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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.22 by root, Fri Dec 22 16:34:00 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 83
99/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
100 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
101 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
102 * mostly used for sending exp. 87 * mostly used for sending exp.
103 */ 88 */
104void 89void
105link_player_skills (object *op) 90player::link_skills ()
106{ 91{
107 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
108 94
109 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
110 {
111 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)
112 { 101 {
113 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
114 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
115 {
116 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
117 &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;
118 } 110 }
119 if (tmp->subtype >= NUM_SKILLS)
120 {
121 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
122 }
123 else
124 {
125 op->contr->last_skill_ob[tmp->subtype] = tmp;
126 op->contr->last_skill_exp[tmp->subtype] = -1;
127 }
128 } 111 }
129 } 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);
130} 133}
131 134
132/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
133 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
134 * 137 *
135 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
136 * 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
137 * tool, this code will equip it. 140 * tool, this code will equip it.
138 */ 141 */
139object * 142object *
140find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
141{ 144{
142 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
143 146
144 if (!name)
145 return NULL;
146
147 /* We make sure the length of the string in the object is greater
148 * in length than the passed string. Eg, if we have a skill called
149 * 'hi', we don't want to match if the user passed 'high'
150 */
151 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
152 { 149 {
153 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]))
154 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
155 152 return splay (tmp);
156 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
157 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
158 */ 155 */
159 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)
160 {
161 if (QUERY_FLAG (tmp, FLAG_APPLIED))
162 skill_tool = tmp; 157 skill_tool = tmp;
163 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
164 skill_tool = tmp;
165 } 158 }
166 } 159
167 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
168 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
169 return skill; 161 return 0;
170 162
171 /* 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 -
172 * 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
173 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
174 */ 166 */
175 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
176 { 168
177 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
178 {
179 if (apply_special (who, skill_tool, 0))
180 return NULL;
181 }
182 if (!skill) 169 if (!skill)
183 {
184 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
185 link_player_skills (who); 171
186 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
187 return skill; 174 return 0;
188 } 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
189 return NULL; 191 return 0;
190} 192}
191
192 193
193/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
194 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
195 * 196 *
196 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
197 * 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
198 * tool, this code will equip it. 199 * tool, this code will equip it.
199 * 200 *
202 * this replaces find_skill. 203 * this replaces find_skill.
203 */ 204 */
204object * 205object *
205find_skill_by_number (object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
206{ 207{
207 object *skill = NULL, *skill_tool = NULL, *tmp;
208
209 if (skillno < 1 || skillno >= NUM_SKILLS)
210 return NULL;
211
212 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
213 {
214 if (tmp->type == SKILL && tmp->subtype == skillno) 209 if (tmp->type == SKILL && tmp->subtype == skillno)
215 skill = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
216
217 /* Try to find appropriate skilltool. If the player has one already
218 * applied, we try to keep using that one.
219 */
220 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
221 {
222 if (QUERY_FLAG (tmp, FLAG_APPLIED))
223 skill_tool = tmp;
224 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
225 skill_tool = tmp;
226 }
227 }
228 /* If this is a skill that can be used without a tool, return it */
229 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
230 return skill;
231
232 /* Player has a tool to use the skill. IF not applied, apply it -
233 * if not successful, return null. If they do have the skill tool
234 * but not the skill itself, give it to them.
235 */
236 if (skill_tool)
237 {
238 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
239 {
240 if (apply_special (who, skill_tool, 0))
241 return NULL;
242 }
243
244 if (!skill)
245 {
246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who);
248 }
249
250 return skill; 211 return skop;
251 }
252 212
253 return NULL; 213 return 0;
254} 214}
255 215
256/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
257 * note that this function doesn't always need to get used -
258 * you can now add skill exp to the player without the chosen_skill being
259 * set. This function is of most interest to players to update
260 * the various range information.
261 * if new_skill is null, this just unapplies the skill.
