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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.10 by root, Tue Sep 12 00:26:16 2006 UTC vs.
Revision 1.79 by root, Sat Nov 7 18:30:06 2009 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: skill_util.C,v 1.10 2006/09/12 00:26:16 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
43 38
44/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 43#include <global.h>
51#include <object.h> 44#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 45#include <sproto.h>
54#endif
55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56#include <spells.h> 47#include <spells.h>
48
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
57 55
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60 58
61/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
63 * subtypes. 61 * subtypes.
64 */ 62 */
65void 63void
66init_skills (void) 64init_skills (void)
67{ 65{
68 int i; 66 for_all_archetypes (at)
69 archetype *at;
70
71 for (at = first_archetype; at != NULL; at = at->next)
72 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
73 { 68 {
74 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
75 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
76 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
77 else 72 else
78 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
79 } 74 }
80 75
81 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
82 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
83 */ 78 */
84 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
85 {
86 if (!skill_names[i]) 80 if (!skill_names[i])
87 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 }
89} 82}
90
91 83
92/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
93 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
94 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
95 * mostly used for sending exp. 87 * mostly used for sending exp.
96 */ 88 */
97void 89void
98link_player_skills (object *op) 90player::link_skills ()
99{ 91{
100 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
101 94
102 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
103 {
104 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
97 {
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
99
100 if (last_skill_ob [tmp->subtype] != tmp)
105 { 101 {
106 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
107 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
108 {
109 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
110 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
107 last_skill_ob [tmp->subtype] = tmp;
108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
111 } 110 }
112 if (tmp->subtype >= NUM_SKILLS)
113 {
114 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
115 }
116 else
117 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp;
119 op->contr->last_skill_exp[tmp->subtype] = -1;
120 }
121 } 111 }
122 } 112}
113
114static object *
115find_skill (object *who, shstr_cmp name)
116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
123} 133}
124 134
125/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
126 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
127 * 137 *
128 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
129 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
130 * tool, this code will equip it. 140 * tool, this code will equip it.
131 */ 141 */
132object * 142object *
133find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
134{ 144{
135 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
136 146
137 if (!name)
138 return NULL;
139
140 /* We make sure the length of the string in the object is greater
141 * in length than the passed string. Eg, if we have a skill called
142 * 'hi', we don't want to match if the user passed 'high'
143 */
144 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
145 { 149 {
146 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
147 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
148 152 return splay (tmp);
149 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
150 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
151 */ 155 */
152 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
153 {
154 if (QUERY_FLAG (tmp, FLAG_APPLIED))
155 skill_tool = tmp; 157 skill_tool = tmp;
156 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 skill_tool = tmp;
158 } 158 }
159 } 159
160 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
161 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
162 return skill; 161 return 0;
163 162
164 /* Player has a tool to use the skill. IF not applied, apply it - 163 /* Player has a tool to use the skill. If not applied, apply it -
165 * if not successful, return null. If they do have the skill tool 164 * if not successful, return null. If they do have the skill tool
166 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
167 */ 166 */
168 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
169 { 168
170 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
171 {
172 if (apply_special (who, skill_tool, 0))
173 return NULL;
174 }
175 if (!skill) 169 if (!skill)
176 {
177 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
178 link_player_skills (who); 171
179 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
180 return skill; 174 return 0;
181 } 175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (!name)
183 return 0;
184
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop;
190
182 return NULL; 191 return 0;
183} 192}
184
185 193
186/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
187 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
188 * 196 *
189 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
190 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
191 * tool, this code will equip it. 199 * tool, this code will equip it.
192 * 200 *
195 * this replaces find_skill. 203 * this replaces find_skill.
196 */ 204 */
197object * 205object *
198find_skill_by_number (object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
199{ 207{
200 object *skill = NULL, *skill_tool = NULL, *tmp;
201
202 if (skillno < 1 || skillno >= NUM_SKILLS)
203 return NULL;
204
205 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
206 {
207 if (tmp->type == SKILL && tmp->subtype == skillno) 209 if (tmp->type == SKILL && tmp->subtype == skillno)
208 skill = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
209
210 /* Try to find appropriate skilltool. If the player has one already
211 * applied, we try to keep using that one.
212 */
213 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
214 {
215 if (QUERY_FLAG (tmp, FLAG_APPLIED))
216 skill_tool = tmp;
217 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 skill_tool = tmp;
219 }
220 }
221 /* If this is a skill that can be used without a tool, return it */
222 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
223 return skill;
224
225 /* Player has a tool to use the skill. IF not applied, apply it -
226 * if not successful, return null. If they do have the skill tool
227 * but not the skill itself, give it to them.
228 */
229 if (skill_tool)
230 {
231 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
232 {
233 if (apply_special (who, skill_tool, 0))
234 return NULL;
235 }
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241 return skill; 211 return skop;
242 } 212
243 return NULL; 213 return 0;
244} 214}
245 215
246/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
247 * note that this function doesn't always need to get used -
248 * you can now add skill exp to the player without the chosen_skill being
249 * set. This function is of most interest to players to update
250 * the various range information.
251 * if new_skill is null, this just unapplies the skill.
