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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.20 by root, Mon Dec 11 21:32:18 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 */ 52# include "skillinc.h"
54static uint8 unarmed_skills[] = { 53# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 54};
65 55
66static 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);
67static 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);
68 58
71 * subtypes. 61 * subtypes.
72 */ 62 */
73void 63void
74init_skills (void) 64init_skills (void)
75{ 65{
76 int i; 66 for_all_archetypes (at)
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next)
80 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
81 { 68 {
82 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
83 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",
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
85 else 72 else
86 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
87 } 74 }
88 75
89 /* 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
90 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
91 */ 78 */
92 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 80 if (!skill_names[i])
95 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);
96 }
97} 82}
98
99 83
100/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 87 * mostly used for sending exp.
104 */ 88 */
105void 89void
106link_player_skills (object *op) 90player::link_skills ()
107{ 91{
108 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
109 94
110 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
111 {
112 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)
113 { 101 {
114 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &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;
119 } 110 }
120 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else
125 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1;
128 }
129 } 111 }
130 } 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);
131} 133}
132 134
133/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
135 * 137 *
136 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
137 * 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
138 * tool, this code will equip it. 140 * tool, this code will equip it.
139 */ 141 */
140object * 142object *
141find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
142{ 144{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
144 146
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
153 { 149 {
154 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]))
155 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
156 152 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
159 */ 155 */
160 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)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 157 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 158 }
167 } 159
168 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 161 return 0;
171 162
172 /* 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 -
173 * 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
174 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
175 */ 166 */
176 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
177 { 168
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill) 169 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 171
187 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
188 return skill; 174 return 0;
189 } 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
190 return NULL; 191 return 0;
191} 192}
192
193 193
194/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
196 * 196 *
197 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
198 * 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
199 * tool, this code will equip it. 199 * tool, this code will equip it.
200 * 200 *
203 * this replaces find_skill. 203 * this replaces find_skill.
204 */ 204 */
205object * 205object *
206find_skill_by_number (object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
207{ 207{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 209 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244
245 if (!skill)
246 {
247 skill = give_skill_by_name (who, skill_tool->skill);
248 link_player_skills (who);
249 }
250
251 return skill; 211 return skop;
252 }
253 212
254 return NULL; 213 return 0;
255} 214}
256 215
257/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
258 * note that this function doesn't always need to get used -
259 * you can now add skill exp to the player without the chosen_skill being
260 * set. This function is of most interest to players to update
261 * the various range information.
262 * if new_skill is null, this just unapplies the skill.
263 * flag has the current meaning:
264 * 0x1: If set, don't update the range pointer. This is useful when we
265 * need to ready a new skill, but don't want to clobber range.
266 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
267 */ 218 */
268 219bool
269int 220object::change_skill (object *new_skill)
270change_skill (object *who, object *new_skill, int flag)
271{ 221{
272 int old_range;
273
274 if (who->type != PLAYER) 222 if (type != PLAYER)
275 return 0; 223 return 0;
276 224
277 old_range = who->contr->shoottype; 225 // optimise this supposedly common case
278 226 if (new_skill == chosen_skill)
279 if (who->chosen_skill && who->chosen_skill == new_skill)
280 {
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284
285 return 1; 227 return 1;
286 }
287 228
288 // move skill to front, so it will be preferred next time
289 new_skill->remove ();
290 who->insert (new_skill);
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill) 229 if (chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY); 230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
295 234
296 /* Only goal in this case was to unapply a skill */ 235 chosen_skill = new_skill;
236
297 if (!new_skill) 237 if (chosen_skill)
298 return 0; 238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
299 242
300 if (apply_special (who, new_skill, AP_APPLY)) 243 // always clear current weapon, as the selected skill could
301 return 0; 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;
302 247
303 if (flag & 0x1) 248 update_stats ();
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1; 249 return 1;
307}
308
309/* This function just clears the chosen_skill and range_skill values
310 * inthe player.
