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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.24 by pippijn, Sat Jan 6 14:42:31 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The author can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* 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. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
28 * 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.
44#include <object.h> 43#include <object.h>
45#include <sproto.h> 44#include <sproto.h>
46#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. */
47#include <spells.h> 46#include <spells.h>
48 47
49/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 49 0, // SK_NONE
51 * automatically applying one for the player. 50# define def(uc, flags) flags,
52 */ 51# include "skillinc.h"
53static uint8 unarmed_skills[] = { 52# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 53};
64 54
65static 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);
66static 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);
67 57
70 * subtypes. 60 * subtypes.
71 */ 61 */
72void 62void
73init_skills (void) 63init_skills (void)
74{ 64{
75 int i; 65 for_all_archetypes (at)
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
80 { 67 {
81 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
82 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",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
84 else 71 else
85 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
86 } 73 }
87 74
88 /* 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
89 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
90 */ 77 */
91 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i]) 79 if (!skill_names[i])
94 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);
95 }
96} 81}
97 82
98/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp. 86 * mostly used for sending exp.
102 */ 87 */
103void 88void
104link_player_skills (object *op) 89player::link_skills ()
105{ 90{
106 object *tmp; 91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
107 93
108 for (tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
109 {
110 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)
111 { 100 {
112 /* This is really a warning, hence no else below */ 101 /* This is really a warning, hence no else below */
113 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 102 if (last_skill_ob [tmp->subtype])
114 {
115 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
116 &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;
117 } 109 }
118 if (tmp->subtype >= NUM_SKILLS)
119 {
120 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
121 }
122 else
123 {
124 op->contr->last_skill_ob[tmp->subtype] = tmp;
125 op->contr->last_skill_exp[tmp->subtype] = -1;
126 }
127 } 110 }
128 } 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);
129} 132}
130 133
131/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
132 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
133 * 136 *
134 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
135 * 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
136 * tool, this code will equip it. 139 * tool, this code will equip it.
137 */ 140 */
138object * 141object *
139find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
140{ 143{
141 object *skill = NULL, *skill_tool = NULL, *tmp; 144 object *skill_tool = 0;
142 145
143 if (!name)
144 return NULL;
145
146 /* We make sure the length of the string in the object is greater
147 * in length than the passed string. Eg, if we have a skill called
148 * 'hi', we don't want to match if the user passed 'high'
149 */
150 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
151 { 148 {
152 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]))
153 skill = tmp; 150 /* If this is a skill that can be used without applying tool, return it */
154 151 return splay (tmp);
155 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
156 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
157 */ 154 */
158 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)
159 {
160 if (QUERY_FLAG (tmp, FLAG_APPLIED))
161 skill_tool = tmp; 156 skill_tool = tmp;
162 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 skill_tool = tmp;
164 } 157 }
165 } 158
166 /* If this is a skill that can be used without a tool, return it */ 159 if (!skill_tool)
167 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
168 return skill; 160 return 0;
169 161
170 /* 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 -
171 * 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
172 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
173 */ 165 */
174 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
175 { 167
176 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
177 {
178 if (apply_special (who, skill_tool, 0))
179 return NULL;
180 }
181 if (!skill) 168 if (!skill)
182 {
183 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
184 link_player_skills (who); 170
185 } 171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
186 return skill; 173 return 0;
187 } 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
188 return NULL; 190 return 0;
189} 191}
190
191 192
192/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
193 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
194 * 195 *
195 * It is presumed that the player will be needing to actually 196 * It is presumed that the player will be needing to actually
196 * 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
197 * tool, this code will equip it. 198 * tool, this code will equip it.
198 * 199 *
201 * this replaces find_skill. 202 * this replaces find_skill.
202 */ 203 */
203object * 204object *
204find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
205{ 206{
206 object *skill = NULL, *skill_tool = NULL, *tmp;
207
208 if (skillno < 1 || skillno >= NUM_SKILLS)
209 return NULL;
210
211 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
212 {
213 if (tmp->type == SKILL && tmp->subtype == skillno) 208 if (tmp->type == SKILL && tmp->subtype == skillno)
214 skill = tmp; 209 if (object *skop = find_skill_by_name (who, tmp->skill))
215
216 /* Try to find appropriate skilltool. If the player has one already
217 * applied, we try to keep using that one.
