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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.28 by root, Tue Mar 6 00:51:00 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.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
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{
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
106 for (object *tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
107 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
108 { 96 {
109 /* This is really a warning, hence no else below */ 97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
113 98
114 if (tmp->subtype >= NUM_SKILLS) 99 if (last_skill_ob [tmp->subtype] != tmp)
115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
116 else
117 { 100 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 106 last_skill_ob [tmp->subtype] = tmp;
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
120 } 109 }
121 } 110 }
122} 111}
123 112
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);
132}
133
124/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
126 * 136 *
127 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
128 * 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
129 * tool, this code will equip it. 139 * tool, this code will equip it.
130 */ 140 */
131object * 141object *
132find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
133{ 143{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 144 object *skill_tool = 0;
135 145
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
144 { 148 {
145 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]))
146 skill = tmp; 150 /* If this is a skill that can be used without applying tool, return it */
147 151 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
150 */ 154 */
151 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)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 156 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 157 }
158 } 158
159 /* If this is a skill that can be used without a tool, return it */ 159 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 160 return 0;
162 161
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
166 */ 165 */
167 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
168 { 167
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill) 168 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who); 170
178 } 171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
179 return skill; 173 return 0;
180 } 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
181 return NULL; 190 return 0;
182} 191}
183
184 192
185/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
187 * 195 *
188 * It is presumed that the player will be needing to actually 196 * It is presumed that the player will be needing to actually
189 * 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
190 * tool, this code will equip it. 198 * tool, this code will equip it.
191 * 199 *
194 * this replaces find_skill. 202 * this replaces find_skill.
195 */ 203 */
196object * 204object *
197find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
198{ 206{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 208 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 209 if (object *skop = find_skill_by_name (who, tmp->skill))
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill; 210 return skop;
243 }
244 211
245 return NULL; 212 return 0;
246} 213}
247 214
248/* This changes the objects skill to new_skill. 215/* This changes the objects chosen_skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error 216 * return 1 on success, 0 on error
258 */ 217 */
259 218bool
260int 219object::change_skill (object *new_skill)
261change_skill (object *who, object *new_skill, int flag)
262{ 220{
263 int old_range;
264
265 if (who->type != PLAYER) 221 if (type != PLAYER)
266 return 0; 222 return 0;
267 223
268 old_range = who->contr->shoottype; 224 // optimise this supposedly common case
269 225 if (new_skill == chosen_skill)
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1; 226 return 1;
277 }
278 227
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill) 228 if (chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY); 229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
286 233
287 /* Only goal in this case was to unapply a skill */ 234 chosen_skill = new_skill;
235
288 if (!new_skill) 236 if (chosen_skill)
289 return 0; 237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
290 241
291 if (apply_special (who, new_skill, AP_APPLY)) 242 // always clear current weapon, as the selected skill could
292 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;
293 246
294 if (flag & 0x1) 247 update_stats ();
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1; 248 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 249}
315 250
316/* 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().
317 * 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.
318 * 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
321 * 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
322 * 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
323 * give any exp for their direct use (eg, throwing). 258 * give any exp for their direct use (eg, throwing).
324 * It returns 0 if no skill was used. 259 * It returns 0 if no skill was used.
325 */ 260 */
326
327int 261int
328do_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)
329{ 263{
330 int success = 0, exp = 0; 264 int success = 0, exp = 0;
331 int did_alc = 0;
332 object *tmp, *next;
333 265
334 if (!skill) 266 if (!skill)
335 return 0; 267 return 0;
336 268
337 /* 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
339 * 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
340 * the player doesn't have a bucket for that, create one. 272 * the player doesn't have a bucket for that, create one.