311 */
312void
313clear_skill (object *who)
314{
315 who->chosen_skill = NULL;
316 CLEAR_FLAG (who, FLAG_READY_SKILL);
317 if (who->type == PLAYER)
318 {
319 who->contr->ranges[range_skill] = NULL;
320 if (who->contr->shoottype == range_skill)
321 who->contr->shoottype = range_none;
322 }
323} 250}
324 251
325/* 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().
326 * 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.
327 * 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
330 * 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
331 * 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
332 * give any exp for their direct use (eg, throwing). 259 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 260 * It returns 0 if no skill was used.
334 */ 261 */
335
336int 262int
337do_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)
338{ 264{
339 int success = 0, exp = 0; 265 int success = 0, exp = 0;
340 int did_alc = 0;
341 object *tmp, *next;
342 266
343 if (!skill) 267 if (!skill)
344 return 0; 268 return 0;
345 269
346 /* 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
348 * 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
349 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
350 */ 274 */
351 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
352 { 276 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 279 {
280 skill = tmp;
281 goto found;
357 } 282 }
358 if (!tmp) 283
359 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
360 skill = tmp; 285found: ;
361 } 286 }
362 287
363 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
364 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)))
365 return 0; 290 return 0;
366 291
367 switch (skill->subtype) 292 switch (skill->subtype)
368 { 293 {
369 case SK_LEVITATION: 294 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 295 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 296 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 297 * equipped, that should transfer to player, when not,
373 * shouldn't. 298 * shouldn't.
374 */ 299 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 300 if (QUERY_FLAG (skill, FLAG_APPLIED))
376 { 301 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 302 CLEAR_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 304 }
380 else 305 else
381 { 306 {
382 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
383 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!");
384 } 309 }
385 fix_player (op); 310
311 op->update_stats ();
386 success = 1; 312 success = 1;
387 break; 313 break;
388 314
389 case SK_STEALING: 315 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 316 exp = success = steal (op, dir, skill);
391 break; 317 break;
392 318
393 case SK_LOCKPICKING: 319 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 320 exp = success = pick_lock (op, dir, skill);
395 break; 321 break;
396 322
397 case SK_HIDING: 323 case SK_HIDING:
398 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
399 break; 325 break;
400 326
401 case SK_JUMPING: 327 case SK_JUMPING:
402 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
403 break; 329 break;
404 330
405 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
407 break; 333 break;
408 334
409 case SK_MEDITATION: 335 case SK_MEDITATION:
410 meditate (op, skill); 336 meditate (op, skill);
411 success = 1; 337 success = 1;
412 break; 338 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 339 /* note that the following 'attack' skills gain exp through hit_player() */
414 340
415 case SK_KARATE: 341 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 342 attack_hth (op, dir, "karate-chopped", skill);
417 break; 343 break;
418 344
419 case SK_PUNCHING: 345 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 346 attack_hth (op, dir, "punched", skill);
421 break; 347 break;
422 348
423 case SK_FLAME_TOUCH: 349 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 350 attack_hth (op, dir, "flamed", skill);
425 break; 351 break;
426 352
427 case SK_SPARK_TOUCH: 353 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 354 attack_hth (op, dir, "zapped", skill);
429 break; 355 break;
430 356
431 case SK_SHIVER: 357 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 358 attack_hth (op, dir, "froze", skill);
433 break; 359 break;
434 360
435 case SK_ACID_SPLASH: 361 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 362 attack_hth (op, dir, "dissolved", skill);
437 break; 363 break;
438 364
439 case SK_POISON_NAIL: 365 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 366 attack_hth (op, dir, "injected poison into", skill);
441 break; 367 break;
442 368
443 case SK_CLAWING: 369 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 370 attack_hth (op, dir, "clawed", skill);
445 break; 371 break;
446 372
447 case SK_ONE_HANDED_WEAPON: 373 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 374 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 375 attack_melee_weapon (op, dir, NULL, skill);
450 break; 376 break;
451 377
452 case SK_FIND_TRAPS: 378 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 379 exp = success = find_traps (op, skill);
454 break; 380 break;
455 381
456 case SK_SINGING: 382 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 383 exp = success = singing (op, dir, skill);
458 break; 384 break;
459 385
460 case SK_ORATORY: 386 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 387 exp = success = use_oratory (op, dir, skill);
462 break; 388 break;
463 389
464 case SK_SMITHERY: 390 case SK_SMITHERY:
465 case SK_BOWYER: 391 case SK_BOWYER:
466 case SK_JEWELER: 392 case SK_JEWELER:
467 case SK_ALCHEMY: 393 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 394 case SK_THAUMATURGY:
469 case SK_LITERACY: 395 case SK_LITERACY:
470 case SK_WOODSMAN: 396 case SK_WOODSMAN:
471 /* 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.