218 */
219 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
220 {
221 if (QUERY_FLAG (tmp, FLAG_APPLIED))
222 skill_tool = tmp;
223 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
224 skill_tool = tmp;
225 }
226 }
227 /* If this is a skill that can be used without a tool, return it */
228 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
229 return skill;
230
231 /* Player has a tool to use the skill. IF not applied, apply it -
232 * if not successful, return null. If they do have the skill tool
233 * but not the skill itself, give it to them.
234 */
235 if (skill_tool)
236 {
237 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
238 {
239 if (apply_special (who, skill_tool, 0))
240 return NULL;
241 }
242
243 if (!skill)
244 {
245 skill = give_skill_by_name (who, skill_tool->skill);
246 link_player_skills (who);
247 }
248
249 return skill; 210 return skop;
250 }
251 211
252 return NULL; 212 return 0;
253} 213}
254 214
255/* This changes the objects skill to new_skill. 215/* This changes the objects chosen_skill to new_skill.
256 * note that this function doesn't always need to get used -
257 * you can now add skill exp to the player without the chosen_skill being
258 * set. This function is of most interest to players to update
259 * the various range information.
260 * if new_skill is null, this just unapplies the skill.
261 * flag has the current meaning:
262 * 0x1: If set, don't update the range pointer. This is useful when we
263 * need to ready a new skill, but don't want to clobber range.
264 * return 1 on success, 0 on error 216 * return 1 on success, 0 on error
265 */ 217 */
266 218bool
267int 219object::change_skill (object *new_skill)
268change_skill (object *who, object *new_skill, int flag)
269{ 220{
270 int old_range;
271
272 if (who->type != PLAYER) 221 if (type != PLAYER)
273 return 0; 222 return 0;
274 223
275 old_range = who->contr->shoottype; 224 // optimise this supposedly common case
276 225 if (new_skill == chosen_skill)
277 if (who->chosen_skill && who->chosen_skill == new_skill)
278 {
279 /* optimization for changing skill to current skill */
280 if (who->type == PLAYER && !(flag & 0x1))
281 who->contr->shoottype = range_skill;
282
283 return 1; 226 return 1;
284 }
285 227
286 // move skill to front, so it will be preferred next time
287 new_skill->remove ();
288 who->insert (new_skill);
289
290 if (!new_skill || who->chosen_skill)
291 if (who->chosen_skill) 228 if (chosen_skill)
292 apply_special (who, who->chosen_skill, AP_UNAPPLY); 229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
293 233
294 /* Only goal in this case was to unapply a skill */ 234 chosen_skill = new_skill;
235
295 if (!new_skill) 236 if (chosen_skill)
296 return 0; 237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
297 241
298 if (apply_special (who, new_skill, AP_APPLY)) 242 // always clear current weapon, as the selected skill could
299 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;
300 246
301 if (flag & 0x1) 247 update_stats ();
302 who->contr->shoottype = (rangetype)old_range;
303
304 return 1; 248 return 1;
305}
306
307/* This function just clears the chosen_skill and range_skill values
308 * inthe player.
309 */
310void
311clear_skill (object *who)
312{
313 who->chosen_skill = NULL;
314 CLEAR_FLAG (who, FLAG_READY_SKILL);
315 if (who->type == PLAYER)
316 {
317 who->contr->ranges[range_skill] = NULL;
318 if (who->contr->shoottype == range_skill)
319 who->contr->shoottype = range_none;
320 }
321} 249}
322 250
323/* 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().
324 * 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.
325 * 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
328 * 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
329 * 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
330 * give any exp for their direct use (eg, throwing). 258 * give any exp for their direct use (eg, throwing).
331 * It returns 0 if no skill was used. 259 * It returns 0 if no skill was used.
332 */ 260 */
333
334int 261int
335do_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)
336{ 263{
337 int success = 0, exp = 0; 264 int success = 0, exp = 0;
338 int did_alc = 0;
339 object *tmp, *next;
340 265
341 if (!skill) 266 if (!skill)
342 return 0; 267 return 0;
343 268
344 /* 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
346 * 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
347 * the player doesn't have a bucket for that, create one. 272 * the player doesn't have a bucket for that, create one.
