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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.79 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 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. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
27 * 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.
39 40
40/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
41 42
42#include <global.h> 43#include <global.h>
43#include <object.h> 44#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 45#include <sproto.h>
46#endif
47#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. */
48#include <spells.h> 47#include <spells.h>
49 48
50/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 50 0, // SK_NONE
52 * automatically applying one for the player. 51# define def(uc, flags) flags,
53 * Note it is hardcoded in the skill_util.c that dragons always 52# include "skillinc.h"
54 * want clawing if possible. 53# undef def
55 */
56static uint8 unarmed_skills[] = {
57 SK_KARATE,
58 SK_CLAWING,
59 SK_FLAME_TOUCH,
60 SK_SPARK_TOUCH,
61 SK_SHIVER,
62 SK_ACID_SPLASH,
63 SK_POISON_NAIL,
64 SK_PUNCHING,
65 (uint8)-1
66}; 54};
67 55
68static 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);
69static 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);
70 58
73 * subtypes. 61 * subtypes.
74 */ 62 */
75void 63void
76init_skills (void) 64init_skills (void)
77{ 65{
78 int i; 66 for_all_archetypes (at)
79 archetype *at;
80
81 for (at = first_archetype; at != NULL; at = at->next)
82 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
83 { 68 {
84 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
85 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",
86 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
87 else 72 else
88 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
89 } 74 }
90 75
91 /* 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
92 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
93 */ 78 */
94 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
95 {
96 if (!skill_names[i]) 80 if (!skill_names[i])
97 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);
98 }
99} 82}
100
101 83
102/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
103 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
104 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
105 * mostly used for sending exp. 87 * mostly used for sending exp.
106 */ 88 */
107void 89void
108link_player_skills (object *op) 90player::link_skills ()
109{ 91{
110 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
111 94
112 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
113 {
114 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)
115 { 101 {
116 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
117 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
118 {
119 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
120 &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;
121 } 110 }
122 if (tmp->subtype >= NUM_SKILLS)
123 {
124 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
125 }
126 else
127 {
128 op->contr->last_skill_ob[tmp->subtype] = tmp;
129 op->contr->last_skill_exp[tmp->subtype] = -1;
130 }
131 } 111 }
132 } 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);
133} 133}
134 134
135/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
136 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
137 * 137 *
138 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
139 * 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
140 * tool, this code will equip it. 140 * tool, this code will equip it.
141 */ 141 */
142object * 142object *
143find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
144{ 144{
145 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
146 146
147 if (!name)
148 return NULL;
149
150 /* We make sure the length of the string in the object is greater
151 * in length than the passed string. Eg, if we have a skill called
152 * 'hi', we don't want to match if the user passed 'high'
153 */
154 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
155 { 149 {
156 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]))
157 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
158 152 return splay (tmp);
159 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
160 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
161 */ 155 */
162 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)
163 {
164 if (QUERY_FLAG (tmp, FLAG_APPLIED))
165 skill_tool = tmp; 157 skill_tool = tmp;
166 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
167 skill_tool = tmp;
168 } 158 }
169 } 159
170 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
171 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
172 return skill; 161 return 0;
173 162
174 /* 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 -
175 * 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
176 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
177 */ 166 */
178 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
179 { 168
180 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
181 {
182 if (apply_special (who, skill_tool, 0))
183 return NULL;
184 }
185 if (!skill) 169 if (!skill)
186 {
187 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
188 link_player_skills (who); 171
189 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
190 return skill; 174 return 0;
191 } 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
192 return NULL; 191 return 0;
193} 192}
194
195 193
196/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
197 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
198 * 196 *
199 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
200 * 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
201 * tool, this code will equip it. 199 * tool, this code will equip it.
202 * 200 *
205 * this replaces find_skill. 203 * this replaces find_skill.
206 */ 204 */
207object * 205object *
208find_skill_by_number (object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
209{ 207{
210 object *skill = NULL, *skill_tool = NULL, *tmp;
211
212 if (skillno < 1 || skillno >= NUM_SKILLS)
213 return NULL;
214
215 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
216 {
217 if (tmp->type == SKILL && tmp->subtype == skillno) 209 if (tmp->type == SKILL && tmp->subtype == skillno)
218 skill = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
219
220 /* Try to find appropriate skilltool. If the player has one already
221 * applied, we try to keep using that one.
222 */
223 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
224 {
225 if (QUERY_FLAG (tmp, FLAG_APPLIED))
226 skill_tool = tmp;
227 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
228 skill_tool = tmp;
229 }
230 }
231 /* If this is a skill that can be used without a tool, return it */
232 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
233 return skill;
234
235 /* Player has a tool to use the skill. IF not applied, apply it -
236 * if not successful, return null. If they do have the skill tool
237 * but not the skill itself, give it to them.
