ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.79 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skill_util.C,v 1.8 2006/09/07 10:01:58 pippijn Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
27 24
28/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
29 26
30/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
31 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
38 * experience. Calc_skill_exp() handles the gained experience using 35 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 36 * modifications in the skills[] table. - b.t.
40 */ 37 */
41 38
42/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
40
43/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 42
47#include <global.h> 43#include <global.h>
48#include <object.h> 44#include <object.h>
49#ifndef __CEXTRACT__
50#include <sproto.h> 45#include <sproto.h>
51#endif
52#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
53#include <spells.h> 47#include <spells.h>
54 48
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
55
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57
58shstr skill_names[NUM_SKILLS];
59 58
60/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
62 * subtypes. 61 * subtypes.
63 */ 62 */
63void
64void init_skills(void) { 64init_skills (void)
65 int i; 65{
66 archetype *at; 66 for_all_archetypes (at)
67
68 for(at = first_archetype;at!=NULL;at=at->next) {
69 if (at->clone.type == SKILL) { 67 if (at->type == SKILL)
68 {
70 if (skill_names[at->clone.subtype] != NULL) { 69 if (skill_names[at->subtype])
71 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",
72 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
73 } else { 72 else
74 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
75 }
76 } 74 }
77 }
78 75
79 /* 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
80 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
81 */ 78 */
82 for (i=1; i<NUM_SKILLS; i++) { 79 for (int i = 1; i < NUM_SKILLS; i++)
83 if (!skill_names[i]) 80 if (!skill_names[i])
84 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
85 i);
86 }
87} 82}
88
89 83
90/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
91 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
92 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
93 * mostly used for sending exp. 87 * mostly used for sending exp.
94 */ 88 */
95void link_player_skills(object *op) 89void
90player::link_skills ()
96{ 91{
97 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
98 94
99 for (tmp=op->inv; tmp; tmp=tmp->below) { 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
100 if (tmp->type == SKILL) { 96 if (tmp->type == SKILL)
97 {
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
99
100 if (last_skill_ob [tmp->subtype] != tmp)
101 {
101 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
102 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { 103 if (last_skill_ob [tmp->subtype])
103 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &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;
105 } 110 }
106 if (tmp->subtype >= NUM_SKILLS) {
107 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n",
108 tmp->subtype, NUM_SKILLS);
109 } else {
110 op->contr->last_skill_ob[tmp->subtype] = tmp;
111 op->contr->last_skill_exp[tmp->subtype] = -1;
112 }
113 } 111 }
114 } 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);
115} 133}
116 134
117/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
118 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
119 * 137 *
120 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
121 * 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
122 * tool, this code will equip it. 140 * tool, this code will equip it.
123 */ 141 */
124object *find_skill_by_name(object *who, const char *name) 142object *
143find_skill_by_name (object *who, shstr_cmp sh)
125{ 144{
126 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
127 146
128 if (!name) return NULL;
129
130 /* We make sure the length of the string in the object is greater
131 * in length than the passed string. Eg, if we have a skill called
132 * 'hi', we don't want to match if the user passed 'high'
133 */
134 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) { 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
135 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && 148 if (tmp->skill == sh)
136 (size_t) strlen(tmp->skill) >= strlen(name)) skill = tmp; 149 {
137 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
151 /* If this is a skill that can be used without applying tool, return it */
152 return splay (tmp);
138 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
140 */ 155 */
141 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 (size_t) strlen(tmp->skill) >= strlen(name)) {
143 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
144 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
145 skill_tool = tmp; 157 skill_tool = tmp;
146 } 158 }
147 }
148 /* If this is a skill that can be used without a tool, return it */
149 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
150 159
160 if (!skill_tool)
161 return 0;
162
151 /* 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 -
152 * 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
153 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
154 */ 166 */
155 if (skill_tool) { 167 object *skill = find_skill (who, skill_tool->skill);
156 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 168
157 if (apply_special(who, skill_tool, 0)) return NULL;
158 }
159 if (!skill) { 169 if (!skill)
160 skill = give_skill_by_name(who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
161 link_player_skills(who); 171
162 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
174 return 0;
175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (!name)
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))
163 return skill; 189 return skop;
164 }
165 return NULL;
166}
167 190
191 return 0;
192}
168 193
169/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
170 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
171 * 196 *
172 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
173 * 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
174 * tool, this code will equip it. 199 * tool, this code will equip it.
175 * 200 *
176 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
177 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
178 * this replaces find_skill. 203 * this replaces find_skill.
179 */ 204 */
205object *
180object *find_skill_by_number(object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
181{ 207{
182 object *skill=NULL, *skill_tool=NULL, *tmp;
183
184 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
185
186 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
187 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
188
189 /* Try to find appropriate skilltool. If the player has one already
190 * applied, we try to keep using that one.
191 */
192 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { 209 if (tmp->type == SKILL && tmp->subtype == skillno)
193 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
194 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
195 skill_tool = tmp;
196 }
197 }
198 /* If this is a skill that can be used without a tool, return it */
199 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
200
201 /* Player has a tool to use the skill. IF not applied, apply it -
202 * if not successful, return null. If they do have the skill tool
203 * but not the skill itself, give it to them.