348 */ 273 */
349 if (skill->type != SKILL && op->type == PLAYER) 274 if (skill->type != SKILL && op->type == PLAYER)
350 { 275 {
351 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
352 {
353 if (tmp->type == SKILL && tmp->skill == skill->skill) 277 if (tmp->type == SKILL && tmp->skill == skill->skill)
354 break; 278 {
279 skill = tmp;
280 goto found;
355 } 281 }
356 if (!tmp) 282
357 tmp = give_skill_by_name (op, skill->skill); 283 skill = give_skill_by_name (op, skill->skill);
358 skill = tmp; 284found: ;
359 } 285 }
360 286
361 // skill, by_whom, on_which_object, which direction, skill_argument 287 // skill, by_whom, on_which_object, which direction, skill_argument
362 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)))
363 return 0; 289 return 0;
364 290
365 switch (skill->subtype) 291 switch (skill->subtype)
366 { 292 {
367 case SK_LEVITATION: 293 case SK_LEVITATION:
368 /* Not 100% sure if this will work with new movement code - 294 /* Not 100% sure if this will work with new movement code -
369 * the levitation skill has move_type for flying, so when 295 * the levitation skill has move_type for flying, so when
370 * equipped, that should transfer to player, when not, 296 * equipped, that should transfer to player, when not,
371 * shouldn't. 297 * shouldn't.
372 */ 298 */
373 if (QUERY_FLAG (skill, FLAG_APPLIED)) 299 if (QUERY_FLAG (skill, FLAG_APPLIED))
374 { 300 {
375 CLEAR_FLAG (skill, FLAG_APPLIED); 301 CLEAR_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
377 } 303 }
378 else 304 else
379 { 305 {
380 SET_FLAG (skill, FLAG_APPLIED); 306 SET_FLAG (skill, FLAG_APPLIED);
381 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!");
382 } 308 }
309
383 op->update_stats (); 310 op->update_stats ();
384 success = 1; 311 success = 1;
385 break; 312 break;
386 313
387 case SK_STEALING: 314 case SK_STEALING:
388 exp = success = steal (op, dir, skill); 315 exp = success = steal (op, dir, skill);
389 break; 316 break;
390 317
391 case SK_LOCKPICKING: 318 case SK_LOCKPICKING:
392 exp = success = pick_lock (op, dir, skill); 319 exp = success = pick_lock (op, dir, skill);
393 break; 320 break;
394 321
395 case SK_HIDING: 322 case SK_HIDING:
396 exp = success = hide (op, skill); 323 exp = success = hide (op, skill);
397 break; 324 break;
398 325
399 case SK_JUMPING: 326 case SK_JUMPING:
400 success = jump (op, dir, skill); 327 exp = success = jump (op, dir, skill);
401 break; 328 break;
402 329
403 case SK_INSCRIPTION: 330 case SK_INSCRIPTION:
404 exp = success = write_on_item (op, string, skill); 331 exp = success = write_on_item (op, string, skill);
405 break; 332 break;
406 333
407 case SK_MEDITATION: 334 case SK_MEDITATION:
408 meditate (op, skill); 335 meditate (op, skill);
409 success = 1; 336 success = 1;
410 break; 337 break;
411 /* note that the following 'attack' skills gain exp through hit_player() */ 338 /* note that the following 'attack' skills gain exp through hit_player() */
412 339
413 case SK_KARATE: 340 case SK_KARATE:
414 (void) attack_hth (op, dir, "karate-chopped", skill); 341 attack_hth (op, dir, "karate-chopped", skill);
415 break; 342 break;
416 343
417 case SK_PUNCHING: 344 case SK_PUNCHING:
418 (void) attack_hth (op, dir, "punched", skill); 345 attack_hth (op, dir, "punched", skill);
419 break; 346 break;
420 347
421 case SK_FLAME_TOUCH: 348 case SK_FLAME_TOUCH:
422 (void) attack_hth (op, dir, "flamed", skill); 349 attack_hth (op, dir, "flamed", skill);
423 break; 350 break;
424 351
425 case SK_SPARK_TOUCH: 352 case SK_SPARK_TOUCH:
426 (void) attack_hth (op, dir, "zapped", skill); 353 attack_hth (op, dir, "zapped", skill);
427 break; 354 break;
428 355
429 case SK_SHIVER: 356 case SK_SHIVER:
430 (void) attack_hth (op, dir, "froze", skill); 357 attack_hth (op, dir, "froze", skill);
431 break; 358 break;
432 359
433 case SK_ACID_SPLASH: 360 case SK_ACID_SPLASH:
434 (void) attack_hth (op, dir, "dissolved", skill); 361 attack_hth (op, dir, "dissolved", skill);
435 break; 362 break;
436 363
437 case SK_POISON_NAIL: 364 case SK_POISON_NAIL:
438 (void) attack_hth (op, dir, "injected poison into", skill); 365 attack_hth (op, dir, "injected poison into", skill);
439 break; 366 break;
440 367
441 case SK_CLAWING: 368 case SK_CLAWING:
442 (void) attack_hth (op, dir, "clawed", skill); 369 attack_hth (op, dir, "clawed", skill);
443 break; 370 break;
444 371
445 case SK_ONE_HANDED_WEAPON: 372 case SK_ONE_HANDED_WEAPON:
446 case SK_TWO_HANDED_WEAPON: 373 case SK_TWO_HANDED_WEAPON:
447 (void) attack_melee_weapon (op, dir, NULL, skill); 374 attack_melee_weapon (op, dir, NULL, skill);
448 break; 375 break;
449 376
450 case SK_FIND_TRAPS: 377 case SK_FIND_TRAPS:
451 exp = success = find_traps (op, skill); 378 exp = success = find_traps (op, skill);
452 break; 379 break;
453 380
454 case SK_SINGING: 381 case SK_SINGING:
455 exp = success = singing (op, dir, skill); 382 exp = success = singing (op, dir, skill);
456 break; 383 break;
457 384
458 case SK_ORATORY: 385 case SK_ORATORY:
459 exp = success = use_oratory (op, dir, skill); 386 exp = success = use_oratory (op, dir, skill);
460 break; 387 break;
461 388
462 case SK_SMITHERY: 389 case SK_SMITHERY:
463 case SK_BOWYER: 390 case SK_BOWYER:
464 case SK_JEWELER: 391 case SK_JEWELER:
465 case SK_ALCHEMY: 392 case SK_ALCHEMY:
466 case SK_THAUMATURGY: 393 case SK_THAUMATURGY:
467 case SK_LITERACY: 394 case SK_LITERACY:
468 case SK_WOODSMAN: 395 case SK_WOODSMAN:
469 /* 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.
470 * failing that, we go and identify stuff. 397 * failing that, we go and identify stuff.
471 */ 398 */
399 {
400 bool found_cauldron = false;
401
472 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)
473 { 403 {
474 next = tmp->above; 404 next = tmp->above;
475 405
476 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
477 { 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
478 attempt_do_alchemy (op, tmp); 418 attempt_do_alchemy (op, tmp, skill);
479 419
480 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 420 if (QUERY_FLAG (tmp, FLAG_APPLIED))
481 esrv_send_inventory (op, tmp); 421 esrv_send_inventory (op, tmp);
482
483 did_alc = 1;
484 } 422 }
485 } 423 }
486 424
487 if (did_alc == 0) 425 if (!found_cauldron)
488 exp = success = skill_ident (op, skill); 426 exp = success = skill_ident (op, skill);
489 427 }
490 break; 428 break;
491 429
492 case SK_DET_MAGIC: 430 case SK_DET_MAGIC:
493 case SK_DET_CURSE: 431 case SK_DET_CURSE:
494 exp = success = skill_ident (op, skill); 432 exp = success = skill_ident (op, skill);
495 break; 433 break;
496 434
497 case SK_DISARM_TRAPS: 435 case SK_DISARM_TRAPS:
498 exp = success = remove_trap (op, dir, skill); 436 exp = success = remove_trap (op, dir, skill);
499 break; 437 break;
500 438
501 case SK_THROWING: 439 case SK_THROWING:
502 success = skill_throw (op, part, dir, string, skill); 440 success = skill_throw (op, part, dir, string, skill);
503 break; 441 break;
504 442
505 case SK_SET_TRAP: 443 case SK_SET_TRAP:
506 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.");
507 break; 445 break;
508 446
509 case SK_USE_MAGIC_ITEM: 447 case SK_USE_MAGIC_ITEM:
510 case SK_MISSILE_WEAPON: 448 case SK_MISSILE_WEAPON:
511 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.");
512 break; 450 break;
513 451
514 case SK_PRAYING: 452 case SK_PRAYING:
515 success = pray (op, skill); 453 success = pray (op, skill);
516 break; 454 break;
517 455
518 case SK_BARGAINING: 456 case SK_BARGAINING:
519 success = describe_shop (op); 457 success = describe_shop (op);
520 break; 458 break;
521 459
522 case SK_SORCERY: 460 case SK_SORCERY:
523 case SK_EVOCATION: 461 case SK_EVOCATION:
524 case SK_PYROMANCY: 462 case SK_PYROMANCY:
525 case SK_SUMMONING: 463 case SK_SUMMONING:
526 case SK_CLIMBING: 464 case SK_CLIMBING:
527 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.");
528 break; 466 break;
529 467
530 default: 468 default:
531 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);
532 break; 470 break;
533 } 471 }
534 472
535 /* 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.