252 * flag has the current meaning:
253 * 0x1: If set, don't update the range pointer. This is useful when we
254 * need to ready a new skill, but don't want to clobber range.
255 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
256 */ 218 */
257 219bool
258int 220object::change_skill (object *new_skill)
259change_skill (object *who, object *new_skill, int flag)
260{ 221{
261 int old_range;
262
263 if (who->type != PLAYER) 222 if (type != PLAYER)
264 return 0; 223 return 0;
265 224
266 old_range = who->contr->shoottype; 225 // optimise this supposedly common case
267 226 if (new_skill == chosen_skill)
268 if (who->chosen_skill && who->chosen_skill == new_skill)
269 {
270 /* optimization for changing skill to current skill */
271 if (who->type == PLAYER && !(flag & 0x1))
272 who->contr->shoottype = range_skill;
273 return 1; 227 return 1;
274 }
275 228
276 if (!new_skill || who->chosen_skill)
277 if (who->chosen_skill) 229 if (chosen_skill)
278 apply_special (who, who->chosen_skill, AP_UNAPPLY);
279
280 /* Only goal in this case was to unapply a skill */
281 if (!new_skill)
282 return 0;
283
284 if (apply_special (who, new_skill, AP_APPLY))
285 {
286 return 0;
287 } 230 {
288 if (flag & 0x1) 231 chosen_skill->flag [FLAG_APPLIED] = false;
289 who->contr->shoottype = (rangetype) old_range; 232 change_abil (this, chosen_skill);
233 }
290 234
235 chosen_skill = new_skill;
236
237 if (chosen_skill)
238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
242
243 // always clear current weapon, as the selected skill could
244 // conflict with the current weapon skill, which would go
245 // undetected and exp would be given to the wrong skill.
246 current_weapon = 0;
247
248 update_stats ();
291 return 1; 249 return 1;
292}
293
294/* This function just clears the chosen_skill and range_skill values
295 * inthe player.
296 */
297void
298clear_skill (object *who)
299{
300 who->chosen_skill = NULL;
301 CLEAR_FLAG (who, FLAG_READY_SKILL);
302 if (who->type == PLAYER)
303 {
304 who->contr->ranges[range_skill] = NULL;
305 if (who->contr->shoottype == range_skill)
306 who->contr->shoottype = range_none;
307 }
308} 250}
309 251
310/* do_skill() - Main skills use function-similar in scope to cast_spell(). 252/* do_skill() - Main skills use function-similar in scope to cast_spell().
311 * We handle all requests for skill use outside of some combat here. 253 * We handle all requests for skill use outside of some combat here.
312 * We require a separate routine outside of fire() so as to allow monsters 254 * We require a separate routine outside of fire() so as to allow monsters
315 * exp - no caller needed that info, but it also prevented the callers 257 * exp - no caller needed that info, but it also prevented the callers
316 * from know if a skill was actually used, as many skills don't 258 * from know if a skill was actually used, as many skills don't
317 * give any exp for their direct use (eg, throwing). 259 * give any exp for their direct use (eg, throwing).
318 * It returns 0 if no skill was used. 260 * It returns 0 if no skill was used.
319 */ 261 */
320
321int 262int
322do_skill (object *op, object *part, object *skill, int dir, const char *string) 263do_skill (object *op, object *part, object *skill, int dir, const char *string)
323{ 264{
324 int success = 0, exp = 0; 265 int success = 0, exp = 0;
325 int did_alc = 0;
326 object *tmp, *next;
327 266
328 if (!skill) 267 if (!skill)
329 return 0; 268 return 0;
330 269
331 /* The code below presumes that the skill points to the object that 270 /* The code below presumes that the skill points to the object that
333 * go and try to find the actual real skill pointer, and if the 272 * go and try to find the actual real skill pointer, and if the
334 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
335 */ 274 */
336 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
337 { 276 {
338 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
339 {
340 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
341 break; 279 {
280 skill = tmp;
281 goto found;
342 } 282 }
343 if (!tmp) 283
344 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
345 skill = tmp; 285found: ;
346 } 286 }
347 287
348 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
349 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 289 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
350 return 0; 290 return 0;
351 291
352 switch (skill->subtype) 292 switch (skill->subtype)
353 { 293 {
354 case SK_LEVITATION: 294 case SK_LEVITATION:
355 /* Not 100% sure if this will work with new movement code - 295 /* Not 100% sure if this will work with new movement code -
356 * the levitation skill has move_type for flying, so when 296 * the levitation skill has move_type for flying, so when
357 * equipped, that should transfer to player, when not, 297 * equipped, that should transfer to player, when not,
358 * shouldn't. 298 * shouldn't.