204 */
205 if (skill_tool) {
206 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
207 if (apply_special(who, skill_tool, 0)) return NULL;
208 }
209 if (!skill) {
210 skill = give_skill_by_name(who, skill_tool->skill);
211 link_player_skills(who);
212 }
213 return skill; 211 return skop;
214 }
215 return NULL;
216}
217 212
213 return 0;
214}
215
218/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
219 * note that this function doesn't always need to get used -
220 * you can now add skill exp to the player without the chosen_skill being
221 * set. This function is of most interest to players to update
222 * the various range information.
223 * if new_skill is null, this just unapplies the skill.
224 * flag has the current meaning:
225 * 0x1: If set, don't update the range pointer. This is useful when we
226 * need to ready a new skill, but don't want to clobber range.
227 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
228 */ 218 */
229 219bool
230int change_skill (object *who, object *new_skill, int flag) 220object::change_skill (object *new_skill)
231{ 221{
232 int old_range;
233
234 if ( who->type != PLAYER ) 222 if (type != PLAYER)
235 return 0; 223 return 0;
236
237 old_range = who->contr->shoottype;
238 224
239 if (who->chosen_skill && who->chosen_skill == new_skill) 225 // optimise this supposedly common case
240 {
241 /* optimization for changing skill to current skill */
242 if (who->type == PLAYER && !(flag & 0x1))
243 who->contr->shoottype = range_skill;
244 return 1;
245 }
246
247 if (!new_skill || who->chosen_skill) 226 if (new_skill == chosen_skill)
248 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
249
250 /* Only goal in this case was to unapply a skill */
251 if (!new_skill) return 0;
252
253 if (apply_special (who, new_skill, AP_APPLY)) {
254 return 0;
255 }
256 if (flag & 0x1)
257 who->contr->shoottype = (rangetype) old_range;
258
259 return 1; 227 return 1;
260}
261 228
262/* This function just clears the chosen_skill and range_skill values 229 if (chosen_skill)
263 * inthe player.
264 */
265void clear_skill(object *who)
266{
267 who->chosen_skill = NULL;
268 CLEAR_FLAG(who, FLAG_READY_SKILL);
269 if (who->type == PLAYER) {
270 who->contr->ranges[range_skill] = NULL;
271 if (who->contr->shoottype == range_skill)
272 who->contr->shoottype = range_none;
273 } 230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
234
235 chosen_skill = new_skill;
236
237 if (chosen_skill)
238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
242
243 // always clear current weapon, as the selected skill could
244 // conflict with the current weapon skill, which would go
245 // undetected and exp would be given to the wrong skill.
246 current_weapon = 0;
247
248 update_stats ();
249 return 1;
274} 250}
275 251
276/* 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().
277 * 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.
278 * 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
281 * 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
282 * 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
283 * give any exp for their direct use (eg, throwing). 259 * give any exp for their direct use (eg, throwing).
284 * It returns 0 if no skill was used. 260 * It returns 0 if no skill was used.
285 */ 261 */
286 262int
287int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 263do_skill (object *op, object *part, object *skill, int dir, const char *string)
264{
288 int success=0, exp=0; 265 int success = 0, exp = 0;
289 int did_alc = 0;
290 object *tmp, *next;
291 266
292 if (!skill) return 0; 267 if (!skill)
268 return 0;
293 269
294 /* 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
295 * holds the exp, level, etc of the skill. So if this is a player 271 * holds the exp, level, etc of the skill. So if this is a player
296 * 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
297 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
298 */ 274 */
299 if (skill->type != SKILL && op->type == PLAYER) { 275 if (skill->type != SKILL && op->type == PLAYER)
276 {
300 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
301 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
302 } 279 {
303 if (!tmp) tmp=give_skill_by_name(op, skill->skill);
304 skill = tmp; 280 skill = tmp;
305 } 281 goto found;
282 }
306 283
284 skill = give_skill_by_name (op, skill->skill);
285found: ;
286 }
287
307 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
308 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)))
309 return 0; 290 return 0;
310 291
311 switch(skill->subtype) { 292 switch (skill->subtype)
293 {
312 case SK_LEVITATION: 294 case SK_LEVITATION:
313 /* Not 100% sure if this will work with new movement code - 295 /* Not 100% sure if this will work with new movement code -
314 * the levitation skill has move_type for flying, so when 296 * the levitation skill has move_type for flying, so when
315 * equipped, that should transfer to player, when not, 297 * equipped, that should transfer to player, when not,
316 * shouldn't. 298 * shouldn't.