536 * 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
537 * which use_monster_skill is called already simulates this. 475 * which use_monster_skill is called already simulates this.
538 * If certain skills should take more/less time, that should be 476 * If certain skills should take more/less time, that should be
539 * in the code for the skill itself. 477 * in the code for the skill itself.
540 */ 478 */
541
542 if (op->type == PLAYER) 479 if (op->type == PLAYER)
543 op->speed_left -= 1.0; 480 op->speed_left -= 1.f;
544 481
545 /* 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.
546 * Note that add_exp() will figure out player/monster experience 483 * Note that add_exp() will figure out player/monster experience
547 * gain problems. 484 * gain problems.
548 */ 485 */
576 * op is the object that was 'defeated'. 513 * op is the object that was 'defeated'.
577 * 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
578 * point back to who. 515 * point back to who.
579 * 516 *
580 */ 517 */
581
582int 518int
583calc_skill_exp (object *who, object *op, object *skill) 519calc_skill_exp (object *who, object *op, object *skill)
584{ 520{
585 int op_exp = 0, op_lvl = 0; 521 int op_exp = 0, op_lvl = 0;
586 float base, value, lvl_mult = 0.0; 522 float base, value, lvl_mult = 0.0;
595 * 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
596 * help out exp awards for skill_ident skills. Also, if 532 * help out exp awards for skill_ident skills. Also, if
597 * 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
598 * and level (this was the old system) -b.t. 534 * and level (this was the old system) -b.t.
599 */ 535 */
600
601 if (!op) 536 if (!op)
602 { /* no item/creature */ 537 { /* no item/creature */
603 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 538 op_lvl = max (1, who->map->difficulty);
604 op_exp = 0; 539 op_exp = 0;
605 } 540 }
606 else if (op->type == RUNE || op->type == TRAP) 541 else if (op->type == RUNE || op->type == TRAP)
607 { /* all traps. If stats.Cha > 1 we use that 542 { /* all traps. If stats.Cha > 1 we use that
608 * for the amount of experience */ 543 * for the amount of experience */
612 else 547 else
613 { /* all other items/living creatures */ 548 { /* all other items/living creatures */
614 op_exp = op->stats.exp; 549 op_exp = op->stats.exp;
615 op_lvl = op->level; 550 op_lvl = op->level;
616 if (!QUERY_FLAG (op, FLAG_ALIVE)) 551 if (!QUERY_FLAG (op, FLAG_ALIVE))
617 { /* for ident/make items */ 552 op_lvl += 5 * abs (op->magic); /* for ident/make items */
618 op_lvl += 5 * abs (op->magic);
619 }
620 } 553 }
621 554
622 if (op_lvl < 1) 555 if (op_lvl < 1)
623 op_lvl = 1; 556 op_lvl = 1;
624 557
632 /* 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
633 * bse reward value (exp) and level multiplier factor. 566 * bse reward value (exp) and level multiplier factor.
634 */ 567 */
635 if (skill->type == SKILL) 568 if (skill->type == SKILL)
636 { 569 {
637 base += skill->arch->clone.stats.exp; 570 base += skill->arch->stats.exp;
638 if (settings.simple_exp) 571 if (settings.simple_exp)
639 { 572 {
640 if (skill->arch->clone.level) 573 if (skill->arch->level)
641 lvl_mult = (float) skill->arch->clone.level / 100.0; 574 lvl_mult = (float) skill->arch->level / 100.0;
642 else 575 else
643 lvl_mult = 1.0; /* no adjustment */ 576 lvl_mult = 1.0; /* no adjustment */
644 } 577 }
645 else 578 else
646 { 579 {
647 if (skill->level) 580 if (skill->level)
648 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);
649 else 582 else
650 lvl_mult = 1.0; 583 lvl_mult = 1.0;
651 } 584 }
652 } 585 }
653 else 586 else
654 { 587 {
655 /* Don't divide by zero here! */ 588 /* Don't divide by zero here! */
656 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 589 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
657 } 590 }
658 } 591 }
659 592
660 /* assemble the exp total, and return value */ 593 /* assemble the exp total, and return value */
661 594
675 * This one actually teaches the player the skill as something 608 * This one actually teaches the player the skill as something
676 * they can equip. 609 * they can equip.