341 */ 273 */
342 if (skill->type != SKILL && op->type == PLAYER) 274 if (skill->type != SKILL && op->type == PLAYER)
343 { 275 {
344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
345 if (tmp->type == SKILL && tmp->skill == skill->skill) 277 if (tmp->type == SKILL && tmp->skill == skill->skill)
346 break; 278 {
279 skill = tmp;
280 goto found;
281 }
347 282
348 if (!tmp)
349 tmp = give_skill_by_name (op, skill->skill); 283 skill = give_skill_by_name (op, skill->skill);
350 284found: ;
351 skill = tmp;
352 } 285 }
353 286
354 // skill, by_whom, on_which_object, which direction, skill_argument 287 // skill, by_whom, on_which_object, which direction, skill_argument
355 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)))
356 return 0; 289 return 0;
369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
370 } 303 }
371 else 304 else
372 { 305 {
373 SET_FLAG (skill, FLAG_APPLIED); 306 SET_FLAG (skill, FLAG_APPLIED);
374 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!");
375 } 308 }
376 309
377 op->update_stats (); 310 op->update_stats ();
378 success = 1; 311 success = 1;
379 break; 312 break;
389 case SK_HIDING: 322 case SK_HIDING:
390 exp = success = hide (op, skill); 323 exp = success = hide (op, skill);
391 break; 324 break;
392 325
393 case SK_JUMPING: 326 case SK_JUMPING:
394 success = jump (op, dir, skill); 327 exp = success = jump (op, dir, skill);
395 break; 328 break;
396 329
397 case SK_INSCRIPTION: 330 case SK_INSCRIPTION:
398 exp = success = write_on_item (op, string, skill); 331 exp = success = write_on_item (op, string, skill);
399 break; 332 break;
403 success = 1; 336 success = 1;
404 break; 337 break;
405 /* note that the following 'attack' skills gain exp through hit_player() */ 338 /* note that the following 'attack' skills gain exp through hit_player() */
406 339
407 case SK_KARATE: 340 case SK_KARATE:
408 (void) attack_hth (op, dir, "karate-chopped", skill); 341 attack_hth (op, dir, "karate-chopped", skill);
409 break; 342 break;
410 343
411 case SK_PUNCHING: 344 case SK_PUNCHING:
412 (void) attack_hth (op, dir, "punched", skill); 345 attack_hth (op, dir, "punched", skill);
413 break; 346 break;
414 347
415 case SK_FLAME_TOUCH: 348 case SK_FLAME_TOUCH:
416 (void) attack_hth (op, dir, "flamed", skill); 349 attack_hth (op, dir, "flamed", skill);
417 break; 350 break;
418 351
419 case SK_SPARK_TOUCH: 352 case SK_SPARK_TOUCH:
420 (void) attack_hth (op, dir, "zapped", skill); 353 attack_hth (op, dir, "zapped", skill);
421 break; 354 break;
422 355
423 case SK_SHIVER: 356 case SK_SHIVER:
424 (void) attack_hth (op, dir, "froze", skill); 357 attack_hth (op, dir, "froze", skill);
425 break; 358 break;
426 359
427 case SK_ACID_SPLASH: 360 case SK_ACID_SPLASH:
428 (void) attack_hth (op, dir, "dissolved", skill); 361 attack_hth (op, dir, "dissolved", skill);
429 break; 362 break;
430 363
431 case SK_POISON_NAIL: 364 case SK_POISON_NAIL:
432 (void) attack_hth (op, dir, "injected poison into", skill); 365 attack_hth (op, dir, "injected poison into", skill);
433 break; 366 break;
434 367
435 case SK_CLAWING: 368 case SK_CLAWING:
436 (void) attack_hth (op, dir, "clawed", skill); 369 attack_hth (op, dir, "clawed", skill);
437 break; 370 break;
438 371
439 case SK_ONE_HANDED_WEAPON: 372 case SK_ONE_HANDED_WEAPON:
440 case SK_TWO_HANDED_WEAPON: 373 case SK_TWO_HANDED_WEAPON:
441 (void) attack_melee_weapon (op, dir, NULL, skill); 374 attack_melee_weapon (op, dir, NULL, skill);
442 break; 375 break;
443 376
444 case SK_FIND_TRAPS: 377 case SK_FIND_TRAPS:
445 exp = success = find_traps (op, skill); 378 exp = success = find_traps (op, skill);
446 break; 379 break;
461 case SK_LITERACY: 394 case SK_LITERACY:
462 case SK_WOODSMAN: 395 case SK_WOODSMAN:
463 /* 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.