317 */ 299 */
318 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 300 if (QUERY_FLAG (skill, FLAG_APPLIED))
301 {
319 CLEAR_FLAG(skill,FLAG_APPLIED); 302 CLEAR_FLAG (skill, FLAG_APPLIED);
320 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
321 } 304 }
322 else { 305 else
306 {
323 SET_FLAG(skill,FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
324 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!");
325 } 309 }
326 fix_player(op); 310
311 op->update_stats ();
327 success=1; 312 success = 1;
328 break; 313 break;
329 314
330 case SK_STEALING: 315 case SK_STEALING:
331 exp = success = steal(op, dir, skill); 316 exp = success = steal (op, dir, skill);
332 break; 317 break;
333 318
334 case SK_LOCKPICKING: 319 case SK_LOCKPICKING:
335 exp = success = pick_lock(op, dir, skill); 320 exp = success = pick_lock (op, dir, skill);
336 break; 321 break;
337 322
338 case SK_HIDING: 323 case SK_HIDING:
339 exp = success = hide(op, skill); 324 exp = success = hide (op, skill);
340 break; 325 break;
341 326
342 case SK_JUMPING: 327 case SK_JUMPING:
343 success = jump(op, dir, skill); 328 exp = success = jump (op, dir, skill);
344 break; 329 break;
345 330
346 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
347 exp = success = write_on_item(op,string, skill); 332 exp = success = write_on_item (op, string, skill);
348 break; 333 break;
349 334
350 case SK_MEDITATION: 335 case SK_MEDITATION:
351 meditate(op, skill); 336 meditate (op, skill);
352 success=1; 337 success = 1;
353 break; 338 break;
354 /* note that the following 'attack' skills gain exp through hit_player() */ 339 /* note that the following 'attack' skills gain exp through hit_player() */
355 340
356 case SK_KARATE: 341 case SK_KARATE:
357 (void) attack_hth(op,dir,"karate-chopped", skill); 342 attack_hth (op, dir, "karate-chopped", skill);
358 break; 343 break;
359 344
360 case SK_PUNCHING: 345 case SK_PUNCHING:
361 (void) attack_hth(op,dir,"punched", skill); 346 attack_hth (op, dir, "punched", skill);
362 break; 347 break;
363 348
364 case SK_FLAME_TOUCH: 349 case SK_FLAME_TOUCH:
365 (void) attack_hth(op,dir,"flamed", skill); 350 attack_hth (op, dir, "flamed", skill);
366 break; 351 break;
367 352
368 case SK_SPARK_TOUCH: 353 case SK_SPARK_TOUCH:
369 (void) attack_hth(op,dir,"zapped", skill); 354 attack_hth (op, dir, "zapped", skill);
370 break; 355 break;
371 356
372 case SK_SHIVER: 357 case SK_SHIVER:
373 (void) attack_hth(op,dir,"froze", skill); 358 attack_hth (op, dir, "froze", skill);
374 break; 359 break;
375 360
376 case SK_ACID_SPLASH: 361 case SK_ACID_SPLASH:
377 (void) attack_hth(op,dir,"dissolved", skill); 362 attack_hth (op, dir, "dissolved", skill);
378 break; 363 break;
379 364
380 case SK_POISON_NAIL: 365 case SK_POISON_NAIL:
381 (void) attack_hth(op,dir,"injected poison into", skill); 366 attack_hth (op, dir, "injected poison into", skill);
382 break; 367 break;
383 368
384 case SK_CLAWING: 369 case SK_CLAWING:
385 (void) attack_hth(op,dir,"clawed", skill); 370 attack_hth (op, dir, "clawed", skill);
386 break; 371 break;
387 372
388 case SK_ONE_HANDED_WEAPON: 373 case SK_ONE_HANDED_WEAPON:
389 case SK_TWO_HANDED_WEAPON: 374 case SK_TWO_HANDED_WEAPON:
390 (void) attack_melee_weapon(op,dir,NULL, skill); 375 attack_melee_weapon (op, dir, NULL, skill);
391 break; 376 break;
392 377
393 case SK_FIND_TRAPS: 378 case SK_FIND_TRAPS:
394 exp = success = find_traps(op, skill); 379 exp = success = find_traps (op, skill);
395 break; 380 break;
396 381
397 case SK_SINGING: 382 case SK_SINGING:
398 exp = success = singing(op,dir, skill); 383 exp = success = singing (op, dir, skill);
399 break; 384 break;
400 385
401 case SK_ORATORY: 386 case SK_ORATORY:
402 exp = success = use_oratory(op,dir, skill); 387 exp = success = use_oratory (op, dir, skill);
403 break; 388 break;
404 389
405 case SK_SMITHERY: 390 case SK_SMITHERY:
406 case SK_BOWYER: 391 case SK_BOWYER:
407 case SK_JEWELER: 392 case SK_JEWELER:
408 case SK_ALCHEMY: 393 case SK_ALCHEMY:
409 case SK_THAUMATURGY: 394 case SK_THAUMATURGY:
410 case SK_LITERACY: 395 case SK_LITERACY:
411 case SK_WOODSMAN: 396 case SK_WOODSMAN:
412 /* 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.
