678 */
755 679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
756void 680void
757show_skills (object *op, const char *search) 681show_skills (object *pl, const char *search)
758{ 682{
759 object *tmp = NULL;
760 char buf[MAX_BUF];
761 const char *cp; 683 const char *cp;
762 int i, num_skills_found = 0; 684 int i, num_skills_found = 0;
763 static const char *const periods = "........................................"; 685 const char *const periods = ".............................."; // 30
764 686
765 /* 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 */
766 char skills[NUM_SKILLS][MAX_BUF]; 688 char skills[NUM_SKILLS][128]; // d'oh
767 689
690 object *op = pl->contr->ob;
768 691
769 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 692 for (object *tmp = op->inv; tmp; tmp = tmp->below)
770 { 693 {
771 if (tmp->type == SKILL) 694 if (tmp->type == SKILL)
772 { 695 {
773 if (search && strstr (tmp->name, search) == NULL) 696 if (search && !tmp->name.contains (search))
774 continue; 697 continue;
698
699 char buf[30];
700
775 /* Basically want to fill this out to 40 spaces with periods */ 701 /* Basically want to fill this out to 30 spaces with periods */
776 sprintf (buf, "%s%s", &tmp->name, periods); 702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
777 buf[40] = 0;
778 703
779 if (settings.permanent_exp_ratio) 704 if (settings.permanent_exp_ratio)
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 705 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
782 buf, tmp->level, tmp->stats.exp, 706 buf, tmp->level, tmp->stats.exp,
783 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));
784 }
785 else 708 else
786 {
787 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
788 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 710 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
789 } 711
790 /* 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
791 * it sometimes happens (maybe a leftover from bugier earlier code 713 * it sometimes happens (maybe a leftover from bugier earlier code
792 * and those character are still about). In any case, lets handle 714 * and those character are still about). In any case, lets handle
793 * 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
794 * crash the server numerous times. 716 * crash the server numerous times.
800 break; 722 break;
801 } 723 }
802 } 724 }
803 } 725 }
804 726
805 clear_win_info (op); 727 dynbuf_text &msg = msg_dynbuf; msg.clear ();
806 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728
729 msg << "T<Player skills:>\n\n";
807 if (num_skills_found > 1) 730 if (num_skills_found > 1)
808 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);
809 732
810 for (i = 0; i < num_skills_found; i++) 733 for (i = 0; i < num_skills_found; i++)
811 { 734 msg << " C<" << skills [i] << ">\n";
812 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
813 }
814 735
815 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";
816 737
817 cp = determine_god (op); 738 cp = determine_god (op);
818 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";
819 740
820 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
821 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);
822} 746}
823 747
824/* 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
825 * 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
826 * 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.
827 * This is tricky because skills can have spaces. We basically roll 751 * This is tricky because skills can have spaces. We basically roll
828 * our own find_skill_by_name so we can try to do better string matching. 752 * our own find_skill_by_name so we can try to do better string matching.
829 */ 753 */
830
831int 754int
832use_skill (object *op, const char *string) 755use_skill (object *op, const char *string)
833{ 756{
834 object *skop; 757 object *skop;
835 size_t len; 758 size_t len;
836 759
837 if (!string) 760 if (!string)
838 return 0; 761 return 0;
839 762
840 for (skop = op->inv; skop != NULL; skop = skop->below) 763 for (skop = op->inv; skop; skop = skop->below)
841 { 764 {
765 if (skop->type == SKILL
842 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 766 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
843 !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))))
844 break; 768 break;
769 else if (skop->type == SKILL_TOOL
845 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 770 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
846 break; 771 break;
847 } 772 }
773
848 if (!skop) 774 if (!skop)
849 { 775 {
850 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);
851 return 0; 777 return 0;
852 } 778 }
857 * options given to the skill. Its pretty simple - if there 783 * options given to the skill. Its pretty simple - if there
858 * are extra parameters (as deteremined by string length), we 784 * are extra parameters (as deteremined by string length), we
859 * want to skip over any leading spaces. 785 * want to skip over any leading spaces.