359 */ 299 */
360 if (QUERY_FLAG (skill, FLAG_APPLIED)) 300 if (QUERY_FLAG (skill, FLAG_APPLIED))
361 { 301 {
362 CLEAR_FLAG (skill, FLAG_APPLIED); 302 CLEAR_FLAG (skill, FLAG_APPLIED);
363 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
364 } 304 }
365 else 305 else
366 { 306 {
367 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
368 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
369 } 309 }
370 fix_player (op); 310
311 op->update_stats ();
371 success = 1; 312 success = 1;
372 break; 313 break;
373 314
374 case SK_STEALING: 315 case SK_STEALING:
375 exp = success = steal (op, dir, skill); 316 exp = success = steal (op, dir, skill);
376 break; 317 break;
377 318
378 case SK_LOCKPICKING: 319 case SK_LOCKPICKING:
379 exp = success = pick_lock (op, dir, skill); 320 exp = success = pick_lock (op, dir, skill);
380 break; 321 break;
381 322
382 case SK_HIDING: 323 case SK_HIDING:
383 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
384 break; 325 break;
385 326
386 case SK_JUMPING: 327 case SK_JUMPING:
387 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
388 break; 329 break;
389 330
390 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
391 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
392 break; 333 break;
393 334
394 case SK_MEDITATION: 335 case SK_MEDITATION:
395 meditate (op, skill); 336 meditate (op, skill);
396 success = 1; 337 success = 1;
397 break; 338 break;
398 /* note that the following 'attack' skills gain exp through hit_player() */ 339 /* note that the following 'attack' skills gain exp through hit_player() */
399 340
400 case SK_KARATE: 341 case SK_KARATE:
401 (void) attack_hth (op, dir, "karate-chopped", skill); 342 attack_hth (op, dir, "karate-chopped", skill);
402 break; 343 break;
403 344
404 case SK_PUNCHING: 345 case SK_PUNCHING:
405 (void) attack_hth (op, dir, "punched", skill); 346 attack_hth (op, dir, "punched", skill);
406 break; 347 break;
407 348
408 case SK_FLAME_TOUCH: 349 case SK_FLAME_TOUCH:
409 (void) attack_hth (op, dir, "flamed", skill); 350 attack_hth (op, dir, "flamed", skill);
410 break; 351 break;
411 352
412 case SK_SPARK_TOUCH: 353 case SK_SPARK_TOUCH:
413 (void) attack_hth (op, dir, "zapped", skill); 354 attack_hth (op, dir, "zapped", skill);
414 break; 355 break;
415 356
416 case SK_SHIVER: 357 case SK_SHIVER:
417 (void) attack_hth (op, dir, "froze", skill); 358 attack_hth (op, dir, "froze", skill);
418 break; 359 break;
419 360
420 case SK_ACID_SPLASH: 361 case SK_ACID_SPLASH:
421 (void) attack_hth (op, dir, "dissolved", skill); 362 attack_hth (op, dir, "dissolved", skill);
422 break; 363 break;
423 364
424 case SK_POISON_NAIL: 365 case SK_POISON_NAIL:
425 (void) attack_hth (op, dir, "injected poison into", skill); 366 attack_hth (op, dir, "injected poison into", skill);
426 break; 367 break;
427 368
428 case SK_CLAWING: 369 case SK_CLAWING:
429 (void) attack_hth (op, dir, "clawed", skill); 370 attack_hth (op, dir, "clawed", skill);
430 break; 371 break;
431 372
432 case SK_ONE_HANDED_WEAPON: 373 case SK_ONE_HANDED_WEAPON:
433 case SK_TWO_HANDED_WEAPON: 374 case SK_TWO_HANDED_WEAPON:
434 (void) attack_melee_weapon (op, dir, NULL, skill); 375 attack_melee_weapon (op, dir, NULL, skill);
435 break; 376 break;
436 377
437 case SK_FIND_TRAPS: 378 case SK_FIND_TRAPS:
438 exp = success = find_traps (op, skill); 379 exp = success = find_traps (op, skill);
439 break; 380 break;
440 381
441 case SK_SINGING: 382 case SK_SINGING:
442 exp = success = singing (op, dir, skill); 383 exp = success = singing (op, dir, skill);
443 break; 384 break;
444 385
445 case SK_ORATORY: 386 case SK_ORATORY:
446 exp = success = use_oratory (op, dir, skill); 387 exp = success = use_oratory (op, dir, skill);
447 break; 388 break;
448 389
449 case SK_SMITHERY: 390 case SK_SMITHERY:
450 case SK_BOWYER: 391 case SK_BOWYER:
451 case SK_JEWELER: 392 case SK_JEWELER:
452 case SK_ALCHEMY: 393 case SK_ALCHEMY:
453 case SK_THAUMATURGY: 394 case SK_THAUMATURGY:
454 case SK_LITERACY: 395 case SK_LITERACY:
455 case SK_WOODSMAN: 396 case SK_WOODSMAN:
456 /* first, we try to find a cauldron, and do the alchemy thing. 397 /* first, we try to find a cauldron, and do the alchemy thing.