413 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
399 */
400 {
401 bool found_cauldron = false;
402
403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
414 */ 404 {
415 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) {
416 next=tmp->above; 405 next = tmp->above;
406
417 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
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
418 attempt_do_alchemy(op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
420
419 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
420 esrv_send_inventory(op, tmp); 422 esrv_send_inventory (op, tmp);
421 did_alc=1;
422 } 423 }
423 } 424 }
424 if (did_alc == 0)
425 exp = success = skill_ident(op,skill);
426 break;
427 425
428 case SK_DET_MAGIC: 426 if (!found_cauldron)
429 case SK_DET_CURSE:
430 exp = success = skill_ident(op,skill); 427 exp = success = skill_ident (op, skill);
428 }
431 break; 429 break;
432 430
431 case SK_DET_MAGIC:
432 case SK_DET_CURSE:
433 exp = success = skill_ident (op, skill);
434 break;
435
433 case SK_DISARM_TRAPS: 436 case SK_DISARM_TRAPS:
434 exp = success = remove_trap(op,dir, skill); 437 exp = success = remove_trap (op, dir, skill);
435 break; 438 break;
436 439
437 case SK_THROWING: 440 case SK_THROWING:
438 success = skill_throw(op,part,dir,string, skill); 441 success = skill_throw (op, part, dir, string, skill);
439 break; 442 break;
440 443
441 case SK_SET_TRAP: 444 case SK_SET_TRAP:
442 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.");
443 break; 446 break;
444 447
445 case SK_USE_MAGIC_ITEM: 448 case SK_USE_MAGIC_ITEM:
446 case SK_MISSILE_WEAPON: 449 case SK_MISSILE_WEAPON:
447 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.");
448 break; 451 break;
449 452
450 case SK_PRAYING: 453 case SK_PRAYING:
451 success = pray(op, skill); 454 success = pray (op, skill);
452 break; 455 break;
453 456
454 case SK_BARGAINING: 457 case SK_BARGAINING:
455 success = describe_shop(op); 458 success = describe_shop (op);
456 break; 459 break;
457 460
458 case SK_SORCERY: 461 case SK_SORCERY:
459 case SK_EVOCATION: 462 case SK_EVOCATION:
460 case SK_PYROMANCY: 463 case SK_PYROMANCY:
461 case SK_SUMMONING: 464 case SK_SUMMONING:
462 case SK_CLIMBING: 465 case SK_CLIMBING:
463 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.");
464 break; 467 break;
465 468
466 default: 469 default:
467 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 470 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
468 ,query_name(op), op->chosen_skill->stats.sp);
469 break; 471 break;
470 } 472 }
471 473
472 /* 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.
473 * 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
474 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
475 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
476 * in the code for the skill itself. 478 * in the code for the skill itself.
477 */ 479 */
478 480 if (op->type == PLAYER)
479 if(op->type==PLAYER) op->speed_left -= 1.0; 481 op->speed_left -= 1.f;
480 482
481 /* 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.
482 * Note that add_exp() will figure out player/monster experience 484 * Note that add_exp() will figure out player/monster experience
483 * gain problems. 485 * gain problems.
484 */ 486 */
485 487
488 if (success && exp)
486 if(success && exp) change_exp(op,exp, skill->skill, 0); 489 change_exp (op, exp, skill->skill, 0);
487 490
488 return success; 491 return success;
489} 492}
490 493
491/* calc_skill_exp() - calculates amount of experience can be gained for 494/* calc_skill_exp() - calculates amount of experience can be gained for
492 * successfull use of a skill. Returns value of experience gain. 495 * successfull use of a skill. Returns value of experience gain.
493 * Here we take the view that a player must 'overcome an opponent' 496 * Here we take the view that a player must 'overcome an opponent'
511 * op is the object that was 'defeated'. 514 * op is the object that was 'defeated'.
512 * 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
513 * point back to who. 516 * point back to who.
514 * 517 *
515 */ 518 */
516 519int
517int calc_skill_exp(object *who, object *op, object *skill) { 520calc_skill_exp (object *who, object *op, object *skill)
521{
518 int op_exp=0,op_lvl= 0; 522 int op_exp = 0, op_lvl = 0;
519 float base,value,lvl_mult=0.0; 523 float base, value, lvl_mult = 0.0;
520 524
521 if (!skill) skill = who; 525 if (!skill)
526 skill = who;
522 527
523 /* Oct 95 - where we have an object, I expanded our treatment 528 /* Oct 95 - where we have an object, I expanded our treatment
524 * to 3 cases: 529 * to 3 cases:
525 * non-living magic obj, runes and everything else. 530 * non-living magic obj, runes and everything else.