472 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
473 */ 399 */
400 {
401 bool found_cauldron = false;
402
474 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)
475 { 404 {
476 next = tmp->above; 405 next = tmp->above;
477 406
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 { 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
480 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
481 420
482 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
483 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
484
485 did_alc = 1;
486 } 423 }
487 } 424 }
488 425
489 if (did_alc == 0) 426 if (!found_cauldron)
490 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
491 428 }
492 break; 429 break;
493 430
494 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
495 case SK_DET_CURSE: 432 case SK_DET_CURSE:
496 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
497 break; 434 break;
498 435
499 case SK_DISARM_TRAPS: 436 case SK_DISARM_TRAPS:
500 exp = success = remove_trap (op, dir, skill); 437 exp = success = remove_trap (op, dir, skill);
501 break; 438 break;
502 439
503 case SK_THROWING: 440 case SK_THROWING:
504 success = skill_throw (op, part, dir, string, skill); 441 success = skill_throw (op, part, dir, string, skill);
505 break; 442 break;
506 443
507 case SK_SET_TRAP: 444 case SK_SET_TRAP:
508 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.");
509 break; 446 break;
510 447
511 case SK_USE_MAGIC_ITEM: 448 case SK_USE_MAGIC_ITEM:
512 case SK_MISSILE_WEAPON: 449 case SK_MISSILE_WEAPON:
513 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.");
514 break; 451 break;
515 452
516 case SK_PRAYING: 453 case SK_PRAYING:
517 success = pray (op, skill); 454 success = pray (op, skill);
518 break; 455 break;
519 456
520 case SK_BARGAINING: 457 case SK_BARGAINING:
521 success = describe_shop (op); 458 success = describe_shop (op);
522 break; 459 break;
523 460
524 case SK_SORCERY: 461 case SK_SORCERY:
525 case SK_EVOCATION: 462 case SK_EVOCATION:
526 case SK_PYROMANCY: 463 case SK_PYROMANCY:
527 case SK_SUMMONING: 464 case SK_SUMMONING:
528 case SK_CLIMBING: 465 case SK_CLIMBING:
529 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.");
530 break; 467 break;
531 468
532 default: 469 default:
533 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);
534 break; 471 break;
535 } 472 }
536 473
537 /* 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.
538 * 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
539 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
540 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
541 * in the code for the skill itself. 478 * in the code for the skill itself.
542 */ 479 */
543
544 if (op->type == PLAYER) 480 if (op->type == PLAYER)
545 op->speed_left -= 1.0; 481 op->speed_left -= 1.f;
546 482
547 /* 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.
548 * Note that add_exp() will figure out player/monster experience 484 * Note that add_exp() will figure out player/monster experience
549 * gain problems. 485 * gain problems.
550 */ 486 */
578 * op is the object that was 'defeated'. 514 * op is the object that was 'defeated'.
579 * 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
580 * point back to who. 516 * point back to who.