238 */
239 if (skill_tool)
240 {
241 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
242 {
243 if (apply_special (who, skill_tool, 0))
244 return NULL;
245 }
246 if (!skill)
247 {
248 skill = give_skill_by_name (who, skill_tool->skill);
249 link_player_skills (who);
250 }
251 return skill; 211 return skop;
252 } 212
253 return NULL; 213 return 0;
254} 214}
255 215
256/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
257 * note that this function doesn't always need to get used -
258 * you can now add skill exp to the player without the chosen_skill being
259 * set. This function is of most interest to players to update
260 * the various range information.
261 * if new_skill is null, this just unapplies the skill.
262 * flag has the current meaning:
263 * 0x1: If set, don't update the range pointer. This is useful when we
264 * need to ready a new skill, but don't want to clobber range.
265 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
266 */ 218 */
267 219bool
268int 220object::change_skill (object *new_skill)
269change_skill (object *who, object *new_skill, int flag)
270{ 221{
271 int old_range;
272
273 if (who->type != PLAYER) 222 if (type != PLAYER)
274 return 0; 223 return 0;
275 224
276 old_range = who->contr->shoottype; 225 // optimise this supposedly common case
277 226 if (new_skill == chosen_skill)
278 if (who->chosen_skill && who->chosen_skill == new_skill)
279 {
280 /* optimization for changing skill to current skill */
281 if (who->type == PLAYER && !(flag & 0x1))
282 who->contr->shoottype = range_skill;
283 return 1; 227 return 1;
284 }
285 228
286 if (!new_skill || who->chosen_skill)
287 if (who->chosen_skill) 229 if (chosen_skill)
288 apply_special (who, who->chosen_skill, AP_UNAPPLY);
289
290 /* Only goal in this case was to unapply a skill */
291 if (!new_skill)
292 return 0;
293
294 if (apply_special (who, new_skill, AP_APPLY))
295 {
296 return 0;
297 } 230 {
298 if (flag & 0x1) 231 chosen_skill->flag [FLAG_APPLIED] = false;
299 who->contr->shoottype = (rangetype) old_range; 232 change_abil (this, chosen_skill);
233 }
300 234
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 ();
301 return 1; 249 return 1;
302}
303
304/* This function just clears the chosen_skill and range_skill values
305 * inthe player.
306 */
307void
308clear_skill (object *who)
309{
310 who->chosen_skill = NULL;
311 CLEAR_FLAG (who, FLAG_READY_SKILL);
312 if (who->type == PLAYER)
313 {
314 who->contr->ranges[range_skill] = NULL;
315 if (who->contr->shoottype == range_skill)
316 who->contr->shoottype = range_none;
317 }
318} 250}
319 251
320/* 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().
321 * 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.
322 * 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
325 * 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
326 * 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
327 * give any exp for their direct use (eg, throwing). 259 * give any exp for their direct use (eg, throwing).
328 * It returns 0 if no skill was used. 260 * It returns 0 if no skill was used.
329 */ 261 */
330
331int 262int
332do_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)
333{ 264{
334 int success = 0, exp = 0; 265 int success = 0, exp = 0;
335 int did_alc = 0;
336 object *tmp, *next;
337 266
338 if (!skill) 267 if (!skill)
339 return 0; 268 return 0;
340 269
341 /* 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
343 * 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
344 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
345 */ 274 */
346 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
347 { 276 {
348 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
349 {
350 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
351 break; 279 {
280 skill = tmp;
281 goto found;
352 } 282 }
353 if (!tmp) 283
354 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
355 skill = tmp; 285found: ;
356 } 286 }
357 287
358 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
359 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)))
360 return 0; 290 return 0;
361 291
362 switch (skill->subtype) 292 switch (skill->subtype)
363 { 293 {
364 case SK_LEVITATION: 294 case SK_LEVITATION:
365 /* Not 100% sure if this will work with new movement code - 295 /* Not 100% sure if this will work with new movement code -
366 * the levitation skill has move_type for flying, so when 296 * the levitation skill has move_type for flying, so when
367 * equipped, that should transfer to player, when not, 297 * equipped, that should transfer to player, when not,
368 * shouldn't. 298 * shouldn't.