262 * flag has the current meaning:
263 * 0x1: If set, don't update the range pointer. This is useful when we
264 * need to ready a new skill, but don't want to clobber range.
265 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
266 */ 218 */
267 219bool
268int 220object::change_skill (object *new_skill)
269change_skill (object *who, object *new_skill, int flag)
270{ 221{
271 int old_range;
272
273 if (who->type != PLAYER) 222 if (type != PLAYER)
274 return 0; 223 return 0;
275 224
276 old_range = who->contr->shoottype; 225 // optimise this supposedly common case
277 226 if (new_skill == chosen_skill)
278 if (who->chosen_skill && who->chosen_skill == new_skill)
279 {
280 /* optimization for changing skill to current skill */
281 if (who->type == PLAYER && !(flag & 0x1))
282 who->contr->shoottype = range_skill;
283
284 return 1; 227 return 1;
285 }
286 228
287 // move skill to front, so it will be preferred next time
288 new_skill->remove ();
289 who->insert (new_skill);
290
291 if (!new_skill || who->chosen_skill)
292 if (who->chosen_skill) 229 if (chosen_skill)
293 apply_special (who, who->chosen_skill, AP_UNAPPLY); 230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
294 234
295 /* Only goal in this case was to unapply a skill */ 235 chosen_skill = new_skill;
236
296 if (!new_skill) 237 if (chosen_skill)
297 return 0; 238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
298 242
299 if (apply_special (who, new_skill, AP_APPLY)) 243 // always clear current weapon, as the selected skill could
300 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;
301 247
302 if (flag & 0x1) 248 update_stats ();
303 who->contr->shoottype = (rangetype)old_range;
304
305 return 1; 249 return 1;
306}
307
308/* This function just clears the chosen_skill and range_skill values
309 * inthe player.
310 */
311void
312clear_skill (object *who)
313{
314 who->chosen_skill = NULL;
315 CLEAR_FLAG (who, FLAG_READY_SKILL);
316 if (who->type == PLAYER)
317 {
318 who->contr->ranges[range_skill] = NULL;
319 if (who->contr->shoottype == range_skill)
320 who->contr->shoottype = range_none;
321 }
322} 250}
323 251
324/* 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().
325 * 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.
326 * 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
329 * 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
330 * 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
331 * give any exp for their direct use (eg, throwing). 259 * give any exp for their direct use (eg, throwing).
332 * It returns 0 if no skill was used. 260 * It returns 0 if no skill was used.
333 */ 261 */
334
335int 262int
336do_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)
337{ 264{
338 int success = 0, exp = 0; 265 int success = 0, exp = 0;
339 int did_alc = 0;
340 object *tmp, *next;
341 266
342 if (!skill) 267 if (!skill)
343 return 0; 268 return 0;
344 269
345 /* 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
347 * 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
348 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
349 */ 274 */
350 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
351 { 276 {
352 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
353 {
354 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
355 break; 279 {
280 skill = tmp;
281 goto found;
356 } 282 }
357 if (!tmp) 283
358 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
359 skill = tmp; 285found: ;
360 } 286 }
361 287
362 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
363 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)))
364 return 0; 290 return 0;
365 291
366 switch (skill->subtype) 292 switch (skill->subtype)
367 { 293 {
368 case SK_LEVITATION: 294 case SK_LEVITATION:
369 /* Not 100% sure if this will work with new movement code - 295 /* Not 100% sure if this will work with new movement code -
370 * the levitation skill has move_type for flying, so when 296 * the levitation skill has move_type for flying, so when
371 * equipped, that should transfer to player, when not, 297 * equipped, that should transfer to player, when not,
372 * shouldn't. 298 * shouldn't.