581 * 517 *
582 */ 518 */
583
584int 519int
585calc_skill_exp (object *who, object *op, object *skill) 520calc_skill_exp (object *who, object *op, object *skill)
586{ 521{
587 int op_exp = 0, op_lvl = 0; 522 int op_exp = 0, op_lvl = 0;
588 float base, value, lvl_mult = 0.0; 523 float base, value, lvl_mult = 0.0;
597 * 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
598 * help out exp awards for skill_ident skills. Also, if 533 * help out exp awards for skill_ident skills. Also, if
599 * 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
600 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
601 */ 536 */
602
603 if (!op) 537 if (!op)
604 { /* no item/creature */ 538 { /* no item/creature */
605 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
606 op_exp = 0; 540 op_exp = 0;
607 } 541 }
608 else if (op->type == RUNE || op->type == TRAP) 542 else if (op->type == RUNE || op->type == TRAP)
609 { /* all traps. If stats.Cha > 1 we use that 543 { /* all traps. If stats.Cha > 1 we use that
610 * for the amount of experience */ 544 * for the amount of experience */
614 else 548 else
615 { /* all other items/living creatures */ 549 { /* all other items/living creatures */
616 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
617 op_lvl = op->level; 551 op_lvl = op->level;
618 if (!QUERY_FLAG (op, FLAG_ALIVE)) 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
619 { /* for ident/make items */ 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
620 op_lvl += 5 * abs (op->magic);
621 }
622 } 554 }
623 555
624 if (op_lvl < 1) 556 if (op_lvl < 1)
625 op_lvl = 1; 557 op_lvl = 1;
626 558
634 /* 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
635 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
636 */ 568 */
637 if (skill->type == SKILL) 569 if (skill->type == SKILL)
638 { 570 {
639 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
640 if (settings.simple_exp) 572 if (settings.simple_exp)
641 { 573 {
642 if (skill->arch->clone.level) 574 if (skill->arch->level)
643 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
644 else 576 else
645 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
646 } 578 }
647 else 579 else
648 { 580 {
649 if (skill->level) 581 if (skill->level)
650 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);
651 else 583 else
652 lvl_mult = 1.0; 584 lvl_mult = 1.0;
653 } 585 }
654 } 586 }
655 else 587 else
656 { 588 {
657 /* Don't divide by zero here! */ 589 /* Don't divide by zero here! */
658 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
659 } 591 }
660 } 592 }
661 593
662 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
663 595
677 * This one actually teaches the player the skill as something 609 * This one actually teaches the player the skill as something
678 * they can equip. 610 * they can equip.
679 * Return 0 if the player knows the skill, 1 if the 611 * Return 0 if the player knows the skill, 1 if the
680 * player learns the skill, 2 otherwise. 612 * player learns the skill, 2 otherwise.
681 */ 613 */
682
683int 614int
684learn_skill (object *pl, object *scroll) 615learn_skill (object *pl, object *scroll)
685{ 616{
686 object *tmp;
687
688 if (!scroll->skill) 617 if (!scroll->skill)
689 { 618 {
690 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);
691 return 2; 620 return 2;
692 } 621 }
693 622
694 /* can't use find_skill_by_name because we want skills the player knows 623 object *tmp = find_skill (pl, scroll->skill);
695 * but can't use natively.
696 */
697
698 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
699 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
700 break;
701 624
702 /* player already knows it */ 625 /* player already knows it */
703 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
704 return 0; 627 return 0;
705 628
718 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);
719 return 2; 642 return 2;
720 } 643 }
721 644
722 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
723 link_player_skills (pl); 646
724 return 1; 647 return 1;
725} 648}
726 649
727/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
728
729/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
730static int 652static int
731clipped_percent (sint64 a, sint64 b) 653clipped_percent (sint64 a, sint64 b)
732{ 654{
733 int rv; 655 int rv;
753 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
754 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
755 * 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
756 * simpler. 678 * simpler.
757 */ 679 */
758 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
759void 681void
760show_skills (object *op, const char *search) 682show_skills (object *pl, const char *search)
761{ 683{
762 object *tmp = NULL;
763 char buf[MAX_BUF];
764 const char *cp; 684 const char *cp;
765 int i, num_skills_found = 0; 685 int i, num_skills_found = 0;
766 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
767 687
768 /* 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 */
769 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
770 690
691 object *op = pl->contr->ob;
771 692
772 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
773 { 694 {
774 if (tmp->type == SKILL) 695 if (tmp->type == SKILL)
775 { 696 {
776 if (search && strstr (tmp->name, search) == NULL) 697 if (search && !tmp->name.contains (search))
777 continue; 698 continue;
699
700 char buf[30];
701
778 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
779 sprintf (buf, "%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
780 buf[40] = 0;
781 704
782 if (settings.permanent_exp_ratio) 705 if (settings.permanent_exp_ratio)
783 {
784 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 706 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
785 buf, tmp->level, tmp->stats.exp, 707 buf, tmp->level, tmp->stats.exp,
786 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));
787 }
788 else 709 else
789 {
790 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 710 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
791 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
792 } 712
793 /* 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
794 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
795 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
796 * 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
797 * crash the server numerous times. 717 * crash the server numerous times.
798 */ 718 */
799 if (num_skills_found >= NUM_SKILLS) 719 if (num_skills_found >= NUM_SKILLS)
800 { 720 {
801 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.");
802 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");
803 break; 723 break;
804 } 724 }
805 } 725 }
806 } 726 }
807 727
808 clear_win_info (op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
809 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 729
730 msg << "T<Player skills:>\n\n";
810 if (num_skills_found > 1) 731 if (num_skills_found > 1)
811 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);
812 733
813 for (i = 0; i < num_skills_found; i++) 734 for (i = 0; i < num_skills_found; i++)
814 { 735 msg << " C<" << skills [i] << ">\n";
815 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
816 }
817 736
818 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";
819 738
820 cp = determine_god (op); 739 cp = determine_god (op);
821 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";
822 741
823 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
824 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);
825} 747}
826 748
827/* 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
828 * 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
829 * 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.
830 * This is tricky because skills can have spaces. We basically roll 752 * This is tricky because skills can have spaces. We basically roll
831 * 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.
832 */ 754 */
833
834int 755int
835use_skill (object *op, const char *string) 756use_skill (object *op, const char *string)
836{ 757{
837 object *skop; 758 object *skop;
838 size_t len; 759 size_t len;
839 760
840 if (!string) 761 if (!string)
841 return 0; 762 return 0;
842 763
843 for (skop = op->inv; skop != NULL; skop = skop->below) 764 for (skop = op->inv; skop; skop = skop->below)
844 { 765 {
766 if (skop->type == SKILL
845 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
846 !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))))
847 break; 769 break;
770 else if (skop->type == SKILL_TOOL
848 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))))
849 break; 772 break;
850 } 773 }
774
851 if (!skop) 775 if (!skop)
852 { 776 {
853 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);
854 return 0; 778 return 0;
855 } 779 }
860 * options given to the skill. Its pretty simple - if there 784 * options given to the skill. Its pretty simple - if there
861 * are extra parameters (as deteremined by string length), we 785 * are extra parameters (as deteremined by string length), we
862 * want to skip over any leading spaces. 786 * want to skip over any leading spaces.
863 */ 787 */
864 if (len >= strlen (string)) 788 if (len >= strlen (string))
865 {
866 string = NULL; 789 string = NULL;
867 }
868 else 790 else
869 { 791 {
870 string += len; 792 string += len;
871 while (*string == 0x20) 793 while (*string == 0x20)
872 string++; 794 string++;
795
873 if (strlen (string) == 0) 796 if (strlen (string) == 0)
874 string = NULL; 797 string = NULL;
875 } 798 }
876 799
877#ifdef SKILL_UTIL_DEBUG 800#ifdef SKILL_UTIL_DEBUG
878 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");
879#endif 802#endif
880 803
881 /* Change to the new skill, then execute it. */
882 if (do_skill (op, op, skop, op->facing, string)) 804 if (do_skill (op, op, skop, op->facing, string))
883 return 1; 805 return 1;
884 806
885 return 0; 807 return 0;
886} 808}
887 809
888static bool 810static bool
889hth_skill_p (object *skill) 811hth_skill_p (object *skill)
890{ 812{
891 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
892 if (skill->subtype == unarmed_skills[i])
893 return 1;
894
895 return 0;
896} 814}
897 815
898/* This finds the first unarmed skill the player has, and returns it. 816/* This finds the first unarmed skill the player has, and returns it.