526 * 531 *
527 * 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
528 * help out exp awards for skill_ident skills. Also, if 533 * help out exp awards for skill_ident skills. Also, if
529 * 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
530 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
531 */ 536 */
532 537 if (!op)
533 if(!op) { /* no item/creature */ 538 { /* no item/creature */
534 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
535 op_exp = 0; 540 op_exp = 0;
536 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 541 }
542 else if (op->type == RUNE || op->type == TRAP)
543 { /* all traps. If stats.Cha > 1 we use that
537 * for the amount of experience */ 544 * for the amount of experience */
538 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 545 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
539 op_lvl = op->level; 546 op_lvl = op->level;
540 } else { /* all other items/living creatures */ 547 }
548 else
549 { /* all other items/living creatures */
541 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
542 op_lvl = op->level; 551 op_lvl = op->level;
543 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
544 op_lvl += 5 * abs(op->magic); 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
545 }
546 } 554 }
547 555
548 if(op_lvl<1) op_lvl = 1; 556 if (op_lvl < 1)
557 op_lvl = 1;
549 558
550 if(who->type!=PLAYER) { /* for monsters only */ 559 if (who->type != PLAYER)
560 { /* for monsters only */
551 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 561 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
562 }
563 else
552 } else { /* for players */ 564 { /* for players */
553 base = op_exp; 565 base = op_exp;
554 /* 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
555 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
556 */ 568 */
557 if (skill->type == SKILL) { 569 if (skill->type == SKILL)
570 {
558 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
559 if (settings.simple_exp) { 572 if (settings.simple_exp)
573 {
560 if (skill->arch->clone.level) 574 if (skill->arch->level)
561 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
562 else 576 else
563 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
564 } 578 }
565 else { 579 else
580 {
566 if (skill->level) 581 if (skill->level)
567 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);
568 else 583 else
569 lvl_mult = 1.0; 584 lvl_mult = 1.0;
570 } 585 }
571 } else {
572 /* Don't divide by zero here! */
573 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1);
574 } 586 }
587 else
588 {
589 /* Don't divide by zero here! */
590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
591 }
575 } 592 }
576 593
577 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
578 595
579 value = base * lvl_mult; 596 value = base * lvl_mult;
597 if (value < 1)
580 if (value < 1) value=1; /* Always give at least 1 exp point */ 598 value = 1; /* Always give at least 1 exp point */
581 599
582#ifdef SKILL_UTIL_DEBUG 600#ifdef SKILL_UTIL_DEBUG
583 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 601 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
584 who->name,skill->level,op->name,op_lvl);
585#endif 602#endif
586 return ( (int) value); 603 return ((int) value);
587} 604}
588 605
589/* Learn skill. This inserts the requested skill in the player's 606/* Learn skill. This inserts the requested skill in the player's
590 * inventory. The skill field of the scroll should have the 607 * inventory. The skill field of the scroll should have the
591 * exact name of the requested skill. 608 * exact name of the requested skill.
592 * This one actually teaches the player the skill as something 609 * This one actually teaches the player the skill as something
593 * they can equip. 610 * they can equip.
594 * Return 0 if the player knows the skill, 1 if the 611 * Return 0 if the player knows the skill, 1 if the
595 * player learns the skill, 2 otherwise. 612 * player learns the skill, 2 otherwise.
596 */ 613 */
597
598int 614int
599learn_skill (object *pl, object *scroll) { 615learn_skill (object *pl, object *scroll)
600 object *tmp; 616{
601
602 if (!scroll->skill) { 617 if (!scroll->skill)
618 {
603 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);
604 return 2; 620 return 2;
605 } 621 }
606 622
607 /* can't use find_skill_by_name because we want skills the player knows 623 object *tmp = find_skill (pl, scroll->skill);
608 * but can't use natively.
609 */
610 624
611 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
612 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
613
614 /* player already knows it */ 625 /* player already knows it */
615 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
627 return 0;
616 628
617
618
619 /* now a random change to learn, based on player Int. 629 /* now a random change to learn, based on player Int.
620 * give bonus based on level - otherwise stupid characters 630 * give bonus based on level - otherwise stupid characters
621 * might never be able to learn anything. 631 * might never be able to learn anything.
622 */ 632 */
623 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 633 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
624 return 2; /* failure :< */ 634 return 2; /* failure :< */
625 635
626 if (!tmp) 636 if (!tmp)
627 tmp = give_skill_by_name(pl, scroll->skill); 637 tmp = give_skill_by_name (pl, scroll->skill);
628 638
629 if (!tmp) { 639 if (!tmp)
640 {
630 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);
631 return 2; 642 return 2;
632 } 643 }
633 644
634 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
635 link_player_skills(pl); 646
636 return 1; 647 return 1;
637} 648}
638 649
639/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
640/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
652static int
641static int clipped_percent(sint64 a, sint64 b) 653clipped_percent (sint64 a, sint64 b)
642{ 654{
643 int rv; 655 int rv;
644 656
645 if (b <= 0) 657 if (b <= 0)
646 return 0; 658 return 0;
647 659
648 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 660 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
649 661
650 if (rv < 0) 662 if (rv < 0)
651 return 0; 663 return 0;
652 else if (rv > 100) 664 else if (rv > 100)
653 return 100; 665 return 100;
654 666
655 return rv; 667 return rv;
656} 668}
657 669
658/* show_skills() - Meant to allow players to examine 670/* show_skills() - Meant to allow players to examine
659 * their current skill list. 671 * their current skill list.
663 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
664 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
665 * 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
666 * simpler. 678 * simpler.