464 * failing that, we go and identify stuff. 397 * failing that, we go and identify stuff.
465 */ 398 */
399 {
400 bool found_cauldron = false;
401
466 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)
467 { 403 {
468 next = tmp->above; 404 next = tmp->above;
469 405
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 { 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
472 attempt_do_alchemy (op, tmp); 418 attempt_do_alchemy (op, tmp, skill);
473 419
474 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 420 if (QUERY_FLAG (tmp, FLAG_APPLIED))
475 esrv_send_inventory (op, tmp); 421 esrv_send_inventory (op, tmp);
476
477 did_alc = 1;
478 } 422 }
479 } 423 }
480 424
481 if (did_alc == 0) 425 if (!found_cauldron)
482 exp = success = skill_ident (op, skill); 426 exp = success = skill_ident (op, skill);
483 427 }
484 break; 428 break;
485 429
486 case SK_DET_MAGIC: 430 case SK_DET_MAGIC:
487 case SK_DET_CURSE: 431 case SK_DET_CURSE:
488 exp = success = skill_ident (op, skill); 432 exp = success = skill_ident (op, skill);
530 * 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
531 * which use_monster_skill is called already simulates this. 475 * which use_monster_skill is called already simulates this.
532 * If certain skills should take more/less time, that should be 476 * If certain skills should take more/less time, that should be
533 * in the code for the skill itself. 477 * in the code for the skill itself.
534 */ 478 */
535
536 if (op->type == PLAYER) 479 if (op->type == PLAYER)
537 op->speed_left -= 1.0; 480 op->speed_left -= 1.f;
538 481
539 /* 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.
540 * Note that add_exp() will figure out player/monster experience 483 * Note that add_exp() will figure out player/monster experience
541 * gain problems. 484 * gain problems.
542 */ 485 */
570 * op is the object that was 'defeated'. 513 * op is the object that was 'defeated'.
571 * 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
572 * point back to who. 515 * point back to who.
573 * 516 *
574 */ 517 */
575
576int 518int
577calc_skill_exp (object *who, object *op, object *skill) 519calc_skill_exp (object *who, object *op, object *skill)
578{ 520{
579 int op_exp = 0, op_lvl = 0; 521 int op_exp = 0, op_lvl = 0;
580 float base, value, lvl_mult = 0.0; 522 float base, value, lvl_mult = 0.0;
589 * 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
590 * help out exp awards for skill_ident skills. Also, if 532 * help out exp awards for skill_ident skills. Also, if
591 * 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
592 * and level (this was the old system) -b.t. 534 * and level (this was the old system) -b.t.
593 */ 535 */
594
595 if (!op) 536 if (!op)
596 { /* no item/creature */ 537 { /* no item/creature */
597 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 538 op_lvl = max (1, who->map->difficulty);
598 op_exp = 0; 539 op_exp = 0;
599 } 540 }
600 else if (op->type == RUNE || op->type == TRAP) 541 else if (op->type == RUNE || op->type == TRAP)
601 { /* all traps. If stats.Cha > 1 we use that 542 { /* all traps. If stats.Cha > 1 we use that
602 * for the amount of experience */ 543 * for the amount of experience */
606 else 547 else
607 { /* all other items/living creatures */ 548 { /* all other items/living creatures */
608 op_exp = op->stats.exp; 549 op_exp = op->stats.exp;
609 op_lvl = op->level; 550 op_lvl = op->level;
610 if (!QUERY_FLAG (op, FLAG_ALIVE)) 551 if (!QUERY_FLAG (op, FLAG_ALIVE))
611 { /* for ident/make items */ 552 op_lvl += 5 * abs (op->magic); /* for ident/make items */
612 op_lvl += 5 * abs (op->magic);
613 }
614 } 553 }
615 554
616 if (op_lvl < 1) 555 if (op_lvl < 1)
617 op_lvl = 1; 556 op_lvl = 1;
618 557
626 /* 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
627 * bse reward value (exp) and level multiplier factor. 566 * bse reward value (exp) and level multiplier factor.