457 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
458 */ 399 */
400 {
401 bool found_cauldron = false;
402
459 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
460 { 404 {
461 next = tmp->above; 405 next = tmp->above;
406
462 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
463 { 408 {
409 found_cauldron = true;
410
411 if (tmp->skill != skill->skill)
412 {
413 op->failmsg (format ("You can't use the %s with the %s skill!",
414 query_name (tmp),
415 query_name (skill)));
416 break;
417 }
418
464 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
420
465 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
466 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
467 did_alc = 1;
468 } 423 }
469 } 424 }
470 if (did_alc == 0) 425
426 if (!found_cauldron)
471 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
428 }
472 break; 429 break;
473 430
474 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
475 case SK_DET_CURSE: 432 case SK_DET_CURSE:
476 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
477 break; 434 break;
478 435
479 case SK_DISARM_TRAPS: 436 case SK_DISARM_TRAPS:
480 exp = success = remove_trap (op, dir, skill); 437 exp = success = remove_trap (op, dir, skill);
481 break; 438 break;
482 439
483 case SK_THROWING: 440 case SK_THROWING:
484 success = skill_throw (op, part, dir, string, skill); 441 success = skill_throw (op, part, dir, string, skill);
485 break; 442 break;
486 443
487 case SK_SET_TRAP: 444 case SK_SET_TRAP:
488 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 445 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
489 break; 446 break;
490 447
491 case SK_USE_MAGIC_ITEM: 448 case SK_USE_MAGIC_ITEM:
492 case SK_MISSILE_WEAPON: 449 case SK_MISSILE_WEAPON:
493 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 450 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
494 break; 451 break;
495 452
496 case SK_PRAYING: 453 case SK_PRAYING:
497 success = pray (op, skill); 454 success = pray (op, skill);
498 break; 455 break;
499 456
500 case SK_BARGAINING: 457 case SK_BARGAINING:
501 success = describe_shop (op); 458 success = describe_shop (op);
502 break; 459 break;
503 460
504 case SK_SORCERY: 461 case SK_SORCERY:
505 case SK_EVOCATION: 462 case SK_EVOCATION:
506 case SK_PYROMANCY: 463 case SK_PYROMANCY:
507 case SK_SUMMONING: 464 case SK_SUMMONING:
508 case SK_CLIMBING: 465 case SK_CLIMBING:
509 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
510 break; 467 break;
511 468
512 default: 469 default:
513 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 470 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
514 break; 471 break;
515 } 472 }
516 473
517 /* For players we now update the speed_left from using the skill. 474 /* For players we now update the speed_left from using the skill.
518 * Monsters have no skill use time because of the random nature in 475 * Monsters have no skill use time because of the random nature in
519 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
520 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
521 * in the code for the skill itself. 478 * in the code for the skill itself.
522 */ 479 */
523
524 if (op->type == PLAYER) 480 if (op->type == PLAYER)
525 op->speed_left -= 1.0; 481 op->speed_left -= 1.f;
526 482
527 /* this is a good place to add experience for successfull use of skills. 483 /* this is a good place to add experience for successfull use of skills.
528 * Note that add_exp() will figure out player/monster experience 484 * Note that add_exp() will figure out player/monster experience
529 * gain problems. 485 * gain problems.
530 */ 486 */
558 * op is the object that was 'defeated'. 514 * op is the object that was 'defeated'.
559 * skill is the skill used. If no skill is used, it should just 515 * skill is the skill used. If no skill is used, it should just
560 * point back to who. 516 * point back to who.
561 * 517 *
562 */ 518 */
563
564int 519int
565calc_skill_exp (object *who, object *op, object *skill) 520calc_skill_exp (object *who, object *op, object *skill)
566{ 521{
567 int op_exp = 0, op_lvl = 0; 522 int op_exp = 0, op_lvl = 0;
568 float base, value, lvl_mult = 0.0; 523 float base, value, lvl_mult = 0.0;
577 * If an object is not alive and magical we set the base exp higher to 532 * If an object is not alive and magical we set the base exp higher to
578 * help out exp awards for skill_ident skills. Also, if 533 * help out exp awards for skill_ident skills. Also, if
579 * an item is type RUNE, we give out exp based on stats.Cha 534 * an item is type RUNE, we give out exp based on stats.Cha
580 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
581 */ 536 */
582
583 if (!op) 537 if (!op)
584 { /* no item/creature */ 538 { /* no item/creature */
585 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
586 op_exp = 0; 540 op_exp = 0;
587 } 541 }
588 else if (op->type == RUNE || op->type == TRAP) 542 else if (op->type == RUNE || op->type == TRAP)
589 { /* all traps. If stats.Cha > 1 we use that 543 { /* all traps. If stats.Cha > 1 we use that
590 * for the amount of experience */ 544 * for the amount of experience */
594 else 548 else
595 { /* all other items/living creatures */ 549 { /* all other items/living creatures */
596 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
597 op_lvl = op->level; 551 op_lvl = op->level;
598 if (!QUERY_FLAG (op, FLAG_ALIVE)) 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
599 { /* for ident/make items */ 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
600 op_lvl += 5 * abs (op->magic);
601 }
602 } 554 }
603 555
604 if (op_lvl < 1) 556 if (op_lvl < 1)
605 op_lvl = 1; 557 op_lvl = 1;
606 558
614 /* if skill really is a skill, then we can look at the skill archetype for 566 /* if skill really is a skill, then we can look at the skill archetype for
615 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
616 */ 568 */
617 if (skill->type == SKILL) 569 if (skill->type == SKILL)
618 { 570 {
619 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
620 if (settings.simple_exp) 572 if (settings.simple_exp)
621 { 573 {
622 if (skill->arch->clone.level) 574 if (skill->arch->level)
623 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
624 else 576 else
625 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
626 } 578 }
627 else 579 else
628 { 580 {
629 if (skill->level) 581 if (skill->level)
630 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 582 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
631 else 583 else
632 lvl_mult = 1.0; 584 lvl_mult = 1.0;
633 } 585 }
634 } 586 }
635 else 587 else
636 { 588 {
637 /* Don't divide by zero here! */ 589 /* Don't divide by zero here! */
638 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
639 } 591 }
640 } 592 }
641 593
642 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
643 595
657 * This one actually teaches the player the skill as something 609 * This one actually teaches the player the skill as something
658 * they can equip. 610 * they can equip.