860 */ 786 */
861 if (len >= strlen (string)) 787 if (len >= strlen (string))
862 {
863 string = NULL; 788 string = NULL;
864 }
865 else 789 else
866 { 790 {
867 string += len; 791 string += len;
868 while (*string == 0x20) 792 while (*string == 0x20)
869 string++; 793 string++;
794
870 if (strlen (string) == 0) 795 if (strlen (string) == 0)
871 string = NULL; 796 string = NULL;
872 } 797 }
873 798
874#ifdef SKILL_UTIL_DEBUG 799#ifdef SKILL_UTIL_DEBUG
875 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");
876#endif 801#endif
877 802
878 /* Change to the new skill, then execute it. */
879 if (do_skill (op, op, skop, op->facing, string)) 803 if (do_skill (op, op, skop, op->facing, string))
880 return 1; 804 return 1;
881 805
882 return 0; 806 return 0;
883} 807}
884 808
885static bool 809static bool
886hth_skill_p (object *skill) 810hth_skill_p (object *skill)
887{ 811{
888 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 812 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
889 if (skill->subtype == unarmed_skills[i])
890 return 1;
891
892 return 0;
893} 813}
894 814
895/* This finds the first unarmed skill the player has, and returns it. 815/* This finds the first unarmed skill the player has, and returns it.
896 */ 816 */
897static object * 817static object *
911 * tmp is the targetted monster. 831 * tmp is the targetted monster.
912 * op is what is attacking 832 * op is what is attacking
913 * string is passed along to describe what messages to describe 833 * string is passed along to describe what messages to describe
914 * the damage. 834 * the damage.
915 */ 835 */
916
917static int 836static int
918do_skill_attack (object *tmp, object *op, const char *string, object *skill) 837do_skill_attack (object *tmp, object *op, const char *string, object *skill)
919{ 838{
920 int success;
921
922 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)))
923 return RESULT_INT (0); 840 return RESULT_INT (0);
924 841
925 /* 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
926 * 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.
927 * 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,
928 * 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
929 * 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.
930 */ 847 */
931 if (op->type == PLAYER) 848 if (player *pl = op->contr)
932 { 849 {
933 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 850 if (skill)
851 op->change_skill (skill);
852 else
934 { 853 {
935 if (!skill) 854 if (!pl->combat_ob)
936 { 855 {
937 /* See if the players chosen skill is a combat skill, and use 856 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
938 * it if appropriate.
939 */
940 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
941 skill = op->chosen_skill;
942 else
943 { 857 {
944 skill = find_player_hth_skill (op); 858 for (tmp = op->inv; tmp; tmp = tmp->below)
859 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
860 break;
945 861
946 if (!skill) 862 if (!tmp)
863 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
864
865 pl->combat_ob = tmp;
866 }
867
868 if (!pl->combat_ob)
869 {
870 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate.
872 */
873 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
874 skill = op->chosen_skill;
875 else
947 { 876 {
877 skill = find_player_hth_skill (op);
878
879 if (!skill)
948 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!");
949 return 0; 881 }
882
883 if (skill)
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
950 } 887 }
951 } 888 }
952 }
953 889
954 /* now try to ready the new skill */
955 if (!change_skill (op, skill, 0))
956 { /* oh oh, trouble! */
957 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
958 return 0;
959 }
960 }
961 else
962 {
963 /* Seen some crashes below where current_weapon is not set,
964 * even though the flag says it is. So if current weapon isn't set,
965 * do some work in trying to find the object to use.
966 */
967 if (!op->current_weapon)
968 {
969 object *tmp;
970
971 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
972 for (tmp = op->inv; tmp; tmp = tmp->below)
973 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
974 break;
975
976 if (!tmp) 890 if (!pl->combat_ob)
977 { 891 {
978 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 892 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
979 op->current_weapon = NULL;
980 return 0; 893 return 0;
981 } 894 }
982 else
983 {
984 op->current_weapon = tmp;
985 }
986 } 895 }
987 896
988 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 897 if (!op->change_weapon (pl->combat_ob))
898 return 0;
989 } 899 }
990 }
991 900
992 /* lose invisiblity/hiding status for running attacks */ 901 /* lose invisiblity/hiding status for running attacks */
993 902 if (pl->tmp_invis)
994 if (op->type == PLAYER && op->contr->tmp_invis) 903 {
995 {
996 op->contr->tmp_invis = 0; 904 pl->tmp_invis = 0;
997 op->invisible = 0; 905 op->invisible = 0;
998 op->hide = 0; 906 op->flag [FLAG_HIDDEN] = 0;
999 update_object (op, UP_OBJ_FACE); 907 update_object (op, UP_OBJ_CHANGE);
908 }
1000 } 909 }
1001 910
1002 success = attack_ob (tmp, op); 911 int success = attack_ob (tmp, op);
1003 912
1004 /* print appropriate messages to the player */ 913 /* print appropriate messages to the player */
1005 914
1006 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 915 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1007 { 916 {
1008 if (op->type == PLAYER) 917 if (op->type == PLAYER)
1009 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));
1010 else if (tmp->type == PLAYER) 919 else if (tmp->type == PLAYER)
1011 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);
1012 } 921 }
922
1013 return success; 923 return success;
1014} 924}
1015
1016 925
1017/* 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
1018 * system. In essence, this code handles 927 * system. In essence, this code handles
1019 * 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
1020 * treated here. If an opponent is already supplied by move_player(), 929 * treated here. If an opponent is already supplied by move_player(),
1021 * 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
1022 * appropriate opponent exists. 931 * appropriate opponent exists.