628 */ 567 */
629 if (skill->type == SKILL) 568 if (skill->type == SKILL)
630 { 569 {
631 base += skill->arch->clone.stats.exp; 570 base += skill->arch->stats.exp;
632 if (settings.simple_exp) 571 if (settings.simple_exp)
633 { 572 {
634 if (skill->arch->clone.level) 573 if (skill->arch->level)
635 lvl_mult = (float) skill->arch->clone.level / 100.0; 574 lvl_mult = (float) skill->arch->level / 100.0;
636 else 575 else
637 lvl_mult = 1.0; /* no adjustment */ 576 lvl_mult = 1.0; /* no adjustment */
638 } 577 }
639 else 578 else
640 { 579 {
641 if (skill->level) 580 if (skill->level)
642 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);
643 else 582 else
644 lvl_mult = 1.0; 583 lvl_mult = 1.0;
645 } 584 }
646 } 585 }
647 else 586 else
648 { 587 {
649 /* Don't divide by zero here! */ 588 /* Don't divide by zero here! */
650 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 589 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
651 } 590 }
652 } 591 }
653 592
654 /* assemble the exp total, and return value */ 593 /* assemble the exp total, and return value */
655 594
669 * This one actually teaches the player the skill as something 608 * This one actually teaches the player the skill as something
670 * they can equip. 609 * they can equip.
671 * Return 0 if the player knows the skill, 1 if the 610 * Return 0 if the player knows the skill, 1 if the
672 * player learns the skill, 2 otherwise. 611 * player learns the skill, 2 otherwise.
673 */ 612 */
674
675int 613int
676learn_skill (object *pl, object *scroll) 614learn_skill (object *pl, object *scroll)
677{ 615{
678 object *tmp;
679
680 if (!scroll->skill) 616 if (!scroll->skill)
681 { 617 {
682 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);
683 return 2; 619 return 2;
684 } 620 }
685 621
686 /* can't use find_skill_by_name because we want skills the player knows 622 object *tmp = find_skill (pl, scroll->skill);
687 * but can't use natively.
688 */
689
690 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
691 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
692 break;
693 623
694 /* player already knows it */ 624 /* player already knows it */
695 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 625 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
696 return 0; 626 return 0;
697 627
710 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);
711 return 2; 641 return 2;
712 } 642 }
713 643
714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
715 link_player_skills (pl); 645
716 return 1; 646 return 1;
717} 647}
718 648
719/* Gives a percentage clipped to 0% -> 100% of a/b. */ 649/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721/* Probably belongs in some global utils-type file? */ 650/* Probably belongs in some global utils-type file? */
722static int 651static int
723clipped_percent (sint64 a, sint64 b) 652clipped_percent (sint64 a, sint64 b)
724{ 653{
725 int rv; 654 int rv;
745 * Note this function is a bit more complicated becauase we 674 * Note this function is a bit more complicated becauase we
746 * we want ot sort the skills before printing them. If we 675 * we want ot sort the skills before printing them. If we
747 * 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
748 * simpler. 677 * simpler.