659 * Return 0 if the player knows the skill, 1 if the 611 * Return 0 if the player knows the skill, 1 if the
660 * player learns the skill, 2 otherwise. 612 * player learns the skill, 2 otherwise.
661 */ 613 */
662
663int 614int
664learn_skill (object *pl, object *scroll) 615learn_skill (object *pl, object *scroll)
665{ 616{
666 object *tmp;
667
668 if (!scroll->skill) 617 if (!scroll->skill)
669 { 618 {
670 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 619 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
671 return 2; 620 return 2;
672 } 621 }
673 622
674 /* can't use find_skill_by_name because we want skills the player knows 623 object *tmp = find_skill (pl, scroll->skill);
675 * but can't use natively.
676 */
677
678 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
679 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
680 break;
681 624
682 /* player already knows it */ 625 /* player already knows it */
683 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
684 return 0; 627 return 0;
685
686
687 628
688 /* now a random change to learn, based on player Int. 629 /* now a random change to learn, based on player Int.
689 * give bonus based on level - otherwise stupid characters 630 * give bonus based on level - otherwise stupid characters
690 * might never be able to learn anything. 631 * might never be able to learn anything.
691 */ 632 */
700 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 641 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
701 return 2; 642 return 2;
702 } 643 }
703 644
704 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
705 link_player_skills (pl); 646
706 return 1; 647 return 1;
707} 648}
708 649
709/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
710
711/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
712static int 652static int
713clipped_percent (sint64 a, sint64 b) 653clipped_percent (sint64 a, sint64 b)
714{ 654{
715 int rv; 655 int rv;
735 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
736 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
737 * just dumped this as we found it, this would be a bit 677 * just dumped this as we found it, this would be a bit
738 * simpler. 678 * simpler.
739 */ 679 */
740 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
741void 681void
742show_skills (object *op, const char *search) 682show_skills (object *pl, const char *search)
743{ 683{
744 object *tmp = NULL;
745 char buf[MAX_BUF];
746 const char *cp; 684 const char *cp;
747 int i, num_skills_found = 0; 685 int i, num_skills_found = 0;
748 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
749 687
750 /* Need to have a pointer and use strdup for qsort to work properly */ 688 /* Need to have a pointer and use strdup for qsort to work properly */
751 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
752 690
691 object *op = pl->contr->ob;
753 692
754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
755 { 694 {
756 if (tmp->type == SKILL) 695 if (tmp->type == SKILL)
757 { 696 {
758 if (search && strstr (tmp->name, search) == NULL) 697 if (search && !tmp->name.contains (search))
759 continue; 698 continue;
699
700 char buf[30];
701
760 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
761 sprintf (buf, "%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
762 buf[40] = 0;
763 704
764 if (settings.permanent_exp_ratio) 705 if (settings.permanent_exp_ratio)
765 {
766 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 706 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
767 buf, tmp->level, 707 buf, tmp->level, tmp->stats.exp,
768 (long long) tmp->stats.exp,
769 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 708 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
770 }
771 else 709 else
772 {
773 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 710 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
774 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
775 } 712
776 /* I don't know why some characters get a bunch of skills, but 713 /* I don't know why some characters get a bunch of skills, but
777 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
778 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
779 * it so it doesn't crash the server - otherwise, one character may 716 * it so it doesn't crash the server - otherwise, one character may
780 * crash the server numerous times. 717 * crash the server numerous times.
781 */ 718 */
782 if (num_skills_found >= NUM_SKILLS) 719 if (num_skills_found >= NUM_SKILLS)
783 { 720 {
784 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 721 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
785 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 722 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
786 break; 723 break;
787 } 724 }
788 } 725 }
789 } 726 }
790 727
791 clear_win_info (op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
792 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 729
730 msg << "T<Player skills:>\n\n";
793 if (num_skills_found > 1) 731 if (num_skills_found > 1)
794 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 732 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
795 733
796 for (i = 0; i < num_skills_found; i++) 734 for (i = 0; i < num_skills_found; i++)
797 { 735 msg << " C<" << skills [i] << ">\n";
798 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
799 }
800 736
801 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 737 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
802 738
803 cp = determine_god (op); 739 cp = determine_god (op);
804 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 740 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
805 741
806 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 742 msg << "Your equipped item power is " << (int)op->contr->item_power
807 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 743 << " out of " << int (op->level * settings.item_power_factor)
744 << ".\n";
745
746 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
808} 747}
809 748
810/* use_skill() - similar to invoke command, it executes the skill in the 749/* use_skill() - similar to invoke command, it executes the skill in the
811 * direction that the user is facing. Returns false if we are unable to 750 * direction that the user is facing. Returns false if we are unable to
812 * change to the requested skill, or were unable to use the skill properly. 751 * change to the requested skill, or were unable to use the skill properly.