1023 * 932 *
1024 * This is called by move_player() and attack_hth() 933 * This is called by move_player() and attack_hth()
1025 * 934 *
1026 * Initial implementation by -bt thomas@astro.psu.edu 935 * Initial implementation by -bt thomas@astro.psu.edu
1027 */ 936 */
1028
1029int 937int
1030skill_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)
1031{ 939{
1032 sint16 tx, ty; 940 sint16 tx, ty;
1033 maptile *m; 941 maptile *m;
1040 ty = freearr_y[dir]; 948 ty = freearr_y[dir];
1041 949
1042 /* 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.
1043 * Legal opponents are the same as outlined in move_player_attack() 951 * Legal opponents are the same as outlined in move_player_attack()
1044 */ 952 */
1045 953 if (!tmp)
1046 if (tmp == NULL)
1047 { 954 {
1048 m = pl->map; 955 m = pl->map;
1049 tx = pl->x + freearr_x[dir]; 956 tx = pl->x + freearr_x[dir];
1050 ty = pl->y + freearr_y[dir]; 957 ty = pl->y + freearr_y[dir];
1051 958
1061 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)
1062 { 969 {
1063 /* Don't attack party members */ 970 /* Don't attack party members */
1064 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))
1065 return 0; 972 return 0;
973
1066 break; 974 break;
1067 } 975 }
1068 } 976 }
977
1069 if (!tmp) 978 if (!tmp)
1070 { 979 {
1071 if (pl->type == PLAYER) 980 if (pl->type == PLAYER)
1072 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
1073 return 0; 983 return 0;
1074 } 984 }
1075 985
1076 return do_skill_attack (tmp, pl, string, skill); 986 return do_skill_attack (tmp, pl, string, skill);
1077} 987}
1078
1079 988
1080/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 989/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1081 990
1082/* 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
1083 * (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
1084 * function skill_attack() we actually attack. 993 * function skill_attack() we actually attack.
1085 */ 994 */
1086
1087static int 995static int
1088attack_hth (object *pl, int dir, const char *string, object *skill) 996attack_hth (object *pl, int dir, const char *string, object *skill)
1089{ 997{
1090 object *enemy = NULL, *weapon; 998 object *enemy = NULL, *weapon;
1091 999
1100 if (pl->type == PLAYER) 1008 if (pl->type == PLAYER)
1101 { 1009 {
1102 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.");
1103 esrv_update_item (UPD_FLAGS, pl, weapon); 1011 esrv_update_item (UPD_FLAGS, pl, weapon);
1104 } 1012 }
1013
1105 break; 1014 break;
1106 } 1015 }
1107 } 1016 }
1017
1108 return skill_attack (enemy, pl, dir, string, skill); 1018 return skill_attack (enemy, pl, dir, string, skill);
1109} 1019}
1110
1111 1020
1112/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1021/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1113 * For now we are just checking to see if we have a ready weapon here. 1022 * For now we are just checking to see if we have a ready weapon here.
1114 * But there is a real neato possible feature of this scheme which 1023 * But there is a real neato possible feature of this scheme which
1115 * bears mentioning: 1024 * bears mentioning:
1116 * 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
1117 * we may make this routine handle 'special' melee weapons attacks 1026 * we may make this routine handle 'special' melee weapons attacks
1118 * (like disarming manuever with sai) based on player SK_level and 1027 * (like disarming manuever with sai) based on player SK_level and
1119 * weapon type. 1028 * weapon type.
1120 */ 1029 */
1121
1122static int 1030static int
1123attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1031attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1124{ 1032{
1125 1033
1126 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1127 { 1035 {
1128 if (op->type == PLAYER) 1036 if (op->type == PLAYER)
1129 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
1130 return 0; 1039 return 0;
1131 } 1040 }
1041
1132 return skill_attack (NULL, op, dir, string, skill); 1042 return skill_attack (NULL, op, dir, string, skill);
1133
1134} 1043}
1044

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