749 */ 678 */
750 679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
751void 680void
752show_skills (object *op, const char *search) 681show_skills (object *pl, const char *search)
753{ 682{
754 object *tmp = NULL;
755 char buf[MAX_BUF];
756 const char *cp; 683 const char *cp;
757 int i, num_skills_found = 0; 684 int i, num_skills_found = 0;
758 static const char *const periods = "........................................"; 685 const char *const periods = ".............................."; // 30
759 686
760 /* 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 */
761 char skills[NUM_SKILLS][MAX_BUF]; 688 char skills[NUM_SKILLS][128]; // d'oh
762 689
690 object *op = pl->contr->ob;
763 691
764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 692 for (object *tmp = op->inv; tmp; tmp = tmp->below)
765 { 693 {
766 if (tmp->type == SKILL) 694 if (tmp->type == SKILL)
767 { 695 {
768 if (search && strstr (tmp->name, search) == NULL) 696 if (search && !tmp->name.contains (search))
769 continue; 697 continue;
698
699 char buf[30];
700
770 /* Basically want to fill this out to 40 spaces with periods */ 701 /* Basically want to fill this out to 30 spaces with periods */
771 sprintf (buf, "%s%s", &tmp->name, periods); 702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
772 buf[40] = 0;
773 703
774 if (settings.permanent_exp_ratio) 704 if (settings.permanent_exp_ratio)
775 {
776 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%%)",
777 buf, tmp->level, tmp->stats.exp, 706 buf, tmp->level, tmp->stats.exp,
778 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));
779 }
780 else 708 else
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
783 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));
784 } 711
785 /* 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
786 * it sometimes happens (maybe a leftover from bugier earlier code 713 * it sometimes happens (maybe a leftover from bugier earlier code
787 * and those character are still about). In any case, lets handle 714 * and those character are still about). In any case, lets handle
788 * 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
789 * crash the server numerous times. 716 * crash the server numerous times.
795 break; 722 break;
796 } 723 }
797 } 724 }
798 } 725 }
799 726
800 clear_win_info (op); 727 dynbuf_text &msg = msg_dynbuf; msg.clear ();
801 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728
729 msg << "T<Player skills:>\n\n";
802 if (num_skills_found > 1) 730 if (num_skills_found > 1)
803 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 731 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
804 732
805 for (i = 0; i < num_skills_found; i++) 733 for (i = 0; i < num_skills_found; i++)
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 734 msg << " C<" << skills [i] << ">\n";
807 735
808 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";
809 737
810 cp = determine_god (op); 738 cp = determine_god (op);
811 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";
812 740
813 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
814 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);
815} 746}
816 747
817/* 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
818 * 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
819 * 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.
820 * This is tricky because skills can have spaces. We basically roll 751 * This is tricky because skills can have spaces. We basically roll
821 * 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.
822 */ 753 */
823
824int 754int
825use_skill (object *op, const char *string) 755use_skill (object *op, const char *string)
826{ 756{
827 object *skop; 757 object *skop;
828 size_t len; 758 size_t len;
829 759
830 if (!string) 760 if (!string)
831 return 0; 761 return 0;
832 762
833 for (skop = op->inv; skop != NULL; skop = skop->below) 763 for (skop = op->inv; skop; skop = skop->below)
834 { 764 {
765 if (skop->type == SKILL
835 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 766 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
836 !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))))
837 break; 768 break;
769 else if (skop->type == SKILL_TOOL
838 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))))
839 break; 771 break;
840 } 772 }
773
841 if (!skop) 774 if (!skop)
842 { 775 {
843 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);
844 return 0; 777 return 0;
845 } 778 }
850 * options given to the skill. Its pretty simple - if there 783 * options given to the skill. Its pretty simple - if there
851 * are extra parameters (as deteremined by string length), we 784 * are extra parameters (as deteremined by string length), we
852 * want to skip over any leading spaces. 785 * want to skip over any leading spaces.
853 */ 786 */
854 if (len >= strlen (string)) 787 if (len >= strlen (string))
855 {
856 string = NULL; 788 string = NULL;
857 }
858 else 789 else
859 { 790 {
860 string += len; 791 string += len;
861 while (*string == 0x20) 792 while (*string == 0x20)
862 string++; 793 string++;
794
863 if (strlen (string) == 0) 795 if (strlen (string) == 0)
864 string = NULL; 796 string = NULL;
865 } 797 }
866 798
867#ifdef SKILL_UTIL_DEBUG 799#ifdef SKILL_UTIL_DEBUG
868 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");
869#endif 801#endif
870 802
871 /* Change to the new skill, then execute it. */
872 if (do_skill (op, op, skop, op->facing, string)) 803 if (do_skill (op, op, skop, op->facing, string))
873 return 1; 804 return 1;
874 805
875 return 0; 806 return 0;
876} 807}
877 808
878static bool 809static bool
879hth_skill_p (object *skill) 810hth_skill_p (object *skill)
880{ 811{
881 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 812 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
882 if (skill->subtype == unarmed_skills[i])
883 return 1;
884
885 return 0;
886} 813}
887 814
888/* 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.
889 */ 816 */
890static object * 817static object *
904 * tmp is the targetted monster. 831 * tmp is the targetted monster.
905 * op is what is attacking 832 * op is what is attacking
906 * string is passed along to describe what messages to describe 833 * string is passed along to describe what messages to describe
907 * the damage. 834 * the damage.
908 */ 835 */
909
910static int 836static int
911do_skill_attack (object *tmp, object *op, const char *string, object *skill) 837do_skill_attack (object *tmp, object *op, const char *string, object *skill)
912{ 838{
913 int success;
914
915 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)))
916 return RESULT_INT (0); 840 return RESULT_INT (0);
917 841
918 /* 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
919 * 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.
920 * 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,
921 * 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
922 * 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.
923 */ 847 */
924 if (op->type == PLAYER) 848 if (player *pl = op->contr)
925 { 849 {
926 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 850 if (skill)
851 op->change_skill (skill);
852 else
927 { 853 {
928 if (!skill) 854 if (!pl->combat_ob)
929 { 855 {
930 /* See if the players chosen skill is a combat skill, and use 856 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
931 * it if appropriate.
932 */
933 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
934 skill = op->chosen_skill;
935 else
936 { 857 {
937 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;
938 861
939 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
940 { 876 {
877 skill = find_player_hth_skill (op);
878
879 if (!skill)
941 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!");
942 return 0; 881 }
882
883 if (skill)
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
943 } 887 }
944 } 888 }
945 }
946 889
947 /* now try to ready the new skill */
948 if (!change_skill (op, skill, 0))
949 { /* oh oh, trouble! */
950 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
951 return 0;
952 }
953 }
954 else
955 {
956 /* Seen some crashes below where current_weapon is not set,
957 * even though the flag says it is. So if current weapon isn't set,
958 * do some work in trying to find the object to use.
959 */
960 if (!op->current_weapon)
961 {
962 object *tmp;
963
964 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
965 for (tmp = op->inv; tmp; tmp = tmp->below)
966 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
967 break;
968
969 if (!tmp) 890 if (!pl->combat_ob)
970 { 891 {
971 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);
972 op->current_weapon = NULL;
973 return 0; 893 return 0;
974 } 894 }
975 else
976 {
977 op->current_weapon = tmp;
978 }
979 } 895 }
980 896
981 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 897 if (!op->change_weapon (pl->combat_ob))
898 return 0;
982 } 899 }
983 }
984 900
985 /* lose invisiblity/hiding status for running attacks */ 901 /* lose invisiblity/hiding status for running attacks */
986 902 if (pl->tmp_invis)
987 if (op->type == PLAYER && op->contr->tmp_invis) 903 {
988 {
989 op->contr->tmp_invis = 0; 904 pl->tmp_invis = 0;
990 op->invisible = 0; 905 op->invisible = 0;
991 op->hide = 0; 906 op->flag [FLAG_HIDDEN] = 0;
992 update_object (op, UP_OBJ_FACE); 907 update_object (op, UP_OBJ_CHANGE);
908 }
993 } 909 }
994 910
995 success = attack_ob (tmp, op); 911 int success = attack_ob (tmp, op);
996 912
997 /* print appropriate messages to the player */ 913 /* print appropriate messages to the player */
998 914
999 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 915 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1000 { 916 {
1001 if (op->type == PLAYER) 917 if (op->type == PLAYER)
1002 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));
1003 else if (tmp->type == PLAYER) 919 else if (tmp->type == PLAYER)
1004 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);
1005 } 921 }
922
1006 return success; 923 return success;
1007} 924}
1008
1009 925
1010/* 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
1011 * system. In essence, this code handles 927 * system. In essence, this code handles
1012 * 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
1013 * treated here. If an opponent is already supplied by move_player(), 929 * treated here. If an opponent is already supplied by move_player(),
1014 * 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
1015 * appropriate opponent exists. 931 * appropriate opponent exists.
1016 * 932 *
1017 * This is called by move_player() and attack_hth() 933 * This is called by move_player() and attack_hth()
1018 * 934 *
1019 * Initial implementation by -bt thomas@astro.psu.edu 935 * Initial implementation by -bt thomas@astro.psu.edu
1020 */ 936 */
1021
1022int 937int
1023skill_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)
1024{ 939{
1025 sint16 tx, ty; 940 sint16 tx, ty;
1026 maptile *m; 941 maptile *m;
1033 ty = freearr_y[dir]; 948 ty = freearr_y[dir];
1034 949
1035 /* 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.
1036 * Legal opponents are the same as outlined in move_player_attack() 951 * Legal opponents are the same as outlined in move_player_attack()
1037 */ 952 */
1038 953 if (!tmp)
1039 if (tmp == NULL)
1040 { 954 {
1041 m = pl->map; 955 m = pl->map;
1042 tx = pl->x + freearr_x[dir]; 956 tx = pl->x + freearr_x[dir];
1043 ty = pl->y + freearr_y[dir]; 957 ty = pl->y + freearr_y[dir];
1044 958
1054 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)
1055 { 969 {
1056 /* Don't attack party members */ 970 /* Don't attack party members */
1057 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))
1058 return 0; 972 return 0;
973
1059 break; 974 break;
1060 } 975 }
1061 } 976 }
977
1062 if (!tmp) 978 if (!tmp)
1063 { 979 {
1064 if (pl->type == PLAYER) 980 if (pl->type == PLAYER)
1065 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
1066 return 0; 983 return 0;
1067 } 984 }
1068 985
1069 return do_skill_attack (tmp, pl, string, skill); 986 return do_skill_attack (tmp, pl, string, skill);
1070} 987}
1071
1072 988
1073/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 989/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1074 990
1075/* 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
1076 * (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
1077 * function skill_attack() we actually attack. 993 * function skill_attack() we actually attack.
1078 */ 994 */
1079
1080static int 995static int
1081attack_hth (object *pl, int dir, const char *string, object *skill) 996attack_hth (object *pl, int dir, const char *string, object *skill)
1082{ 997{
1083 object *enemy = NULL, *weapon; 998 object *enemy = NULL, *weapon;
1084 999
1093 if (pl->type == PLAYER) 1008 if (pl->type == PLAYER)
1094 { 1009 {
1095 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.");
1096 esrv_update_item (UPD_FLAGS, pl, weapon); 1011 esrv_update_item (UPD_FLAGS, pl, weapon);
1097 } 1012 }
1013
1098 break; 1014 break;
1099 } 1015 }
1100 } 1016 }
1017
1101 return skill_attack (enemy, pl, dir, string, skill); 1018 return skill_attack (enemy, pl, dir, string, skill);
1102} 1019}
1103
1104 1020
1105/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1021/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1106 * 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.
1107 * 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
1108 * bears mentioning: 1024 * bears mentioning:
1109 * 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
1110 * we may make this routine handle 'special' melee weapons attacks 1026 * we may make this routine handle 'special' melee weapons attacks
1111 * (like disarming manuever with sai) based on player SK_level and 1027 * (like disarming manuever with sai) based on player SK_level and
1112 * weapon type. 1028 * weapon type.
1113 */ 1029 */
1114
1115static int 1030static int
1116attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1031attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1117{ 1032{
1118 1033
1119 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1120 { 1035 {
1121 if (op->type == PLAYER) 1036 if (op->type == PLAYER)
1122 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
1123 return 0; 1039 return 0;
1124 } 1040 }
1041
1125 return skill_attack (NULL, op, dir, string, skill); 1042 return skill_attack (NULL, op, dir, string, skill);
1126
1127} 1043}
1044

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