813 * This is tricky because skills can have spaces. We basically roll 752 * This is tricky because skills can have spaces. We basically roll
814 * our own find_skill_by_name so we can try to do better string matching. 753 * our own find_skill_by_name so we can try to do better string matching.
815 */ 754 */
816
817int 755int
818use_skill (object *op, const char *string) 756use_skill (object *op, const char *string)
819{ 757{
820 object *skop; 758 object *skop;
821 size_t len; 759 size_t len;
822 760
823 if (!string) 761 if (!string)
824 return 0; 762 return 0;
825 763
826 for (skop = op->inv; skop != NULL; skop = skop->below) 764 for (skop = op->inv; skop; skop = skop->below)
827 { 765 {
766 if (skop->type == SKILL
828 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
829 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 768 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
830 break; 769 break;
770 else if (skop->type == SKILL_TOOL
831 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 771 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
832 break; 772 break;
833 } 773 }
774
834 if (!skop) 775 if (!skop)
835 { 776 {
836 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 777 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
837 return 0; 778 return 0;
838 } 779 }
843 * options given to the skill. Its pretty simple - if there 784 * options given to the skill. Its pretty simple - if there
844 * are extra parameters (as deteremined by string length), we 785 * are extra parameters (as deteremined by string length), we
845 * want to skip over any leading spaces. 786 * want to skip over any leading spaces.
846 */ 787 */
847 if (len >= strlen (string)) 788 if (len >= strlen (string))
848 {
849 string = NULL; 789 string = NULL;
850 }
851 else 790 else
852 { 791 {
853 string += len; 792 string += len;
854 while (*string == 0x20) 793 while (*string == 0x20)
855 string++; 794 string++;
795
856 if (strlen (string) == 0) 796 if (strlen (string) == 0)
857 string = NULL; 797 string = NULL;
858 } 798 }
859 799
860#ifdef SKILL_UTIL_DEBUG 800#ifdef SKILL_UTIL_DEBUG
861 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 801 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
862#endif 802#endif
863 803
864 /* Change to the new skill, then execute it. */
865 if (do_skill (op, op, skop, op->facing, string)) 804 if (do_skill (op, op, skop, op->facing, string))
866 return 1; 805 return 1;
867 806
868 return 0; 807 return 0;
869} 808}
870 809
810static bool
811hth_skill_p (object *skill)
812{
813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
814}
871 815
872
873/* This finds the best unarmed skill the player has, and returns 816/* This finds the first unarmed skill the player has, and returns it.
874 * it. Best can vary a little - we consider clawing to always
875 * be the best for dragons.
876 * This could be more intelligent, eg, look at the skill level
877 * of the skill and go from there (eg, a level 40 puncher is
878 * is probably better than level 1 karate). OTOH, if you
879 * don't bother to set up your skill properly, that is the players
880 * problem (although, it might be nice to have a preferred skill
881 * field the player can set.
882 * Unlike the old code, we don't give out any skills - it is
883 * possible you just don't have any ability to get into unarmed
884 * combat. If everyone race/class should have one, this should
885 * be handled in the starting treasurelists, not in the code.
886 */ 817 */
887static object * 818static object *
888find_best_player_hth_skill (object *op) 819find_player_hth_skill (object *op)
889{ 820{
890 object *tmp, *best_skill = NULL;
891 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
892
893 for (tmp = op->inv; tmp; tmp = tmp->below) 821 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894 { 822 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
895 if (tmp->type == SKILL)
896 {
897 if (dragon && tmp->subtype == SK_CLAWING)
898 return tmp; 823 return tmp;
899 824
900 /* The order in the array is preferred order. So basically, 825 return 0;
901 * we just cut down the number to search - eg, if we find a skill
902 * early on in flame touch, then we only need to look into the unarmed_array
903 * to the entry before flame touch - don't care about the entries afterward,
904 * because they are infrerior skills.
905 * if we end up finding the best skill (i==0) might as well return
906 * right away - can't get any better than that.
907 */
908 for (i = 0; i < last_skill; i++)
909 {
910 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
911 {
912 best_skill = tmp;
913 last_skill = i;
914 if (i == 0)
915 return best_skill;
916 }
917 }
918 }
919 }
920 return best_skill;
921} 826}
922 827
923/* do_skill_attack() - We have got an appropriate opponent from either 828/* do_skill_attack() - We have got an appropriate opponent from either
924 * move_player_attack() or skill_attack(). In this part we get on with 829 * move_player_attack() or skill_attack(). In this part we get on with
925 * attacking, take care of messages from the attack and changes in invisible. 830 * attacking, take care of messages from the attack and changes in invisible.
927 * tmp is the targetted monster. 832 * tmp is the targetted monster.
928 * op is what is attacking 833 * op is what is attacking
929 * string is passed along to describe what messages to describe 834 * string is passed along to describe what messages to describe
930 * the damage. 835 * the damage.