369 */ 299 */
370 if (QUERY_FLAG (skill, FLAG_APPLIED)) 300 if (QUERY_FLAG (skill, FLAG_APPLIED))
371 { 301 {
372 CLEAR_FLAG (skill, FLAG_APPLIED); 302 CLEAR_FLAG (skill, FLAG_APPLIED);
373 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
374 } 304 }
375 else 305 else
376 { 306 {
377 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
378 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!");
379 } 309 }
380 fix_player (op); 310
311 op->update_stats ();
381 success = 1; 312 success = 1;
382 break; 313 break;
383 314
384 case SK_STEALING: 315 case SK_STEALING:
385 exp = success = steal (op, dir, skill); 316 exp = success = steal (op, dir, skill);
386 break; 317 break;
387 318
388 case SK_LOCKPICKING: 319 case SK_LOCKPICKING:
389 exp = success = pick_lock (op, dir, skill); 320 exp = success = pick_lock (op, dir, skill);
390 break; 321 break;
391 322
392 case SK_HIDING: 323 case SK_HIDING:
393 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
394 break; 325 break;
395 326
396 case SK_JUMPING: 327 case SK_JUMPING:
397 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
398 break; 329 break;
399 330
400 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
401 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
402 break; 333 break;
403 334
404 case SK_MEDITATION: 335 case SK_MEDITATION:
405 meditate (op, skill); 336 meditate (op, skill);
406 success = 1; 337 success = 1;
407 break; 338 break;
408 /* note that the following 'attack' skills gain exp through hit_player() */ 339 /* note that the following 'attack' skills gain exp through hit_player() */
409 340
410 case SK_KARATE: 341 case SK_KARATE:
411 (void) attack_hth (op, dir, "karate-chopped", skill); 342 attack_hth (op, dir, "karate-chopped", skill);
412 break; 343 break;
413 344
414 case SK_PUNCHING: 345 case SK_PUNCHING:
415 (void) attack_hth (op, dir, "punched", skill); 346 attack_hth (op, dir, "punched", skill);
416 break; 347 break;
417 348
418 case SK_FLAME_TOUCH: 349 case SK_FLAME_TOUCH:
419 (void) attack_hth (op, dir, "flamed", skill); 350 attack_hth (op, dir, "flamed", skill);
420 break; 351 break;
421 352
422 case SK_SPARK_TOUCH: 353 case SK_SPARK_TOUCH:
423 (void) attack_hth (op, dir, "zapped", skill); 354 attack_hth (op, dir, "zapped", skill);
424 break; 355 break;
425 356
426 case SK_SHIVER: 357 case SK_SHIVER:
427 (void) attack_hth (op, dir, "froze", skill); 358 attack_hth (op, dir, "froze", skill);
428 break; 359 break;
429 360
430 case SK_ACID_SPLASH: 361 case SK_ACID_SPLASH:
431 (void) attack_hth (op, dir, "dissolved", skill); 362 attack_hth (op, dir, "dissolved", skill);
432 break; 363 break;
433 364
434 case SK_POISON_NAIL: 365 case SK_POISON_NAIL:
435 (void) attack_hth (op, dir, "injected poison into", skill); 366 attack_hth (op, dir, "injected poison into", skill);
436 break; 367 break;
437 368
438 case SK_CLAWING: 369 case SK_CLAWING:
439 (void) attack_hth (op, dir, "clawed", skill); 370 attack_hth (op, dir, "clawed", skill);
440 break; 371 break;
441 372
442 case SK_ONE_HANDED_WEAPON: 373 case SK_ONE_HANDED_WEAPON:
443 case SK_TWO_HANDED_WEAPON: 374 case SK_TWO_HANDED_WEAPON:
444 (void) attack_melee_weapon (op, dir, NULL, skill); 375 attack_melee_weapon (op, dir, NULL, skill);
445 break; 376 break;
446 377
447 case SK_FIND_TRAPS: 378 case SK_FIND_TRAPS:
448 exp = success = find_traps (op, skill); 379 exp = success = find_traps (op, skill);
449 break; 380 break;
450 381
451 case SK_SINGING: 382 case SK_SINGING:
452 exp = success = singing (op, dir, skill); 383 exp = success = singing (op, dir, skill);
453 break; 384 break;
454 385
455 case SK_ORATORY: 386 case SK_ORATORY:
456 exp = success = use_oratory (op, dir, skill); 387 exp = success = use_oratory (op, dir, skill);
457 break; 388 break;
458 389
459 case SK_SMITHERY: 390 case SK_SMITHERY:
460 case SK_BOWYER: 391 case SK_BOWYER:
461 case SK_JEWELER: 392 case SK_JEWELER:
462 case SK_ALCHEMY: 393 case SK_ALCHEMY:
463 case SK_THAUMATURGY: 394 case SK_THAUMATURGY:
464 case SK_LITERACY: 395 case SK_LITERACY:
465 case SK_WOODSMAN: 396 case SK_WOODSMAN:
466 /* 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.