667 */ 679 */
668 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
681void
669void show_skills(object *op, const char* search) { 682show_skills (object *pl, const char *search)
670 object *tmp=NULL; 683{
671 char buf[MAX_BUF];
672 const char *cp; 684 const char *cp;
673 int i,num_skills_found=0; 685 int i, num_skills_found = 0;
674 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
687
675 /* 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 */
676 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
677 690
691 object *op = pl->contr->ob;
678 692
679 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
694 {
680 if (tmp->type == SKILL) { 695 if (tmp->type == SKILL)
681 if ( search && strstr(tmp->name,search)==NULL ) continue; 696 {
697 if (search && !tmp->name.contains (search))
698 continue;
699
700 char buf[30];
701
682 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
683 sprintf(buf,"%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 704
686 if (settings.permanent_exp_ratio) { 705 if (settings.permanent_exp_ratio)
687 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", 706 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
688 buf,tmp->level, 707 buf, tmp->level, tmp->stats.exp,
689 (long long)tmp->stats.exp,
690 (long long)level_exp(tmp->level+1, op->expmul),
691 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 708 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
692 } else { 709 else
693 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 710 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
694 buf,tmp->level, 711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
695 (long long)tmp->stats.exp, 712
696 (long long)level_exp(tmp->level+1, op->expmul));
697 }
698 /* 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
699 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
700 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
701 * 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
702 * crash the server numerous times. 717 * crash the server numerous times.
703 */ 718 */
704 if (num_skills_found >= NUM_SKILLS) { 719 if (num_skills_found >= NUM_SKILLS)
720 {
705 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.");
706 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");
707 break; 723 break;
708 } 724 }
709 } 725 }
710 } 726 }
711 727
712 clear_win_info(op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
713 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
714 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
715 729
730 msg << "T<Player skills:>\n\n";
731 if (num_skills_found > 1)
732 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
733
716 for (i=0; i<num_skills_found; i++) { 734 for (i = 0; i < num_skills_found; i++)
717 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 735 msg << " C<" << skills [i] << ">\n";
718 }
719 736
720 new_draw_info_format(NDI_UNIQUE, 0, op, 737 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
721 "You can handle %d weapon improvements.",op->level/5+5);
722 738
723 cp = determine_god(op); 739 cp = determine_god (op);
724 new_draw_info_format(NDI_UNIQUE, 0, op, 740 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
725 "You worship %s.", cp?cp:"no god at current time");
726 741
727 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
728 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);
729} 747}
730 748
731/* 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
732 * 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
733 * 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.
734 * This is tricky because skills can have spaces. We basically roll 752 * This is tricky because skills can have spaces. We basically roll
735 * 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.
736 */ 754 */
737 755int
738int use_skill(object *op, const char *string) { 756use_skill (object *op, const char *string)
757{
739 object *skop; 758 object *skop;
740 size_t len; 759 size_t len;
741 760
742 if (!string) return 0; 761 if (!string)
762 return 0;
743 763
744 for (skop = op->inv; skop != NULL; skop=skop->below) { 764 for (skop = op->inv; skop; skop = skop->below)
765 {
766 if (skop->type == SKILL
745 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
746 !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))))
747 break; 769 break;
748 else if (skop->type == SKILL_TOOL && 770 else if (skop->type == SKILL_TOOL
749 !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))))
750 break; 772 break;
751 } 773 }
774
752 if (!skop) { 775 if (!skop)
753 new_draw_info_format(NDI_UNIQUE, 0, op, 776 {
754 "Unable to find skill %s", string); 777 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
755 return 0; 778 return 0;
756 } 779 }
757 780
758 len=strlen(skop->skill); 781 len = strlen (skop->skill);
759 782
760 /* All this logic goes and skips over the skill name to find any 783 /* All this logic goes and skips over the skill name to find any
761 * options given to the skill. Its pretty simple - if there 784 * options given to the skill. Its pretty simple - if there
762 * are extra parameters (as deteremined by string length), we 785 * are extra parameters (as deteremined by string length), we
763 * want to skip over any leading spaces. 786 * want to skip over any leading spaces.
764 */ 787 */
765 if(len>=strlen(string)) { 788 if (len >= strlen (string))
766 string=NULL; 789 string = NULL;
767 } else { 790 else
791 {
768 string += len; 792 string += len;
769 while(*string==0x20) string++; 793 while (*string == 0x20)
770 if(strlen(string)==0) string = NULL; 794 string++;
771 } 795
796 if (strlen (string) == 0)
797 string = NULL;
772 798 }
799
773#ifdef SKILL_UTIL_DEBUG 800#ifdef SKILL_UTIL_DEBUG
774 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");
775#endif 802#endif
776 803
777 /* Change to the new skill, then execute it. */
778 if(do_skill(op,op,skop, op->facing,string)) return 1; 804 if (do_skill (op, op, skop, op->facing, string))
779
780 return 0; 805 return 1;
781}
782 806
807 return 0;
808}
783 809
810static bool
811hth_skill_p (object *skill)
812{
813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
814}
784 815
785/* This finds the best unarmed skill the player has, and returns 816/* This finds the first unarmed skill the player has, and returns it.
786 * it. Best can vary a little - we consider clawing to always
787 * be the best for dragons.
788 * This could be more intelligent, eg, look at the skill level
789 * of the skill and go from there (eg, a level 40 puncher is
790 * is probably better than level 1 karate). OTOH, if you
791 * don't bother to set up your skill properly, that is the players
792 * problem (although, it might be nice to have a preferred skill
793 * field the player can set.
794 * Unlike the old code, we don't give out any skills - it is
795 * possible you just don't have any ability to get into unarmed
796 * combat. If everyone race/class should have one, this should
797 * be handled in the starting treasurelists, not in the code.