931 */ 836 */
932
933static int 837static int
934do_skill_attack (object *tmp, object *op, const char *string, object *skill) 838do_skill_attack (object *tmp, object *op, const char *string, object *skill)
935{ 839{
936 int success;
937
938 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 840 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
939 return RESULT_INT (0); 841 return RESULT_INT (0);
940 842
941 /* For Players only: if there is no ready weapon, and no "attack" skill 843 /* For Players only: if there is no ready weapon, and no "attack" skill
942 * is readied either then try to find a skill for the player to use. 844 * is readied either then try to find a skill for the player to use.
943 * it is presumed that if skill is set, it is a valid attack skill (eg, 845 * it is presumed that if skill is set, it is a valid attack skill (eg,
944 * the caller should have set it appropriately). We still want to pass 846 * the caller should have set it appropriately). We still want to pass
945 * through that code if skill is set to change to the skill. 847 * through that code if skill is set to change to the skill.
946 */ 848 */
947 if (op->type == PLAYER) 849 if (player *pl = op->contr)
948 { 850 {
949 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 851 if (skill)
852 op->change_skill (skill);
853 else
950 { 854 {
951 size_t i; 855 if (!pl->combat_ob)
952
953 if (!skill)
954 { 856 {
955 /* See if the players chosen skill is a combat skill, and use 857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
956 * it if appropriate.
957 */
958 if (op->chosen_skill)
959 { 858 {
960 for (i = 0; i < sizeof (unarmed_skills); i++) 859 for (tmp = op->inv; tmp; tmp = tmp->below)
961 if (op->chosen_skill->subtype == unarmed_skills[i]) 860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
962 {
963 skill = op->chosen_skill;
964 break; 861 break;
965 } 862
863 if (!tmp)
864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
865
866 pl->combat_ob = tmp;
966 } 867 }
967 /* If we didn't find a skill above, look harder for a good skill */ 868
968 if (!skill) 869 if (!pl->combat_ob)
969 { 870 {
970 skill = find_best_player_hth_skill (op); 871 /* See if the players chosen skill is a combat skill, and use
971 872 * it if appropriate.
972 if (!skill) 873 */
874 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
875 skill = op->chosen_skill;
876 else
973 { 877 {
878 skill = find_player_hth_skill (op);
879
880 if (!skill)
974 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 881 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
975 return 0; 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
976 } 888 }
977 } 889 }
978 } 890
979 if (skill != op->chosen_skill) 891 if (!pl->combat_ob)
980 { 892 {
981 /* now try to ready the new skill */ 893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
982 if (!change_skill (op, skill, 0))
983 { /* oh oh, trouble! */
984 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
985 return 0; 894 return 0;
986 } 895 }
987 } 896 }
897
898 if (!op->change_weapon (pl->combat_ob))
899 return 0;
988 } 900 }
989 else 901
902 /* lose invisiblity/hiding status for running attacks */
903 if (pl->tmp_invis)
990 { 904 {
991 /* Seen some crashes below where current_weapon is not set, 905 pl->tmp_invis = 0;
992 * even though the flag says it is. So if current weapon isn't set, 906 op->invisible = 0;
993 * do some work in trying to find the object to use. 907 op->flag [FLAG_HIDDEN] = 0;
994 */ 908 update_object (op, UP_OBJ_CHANGE);
995 if (!op->current_weapon)
996 {
997 object *tmp;
998
999 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1000 for (tmp = op->inv; tmp; tmp = tmp->below)
1001 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1002 break;
1003
1004 if (!tmp)
1005 {
1006 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1007 op->current_weapon = NULL;
1008 return 0;
1009 }
1010 else
1011 {
1012 op->current_weapon = tmp;
1013 }
1014 }
1015
1016 /* Has ready weapon - make sure chosen_skill is set up properly */
1017 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1018 {
1019 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1020 }
1021 } 909 }
1022 } 910 }
1023 911
1024 /* lose invisiblity/hiding status for running attacks */
1025
1026 if (op->type == PLAYER && op->contr->tmp_invis)
1027 {
1028 op->contr->tmp_invis = 0;
1029 op->invisible = 0;
1030 op->hide = 0;
1031 update_object (op, UP_OBJ_FACE);
1032 }
1033
1034 success = attack_ob (tmp, op); 912 int success = attack_ob (tmp, op);
1035 913
1036 /* print appropriate messages to the player */ 914 /* print appropriate messages to the player */
1037 915
1038 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 916 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1039 { 917 {
1040 if (op->type == PLAYER) 918 if (op->type == PLAYER)
1041 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 919 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1042 else if (tmp->type == PLAYER) 920 else if (tmp->type == PLAYER)
1043 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 921 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1044 } 922 }
923
1045 return success; 924 return success;
1046} 925}
1047
1048 926
1049/* skill_attack() - Core routine for use when we attack using a skills 927/* skill_attack() - Core routine for use when we attack using a skills
1050 * system. In essence, this code handles 928 * system. In essence, this code handles
1051 * all skill-based attacks, ie hth, missile and melee weapons should be 929 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1052 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
1053 * we move right onto do_skill_attack(), otherwise we find if an 931 * we move right onto do_skill_attack(), otherwise we find if an
1054 * appropriate opponent exists. 932 * appropriate opponent exists.