467 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
468 */ 399 */
400 {
401 bool found_cauldron = false;
402
469 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)
470 { 404 {
471 next = tmp->above; 405 next = tmp->above;
406
472 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
473 { 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
474 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
420
475 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
476 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
477 did_alc = 1;
478 } 423 }
479 } 424 }
480 if (did_alc == 0) 425
426 if (!found_cauldron)
481 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
428 }
482 break; 429 break;
483 430
484 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
485 case SK_DET_CURSE: 432 case SK_DET_CURSE:
486 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
487 break; 434 break;
488 435
489 case SK_DISARM_TRAPS: 436 case SK_DISARM_TRAPS:
490 exp = success = remove_trap (op, dir, skill); 437 exp = success = remove_trap (op, dir, skill);
491 break; 438 break;
492 439
493 case SK_THROWING: 440 case SK_THROWING:
494 success = skill_throw (op, part, dir, string, skill); 441 success = skill_throw (op, part, dir, string, skill);
495 break; 442 break;
496 443
497 case SK_SET_TRAP: 444 case SK_SET_TRAP:
498 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.");
499 break; 446 break;
500 447
501 case SK_USE_MAGIC_ITEM: 448 case SK_USE_MAGIC_ITEM:
502 case SK_MISSILE_WEAPON: 449 case SK_MISSILE_WEAPON:
503 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.");
504 break; 451 break;
505 452
506 case SK_PRAYING: 453 case SK_PRAYING:
507 success = pray (op, skill); 454 success = pray (op, skill);
508 break; 455 break;
509 456
510 case SK_BARGAINING: 457 case SK_BARGAINING:
511 success = describe_shop (op); 458 success = describe_shop (op);
512 break; 459 break;
513 460
514 case SK_SORCERY: 461 case SK_SORCERY:
515 case SK_EVOCATION: 462 case SK_EVOCATION:
516 case SK_PYROMANCY: 463 case SK_PYROMANCY:
517 case SK_SUMMONING: 464 case SK_SUMMONING:
518 case SK_CLIMBING: 465 case SK_CLIMBING:
519 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.");
520 break; 467 break;
521 468
522 default: 469 default:
523 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);
524 break; 471 break;
525 } 472 }
526 473
527 /* 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.
528 * 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
529 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
530 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
531 * in the code for the skill itself. 478 * in the code for the skill itself.
532 */ 479 */
533
534 if (op->type == PLAYER) 480 if (op->type == PLAYER)
535 op->speed_left -= 1.0; 481 op->speed_left -= 1.f;
536 482
537 /* 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.
538 * Note that add_exp() will figure out player/monster experience 484 * Note that add_exp() will figure out player/monster experience
539 * gain problems. 485 * gain problems.
540 */ 486 */
568 * op is the object that was 'defeated'. 514 * op is the object that was 'defeated'.
569 * 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
570 * point back to who. 516 * point back to who.
571 * 517 *
572 */ 518 */
573
574int 519int
575calc_skill_exp (object *who, object *op, object *skill) 520calc_skill_exp (object *who, object *op, object *skill)
576{ 521{
577 int op_exp = 0, op_lvl = 0; 522 int op_exp = 0, op_lvl = 0;
578 float base, value, lvl_mult = 0.0; 523 float base, value, lvl_mult = 0.0;
587 * 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
588 * help out exp awards for skill_ident skills. Also, if 533 * help out exp awards for skill_ident skills. Also, if
589 * 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
590 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
591 */ 536 */
592
593 if (!op) 537 if (!op)
594 { /* no item/creature */ 538 { /* no item/creature */
595 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
596 op_exp = 0; 540 op_exp = 0;
597 } 541 }
598 else if (op->type == RUNE || op->type == TRAP) 542 else if (op->type == RUNE || op->type == TRAP)
599 { /* all traps. If stats.Cha > 1 we use that 543 { /* all traps. If stats.Cha > 1 we use that
600 * for the amount of experience */ 544 * for the amount of experience */
604 else 548 else
605 { /* all other items/living creatures */ 549 { /* all other items/living creatures */
606 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
607 op_lvl = op->level; 551 op_lvl = op->level;
608 if (!QUERY_FLAG (op, FLAG_ALIVE)) 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
609 { /* for ident/make items */ 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
610 op_lvl += 5 * abs (op->magic);
611 }
612 } 554 }
613 555
614 if (op_lvl < 1) 556 if (op_lvl < 1)
615 op_lvl = 1; 557 op_lvl = 1;
616 558
624 /* 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
625 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
626 */ 568 */
627 if (skill->type == SKILL) 569 if (skill->type == SKILL)
628 { 570 {
629 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
630 if (settings.simple_exp) 572 if (settings.simple_exp)
631 { 573 {
632 if (skill->arch->clone.level) 574 if (skill->arch->level)
633 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
634 else 576 else
635 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
636 } 578 }
637 else 579 else
638 { 580 {
639 if (skill->level) 581 if (skill->level)
640 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);
641 else 583 else
642 lvl_mult = 1.0; 584 lvl_mult = 1.0;
643 } 585 }
644 } 586 }
645 else 587 else
646 { 588 {
647 /* Don't divide by zero here! */ 589 /* Don't divide by zero here! */
648 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
649 } 591 }
650 } 592 }
651 593
652 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
653 595
667 * This one actually teaches the player the skill as something 609 * This one actually teaches the player the skill as something
668 * they can equip. 610 * they can equip.
669 * Return 0 if the player knows the skill, 1 if the 611 * Return 0 if the player knows the skill, 1 if the
670 * player learns the skill, 2 otherwise. 612 * player learns the skill, 2 otherwise.
671 */ 613 */
672
673int 614int
674learn_skill (object *pl, object *scroll) 615learn_skill (object *pl, object *scroll)
675{ 616{
676 object *tmp;
677
678 if (!scroll->skill) 617 if (!scroll->skill)
679 { 618 {
680 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);
681 return 2; 620 return 2;
682 } 621 }
683 622
684 /* can't use find_skill_by_name because we want skills the player knows 623 object *tmp = find_skill (pl, scroll->skill);
685 * but can't use natively.
686 */
687
688 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
689 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
690 break;
691 624
692 /* player already knows it */ 625 /* player already knows it */
693 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
694 return 0; 627 return 0;
695
696
697 628
698 /* now a random change to learn, based on player Int. 629 /* now a random change to learn, based on player Int.
699 * give bonus based on level - otherwise stupid characters 630 * give bonus based on level - otherwise stupid characters
700 * might never be able to learn anything. 631 * might never be able to learn anything.
701 */ 632 */
710 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);
711 return 2; 642 return 2;
712 } 643 }
713 644
714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
715 link_player_skills (pl); 646
716 return 1; 647 return 1;
717} 648}
718 649
719/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
722static int 652static int
723clipped_percent (sint64 a, sint64 b) 653clipped_percent (sint64 a, sint64 b)
724{ 654{
725 int rv; 655 int rv;
745 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
746 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
747 * 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
748 * simpler. 678 * simpler.
749 */ 679 */
750 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
751void 681void
752show_skills (object *op, const char *search) 682show_skills (object *pl, const char *search)
753{ 683{
754 object *tmp = NULL;
755 char buf[MAX_BUF];
756 const char *cp; 684 const char *cp;
757 int i, num_skills_found = 0; 685 int i, num_skills_found = 0;
758 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
759 687
760 /* 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 */
761 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
762 690
691 object *op = pl->contr->ob;
763 692
764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
765 { 694 {
766 if (tmp->type == SKILL) 695 if (tmp->type == SKILL)
767 { 696 {
768 if (search && strstr (tmp->name, search) == NULL) 697 if (search && !tmp->name.contains (search))
769 continue; 698 continue;
699
700 char buf[30];
701
770 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
771 sprintf (buf, "%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
772 buf[40] = 0;
773 704
774 if (settings.permanent_exp_ratio) 705 if (settings.permanent_exp_ratio)
775 {
776 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%%)",
777 buf, tmp->level, 707 buf, tmp->level, tmp->stats.exp,
778 (long long) tmp->stats.exp,
779 (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));
780 }
781 else 709 else
782 {
783 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 710 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
784 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));
785 } 712
786 /* 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
787 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
788 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
789 * 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
790 * crash the server numerous times. 717 * crash the server numerous times.
791 */ 718 */
792 if (num_skills_found >= NUM_SKILLS) 719 if (num_skills_found >= NUM_SKILLS)
793 { 720 {
794 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.");
795 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");
796 break; 723 break;
797 } 724 }
798 } 725 }
799 } 726 }
800 727
801 clear_win_info (op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
802 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 729
730 msg << "T<Player skills:>\n\n";
803 if (num_skills_found > 1) 731 if (num_skills_found > 1)
804 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);
805 733
806 for (i = 0; i < num_skills_found; i++) 734 for (i = 0; i < num_skills_found; i++)
807 { 735 msg << " C<" << skills [i] << ">\n";
808 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
809 }
810 736
811 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";
812 738
813 cp = determine_god (op); 739 cp = determine_god (op);
814 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";
815 741
816 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
817 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);
818} 747}
819 748
820/* 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
821 * 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
822 * 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.
823 * This is tricky because skills can have spaces. We basically roll 752 * This is tricky because skills can have spaces. We basically roll
824 * 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.
825 */ 754 */
826
827int 755int
828use_skill (object *op, const char *string) 756use_skill (object *op, const char *string)
829{ 757{
830 object *skop; 758 object *skop;
831 size_t len; 759 size_t len;
832 760
833 if (!string) 761 if (!string)
834 return 0; 762 return 0;
835 763
836 for (skop = op->inv; skop != NULL; skop = skop->below) 764 for (skop = op->inv; skop; skop = skop->below)
837 { 765 {
766 if (skop->type == SKILL
838 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
839 !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))))
840 break; 769 break;
770 else if (skop->type == SKILL_TOOL
841 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))))
842 break; 772 break;
843 } 773 }
774
844 if (!skop) 775 if (!skop)
845 { 776 {
846 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);
847 return 0; 778 return 0;
848 } 779 }
853 * options given to the skill. Its pretty simple - if there 784 * options given to the skill. Its pretty simple - if there
854 * are extra parameters (as deteremined by string length), we 785 * are extra parameters (as deteremined by string length), we
855 * want to skip over any leading spaces. 786 * want to skip over any leading spaces.
856 */ 787 */
857 if (len >= strlen (string)) 788 if (len >= strlen (string))
858 {
859 string = NULL; 789 string = NULL;
860 }
861 else 790 else
862 { 791 {
863 string += len; 792 string += len;
864 while (*string == 0x20) 793 while (*string == 0x20)
865 string++; 794 string++;
795
866 if (strlen (string) == 0) 796 if (strlen (string) == 0)
867 string = NULL; 797 string = NULL;
868 } 798 }
869 799
870#ifdef SKILL_UTIL_DEBUG 800#ifdef SKILL_UTIL_DEBUG
871 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");
872#endif 802#endif
873 803
874 /* Change to the new skill, then execute it. */
875 if (do_skill (op, op, skop, op->facing, string)) 804 if (do_skill (op, op, skop, op->facing, string))
876 return 1; 805 return 1;
877 806
878 return 0; 807 return 0;
879} 808}
880 809
810static bool
811hth_skill_p (object *skill)
812{
813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
814}
881 815
882
883/* This finds the best unarmed skill the player has, and returns 816/* This finds the first unarmed skill the player has, and returns it.
884 * it. Best can vary a little - we consider clawing to always
885 * be the best for dragons.
886 * This could be more intelligent, eg, look at the skill level
887 * of the skill and go from there (eg, a level 40 puncher is
888 * is probably better than level 1 karate). OTOH, if you
889 * don't bother to set up your skill properly, that is the players
890 * problem (although, it might be nice to have a preferred skill
891 * field the player can set.
892 * Unlike the old code, we don't give out any skills - it is
893 * possible you just don't have any ability to get into unarmed
894 * combat. If everyone race/class should have one, this should
895 * be handled in the starting treasurelists, not in the code.
896 */ 817 */
897static object * 818static object *
898find_best_player_hth_skill (object *op) 819find_player_hth_skill (object *op)
899{ 820{
900 object *tmp, *best_skill = NULL;
901 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
902
903 for (tmp = op->inv; tmp; tmp = tmp->below) 821 for (object *tmp = op->inv; tmp; tmp = tmp->below)
904 { 822 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
905 if (tmp->type == SKILL)
906 {
907 if (dragon && tmp->subtype == SK_CLAWING)
908 return tmp; 823 return tmp;
909 824
910 /* The order in the array is preferred order. So basically, 825 return 0;
911 * we just cut down the number to search - eg, if we find a skill
912 * early on in flame touch, then we only need to look into the unarmed_array
913 * to the entry before flame touch - don't care about the entries afterward,
914 * because they are infrerior skills.
915 * if we end up finding the best skill (i==0) might as well return
916 * right away - can't get any better than that.
917 */
918 for (i = 0; i < last_skill; i++)
919 {
920 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
921 {
922 best_skill = tmp;
923 last_skill = i;
924 if (i == 0)
925 return best_skill;
926 }
927 }
928 }
929 }
930 return best_skill;
931} 826}
932 827
933/* do_skill_attack() - We have got an appropriate opponent from either 828/* do_skill_attack() - We have got an appropriate opponent from either
934 * 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
935 * 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.
