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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.79 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skill_util.C,v 1.2 2006/08/25 17:11:53 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 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
12 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
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 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,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 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
22 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
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 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>
26*/ 23 */
27 24
28/* 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. */
29 26
30/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
31 * 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.
38 * experience. Calc_skill_exp() handles the gained experience using 35 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 36 * modifications in the skills[] table. - b.t.
40 */ 37 */
41 38
42/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
40
43/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 42
47#include <global.h> 43#include <global.h>
48#include <object.h> 44#include <object.h>
49#ifndef __CEXTRACT__
50#include <sproto.h> 45#include <sproto.h>
51#endif
52#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. */
53#include <spells.h> 47#include <spells.h>
54 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};
55
55static 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);
56static 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);
57
58const char *skill_names[NUM_SKILLS];
59 58
60/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
62 * subtypes. 61 * subtypes.
63 */ 62 */
63void
64void init_skills(void) { 64init_skills (void)
65 int i; 65{
66 archetype *at; 66 for_all_archetypes (at)
67
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) {
72 if (at->clone.type == SKILL) { 67 if (at->type == SKILL)
68 {
73 if (skill_names[at->clone.subtype] != NULL) { 69 if (skill_names[at->subtype])
74 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",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
76 } else { 72 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 73 skill_names[at->subtype] = at->skill;
78 }
79 }
80 } 74 }
81 75
82 /* 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
83 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
84 */ 78 */
85 for (i=1; i<NUM_SKILLS; i++) { 79 for (int i = 1; i < NUM_SKILLS; i++)
86 if (!skill_names[i]) 80 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 }
90} 82}
91
92 83
93/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 87 * mostly used for sending exp.
97 */ 88 */
98void link_player_skills(object *op) 89void
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 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)
101 {
104 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
105 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { 103 if (last_skill_ob [tmp->subtype])
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
108 } 106
109 if (tmp->subtype >= NUM_SKILLS) { 107 last_skill_ob [tmp->subtype] = tmp;
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 108 if (ns)
111 tmp->subtype, NUM_SKILLS); 109 ns->last_skill_exp [tmp->subtype] = -1;
112 } else { 110 }
113 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1;
115 }
116 }
117 } 111 }
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);
118} 133}
119 134
120/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
122 * 137 *
123 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
124 * 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
125 * tool, this code will equip it. 140 * tool, this code will equip it.
126 */ 141 */
127object *find_skill_by_name(object *who, const char *name) 142object *
143find_skill_by_name (object *who, shstr_cmp sh)
128{ 144{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 145 object *skill_tool = 0;
130 146
131 if (!name) return NULL;
132
133 /* We make sure the length of the string in the object is greater
134 * in length than the passed string. Eg, if we have a skill called
135 * 'hi', we don't want to match if the user passed 'high'
136 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && 148 if (tmp->skill == sh)
139 strlen(tmp->skill) >= strlen(name)) skill = tmp; 149 {
140 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
151 /* If this is a skill that can be used without applying tool, return it */
152 return splay (tmp);
141 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
143 */ 155 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
145 strlen(tmp->skill) >= strlen(name)) { 157 skill_tool = tmp;
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
148 skill_tool = tmp;
149 }
150 } 158 }
151 /* If this is a skill that can be used without a tool, return it */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
153 159
160 if (!skill_tool)
161 return 0;
162
154 /* 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 -
155 * 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
156 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
157 */ 166 */
158 if (skill_tool) { 167 object *skill = find_skill (who, skill_tool->skill);
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 168
160 if (apply_special(who, skill_tool, 0)) return NULL;
161 }
162 if (!skill) { 169 if (!skill)
163 skill = give_skill_by_name(who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills(who); 171
165 } 172 if (!skill_tool->flag [FLAG_APPLIED])
166 return skill; 173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
167 } 174 return 0;
175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (!name)
168 return NULL; 183 return 0;
169}
170 184
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
191 return 0;
192}
171 193
172/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
174 * 196 *
175 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
176 * 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
177 * tool, this code will equip it. 199 * tool, this code will equip it.
178 * 200 *
179 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 203 * this replaces find_skill.
182 */ 204 */
205object *
183object *find_skill_by_number(object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
184{ 207{
185 object *skill=NULL, *skill_tool=NULL, *tmp;
186
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
191
192 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one.