798 */ 817 */
818static object *
799static object *find_best_player_hth_skill(object *op) 819find_player_hth_skill (object *op)
800{ 820{
801 object *tmp, *best_skill=NULL;
802 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
803
804 for (tmp=op->inv; tmp; tmp=tmp->below) { 821 for (object *tmp = op->inv; tmp; tmp = tmp->below)
805 if (tmp->type == SKILL) { 822 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
806 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 823 return tmp;
807 824
808 /* The order in the array is preferred order. So basically, 825 return 0;
809 * we just cut down the number to search - eg, if we find a skill
810 * early on in flame touch, then we only need to look into the unarmed_array
811 * to the entry before flame touch - don't care about the entries afterward,
812 * because they are infrerior skills.
813 * if we end up finding the best skill (i==0) might as well return
814 * right away - can't get any better than that.
815 */
816 for (i=0; i<last_skill; i++) {
817 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
818 best_skill = tmp;
819 last_skill = i;
820 if (i==0) return best_skill;
821 }
822 }
823 }
824 }
825 return best_skill;
826} 826}
827 827
828/* do_skill_attack() - We have got an appropriate opponent from either 828/* do_skill_attack() - We have got an appropriate opponent from either
829 * move_player_attack() or skill_attack(). In this part we get on with 829 * move_player_attack() or skill_attack(). In this part we get on with
830 * attacking, take care of messages from the attack and changes in invisible. 830 * attacking, take care of messages from the attack and changes in invisible.
832 * tmp is the targetted monster. 832 * tmp is the targetted monster.
833 * op is what is attacking 833 * op is what is attacking
834 * string is passed along to describe what messages to describe 834 * string is passed along to describe what messages to describe
835 * the damage. 835 * the damage.
836 */ 836 */
837 837static int
838static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 838do_skill_attack (object *tmp, object *op, const char *string, object *skill)
839 int success; 839{
840
841 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)))
842 return RESULT_INT (0); 841 return RESULT_INT (0);
843 842
844 /* 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
845 * 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.
846 * 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,
847 * 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
848 * 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.
849 */ 848 */
850 if(op->type==PLAYER) { 849 if (player *pl = op->contr)
850 {
851 if (skill)
852 op->change_skill (skill);
853 else
854 {
855 if (!pl->combat_ob)
856 {
851 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
852 size_t i;
853
854 if (!skill) {
855 /* See if the players chosen skill is a combat skill, and use
856 * it if appropriate.
857 */ 858 {
858 if (op->chosen_skill) { 859 for (tmp = op->inv; tmp; tmp = tmp->below)
859 for (i=0; i<sizeof(unarmed_skills); i++) 860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
860 if (op->chosen_skill->subtype == unarmed_skills[i]) {
861 skill = op->chosen_skill;
862 break; 861 break;
863 } 862
863 if (!tmp)
864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
865
866 pl->combat_ob = tmp;
864 } 867 }
865 /* If we didn't find a skill above, look harder for a good skill */ 868
866 if (!skill) { 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
877 {
867 skill = find_best_player_hth_skill(op); 878 skill = find_player_hth_skill (op);
868 879
869 if (!skill) { 880 if (!skill)
870 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!");
871 return 0; 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
872 } 888 }
873 } 889 }
890
891 if (!pl->combat_ob)
874 } 892 {
875 if (skill != op->chosen_skill) { 893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
876 /* now try to ready the new skill */
877 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
878 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
879 return 0; 894 return 0;
880 } 895 }
881 } 896 }
882 } else {
883 /* Seen some crashes below where current_weapon is not set,
884 * even though the flag says it is. So if current weapon isn't set,
885 * do some work in trying to find the object to use.
886 */
887 if (!op->current_weapon) {
888 object *tmp;
889 897
890 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 898 if (!op->change_weapon (pl->combat_ob))
891 &op->name);
892 for (tmp=op->inv; tmp; tmp=tmp->below)
893 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
894
895 if (!tmp) {
896 LOG(llevError,"Could not find applied weapon on %s\n",
897 &op->name);
898 op->current_weapon=NULL;
899 return 0; 899 return 0;
900 } else {
901 op->current_weapon = tmp;
902 }
903 }
904
905 /* Has ready weapon - make sure chosen_skill is set up properly */
906 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
907 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
908 }
909 } 900 }
910 }
911 901
912 /* lose invisiblity/hiding status for running attacks */ 902 /* lose invisiblity/hiding status for running attacks */
913 903 if (pl->tmp_invis)
914 if(op->type==PLAYER && op->contr->tmp_invis) { 904 {
915 op->contr->tmp_invis=0; 905 pl->tmp_invis = 0;
916 op->invisible=0; 906 op->invisible = 0;
917 op->hide=0; 907 op->flag [FLAG_HIDDEN] = 0;
918 update_object(op,UP_OBJ_FACE); 908 update_object (op, UP_OBJ_CHANGE);
909 }
919 } 910 }
920 911
921 success = attack_ob(tmp,op); 912 int success = attack_ob (tmp, op);
922 913
923 /* print appropriate messages to the player */ 914 /* print appropriate messages to the player */
924 915
925 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 916 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
917 {
926 if(op->type==PLAYER) 918 if (op->type == PLAYER)
927 new_draw_info_format(NDI_UNIQUE, 0,op, 919 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
928 "You %s %s!",string,query_name(tmp));
929 else if(tmp->type==PLAYER) 920 else if (tmp->type == PLAYER)
930 new_draw_info_format(NDI_UNIQUE, 0,tmp, 921 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
931 "%s %s you!",query_name(op),string);
932 } 922 }
923
933 return success; 924 return success;
934} 925}
935
936 926
937/* 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
938 * system. In essence, this code handles 928 * system. In essence, this code handles
939 * 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
940 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
941 * 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
942 * appropriate opponent exists. 932 * appropriate opponent exists.