937 * tmp is the targetted monster. 832 * tmp is the targetted monster.
938 * op is what is attacking 833 * op is what is attacking
939 * string is passed along to describe what messages to describe 834 * string is passed along to describe what messages to describe
940 * the damage. 835 * the damage.
941 */ 836 */
942
943static int 837static int
944do_skill_attack (object *tmp, object *op, const char *string, object *skill) 838do_skill_attack (object *tmp, object *op, const char *string, object *skill)
945{ 839{
946 int success;
947
948 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)))
949 return RESULT_INT (0); 841 return RESULT_INT (0);
950 842
951 /* 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
952 * 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.
953 * 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,
954 * 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
955 * 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.
956 */ 848 */
957 if (op->type == PLAYER) 849 if (player *pl = op->contr)
958 { 850 {
959 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 851 if (skill)
852 op->change_skill (skill);
853 else
960 { 854 {
961 size_t i; 855 if (!pl->combat_ob)
962
963 if (!skill)
964 { 856 {
965 /* See if the players chosen skill is a combat skill, and use 857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
966 * it if appropriate.
967 */
968 if (op->chosen_skill)
969 { 858 {
970 for (i = 0; i < sizeof (unarmed_skills); i++) 859 for (tmp = op->inv; tmp; tmp = tmp->below)
971 if (op->chosen_skill->subtype == unarmed_skills[i]) 860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
972 {
973 skill = op->chosen_skill;
974 break; 861 break;
975 } 862
863 if (!tmp)
864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
865
866 pl->combat_ob = tmp;
976 } 867 }
977 /* If we didn't find a skill above, look harder for a good skill */ 868
978 if (!skill) 869 if (!pl->combat_ob)
979 { 870 {
980 skill = find_best_player_hth_skill (op); 871 /* See if the players chosen skill is a combat skill, and use
981 872 * it if appropriate.
982 if (!skill) 873 */
874 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
875 skill = op->chosen_skill;
876 else
983 { 877 {
878 skill = find_player_hth_skill (op);
879
880 if (!skill)
984 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!");
985 return 0; 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
986 } 888 }
987 } 889 }
988 } 890
989 if (skill != op->chosen_skill) 891 if (!pl->combat_ob)
990 { 892 {
991 /* now try to ready the new skill */ 893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
992 if (!change_skill (op, skill, 0))
993 { /* oh oh, trouble! */
994 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
995 return 0; 894 return 0;
996 } 895 }
997 } 896 }
897
898 if (!op->change_weapon (pl->combat_ob))
899 return 0;
998 } 900 }
999 else 901
902 /* lose invisiblity/hiding status for running attacks */
903 if (pl->tmp_invis)
1000 { 904 {
1001 /* Seen some crashes below where current_weapon is not set, 905 pl->tmp_invis = 0;
1002 * even though the flag says it is. So if current weapon isn't set, 906 op->invisible = 0;
1003 * do some work in trying to find the object to use. 907 op->flag [FLAG_HIDDEN] = 0;
1004 */ 908 update_object (op, UP_OBJ_CHANGE);
1005 if (!op->current_weapon)
1006 {
1007 object *tmp;
1008
1009 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1010 for (tmp = op->inv; tmp; tmp = tmp->below)
1011 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1012 break;
1013
1014 if (!tmp)
1015 {
1016 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1017 op->current_weapon = NULL;
1018 return 0;
1019 }
1020 else
1021 {
1022 op->current_weapon = tmp;
1023 }
1024 }
1025
1026 /* Has ready weapon - make sure chosen_skill is set up properly */
1027 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1028 {
1029 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1030 }
1031 } 909 }
1032 } 910 }
1033 911
1034 /* lose invisiblity/hiding status for running attacks */
1035
1036 if (op->type == PLAYER && op->contr->tmp_invis)
1037 {
1038 op->contr->tmp_invis = 0;
1039 op->invisible = 0;
1040 op->hide = 0;
1041 update_object (op, UP_OBJ_FACE);
1042 }
1043
1044 success = attack_ob (tmp, op); 912 int success = attack_ob (tmp, op);
1045 913
1046 /* print appropriate messages to the player */ 914 /* print appropriate messages to the player */
1047 915
1048 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 916 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1049 { 917 {
1050 if (op->type == PLAYER) 918 if (op->type == PLAYER)
1051 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));
1052 else if (tmp->type == PLAYER) 920 else if (tmp->type == PLAYER)
1053 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);
1054 } 922 }
923
1055 return success; 924 return success;
1056} 925}
1057
1058 926
1059/* 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
1060 * system. In essence, this code handles 928 * system. In essence, this code handles
1061 * 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
1062 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
1063 * 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
1064 * appropriate opponent exists. 932 * appropriate opponent exists.