194 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { 209 if (tmp->type == SKILL && tmp->subtype == skillno)
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) 211 return skop;
198 skill_tool = tmp;
199 }
200 }
201 /* If this is a skill that can be used without a tool, return it */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
203 212
204 /* Player has a tool to use the skill. IF not applied, apply it - 213 return 0;
205 * if not successful, return null. If they do have the skill tool
206 * but not the skill itself, give it to them.
207 */
208 if (skill_tool) {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
210 if (apply_special(who, skill_tool, 0)) return NULL;
211 }
212 if (!skill) {
213 skill = give_skill_by_name(who, skill_tool->skill);
214 link_player_skills(who);
215 }
216 return skill;
217 }
218 return NULL;
219} 214}
220 215
221/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
222 * note that this function doesn't always need to get used -
223 * you can now add skill exp to the player without the chosen_skill being
224 * set. This function is of most interest to players to update
225 * the various range information.
226 * if new_skill is null, this just unapplies the skill.
227 * flag has the current meaning:
228 * 0x1: If set, don't update the range pointer. This is useful when we
229 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
231 */ 218 */
232 219bool
233int change_skill (object *who, object *new_skill, int flag) 220object::change_skill (object *new_skill)
234{ 221{
235 int old_range;
236
237 if ( who->type != PLAYER ) 222 if (type != PLAYER)
238 return 0; 223 return 0;
239
240 old_range = who->contr->shoottype;
241 224
242 if (who->chosen_skill && who->chosen_skill == new_skill) 225 // optimise this supposedly common case
243 {
244 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill;
247 return 1;
248 }
249
250 if (!new_skill || who->chosen_skill) 226 if (new_skill == chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
252
253 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0;
255
256 if (apply_special (who, new_skill, AP_APPLY)) {
257 return 0;
258 }
259 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range;
261
262 return 1; 227 return 1;
263}
264 228
265/* This function just clears the chosen_skill and range_skill values 229 if (chosen_skill)
266 * inthe player.
267 */
268void clear_skill(object *who)
269{
270 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) {
273 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none;
276 } 230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
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 ();
249 return 1;
277} 250}
278 251
279/* 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().
280 * 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.
281 * 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
284 * 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
285 * 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
286 * give any exp for their direct use (eg, throwing). 259 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 260 * It returns 0 if no skill was used.
288 */ 261 */
289 262int
290int do_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)
264{
291 int success=0, exp=0; 265 int success = 0, exp = 0;
292 int did_alc = 0;
293 object *tmp, *next;
294 266
295 if (!skill) return 0; 267 if (!skill)
268 return 0;
296 269
297 /* 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
298 * holds the exp, level, etc of the skill. So if this is a player 271 * holds the exp, level, etc of the skill. So if this is a player
299 * 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
300 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
301 */ 274 */
302 if (skill->type != SKILL && op->type == PLAYER) { 275 if (skill->type != SKILL && op->type == PLAYER)
276 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 279 {
280 skill = tmp;
281 goto found;
282 }
283
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
307 skill = tmp; 285found: ;
308 } 286 }
309 287
310 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
311 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)))
312 return 0; 290 return 0;
313 291
314 switch(skill->subtype) { 292 switch (skill->subtype)
293 {
315 case SK_LEVITATION: 294 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 295 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 296 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 297 * equipped, that should transfer to player, when not,
319 * shouldn't. 298 * shouldn't.