677 * Return 0 if the player knows the skill, 1 if the 610 * Return 0 if the player knows the skill, 1 if the
678 * player learns the skill, 2 otherwise. 611 * player learns the skill, 2 otherwise.
679 */ 612 */
680
681int 613int
682learn_skill (object *pl, object *scroll) 614learn_skill (object *pl, object *scroll)
683{ 615{
684 object *tmp;
685
686 if (!scroll->skill) 616 if (!scroll->skill)
687 { 617 {
688 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);
689 return 2; 619 return 2;
690 } 620 }
691 621
692 /* can't use find_skill_by_name because we want skills the player knows 622 object *tmp = find_skill (pl, scroll->skill);
693 * but can't use natively.
694 */
695
696 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
697 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
698 break;
699 623
700 /* player already knows it */ 624 /* player already knows it */
701 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 625 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
702 return 0; 626 return 0;
703 627
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:%" PRId64 "/%" PRId64 "/%d%%)", 705 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
783 buf, tmp->level, tmp->stats.exp, 706 buf, tmp->level, tmp->stats.exp,
784 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));
785 }
786 else 708 else
787 {
788 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
789 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));
790 } 711
791 /* 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
792 * it sometimes happens (maybe a leftover from bugier earlier code 713 * it sometimes happens (maybe a leftover from bugier earlier code
793 * and those character are still about). In any case, lets handle 714 * and those character are still about). In any case, lets handle
794 * 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
795 * crash the server numerous times. 716 * crash the server numerous times.
801 break; 722 break;
802 } 723 }
803 } 724 }
804 } 725 }
805 726
806 clear_win_info (op); 727 dynbuf_text &msg = msg_dynbuf; msg.clear ();
807 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728
729 msg << "T<Player skills:>\n\n";
808 if (num_skills_found > 1) 730 if (num_skills_found > 1)
809 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);
810 732
811 for (i = 0; i < num_skills_found; i++) 733 for (i = 0; i < num_skills_found; i++)
812 { 734 msg << " C<" << skills [i] << ">\n";
813 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
814 }
815 735
816 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";
817 737
818 cp = determine_god (op); 738 cp = determine_god (op);
819 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";
820 740
821 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
822 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);
823} 746}
824 747
825/* 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
826 * 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
827 * 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.
828 * This is tricky because skills can have spaces. We basically roll 751 * This is tricky because skills can have spaces. We basically roll
829 * 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.
830 */ 753 */
831
832int 754int
833use_skill (object *op, const char *string) 755use_skill (object *op, const char *string)
834{ 756{
835 object *skop; 757 object *skop;
836 size_t len; 758 size_t len;
837 759
838 if (!string) 760 if (!string)
839 return 0; 761 return 0;
840 762
841 for (skop = op->inv; skop != NULL; skop = skop->below) 763 for (skop = op->inv; skop; skop = skop->below)
842 { 764 {
765 if (skop->type == SKILL
843 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 766 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
844 !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))))
845 break; 768 break;
769 else if (skop->type == SKILL_TOOL
846 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))))
847 break; 771 break;
848 } 772 }
773
849 if (!skop) 774 if (!skop)
850 { 775 {
851 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);
852 return 0; 777 return 0;
853 } 778 }
858 * options given to the skill. Its pretty simple - if there 783 * options given to the skill. Its pretty simple - if there
859 * are extra parameters (as deteremined by string length), we 784 * are extra parameters (as deteremined by string length), we
860 * want to skip over any leading spaces. 785 * want to skip over any leading spaces.
861 */ 786 */
862 if (len >= strlen (string)) 787 if (len >= strlen (string))
863 {
864 string = NULL; 788 string = NULL;
865 }
866 else 789 else
867 { 790 {
868 string += len; 791 string += len;
869 while (*string == 0x20) 792 while (*string == 0x20)
870 string++; 793 string++;
794
871 if (strlen (string) == 0) 795 if (strlen (string) == 0)
872 string = NULL; 796 string = NULL;
873 } 797 }
874 798
875#ifdef SKILL_UTIL_DEBUG 799#ifdef SKILL_UTIL_DEBUG
876 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");
877#endif 801#endif
878 802
879 /* Change to the new skill, then execute it. */
880 if (do_skill (op, op, skop, op->facing, string)) 803 if (do_skill (op, op, skop, op->facing, string))
881 return 1; 804 return 1;
882 805
883 return 0; 806 return 0;
884} 807}
885 808
886static bool 809static bool
887hth_skill_p (object *skill) 810hth_skill_p (object *skill)
888{ 811{
889 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 812 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
890 if (skill->subtype == unarmed_skills[i])
891 return 1;
892
893 return 0;
894} 813}
895 814
896/* 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.
897 */ 816 */
898static object * 817static object *
912 * tmp is the targetted monster. 831 * tmp is the targetted monster.
913 * op is what is attacking 832 * op is what is attacking
914 * string is passed along to describe what messages to describe 833 * string is passed along to describe what messages to describe
915 * the damage. 834 * the damage.
916 */ 835 */
917
918static int 836static int
919do_skill_attack (object *tmp, object *op, const char *string, object *skill) 837do_skill_attack (object *tmp, object *op, const char *string, object *skill)
920{ 838{
921 int success;
922
923 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)))
924 return RESULT_INT (0); 840 return RESULT_INT (0);
925 841
926 /* 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
927 * 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.
928 * 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,
929 * 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
930 * 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.
931 */ 847 */
932 if (op->type == PLAYER) 848 if (player *pl = op->contr)
933 { 849 {
934 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 850 if (skill)
851 op->change_skill (skill);
852 else
935 { 853 {
936 if (!skill) 854 if (!pl->combat_ob)
937 { 855 {
938 /* See if the players chosen skill is a combat skill, and use 856 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
939 * it if appropriate.
940 */
941 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
942 skill = op->chosen_skill;
943 else
944 { 857 {
945 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;
946 861
947 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
948 { 876 {
877 skill = find_player_hth_skill (op);
878
879 if (!skill)
949 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!");
950 return 0; 881 }
882
883 if (skill)
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
951 } 887 }
952 } 888 }
953 }
954 889
955 /* now try to ready the new skill */
956 if (!change_skill (op, skill, 0))
957 { /* oh oh, trouble! */
958 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
959 return 0;
960 }
961 }
962 else
963 {
964 /* Seen some crashes below where current_weapon is not set,
965 * even though the flag says it is. So if current weapon isn't set,
966 * do some work in trying to find the object to use.
967 */
968 if (!op->current_weapon)
969 {
970 object *tmp;
971
972 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
973 for (tmp = op->inv; tmp; tmp = tmp->below)
974 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
975 break;
976
977 if (!tmp) 890 if (!pl->combat_ob)
978 { 891 {
979 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);
980 op->current_weapon = NULL;
981 return 0; 893 return 0;
982 } 894 }
983 else
984 {
985 op->current_weapon = tmp;
986 }
987 } 895 }
988 896
989 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 897 if (!op->change_weapon (pl->combat_ob))
898 return 0;
990 } 899 }
991 }
992 900
993 /* lose invisiblity/hiding status for running attacks */ 901 /* lose invisiblity/hiding status for running attacks */
994 902 if (pl->tmp_invis)
995 if (op->type == PLAYER && op->contr->tmp_invis) 903 {
996 {
997 op->contr->tmp_invis = 0; 904 pl->tmp_invis = 0;
998 op->invisible = 0; 905 op->invisible = 0;
999 op->hide = 0; 906 op->flag [FLAG_HIDDEN] = 0;
1000 update_object (op, UP_OBJ_FACE); 907 update_object (op, UP_OBJ_CHANGE);
908 }
1001 } 909 }
1002 910
1003 success = attack_ob (tmp, op); 911 int success = attack_ob (tmp, op);
1004 912
1005 /* print appropriate messages to the player */ 913 /* print appropriate messages to the player */
1006 914
1007 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 915 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1008 { 916 {
1009 if (op->type == PLAYER) 917 if (op->type == PLAYER)
1010 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));
1011 else if (tmp->type == PLAYER) 919 else if (tmp->type == PLAYER)
1012 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);
1013 } 921 }
922
1014 return success; 923 return success;
1015} 924}
1016
1017 925
1018/* 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
1019 * system. In essence, this code handles 927 * system. In essence, this code handles
1020 * 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
1021 * treated here. If an opponent is already supplied by move_player(), 929 * treated here. If an opponent is already supplied by move_player(),
1022 * 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
1023 * appropriate opponent exists. 931 * appropriate opponent exists.
1024 * 932 *
1025 * This is called by move_player() and attack_hth() 933 * This is called by move_player() and attack_hth()
1026 * 934 *
1027 * Initial implementation by -bt thomas@astro.psu.edu 935 * Initial implementation by -bt thomas@astro.psu.edu
1028 */ 936 */
1029
1030int 937int
1031skill_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)
1032{ 939{
1033 sint16 tx, ty; 940 sint16 tx, ty;
1034 maptile *m; 941 maptile *m;
1041 ty = freearr_y[dir]; 948 ty = freearr_y[dir];
1042 949
1043 /* 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.
1044 * Legal opponents are the same as outlined in move_player_attack() 951 * Legal opponents are the same as outlined in move_player_attack()
1045 */ 952 */
1046 953 if (!tmp)
1047 if (tmp == NULL)
1048 { 954 {
1049 m = pl->map; 955 m = pl->map;
1050 tx = pl->x + freearr_x[dir]; 956 tx = pl->x + freearr_x[dir];
1051 ty = pl->y + freearr_y[dir]; 957 ty = pl->y + freearr_y[dir];
1052 958
1062 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)
1063 { 969 {
1064 /* Don't attack party members */ 970 /* Don't attack party members */
1065 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))
1066 return 0; 972 return 0;
973
1067 break; 974 break;
1068 } 975 }
1069 } 976 }
977
1070 if (!tmp) 978 if (!tmp)
1071 { 979 {
1072 if (pl->type == PLAYER) 980 if (pl->type == PLAYER)
1073 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
1074 return 0; 983 return 0;
1075 } 984 }
1076 985
1077 return do_skill_attack (tmp, pl, string, skill); 986 return do_skill_attack (tmp, pl, string, skill);
1078} 987}
1079
1080 988
1081/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 989/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1082 990
1083/* 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
1084 * (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
1085 * function skill_attack() we actually attack. 993 * function skill_attack() we actually attack.
1086 */ 994 */
1087
1088static int 995static int
1089attack_hth (object *pl, int dir, const char *string, object *skill) 996attack_hth (object *pl, int dir, const char *string, object *skill)
1090{ 997{
1091 object *enemy = NULL, *weapon; 998 object *enemy = NULL, *weapon;
1092 999
1101 if (pl->type == PLAYER) 1008 if (pl->type == PLAYER)
1102 { 1009 {
1103 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.");
1104 esrv_update_item (UPD_FLAGS, pl, weapon); 1011 esrv_update_item (UPD_FLAGS, pl, weapon);
1105 } 1012 }
1013
1106 break; 1014 break;
1107 } 1015 }
1108 } 1016 }
1017
1109 return skill_attack (enemy, pl, dir, string, skill); 1018 return skill_attack (enemy, pl, dir, string, skill);
1110} 1019}
1111
1112 1020
1113/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1021/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1114 * 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.
1115 * 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
1116 * bears mentioning: 1024 * bears mentioning:
1117 * 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
1118 * we may make this routine handle 'special' melee weapons attacks 1026 * we may make this routine handle 'special' melee weapons attacks
1119 * (like disarming manuever with sai) based on player SK_level and 1027 * (like disarming manuever with sai) based on player SK_level and
1120 * weapon type. 1028 * weapon type.
1121 */ 1029 */
1122
1123static int 1030static int
1124attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1031attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1125{ 1032{
1126 1033
1127 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1128 { 1035 {
1129 if (op->type == PLAYER) 1036 if (op->type == PLAYER)
1130 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
1131 return 0; 1039 return 0;
1132 } 1040 }
1041
1133 return skill_attack (NULL, op, dir, string, skill); 1042 return skill_attack (NULL, op, dir, string, skill);
1134
1135} 1043}
1044

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