1065 * 933 *
1066 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
1067 * 935 *
1068 * Initial implementation by -bt thomas@astro.psu.edu 936 * Initial implementation by -bt thomas@astro.psu.edu
1069 */ 937 */
1070
1071int 938int
1072skill_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)
1073{ 940{
1074 sint16 tx, ty; 941 sint16 tx, ty;
1075 maptile *m; 942 maptile *m;
1076 int mflags; 943 int mflags;
1077 944
1078 if (!dir) 945 if (!dir)
1079 dir = pl->facing; 946 dir = pl->facing;
947
1080 tx = freearr_x[dir]; 948 tx = freearr_x[dir];
1081 ty = freearr_y[dir]; 949 ty = freearr_y[dir];
1082 950
1083 /* 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.
1084 * Legal opponents are the same as outlined in move_player_attack() 952 * Legal opponents are the same as outlined in move_player_attack()
1085 */ 953 */
1086 954 if (!tmp)
1087 if (tmp == NULL)
1088 { 955 {
1089 m = pl->map; 956 m = pl->map;
1090 tx = pl->x + freearr_x[dir]; 957 tx = pl->x + freearr_x[dir];
1091 ty = pl->y + freearr_y[dir]; 958 ty = pl->y + freearr_y[dir];
1092 959
1096 963
1097 /* 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 */
1098 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)))
1099 return 0; 966 return 0;
1100 967
1101 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)
1102 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)
1103 { 970 {
1104 /* Don't attack party members */ 971 /* Don't attack party members */
1105 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))
1106 return 0; 973 return 0;
974
1107 break; 975 break;
1108 } 976 }
1109 } 977 }
978
1110 if (!tmp) 979 if (!tmp)
1111 { 980 {
1112 if (pl->type == PLAYER) 981 if (pl->type == PLAYER)
1113 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
1114 return 0; 984 return 0;
1115 } 985 }
1116 986
1117 return do_skill_attack (tmp, pl, string, skill); 987 return do_skill_attack (tmp, pl, string, skill);
1118} 988}
1119
1120 989
1121/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 990/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1122 991
1123/* 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
1124 * (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
1125 * function skill_attack() we actually attack. 994 * function skill_attack() we actually attack.
1126 */ 995 */
1127
1128static int 996static int
1129attack_hth (object *pl, int dir, const char *string, object *skill) 997attack_hth (object *pl, int dir, const char *string, object *skill)
1130{ 998{
1131 object *enemy = NULL, *weapon; 999 object *enemy = NULL, *weapon;
1132 1000
1135 { 1003 {
1136 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1004 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1137 { 1005 {
1138 CLEAR_FLAG (weapon, FLAG_APPLIED); 1006 CLEAR_FLAG (weapon, FLAG_APPLIED);
1139 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1007 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1140 fix_player (pl); 1008 pl->update_stats ();
1141 if (pl->type == PLAYER) 1009 if (pl->type == PLAYER)
1142 { 1010 {
1143 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.");
1144 esrv_update_item (UPD_FLAGS, pl, weapon); 1012 esrv_update_item (UPD_FLAGS, pl, weapon);
1145 } 1013 }
1014
1146 break; 1015 break;
1147 } 1016 }
1148 } 1017 }
1018
1149 return skill_attack (enemy, pl, dir, string, skill); 1019 return skill_attack (enemy, pl, dir, string, skill);
1150} 1020}
1151
1152 1021
1153/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1022/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1154 * 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.
1155 * 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
1156 * bears mentioning: 1025 * bears mentioning:
1157 * 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
1158 * we may make this routine handle 'special' melee weapons attacks 1027 * we may make this routine handle 'special' melee weapons attacks
1159 * (like disarming manuever with sai) based on player SK_level and 1028 * (like disarming manuever with sai) based on player SK_level and
1160 * weapon type. 1029 * weapon type.
1161 */ 1030 */
1162
1163static int 1031static int
1164attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1032attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1165{ 1033{
1166 1034
1167 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1168 { 1036 {
1169 if (op->type == PLAYER) 1037 if (op->type == PLAYER)
1170 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
1171 return 0; 1040 return 0;
1172 } 1041 }
1042
1173 return skill_attack (NULL, op, dir, string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1174
1175} 1044}
1045

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