320 */ 299 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 300 if (QUERY_FLAG (skill, FLAG_APPLIED))
301 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 302 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 304 }
325 else { 305 else
306 {
326 SET_FLAG(skill,FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
327 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!");
328 } 309 }
329 fix_player(op); 310
311 op->update_stats ();
330 success=1; 312 success = 1;
331 break; 313 break;
332 314
333 case SK_STEALING: 315 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 316 exp = success = steal (op, dir, skill);
335 break; 317 break;
336 318
337 case SK_LOCKPICKING: 319 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 320 exp = success = pick_lock (op, dir, skill);
339 break; 321 break;
340 322
341 case SK_HIDING: 323 case SK_HIDING:
342 exp = success = hide(op, skill); 324 exp = success = hide (op, skill);
343 break; 325 break;
344 326
345 case SK_JUMPING: 327 case SK_JUMPING:
346 success = jump(op, dir, skill); 328 exp = success = jump (op, dir, skill);
347 break; 329 break;
348 330
349 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 332 exp = success = write_on_item (op, string, skill);
351 break; 333 break;
352 334
353 case SK_MEDITATION: 335 case SK_MEDITATION:
354 meditate(op, skill); 336 meditate (op, skill);
355 success=1; 337 success = 1;
356 break; 338 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 339 /* note that the following 'attack' skills gain exp through hit_player() */
358 340
359 case SK_KARATE: 341 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 342 attack_hth (op, dir, "karate-chopped", skill);
361 break; 343 break;
362 344
363 case SK_PUNCHING: 345 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 346 attack_hth (op, dir, "punched", skill);
365 break; 347 break;
366 348
367 case SK_FLAME_TOUCH: 349 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 350 attack_hth (op, dir, "flamed", skill);
369 break; 351 break;
370 352
371 case SK_SPARK_TOUCH: 353 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 354 attack_hth (op, dir, "zapped", skill);
373 break; 355 break;
374 356
375 case SK_SHIVER: 357 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 358 attack_hth (op, dir, "froze", skill);
377 break; 359 break;
378 360
379 case SK_ACID_SPLASH: 361 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 362 attack_hth (op, dir, "dissolved", skill);
381 break; 363 break;
382 364
383 case SK_POISON_NAIL: 365 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 366 attack_hth (op, dir, "injected poison into", skill);
385 break; 367 break;
386 368
387 case SK_CLAWING: 369 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 370 attack_hth (op, dir, "clawed", skill);
389 break; 371 break;
390 372
391 case SK_ONE_HANDED_WEAPON: 373 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 374 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 375 attack_melee_weapon (op, dir, NULL, skill);
394 break; 376 break;
395 377
396 case SK_FIND_TRAPS: 378 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 379 exp = success = find_traps (op, skill);
398 break; 380 break;
399 381
400 case SK_SINGING: 382 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 383 exp = success = singing (op, dir, skill);
402 break; 384 break;
403 385
404 case SK_ORATORY: 386 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 387 exp = success = use_oratory (op, dir, skill);
406 break; 388 break;
407 389
408 case SK_SMITHERY: 390 case SK_SMITHERY:
409 case SK_BOWYER: 391 case SK_BOWYER:
410 case SK_JEWELER: 392 case SK_JEWELER:
411 case SK_ALCHEMY: 393 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 394 case SK_THAUMATURGY:
413 case SK_LITERACY: 395 case SK_LITERACY:
414 case SK_WOODSMAN: 396 case SK_WOODSMAN:
415 /* 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.
416 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
417 */ 399 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 400 {
419 next=tmp->above; 401 bool found_cauldron = false;
402
403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
404 {
405 next = tmp->above;
406
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
421 attempt_do_alchemy(op, tmp); 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
419 attempt_do_alchemy (op, tmp, skill);
420
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp); 422 esrv_send_inventory (op, tmp);
424 did_alc=1; 423 }
425 } 424 }
426 } 425
427 if (did_alc == 0) 426 if (!found_cauldron)
428 exp = success = skill_ident(op,skill); 427 exp = success = skill_ident (op, skill);
428 }
429 break; 429 break;
430 430
431 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 432 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 433 exp = success = skill_ident (op, skill);
434 break; 434 break;
435 435
436 case SK_DISARM_TRAPS: 436 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 437 exp = success = remove_trap (op, dir, skill);
438 break; 438 break;
439 439
440 case SK_THROWING: 440 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 441 success = skill_throw (op, part, dir, string, skill);
442 break; 442 break;
443 443
444 case SK_SET_TRAP: 444 case SK_SET_TRAP:
445 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.");
446 break; 446 break;
447 447
448 case SK_USE_MAGIC_ITEM: 448 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 449 case SK_MISSILE_WEAPON:
450 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.");
451 break; 451 break;
452 452
453 case SK_PRAYING: 453 case SK_PRAYING:
454 success = pray(op, skill); 454 success = pray (op, skill);
455 break; 455 break;
456 456
457 case SK_BARGAINING: 457 case SK_BARGAINING:
458 success = describe_shop(op); 458 success = describe_shop (op);
459 break; 459 break;
460 460
461 case SK_SORCERY: 461 case SK_SORCERY:
462 case SK_EVOCATION: 462 case SK_EVOCATION:
463 case SK_PYROMANCY: 463 case SK_PYROMANCY:
464 case SK_SUMMONING: 464 case SK_SUMMONING:
465 case SK_CLIMBING: 465 case SK_CLIMBING:
466 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.");
467 break; 467 break;
468 468
469 default: 469 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 470 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
471 ,query_name(op), op->chosen_skill->stats.sp);
472 break; 471 break;
473 } 472 }
474 473
475 /* 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.
476 * 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
477 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 478 * in the code for the skill itself.
480 */ 479 */
481 480 if (op->type == PLAYER)
482 if(op->type==PLAYER) op->speed_left -= 1.0; 481 op->speed_left -= 1.f;
483 482
484 /* 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.
485 * Note that add_exp() will figure out player/monster experience 484 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 485 * gain problems.
487 */ 486 */
488 487
488 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 489 change_exp (op, exp, skill->skill, 0);
490 490
491 return success; 491 return success;
492} 492}
493 493
494/* calc_skill_exp() - calculates amount of experience can be gained for 494/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 495 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 496 * Here we take the view that a player must 'overcome an opponent'
514 * op is the object that was 'defeated'. 514 * op is the object that was 'defeated'.
515 * 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
516 * point back to who. 516 * point back to who.
517 * 517 *
518 */ 518 */
519 519int
520int calc_skill_exp(object *who, object *op, object *skill) { 520calc_skill_exp (object *who, object *op, object *skill)
521{
521 int op_exp=0,op_lvl= 0; 522 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 523 float base, value, lvl_mult = 0.0;
523 524
524 if (!skill) skill = who; 525 if (!skill)
526 skill = who;
525 527
526 /* Oct 95 - where we have an object, I expanded our treatment 528 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 529 * to 3 cases:
528 * non-living magic obj, runes and everything else. 530 * non-living magic obj, runes and everything else.
529 * 531 *
530 * 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
531 * help out exp awards for skill_ident skills. Also, if 533 * help out exp awards for skill_ident skills. Also, if
532 * 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
533 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
534 */ 536 */
535 537 if (!op)
536 if(!op) { /* no item/creature */ 538 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
538 op_exp = 0; 540 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 541 }
540 * for the amount of experience */ 542 else if (op->type == RUNE || op->type == TRAP)
543 { /* all traps. If stats.Cha > 1 we use that
544 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 545 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 546 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 547 }
548 else
549 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
545 op_lvl = op->level; 551 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
547 op_lvl += 5 * abs(op->magic); 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
548 }
549 } 554 }
550 555
551 if(op_lvl<1) op_lvl = 1; 556 if (op_lvl < 1)
557 op_lvl = 1;
552 558
553 if(who->type!=PLAYER) { /* for monsters only */ 559 if (who->type != PLAYER)
560 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 561 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
562 }
563 else
555 } else { /* for players */ 564 { /* for players */
556 base = op_exp; 565 base = op_exp;
557 /* 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
558 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
559 */ 568 */
560 if (skill->type == SKILL) { 569 if (skill->type == SKILL)
570 {
561 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
562 if (settings.simple_exp) { 572 if (settings.simple_exp)
563 if (skill->arch->clone.level) 573 {
574 if (skill->arch->level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
565 else 576 else
566 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
567 } 578 }
568 else { 579 else
569 if (skill->level) 580 {
581 if (skill->level)
570 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);
571 else 583 else
572 lvl_mult = 1.0; 584 lvl_mult = 1.0;
573 } 585 }
574 } else { 586 }
587 else
588 {
575 /* Don't divide by zero here! */ 589 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
577 } 591 }
578 } 592 }
579 593
580 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
581 595
582 value = base * lvl_mult; 596 value = base * lvl_mult;
597 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 598 value = 1; /* Always give at least 1 exp point */
584 599
585#ifdef SKILL_UTIL_DEBUG 600#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 601 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
587 who->name,skill->level,op->name,op_lvl);
588#endif 602#endif
589 return ( (int) value); 603 return ((int) value);
590} 604}
591 605
592/* Learn skill. This inserts the requested skill in the player's 606/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 607 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 608 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 609 * This one actually teaches the player the skill as something
596 * they can equip. 610 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 611 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 612 * player learns the skill, 2 otherwise.
599 */ 613 */
600
601int 614int
602learn_skill (object *pl, object *scroll) { 615learn_skill (object *pl, object *scroll)
603 object *tmp; 616{
604
605 if (!scroll->skill) { 617 if (!scroll->skill)
618 {
606 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);
607 return 2; 620 return 2;
608 } 621 }
609 622
610 /* can't use find_skill_by_name because we want skills the player knows 623 object *tmp = find_skill (pl, scroll->skill);
611 * but can't use natively.
612 */
613 624
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
616
617 /* player already knows it */ 625 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
627 return 0;
619 628
620
621
622 /* now a random change to learn, based on player Int. 629 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 630 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 631 * might never be able to learn anything.
625 */ 632 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 633 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 634 return 2; /* failure :< */
628 635
629 if (!tmp) 636 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 637 tmp = give_skill_by_name (pl, scroll->skill);
631 638
632 if (!tmp) { 639 if (!tmp)
640 {
633 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);
634 return 2; 642 return 2;
635 } 643 }
636 644
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 646
639 return 1; 647 return 1;
640} 648}
641 649
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
643/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
652static int
644static int clipped_percent(sint64 a, sint64 b) 653clipped_percent (sint64 a, sint64 b)
645{ 654{
646 int rv; 655 int rv;
647 656
648 if (b <= 0) 657 if (b <= 0)
649 return 0; 658 return 0;
650 659
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 660 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 661
653 if (rv < 0) 662 if (rv < 0)
654 return 0; 663 return 0;
655 else if (rv > 100) 664 else if (rv > 100)
656 return 100; 665 return 100;
657 666
658 return rv; 667 return rv;
659} 668}
660 669
661/* show_skills() - Meant to allow players to examine 670/* show_skills() - Meant to allow players to examine
662 * their current skill list. 671 * their current skill list.
666 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
668 * 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
669 * simpler. 678 * simpler.
670 */ 679 */
671 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
681void
672void show_skills(object *op, const char* search) { 682show_skills (object *pl, const char *search)
673 object *tmp=NULL; 683{
674 char buf[MAX_BUF];
675 const char *cp; 684 const char *cp;
676 int i,num_skills_found=0; 685 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
687
678 /* 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 */
679 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
680 690
691 object *op = pl->contr->ob;
681 692
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
694 {
683 if (tmp->type == SKILL) { 695 if (tmp->type == SKILL)
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 696 {
697 if (search && !tmp->name.contains (search))
698 continue;
699
700 char buf[30];
701
685 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
687 buf[40] = 0;
688 704
689 if (settings.permanent_exp_ratio) { 705 if (settings.permanent_exp_ratio)
690#ifdef WIN32 706 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", 707 buf, tmp->level, tmp->stats.exp,
692 buf,tmp->level, 708 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
693 tmp->stats.exp, 709 else
694 level_exp(tmp->level+1, op->expmul), 710 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
696#else 712
697 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
698 buf,tmp->level,
699 tmp->stats.exp,
700 level_exp(tmp->level+1, op->expmul),
701 clipped_percent(tmp->perm_exp,tmp->stats.exp));
702#endif
703 } else {
704#ifdef WIN32
705 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)",
706 buf,tmp->level,
707 tmp->stats.exp,
708 level_exp(tmp->level+1, op->expmul));
709#else
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
711 buf,tmp->level,
712 tmp->stats.exp,
713 level_exp(tmp->level+1, op->expmul));
714#endif
715 }
716 /* 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
717 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
719 * 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
720 * crash the server numerous times. 717 * crash the server numerous times.
721 */ 718 */
722 if (num_skills_found >= NUM_SKILLS) { 719 if (num_skills_found >= NUM_SKILLS)
720 {
723 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.");
724 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");
725 break; 723 break;
724 }
725 }
726 } 726 }
727 }
728 }
729 727
730 clear_win_info(op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
732 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
733 729
730 msg << "T<Player skills:>\n\n";
731 if (num_skills_found > 1)
732 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
733
734 for (i=0; i<num_skills_found; i++) { 734 for (i = 0; i < num_skills_found; i++)
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 735 msg << " C<" << skills [i] << ">\n";
736 }
737 736
738 new_draw_info_format(NDI_UNIQUE, 0, op, 737 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
739 "You can handle %d weapon improvements.",op->level/5+5);
740 738
741 cp = determine_god(op); 739 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 740 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
743 "You worship %s.", cp?cp:"no god at current time");
744 741
745 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
746 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);
747} 747}
748 748
749/* 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
750 * 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
751 * 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.
752 * This is tricky because skills can have spaces. We basically roll 752 * This is tricky because skills can have spaces. We basically roll
753 * 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.
754 */ 754 */
755 755int
756int use_skill(object *op, const char *string) { 756use_skill (object *op, const char *string)
757{
757 object *skop; 758 object *skop;
758 size_t len; 759 size_t len;
759 760
760 if (!string) return 0; 761 if (!string)
762 return 0;
761 763
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 764 for (skop = op->inv; skop; skop = skop->below)
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 765 {
766 if (skop->type == SKILL
767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 768 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
765 break; 769 break;
766 else if (skop->type == SKILL_TOOL && 770 else if (skop->type == SKILL_TOOL
767 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 771 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
768 break; 772 break;
769 } 773 }
774
770 if (!skop) { 775 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 } 776 {
777 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
778 return 0;
779 }
775 780
776 len=strlen(skop->skill); 781 len = strlen (skop->skill);
777 782
778 /* All this logic goes and skips over the skill name to find any 783 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 784 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 785 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 786 * want to skip over any leading spaces.
782 */ 787 */
783 if(len>=strlen(string)) { 788 if (len >= strlen (string))
784 string=NULL; 789 string = NULL;
785 } else { 790 else
786 string += len;
787 while(*string==0x20) string++;
788 if(strlen(string)==0) string = NULL;
789 } 791 {
792 string += len;
793 while (*string == 0x20)
794 string++;
795
796 if (strlen (string) == 0)
797 string = NULL;
790 798 }
799
791#ifdef SKILL_UTIL_DEBUG 800#ifdef SKILL_UTIL_DEBUG
792 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");
793#endif 802#endif
794 803
795 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 804 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 805 return 1;
799}
800 806
807 return 0;
808}
801 809
810static bool
811hth_skill_p (object *skill)
812{
813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
814}
802 815
803/* This finds the best unarmed skill the player has, and returns 816/* This finds the first unarmed skill the player has, and returns it.
804 * it. Best can vary a little - we consider clawing to always
805 * be the best for dragons.
806 * This could be more intelligent, eg, look at the skill level
807 * of the skill and go from there (eg, a level 40 puncher is
808 * is probably better than level 1 karate). OTOH, if you
809 * don't bother to set up your skill properly, that is the players
810 * problem (although, it might be nice to have a preferred skill
811 * field the player can set.
812 * Unlike the old code, we don't give out any skills - it is
813 * possible you just don't have any ability to get into unarmed
814 * combat. If everyone race/class should have one, this should
815 * be handled in the starting treasurelists, not in the code.
816 */ 817 */
818static object *
817static object *find_best_player_hth_skill(object *op) 819find_player_hth_skill (object *op)
818{ 820{
819 object *tmp, *best_skill=NULL;
820 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
821
822 for (tmp=op->inv; tmp; tmp=tmp->below) { 821 for (object *tmp = op->inv; tmp; tmp = tmp->below)
823 if (tmp->type == SKILL) { 822 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 823 return tmp;
825 824
826 /* The order in the array is preferred order. So basically, 825 return 0;
827 * we just cut down the number to search - eg, if we find a skill
828 * early on in flame touch, then we only need to look into the unarmed_array
829 * to the entry before flame touch - don't care about the entries afterward,
830 * because they are infrerior skills.
831 * if we end up finding the best skill (i==0) might as well return
832 * right away - can't get any better than that.
833 */
834 for (i=0; i<last_skill; i++) {
835 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
836 best_skill = tmp;
837 last_skill = i;
838 if (i==0) return best_skill;
839 }
840 }
841 }
842 }
843 return best_skill;
844} 826}
845 827
846/* do_skill_attack() - We have got an appropriate opponent from either 828/* do_skill_attack() - We have got an appropriate opponent from either
847 * 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
848 * 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.
850 * tmp is the targetted monster. 832 * tmp is the targetted monster.
851 * op is what is attacking 833 * op is what is attacking
852 * string is passed along to describe what messages to describe 834 * string is passed along to describe what messages to describe
853 * the damage. 835 * the damage.
854 */ 836 */
855 837static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 838do_skill_attack (object *tmp, object *op, const char *string, object *skill)
857 int success; 839{
840 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
841 return RESULT_INT (0);
858 842
859 /* 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
860 * 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.
861 * 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,
862 * 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
863 * 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.
864 */ 848 */
865 if(op->type==PLAYER) { 849 if (player *pl = op->contr)
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 850 {
867 size_t i;
868
869 if (!skill) { 851 if (skill)
852 op->change_skill (skill);
853 else
854 {
855 if (!pl->combat_ob)
856 {
857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
858 {
859 for (tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
861 break;
862
863 if (!tmp)
864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
865
866 pl->combat_ob = tmp;
867 }
868
869 if (!pl->combat_ob)
870 {
870 /* See if the players chosen skill is a combat skill, and use 871 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 872 * it if appropriate.
872 */ 873 */
873 if (op->chosen_skill) { 874 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
874 for (i=0; i<sizeof(unarmed_skills); i++)
875 if (op->chosen_skill->subtype == unarmed_skills[i]) {
876 skill = op->chosen_skill; 875 skill = op->chosen_skill;
877 break; 876 else
878 } 877 {
879 }
880 /* If we didn't find a skill above, look harder for a good skill */
881 if (!skill) {
882 skill = find_best_player_hth_skill(op); 878 skill = find_player_hth_skill (op);
883 // if ((skill = execute_global_event(EVENT_FIND_UNARMED_SKILL, op)) <= 0) { 879
880 if (!skill)
881 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
884 // } 882 }
885 883
886 if (!skill) { 884 if (skill)
887 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 885 {
888 return 0; 886 op->change_skill (0);
889 } 887 apply_special (op, skill, AP_APPLY);
890 } 888 }
891 } 889 }
892 if (skill != op->chosen_skill) {
893 /* now try to ready the new skill */
894 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
895 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name);
896 return 0;
897 }
898 }
899 } else {
900 /* Seen some crashes below where current_weapon is not set,
901 * even though the flag says it is. So if current weapon isn't set,
902 * do some work in trying to find the object to use.
903 */
904 if (!op->current_weapon) {
905 object *tmp;
906 890
907 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 891 if (!pl->combat_ob)
908 op->name); 892 {
909 for (tmp=op->inv; tmp; tmp=tmp->below) 893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
910 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; 894 return 0;
895 }
896 }
911 897
912 if (op->current_weapon_script) 898 if (!op->change_weapon (pl->combat_ob))
913 FREE_AND_CLEAR_STR(op->current_weapon_script); 899 return 0;
914 if (!tmp) { 900 }
915 LOG(llevError,"Could not find applied weapon on %s\n",
916 op->name);
917 op->current_weapon=NULL;
918 return 0;
919 } else {
920 op->current_weapon = tmp;
921 op->current_weapon_script=add_string(query_name(tmp));
922 }
923 }
924 901
925 /* Has ready weapon - make sure chosen_skill is set up properly */
926 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
927 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
928 }
929 }
930 }
931
932 /* lose invisiblity/hiding status for running attacks */ 902 /* lose invisiblity/hiding status for running attacks */
933 903 if (pl->tmp_invis)
934 if(op->type==PLAYER && op->contr->tmp_invis) { 904 {
935 op->contr->tmp_invis=0; 905 pl->tmp_invis = 0;
936 op->invisible=0; 906 op->invisible = 0;
937 op->hide=0; 907 op->flag [FLAG_HIDDEN] = 0;
938 update_object(op,UP_OBJ_FACE); 908 update_object (op, UP_OBJ_CHANGE);
909 }
939 } 910 }
940 911
941 success = attack_ob(tmp,op); 912 int success = attack_ob (tmp, op);
942 913
943 /* print appropriate messages to the player */ 914 /* print appropriate messages to the player */
944 915
945 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 916 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
917 {
946 if(op->type==PLAYER) 918 if (op->type == PLAYER)
947 new_draw_info_format(NDI_UNIQUE, 0,op, 919 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
948 "You %s %s!",string,query_name(tmp));
949 else if(tmp->type==PLAYER) 920 else if (tmp->type == PLAYER)
950 new_draw_info_format(NDI_UNIQUE, 0,tmp, 921 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
951 "%s %s you!",query_name(op),string);
952 } 922 }
923
953 return success; 924 return success;
954} 925}
955
956 926
957/* 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
958 * system. In essence, this code handles 928 * system. In essence, this code handles
959 * 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
960 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
961 * 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
962 * appropriate opponent exists. 932 * appropriate opponent exists.
963 * 933 *
964 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
965 * 935 *
966 * Initial implementation by -bt thomas@astro.psu.edu 936 * Initial implementation by -bt thomas@astro.psu.edu
967 */ 937 */
968 938int
969int skill_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)
940{
970 sint16 tx,ty; 941 sint16 tx, ty;
971 mapstruct *m; 942 maptile *m;
972 int mflags; 943 int mflags;
973 944
945 if (!dir)
974 if(!dir) dir=pl->facing; 946 dir = pl->facing;
947
975 tx=freearr_x[dir]; 948 tx = freearr_x[dir];
976 ty=freearr_y[dir]; 949 ty = freearr_y[dir];
977 950
978 /* 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.
979 * Legal opponents are the same as outlined in move_player_attack() 952 * Legal opponents are the same as outlined in move_player_attack()
980 */ 953 */
981 954 if (!tmp)
982 if(tmp==NULL) { 955 {
983 m = pl->map; 956 m = pl->map;
984 tx = pl->x + freearr_x[dir]; 957 tx = pl->x + freearr_x[dir];
985 ty = pl->y + freearr_y[dir]; 958 ty = pl->y + freearr_y[dir];
986 959
987 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 960 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
988 if (mflags & P_OUT_OF_MAP) return 0; 961 if (mflags & P_OUT_OF_MAP)
962 return 0;
989 963
990 /* 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 */
991 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; 965 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
966 return 0;
992 967
993 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)
994 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 969 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
995 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 970 {
996 || tmp->type==LOCKED_DOOR ) {
997 /* Don't attack party members */ 971 /* Don't attack party members */
998 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 972 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
999 && pl->contr->party==tmp->contr->party)) 973 return 0;
1000 return 0; 974
1001 break; 975 break;
976 }
1002 } 977 }
1003 } 978
1004 if (!tmp) { 979 if (!tmp)
980 {
1005 if(pl->type==PLAYER) 981 if (pl->type == PLAYER)
1006 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!");
1007 return 0;
1008 }
1009 983
984 return 0;
985 }
986
1010 return do_skill_attack(tmp,pl,string, skill); 987 return do_skill_attack (tmp, pl, string, skill);
1011} 988}
1012
1013 989
1014/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 990/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
991
1015/* 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
1016 * (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
1017 * function skill_attack() we actually attack. 994 * function skill_attack() we actually attack.
1018 */ 995 */
1019 996static int
1020static int attack_hth(object *pl, int dir, const char *string, object *skill) { 997attack_hth (object *pl, int dir, const char *string, object *skill)
998{
1021 object *enemy=NULL,*weapon; 999 object *enemy = NULL, *weapon;
1022 1000
1023 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1001 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1024 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1002 for (weapon = pl->inv; weapon; weapon = weapon->below)
1003 {
1025 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1004 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1005 {
1026 CLEAR_FLAG(weapon,FLAG_APPLIED); 1006 CLEAR_FLAG (weapon, FLAG_APPLIED);
1027 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1007 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1028 fix_player(pl); 1008 pl->update_stats ();
1029 if(pl->type==PLAYER) { 1009 if (pl->type == PLAYER)
1010 {
1030 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.");
1031 esrv_update_item(UPD_FLAGS, pl, weapon); 1012 esrv_update_item (UPD_FLAGS, pl, weapon);
1032 } 1013 }
1033 break; 1014
1015 break;
1016 }
1034 } 1017 }
1035 } 1018
1036 return skill_attack(enemy,pl,dir,string, skill); 1019 return skill_attack (enemy, pl, dir, string, skill);
1037} 1020}
1038
1039 1021
1040/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1022/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1041 * 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.
1042 * 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
1043 * bears mentioning: 1025 * bears mentioning:
1044 * 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
1045 * we may make this routine handle 'special' melee weapons attacks 1027 * we may make this routine handle 'special' melee weapons attacks
1046 * (like disarming manuever with sai) based on player SK_level and 1028 * (like disarming manuever with sai) based on player SK_level and
1047 * weapon type. 1029 * weapon type.
1048 */ 1030 */
1049 1031static int
1050static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1032attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1033{
1051 1034
1052 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1035 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1036 {
1053 if(op->type==PLAYER) 1037 if (op->type == PLAYER)
1054 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!");
1055 return 0; 1039
1040 return 0;
1056 } 1041 }
1042
1057 return skill_attack(NULL,op,dir,string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1058
1059} 1044}
1045

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