899 */ 817 */
900static object * 818static object *
914 * tmp is the targetted monster. 832 * tmp is the targetted monster.
915 * op is what is attacking 833 * op is what is attacking
916 * string is passed along to describe what messages to describe 834 * string is passed along to describe what messages to describe
917 * the damage. 835 * the damage.
918 */ 836 */
919
920static int 837static int
921do_skill_attack (object *tmp, object *op, const char *string, object *skill) 838do_skill_attack (object *tmp, object *op, const char *string, object *skill)
922{ 839{
923 int success;
924
925 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)))
926 return RESULT_INT (0); 841 return RESULT_INT (0);
927 842
928 /* 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
929 * 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.
930 * 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,
931 * 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
932 * 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.
933 */ 848 */
934 if (op->type == PLAYER) 849 if (player *pl = op->contr)
935 { 850 {
936 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 851 if (skill)
852 op->change_skill (skill);
853 else
937 { 854 {
938 if (!skill) 855 if (!pl->combat_ob)
939 { 856 {
940 /* See if the players chosen skill is a combat skill, and use 857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
941 * it if appropriate.
942 */
943 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
944 skill = op->chosen_skill;
945 else
946 { 858 {
947 skill = find_player_hth_skill (op); 859 for (tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
861 break;
948 862
949 if (!skill) 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 {
871 /* See if the players chosen skill is a combat skill, and use
872 * it if appropriate.
873 */
874 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
875 skill = op->chosen_skill;
876 else
950 { 877 {
878 skill = find_player_hth_skill (op);
879
880 if (!skill)
951 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!");
952 return 0; 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
953 } 888 }
954 } 889 }
955 }
956 890
957 /* now try to ready the new skill */
958 if (!change_skill (op, skill, 0))
959 { /* oh oh, trouble! */
960 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
961 return 0;
962 }
963 }
964 else
965 {
966 /* Seen some crashes below where current_weapon is not set,
967 * even though the flag says it is. So if current weapon isn't set,
968 * do some work in trying to find the object to use.
969 */
970 if (!op->current_weapon)
971 {
972 object *tmp;
973
974 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
975 for (tmp = op->inv; tmp; tmp = tmp->below)
976 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
977 break;
978
979 if (!tmp) 891 if (!pl->combat_ob)
980 { 892 {
981 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
982 op->current_weapon = NULL;
983 return 0; 894 return 0;
984 } 895 }
985 else
986 {
987 op->current_weapon = tmp;
988 }
989 } 896 }
990 897
991 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 898 if (!op->change_weapon (pl->combat_ob))
899 return 0;
992 } 900 }
993 }
994 901
995 /* lose invisiblity/hiding status for running attacks */ 902 /* lose invisiblity/hiding status for running attacks */
996 903 if (pl->tmp_invis)
997 if (op->type == PLAYER && op->contr->tmp_invis) 904 {
998 {
999 op->contr->tmp_invis = 0; 905 pl->tmp_invis = 0;
1000 op->invisible = 0; 906 op->invisible = 0;
1001 op->hide = 0; 907 op->flag [FLAG_HIDDEN] = 0;
1002 update_object (op, UP_OBJ_FACE); 908 update_object (op, UP_OBJ_CHANGE);
909 }
1003 } 910 }
1004 911
1005 success = attack_ob (tmp, op); 912 int success = attack_ob (tmp, op);
1006 913
1007 /* print appropriate messages to the player */ 914 /* print appropriate messages to the player */
1008 915
1009 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 916 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1010 { 917 {
1011 if (op->type == PLAYER) 918 if (op->type == PLAYER)
1012 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));
1013 else if (tmp->type == PLAYER) 920 else if (tmp->type == PLAYER)
1014 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);
1015 } 922 }
923
1016 return success; 924 return success;
1017} 925}
1018
1019 926
1020/* 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
1021 * system. In essence, this code handles 928 * system. In essence, this code handles
1022 * 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
1023 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
1024 * 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
1025 * appropriate opponent exists. 932 * appropriate opponent exists.
1026 * 933 *
1027 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
1028 * 935 *
1029 * Initial implementation by -bt thomas@astro.psu.edu 936 * Initial implementation by -bt thomas@astro.psu.edu
1030 */ 937 */
1031
1032int 938int
1033skill_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)
1034{ 940{
1035 sint16 tx, ty; 941 sint16 tx, ty;
1036 maptile *m; 942 maptile *m;
1043 ty = freearr_y[dir]; 949 ty = freearr_y[dir];
1044 950
1045 /* 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.
1046 * Legal opponents are the same as outlined in move_player_attack() 952 * Legal opponents are the same as outlined in move_player_attack()
1047 */ 953 */
1048 954 if (!tmp)
1049 if (tmp == NULL)
1050 { 955 {
1051 m = pl->map; 956 m = pl->map;
1052 tx = pl->x + freearr_x[dir]; 957 tx = pl->x + freearr_x[dir];
1053 ty = pl->y + freearr_y[dir]; 958 ty = pl->y + freearr_y[dir];
1054 959
1058 963
1059 /* 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 */
1060 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)))
1061 return 0; 966 return 0;
1062 967
1063 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)
1064 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)
1065 { 970 {
1066 /* Don't attack party members */ 971 /* Don't attack party members */
1067 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))
1068 return 0; 973 return 0;
974
1069 break; 975 break;
1070 } 976 }
1071 } 977 }
978
1072 if (!tmp) 979 if (!tmp)
1073 { 980 {
1074 if (pl->type == PLAYER) 981 if (pl->type == PLAYER)
1075 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
1076 return 0; 984 return 0;
1077 } 985 }
1078 986
1079 return do_skill_attack (tmp, pl, string, skill); 987 return do_skill_attack (tmp, pl, string, skill);
1080} 988}
1081
1082 989
1083/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 990/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1084 991
1085/* 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
1086 * (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
1087 * function skill_attack() we actually attack. 994 * function skill_attack() we actually attack.
1088 */ 995 */
1089
1090static int 996static int
1091attack_hth (object *pl, int dir, const char *string, object *skill) 997attack_hth (object *pl, int dir, const char *string, object *skill)
1092{ 998{
1093 object *enemy = NULL, *weapon; 999 object *enemy = NULL, *weapon;
1094 1000
1097 { 1003 {
1098 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1004 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1099 { 1005 {
1100 CLEAR_FLAG (weapon, FLAG_APPLIED); 1006 CLEAR_FLAG (weapon, FLAG_APPLIED);
1101 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1007 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1102 fix_player (pl); 1008 pl->update_stats ();
1103 if (pl->type == PLAYER) 1009 if (pl->type == PLAYER)
1104 { 1010 {
1105 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.");
1106 esrv_update_item (UPD_FLAGS, pl, weapon); 1012 esrv_update_item (UPD_FLAGS, pl, weapon);
1107 } 1013 }
1014
1108 break; 1015 break;
1109 } 1016 }
1110 } 1017 }
1018
1111 return skill_attack (enemy, pl, dir, string, skill); 1019 return skill_attack (enemy, pl, dir, string, skill);
1112} 1020}
1113
1114 1021
1115/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1022/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1116 * 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.
1117 * 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
1118 * bears mentioning: 1025 * bears mentioning:
1119 * 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
1120 * we may make this routine handle 'special' melee weapons attacks 1027 * we may make this routine handle 'special' melee weapons attacks
1121 * (like disarming manuever with sai) based on player SK_level and 1028 * (like disarming manuever with sai) based on player SK_level and
1122 * weapon type. 1029 * weapon type.
1123 */ 1030 */
1124
1125static int 1031static int
1126attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1032attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1127{ 1033{
1128 1034
1129 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1130 { 1036 {
1131 if (op->type == PLAYER) 1037 if (op->type == PLAYER)
1132 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
1133 return 0; 1040 return 0;
1134 } 1041 }
1042
1135 return skill_attack (NULL, op, dir, string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1136
1137} 1044}
1045

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