1055 * 933 *
1056 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
1057 * 935 *
1058 * Initial implementation by -bt thomas@astro.psu.edu 936 * Initial implementation by -bt thomas@astro.psu.edu
1059 */ 937 */
1060
1061int 938int
1062skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 939skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1063{ 940{
1064 sint16 tx, ty; 941 sint16 tx, ty;
1065 mapstruct *m; 942 maptile *m;
1066 int mflags; 943 int mflags;
1067 944
1068 if (!dir) 945 if (!dir)
1069 dir = pl->facing; 946 dir = pl->facing;
947
1070 tx = freearr_x[dir]; 948 tx = freearr_x[dir];
1071 ty = freearr_y[dir]; 949 ty = freearr_y[dir];
1072 950
1073 /* If we don't yet have an opponent, find if one exists, and attack. 951 /* If we don't yet have an opponent, find if one exists, and attack.
1074 * Legal opponents are the same as outlined in move_player_attack() 952 * Legal opponents are the same as outlined in move_player_attack()
1075 */ 953 */
1076 954 if (!tmp)
1077 if (tmp == NULL)
1078 { 955 {
1079 m = pl->map; 956 m = pl->map;
1080 tx = pl->x + freearr_x[dir]; 957 tx = pl->x + freearr_x[dir];
1081 ty = pl->y + freearr_y[dir]; 958 ty = pl->y + freearr_y[dir];
1082 959
1086 963
1087 /* space must be blocked for there to be anything interesting to do */ 964 /* space must be blocked for there to be anything interesting to do */
1088 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 965 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1089 return 0; 966 return 0;
1090 967
1091 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 968 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1092 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 969 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1093 { 970 {
1094 /* Don't attack party members */ 971 /* Don't attack party members */
1095 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 972 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1096 return 0; 973 return 0;
974
1097 break; 975 break;
1098 } 976 }
1099 } 977 }
978
1100 if (!tmp) 979 if (!tmp)
1101 { 980 {
1102 if (pl->type == PLAYER) 981 if (pl->type == PLAYER)
1103 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 982 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
983
1104 return 0; 984 return 0;
1105 } 985 }
1106 986
1107 return do_skill_attack (tmp, pl, string, skill); 987 return do_skill_attack (tmp, pl, string, skill);
1108} 988}
1109
1110 989
1111/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 990/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1112 991
1113/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 992/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1114 * (attack_hth) we check for weapon use, etc in the second (the new 993 * (attack_hth) we check for weapon use, etc in the second (the new
1115 * function skill_attack() we actually attack. 994 * function skill_attack() we actually attack.
1116 */ 995 */
1117
1118static int 996static int
1119attack_hth (object *pl, int dir, const char *string, object *skill) 997attack_hth (object *pl, int dir, const char *string, object *skill)
1120{ 998{
1121 object *enemy = NULL, *weapon; 999 object *enemy = NULL, *weapon;
1122 1000
1125 { 1003 {
1126 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1004 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1127 { 1005 {
1128 CLEAR_FLAG (weapon, FLAG_APPLIED); 1006 CLEAR_FLAG (weapon, FLAG_APPLIED);
1129 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1007 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1130 fix_player (pl); 1008 pl->update_stats ();
1131 if (pl->type == PLAYER) 1009 if (pl->type == PLAYER)
1132 { 1010 {
1133 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1011 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1134 esrv_update_item (UPD_FLAGS, pl, weapon); 1012 esrv_update_item (UPD_FLAGS, pl, weapon);
1135 } 1013 }
1014
1136 break; 1015 break;
1137 } 1016 }
1138 } 1017 }
1018
1139 return skill_attack (enemy, pl, dir, string, skill); 1019 return skill_attack (enemy, pl, dir, string, skill);
1140} 1020}
1141
1142 1021
1143/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1022/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1144 * For now we are just checking to see if we have a ready weapon here. 1023 * For now we are just checking to see if we have a ready weapon here.
1145 * But there is a real neato possible feature of this scheme which 1024 * But there is a real neato possible feature of this scheme which
1146 * bears mentioning: 1025 * bears mentioning:
1147 * Since we are only calling this from do_skill() in the future 1026 * Since we are only calling this from do_skill() in the future
1148 * we may make this routine handle 'special' melee weapons attacks 1027 * we may make this routine handle 'special' melee weapons attacks
1149 * (like disarming manuever with sai) based on player SK_level and 1028 * (like disarming manuever with sai) based on player SK_level and
1150 * weapon type. 1029 * weapon type.
1151 */ 1030 */
1152
1153static int 1031static int
1154attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1032attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1155{ 1033{
1156 1034
1157 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1158 { 1036 {
1159 if (op->type == PLAYER) 1037 if (op->type == PLAYER)
1160 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1038 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1039
1161 return 0; 1040 return 0;
1162 } 1041 }
1042
1163 return skill_attack (NULL, op, dir, string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1164
1165} 1044}
1045

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