373 */ 299 */
374 if (QUERY_FLAG (skill, FLAG_APPLIED)) 300 if (QUERY_FLAG (skill, FLAG_APPLIED))
375 { 301 {
376 CLEAR_FLAG (skill, FLAG_APPLIED); 302 CLEAR_FLAG (skill, FLAG_APPLIED);
377 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
378 } 304 }
379 else 305 else
380 { 306 {
381 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
382 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!");
383 } 309 }
310
384 op->update_stats (); 311 op->update_stats ();
385 success = 1; 312 success = 1;
386 break; 313 break;
387 314
388 case SK_STEALING: 315 case SK_STEALING:
389 exp = success = steal (op, dir, skill); 316 exp = success = steal (op, dir, skill);
390 break; 317 break;
391 318
392 case SK_LOCKPICKING: 319 case SK_LOCKPICKING:
393 exp = success = pick_lock (op, dir, skill); 320 exp = success = pick_lock (op, dir, skill);
394 break; 321 break;
395 322
396 case SK_HIDING: 323 case SK_HIDING:
397 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
398 break; 325 break;
399 326
400 case SK_JUMPING: 327 case SK_JUMPING:
401 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
402 break; 329 break;
403 330
404 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
405 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
406 break; 333 break;
407 334
408 case SK_MEDITATION: 335 case SK_MEDITATION:
409 meditate (op, skill); 336 meditate (op, skill);
410 success = 1; 337 success = 1;
411 break; 338 break;
412 /* note that the following 'attack' skills gain exp through hit_player() */ 339 /* note that the following 'attack' skills gain exp through hit_player() */
413 340
414 case SK_KARATE: 341 case SK_KARATE:
415 (void) attack_hth (op, dir, "karate-chopped", skill); 342 attack_hth (op, dir, "karate-chopped", skill);
416 break; 343 break;
417 344
418 case SK_PUNCHING: 345 case SK_PUNCHING:
419 (void) attack_hth (op, dir, "punched", skill); 346 attack_hth (op, dir, "punched", skill);
420 break; 347 break;
421 348
422 case SK_FLAME_TOUCH: 349 case SK_FLAME_TOUCH:
423 (void) attack_hth (op, dir, "flamed", skill); 350 attack_hth (op, dir, "flamed", skill);
424 break; 351 break;
425 352
426 case SK_SPARK_TOUCH: 353 case SK_SPARK_TOUCH:
427 (void) attack_hth (op, dir, "zapped", skill); 354 attack_hth (op, dir, "zapped", skill);
428 break; 355 break;
429 356
430 case SK_SHIVER: 357 case SK_SHIVER:
431 (void) attack_hth (op, dir, "froze", skill); 358 attack_hth (op, dir, "froze", skill);
432 break; 359 break;
433 360
434 case SK_ACID_SPLASH: 361 case SK_ACID_SPLASH:
435 (void) attack_hth (op, dir, "dissolved", skill); 362 attack_hth (op, dir, "dissolved", skill);
436 break; 363 break;
437 364
438 case SK_POISON_NAIL: 365 case SK_POISON_NAIL:
439 (void) attack_hth (op, dir, "injected poison into", skill); 366 attack_hth (op, dir, "injected poison into", skill);
440 break; 367 break;
441 368
442 case SK_CLAWING: 369 case SK_CLAWING:
443 (void) attack_hth (op, dir, "clawed", skill); 370 attack_hth (op, dir, "clawed", skill);
444 break; 371 break;
445 372
446 case SK_ONE_HANDED_WEAPON: 373 case SK_ONE_HANDED_WEAPON:
447 case SK_TWO_HANDED_WEAPON: 374 case SK_TWO_HANDED_WEAPON:
448 (void) attack_melee_weapon (op, dir, NULL, skill); 375 attack_melee_weapon (op, dir, NULL, skill);
449 break; 376 break;
450 377
451 case SK_FIND_TRAPS: 378 case SK_FIND_TRAPS:
452 exp = success = find_traps (op, skill); 379 exp = success = find_traps (op, skill);
453 break; 380 break;
454 381
455 case SK_SINGING: 382 case SK_SINGING:
456 exp = success = singing (op, dir, skill); 383 exp = success = singing (op, dir, skill);
457 break; 384 break;
458 385
459 case SK_ORATORY: 386 case SK_ORATORY:
460 exp = success = use_oratory (op, dir, skill); 387 exp = success = use_oratory (op, dir, skill);
461 break; 388 break;
462 389
463 case SK_SMITHERY: 390 case SK_SMITHERY:
464 case SK_BOWYER: 391 case SK_BOWYER:
465 case SK_JEWELER: 392 case SK_JEWELER:
466 case SK_ALCHEMY: 393 case SK_ALCHEMY:
467 case SK_THAUMATURGY: 394 case SK_THAUMATURGY:
468 case SK_LITERACY: 395 case SK_LITERACY:
469 case SK_WOODSMAN: 396 case SK_WOODSMAN:
470 /* 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.
471 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
472 */ 399 */
400 {
401 bool found_cauldron = false;
402
473 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)
474 { 404 {
475 next = tmp->above; 405 next = tmp->above;
476 406
477 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
478 { 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
479 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
480 420
481 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
482 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
483
484 did_alc = 1;
485 } 423 }
486 } 424 }
487 425
488 if (did_alc == 0) 426 if (!found_cauldron)
489 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
490 428 }
491 break; 429 break;
492 430
493 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
494 case SK_DET_CURSE: 432 case SK_DET_CURSE:
495 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
496 break; 434 break;
497 435
498 case SK_DISARM_TRAPS: 436 case SK_DISARM_TRAPS:
499 exp = success = remove_trap (op, dir, skill); 437 exp = success = remove_trap (op, dir, skill);
500 break; 438 break;
501 439
502 case SK_THROWING: 440 case SK_THROWING:
503 success = skill_throw (op, part, dir, string, skill); 441 success = skill_throw (op, part, dir, string, skill);
504 break; 442 break;
505 443
506 case SK_SET_TRAP: 444 case SK_SET_TRAP:
507 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.");
508 break; 446 break;
509 447
510 case SK_USE_MAGIC_ITEM: 448 case SK_USE_MAGIC_ITEM:
511 case SK_MISSILE_WEAPON: 449 case SK_MISSILE_WEAPON:
512 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.");
513 break; 451 break;
514 452
515 case SK_PRAYING: 453 case SK_PRAYING:
516 success = pray (op, skill); 454 success = pray (op, skill);
517 break; 455 break;
518 456
519 case SK_BARGAINING: 457 case SK_BARGAINING:
520 success = describe_shop (op); 458 success = describe_shop (op);
521 break; 459 break;
522 460
523 case SK_SORCERY: 461 case SK_SORCERY:
524 case SK_EVOCATION: 462 case SK_EVOCATION:
525 case SK_PYROMANCY: 463 case SK_PYROMANCY:
526 case SK_SUMMONING: 464 case SK_SUMMONING:
527 case SK_CLIMBING: 465 case SK_CLIMBING:
528 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.");
529 break; 467 break;
530 468
531 default: 469 default:
532 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);
533 break; 471 break;
534 } 472 }
535 473
536 /* 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.
537 * 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
538 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
539 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
540 * in the code for the skill itself. 478 * in the code for the skill itself.
541 */ 479 */
542
543 if (op->type == PLAYER) 480 if (op->type == PLAYER)
544 op->speed_left -= 1.0; 481 op->speed_left -= 1.f;
545 482
546 /* 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.
547 * Note that add_exp() will figure out player/monster experience 484 * Note that add_exp() will figure out player/monster experience
548 * gain problems. 485 * gain problems.
549 */ 486 */
577 * op is the object that was 'defeated'. 514 * op is the object that was 'defeated'.
578 * 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
579 * point back to who. 516 * point back to who.
580 * 517 *
581 */ 518 */
582
583int 519int
584calc_skill_exp (object *who, object *op, object *skill) 520calc_skill_exp (object *who, object *op, object *skill)
585{ 521{
586 int op_exp = 0, op_lvl = 0; 522 int op_exp = 0, op_lvl = 0;
587 float base, value, lvl_mult = 0.0; 523 float base, value, lvl_mult = 0.0;
596 * 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
597 * help out exp awards for skill_ident skills. Also, if 533 * help out exp awards for skill_ident skills. Also, if
598 * 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
599 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
600 */ 536 */
601
602 if (!op) 537 if (!op)
603 { /* no item/creature */ 538 { /* no item/creature */
604 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
605 op_exp = 0; 540 op_exp = 0;
606 } 541 }
607 else if (op->type == RUNE || op->type == TRAP) 542 else if (op->type == RUNE || op->type == TRAP)
608 { /* all traps. If stats.Cha > 1 we use that 543 { /* all traps. If stats.Cha > 1 we use that
609 * for the amount of experience */ 544 * for the amount of experience */
613 else 548 else
614 { /* all other items/living creatures */ 549 { /* all other items/living creatures */
615 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
616 op_lvl = op->level; 551 op_lvl = op->level;
617 if (!QUERY_FLAG (op, FLAG_ALIVE)) 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
618 { /* for ident/make items */ 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
619 op_lvl += 5 * abs (op->magic);
620 }
621 } 554 }
622 555
623 if (op_lvl < 1) 556 if (op_lvl < 1)
624 op_lvl = 1; 557 op_lvl = 1;
625 558
633 /* 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
634 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
635 */ 568 */
636 if (skill->type == SKILL) 569 if (skill->type == SKILL)
637 { 570 {
638 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
639 if (settings.simple_exp) 572 if (settings.simple_exp)
640 { 573 {
641 if (skill->arch->clone.level) 574 if (skill->arch->level)
642 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
643 else 576 else
644 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
645 } 578 }
646 else 579 else
647 { 580 {
648 if (skill->level) 581 if (skill->level)
649 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);
650 else 583 else
651 lvl_mult = 1.0; 584 lvl_mult = 1.0;
652 } 585 }
653 } 586 }
654 else 587 else
655 { 588 {
656 /* Don't divide by zero here! */ 589 /* Don't divide by zero here! */
657 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
658 } 591 }
659 } 592 }
660 593
661 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
662 595
676 * This one actually teaches the player the skill as something 609 * This one actually teaches the player the skill as something
677 * they can equip. 610 * they can equip.
678 * Return 0 if the player knows the skill, 1 if the 611 * Return 0 if the player knows the skill, 1 if the
679 * player learns the skill, 2 otherwise. 612 * player learns the skill, 2 otherwise.
680 */ 613 */
681
682int 614int
683learn_skill (object *pl, object *scroll) 615learn_skill (object *pl, object *scroll)
684{ 616{
685 object *tmp;
686
687 if (!scroll->skill) 617 if (!scroll->skill)
688 { 618 {
689 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);
690 return 2; 620 return 2;
691 } 621 }
692 622
693 /* can't use find_skill_by_name because we want skills the player knows 623 object *tmp = find_skill (pl, scroll->skill);
694 * but can't use natively.
695 */
696
697 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
698 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
699 break;
700 624
701 /* player already knows it */ 625 /* player already knows it */
702 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
703 return 0; 627 return 0;
704 628
717 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);
718 return 2; 642 return 2;
719 } 643 }
720 644
721 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
722 link_player_skills (pl); 646
723 return 1; 647 return 1;
724} 648}
725 649
726/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
727
728/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
729static int 652static int
730clipped_percent (sint64 a, sint64 b) 653clipped_percent (sint64 a, sint64 b)
731{ 654{
732 int rv; 655 int rv;
752 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
753 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
754 * 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
755 * simpler. 678 * simpler.
756 */ 679 */
757 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
758void 681void
759show_skills (object *op, const char *search) 682show_skills (object *pl, const char *search)
760{ 683{
761 object *tmp = NULL;
762 char buf[MAX_BUF];
763 const char *cp; 684 const char *cp;
764 int i, num_skills_found = 0; 685 int i, num_skills_found = 0;
765 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
766 687
767 /* 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 */
768 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
769 690
691 object *op = pl->contr->ob;
770 692
771 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
772 { 694 {
773 if (tmp->type == SKILL) 695 if (tmp->type == SKILL)
774 { 696 {
775 if (search && strstr (tmp->name, search) == NULL) 697 if (search && !tmp->name.contains (search))
776 continue; 698 continue;
699
700 char buf[30];
701
777 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
778 sprintf (buf, "%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
779 buf[40] = 0;
780 704
781 if (settings.permanent_exp_ratio) 705 if (settings.permanent_exp_ratio)
782 {
783 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%%)",
784 buf, tmp->level, tmp->stats.exp, 707 buf, tmp->level, tmp->stats.exp,
785 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));
786 }
787 else 709 else
788 {
789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 710 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
790 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));
791 } 712
792 /* 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
793 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
794 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
795 * 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
796 * crash the server numerous times. 717 * crash the server numerous times.
797 */ 718 */
798 if (num_skills_found >= NUM_SKILLS) 719 if (num_skills_found >= NUM_SKILLS)
799 { 720 {
800 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.");
801 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");
802 break; 723 break;
803 } 724 }
804 } 725 }
805 } 726 }
806 727
807 clear_win_info (op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
808 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 729
730 msg << "T<Player skills:>\n\n";
809 if (num_skills_found > 1) 731 if (num_skills_found > 1)
810 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);
811 733
812 for (i = 0; i < num_skills_found; i++) 734 for (i = 0; i < num_skills_found; i++)
813 { 735 msg << " C<" << skills [i] << ">\n";
814 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
815 }
816 736
817 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";
818 738
819 cp = determine_god (op); 739 cp = determine_god (op);
820 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";
821 741
822 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
823 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);
824} 747}
825 748
826/* 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
827 * 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
828 * 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.
829 * This is tricky because skills can have spaces. We basically roll 752 * This is tricky because skills can have spaces. We basically roll
830 * 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.
831 */ 754 */
832
833int 755int
834use_skill (object *op, const char *string) 756use_skill (object *op, const char *string)
835{ 757{
836 object *skop; 758 object *skop;
837 size_t len; 759 size_t len;
838 760
839 if (!string) 761 if (!string)
840 return 0; 762 return 0;
841 763
842 for (skop = op->inv; skop != NULL; skop = skop->below) 764 for (skop = op->inv; skop; skop = skop->below)
843 { 765 {
766 if (skop->type == SKILL
844 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
845 !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))))
846 break; 769 break;
770 else if (skop->type == SKILL_TOOL
847 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))))
848 break; 772 break;
849 } 773 }
774
850 if (!skop) 775 if (!skop)
851 { 776 {
852 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);
853 return 0; 778 return 0;
854 } 779 }
859 * options given to the skill. Its pretty simple - if there 784 * options given to the skill. Its pretty simple - if there
860 * are extra parameters (as deteremined by string length), we 785 * are extra parameters (as deteremined by string length), we
861 * want to skip over any leading spaces. 786 * want to skip over any leading spaces.
862 */ 787 */
863 if (len >= strlen (string)) 788 if (len >= strlen (string))
864 {
865 string = NULL; 789 string = NULL;
866 }
867 else 790 else
868 { 791 {
869 string += len; 792 string += len;
870 while (*string == 0x20) 793 while (*string == 0x20)
871 string++; 794 string++;
795
872 if (strlen (string) == 0) 796 if (strlen (string) == 0)
873 string = NULL; 797 string = NULL;
874 } 798 }
875 799
876#ifdef SKILL_UTIL_DEBUG 800#ifdef SKILL_UTIL_DEBUG
877 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");
878#endif 802#endif
879 803
880 /* Change to the new skill, then execute it. */
881 if (do_skill (op, op, skop, op->facing, string)) 804 if (do_skill (op, op, skop, op->facing, string))
882 return 1; 805 return 1;
883 806
884 return 0; 807 return 0;
885} 808}
886 809
887static bool 810static bool
888hth_skill_p (object *skill) 811hth_skill_p (object *skill)
889{ 812{
890 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
891 if (skill->subtype == unarmed_skills[i])
892 return 1;
893
894 return 0;
895} 814}
896 815
897/* 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.
898 */ 817 */
899static object * 818static object *
913 * tmp is the targetted monster. 832 * tmp is the targetted monster.
914 * op is what is attacking 833 * op is what is attacking
915 * string is passed along to describe what messages to describe 834 * string is passed along to describe what messages to describe
916 * the damage. 835 * the damage.
917 */ 836 */
918
919static int 837static int
920do_skill_attack (object *tmp, object *op, const char *string, object *skill) 838do_skill_attack (object *tmp, object *op, const char *string, object *skill)
921{ 839{
922 int success;
923
924 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)))
925 return RESULT_INT (0); 841 return RESULT_INT (0);
926 842
927 /* 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
928 * 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.
929 * 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,
930 * 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
931 * 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.
932 */ 848 */
933 if (op->type == PLAYER) 849 if (player *pl = op->contr)
934 { 850 {
935 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 851 if (skill)
852 op->change_skill (skill);
853 else
936 { 854 {
937 if (!skill) 855 if (!pl->combat_ob)
938 { 856 {
939 /* See if the players chosen skill is a combat skill, and use 857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
940 * it if appropriate.
941 */
942 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
943 skill = op->chosen_skill;
944 else
945 { 858 {
946 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;
947 862
948 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
949 { 877 {
878 skill = find_player_hth_skill (op);
879
880 if (!skill)
950 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!");
951 return 0; 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
952 } 888 }
953 } 889 }
954 }
955 890
956 /* now try to ready the new skill */
957 if (!change_skill (op, skill, 0))
958 { /* oh oh, trouble! */
959 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
960 return 0;
961 }
962 }
963 else
964 {
965 /* Seen some crashes below where current_weapon is not set,
966 * even though the flag says it is. So if current weapon isn't set,
967 * do some work in trying to find the object to use.
968 */
969 if (!op->current_weapon)
970 {
971 object *tmp;
972
973 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
974 for (tmp = op->inv; tmp; tmp = tmp->below)
975 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
976 break;
977
978 if (!tmp) 891 if (!pl->combat_ob)
979 { 892 {
980 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);
981 op->current_weapon = NULL;
982 return 0; 894 return 0;
983 } 895 }
984 else
985 {
986 op->current_weapon = tmp;
987 }
988 } 896 }
989 897
990 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 898 if (!op->change_weapon (pl->combat_ob))
899 return 0;
991 } 900 }
992 }
993 901
994 /* lose invisiblity/hiding status for running attacks */ 902 /* lose invisiblity/hiding status for running attacks */
995 903 if (pl->tmp_invis)
996 if (op->type == PLAYER && op->contr->tmp_invis) 904 {
997 {
998 op->contr->tmp_invis = 0; 905 pl->tmp_invis = 0;
999 op->invisible = 0; 906 op->invisible = 0;
1000 op->hide = 0; 907 op->flag [FLAG_HIDDEN] = 0;
1001 update_object (op, UP_OBJ_FACE); 908 update_object (op, UP_OBJ_CHANGE);
909 }
1002 } 910 }
1003 911
1004 success = attack_ob (tmp, op); 912 int success = attack_ob (tmp, op);
1005 913
1006 /* print appropriate messages to the player */ 914 /* print appropriate messages to the player */
1007 915
1008 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 916 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1009 { 917 {
1010 if (op->type == PLAYER) 918 if (op->type == PLAYER)
1011 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));
1012 else if (tmp->type == PLAYER) 920 else if (tmp->type == PLAYER)
1013 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);
1014 } 922 }
923
1015 return success; 924 return success;
1016} 925}
1017
1018 926
1019/* 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
1020 * system. In essence, this code handles 928 * system. In essence, this code handles
1021 * 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
1022 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
1023 * 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
1024 * appropriate opponent exists. 932 * appropriate opponent exists.
1025 * 933 *
1026 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
1027 * 935 *
1028 * Initial implementation by -bt thomas@astro.psu.edu 936 * Initial implementation by -bt thomas@astro.psu.edu
1029 */ 937 */
1030
1031int 938int
1032skill_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)
1033{ 940{
1034 sint16 tx, ty; 941 sint16 tx, ty;
1035 maptile *m; 942 maptile *m;
1042 ty = freearr_y[dir]; 949 ty = freearr_y[dir];
1043 950
1044 /* 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.
1045 * Legal opponents are the same as outlined in move_player_attack() 952 * Legal opponents are the same as outlined in move_player_attack()
1046 */ 953 */
1047 954 if (!tmp)
1048 if (tmp == NULL)
1049 { 955 {
1050 m = pl->map; 956 m = pl->map;
1051 tx = pl->x + freearr_x[dir]; 957 tx = pl->x + freearr_x[dir];
1052 ty = pl->y + freearr_y[dir]; 958 ty = pl->y + freearr_y[dir];
1053 959
1063 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)
1064 { 970 {
1065 /* Don't attack party members */ 971 /* Don't attack party members */
1066 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))
1067 return 0; 973 return 0;
974
1068 break; 975 break;
1069 } 976 }
1070 } 977 }
978
1071 if (!tmp) 979 if (!tmp)
1072 { 980 {
1073 if (pl->type == PLAYER) 981 if (pl->type == PLAYER)
1074 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
1075 return 0; 984 return 0;
1076 } 985 }
1077 986
1078 return do_skill_attack (tmp, pl, string, skill); 987 return do_skill_attack (tmp, pl, string, skill);
1079} 988}
1080
1081 989
1082/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 990/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1083 991
1084/* 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
1085 * (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
1086 * function skill_attack() we actually attack. 994 * function skill_attack() we actually attack.
1087 */ 995 */
1088
1089static int 996static int
1090attack_hth (object *pl, int dir, const char *string, object *skill) 997attack_hth (object *pl, int dir, const char *string, object *skill)
1091{ 998{
1092 object *enemy = NULL, *weapon; 999 object *enemy = NULL, *weapon;
1093 1000
1102 if (pl->type == PLAYER) 1009 if (pl->type == PLAYER)
1103 { 1010 {
1104 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.");
1105 esrv_update_item (UPD_FLAGS, pl, weapon); 1012 esrv_update_item (UPD_FLAGS, pl, weapon);
1106 } 1013 }
1014
1107 break; 1015 break;
1108 } 1016 }
1109 } 1017 }
1018
1110 return skill_attack (enemy, pl, dir, string, skill); 1019 return skill_attack (enemy, pl, dir, string, skill);
1111} 1020}
1112
1113 1021
1114/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1022/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1115 * 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.
1116 * 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
1117 * bears mentioning: 1025 * bears mentioning:
1118 * 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
1119 * we may make this routine handle 'special' melee weapons attacks 1027 * we may make this routine handle 'special' melee weapons attacks
1120 * (like disarming manuever with sai) based on player SK_level and 1028 * (like disarming manuever with sai) based on player SK_level and
1121 * weapon type. 1029 * weapon type.
1122 */ 1030 */
1123
1124static int 1031static int
1125attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1032attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1126{ 1033{
1127 1034
1128 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1129 { 1036 {
1130 if (op->type == PLAYER) 1037 if (op->type == PLAYER)
1131 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
1132 return 0; 1040 return 0;
1133 } 1041 }
1042
1134 return skill_attack (NULL, op, dir, string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1135
1136} 1044}
1045

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