943 * 933 *
944 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
945 * 935 *
946 * Initial implementation by -bt thomas@astro.psu.edu 936 * Initial implementation by -bt thomas@astro.psu.edu
947 */ 937 */
948 938int
949int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 939skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
940{
950 sint16 tx,ty; 941 sint16 tx, ty;
951 mapstruct *m; 942 maptile *m;
952 int mflags; 943 int mflags;
953 944
945 if (!dir)
954 if(!dir) dir=pl->facing; 946 dir = pl->facing;
947
955 tx=freearr_x[dir]; 948 tx = freearr_x[dir];
956 ty=freearr_y[dir]; 949 ty = freearr_y[dir];
957 950
958 /* 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.
959 * Legal opponents are the same as outlined in move_player_attack() 952 * Legal opponents are the same as outlined in move_player_attack()
960 */ 953 */
961 954 if (!tmp)
962 if(tmp==NULL) { 955 {
963 m = pl->map; 956 m = pl->map;
964 tx = pl->x + freearr_x[dir]; 957 tx = pl->x + freearr_x[dir];
965 ty = pl->y + freearr_y[dir]; 958 ty = pl->y + freearr_y[dir];
966 959
967 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 960 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
968 if (mflags & P_OUT_OF_MAP) return 0; 961 if (mflags & P_OUT_OF_MAP)
969
970 /* space must be blocked for there to be anything interesting to do */
971 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0;
972
973 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
974 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
975 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
976 || tmp->type==LOCKED_DOOR ) {
977 /* Don't attack party members */
978 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
979 && pl->contr->party==tmp->contr->party))
980 return 0;
981 break;
982 }
983 }
984 if (!tmp) {
985 if(pl->type==PLAYER)
986 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
987 return 0; 962 return 0;
963
964 /* space must be blocked for there to be anything interesting to do */
965 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
966 return 0;
967
968 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
969 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
970 {
971 /* Don't attack party members */
972 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
973 return 0;
974
975 break;
976 }
977 }
978
979 if (!tmp)
988 } 980 {
981 if (pl->type == PLAYER)
982 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
989 983
984 return 0;
985 }
986
990 return do_skill_attack(tmp,pl,string, skill); 987 return do_skill_attack (tmp, pl, string, skill);
991} 988}
992
993 989
994/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 990/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
991
995/* 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
996 * (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
997 * function skill_attack() we actually attack. 994 * function skill_attack() we actually attack.
998 */ 995 */
999 996static int
1000static int attack_hth(object *pl, int dir, const char *string, object *skill) { 997attack_hth (object *pl, int dir, const char *string, object *skill)
998{
1001 object *enemy=NULL,*weapon; 999 object *enemy = NULL, *weapon;
1002 1000
1003 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1001 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1004 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1002 for (weapon = pl->inv; weapon; weapon = weapon->below)
1003 {
1005 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1004 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1005 {
1006 CLEAR_FLAG(weapon,FLAG_APPLIED); 1006 CLEAR_FLAG (weapon, FLAG_APPLIED);
1007 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1007 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1008 fix_player(pl); 1008 pl->update_stats ();
1009 if(pl->type==PLAYER) { 1009 if (pl->type == PLAYER)
1010 {
1010 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.");
1011 esrv_update_item(UPD_FLAGS, pl, weapon); 1012 esrv_update_item (UPD_FLAGS, pl, weapon);
1012 } 1013 }
1014
1013 break; 1015 break;
1014 } 1016 }
1015 } 1017 }
1018
1016 return skill_attack(enemy,pl,dir,string, skill); 1019 return skill_attack (enemy, pl, dir, string, skill);
1017} 1020}
1018
1019 1021
1020/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1022/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1021 * 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.
1022 * 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
1023 * bears mentioning: 1025 * bears mentioning:
1024 * 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
1025 * we may make this routine handle 'special' melee weapons attacks 1027 * we may make this routine handle 'special' melee weapons attacks
1026 * (like disarming manuever with sai) based on player SK_level and 1028 * (like disarming manuever with sai) based on player SK_level and
1027 * weapon type. 1029 * weapon type.
1028 */ 1030 */
1029 1031static int
1030static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1032attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1033{
1031 1034
1032 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1035 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1036 {
1033 if(op->type==PLAYER) 1037 if (op->type == PLAYER)
1034 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
1035 return 0; 1040 return 0;
1036 } 1041 }
1042
1037 return skill_attack(NULL,op,dir,string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1038
1039} 1044}
1045

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines