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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_skill_util_c = 3 * static char *rcsid_skill_util_c =
3 * "$Id: skill_util.C,v 1.8 2006/09/07 10:01:58 pippijn Exp $"; 4 * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
38 * experience. Calc_skill_exp() handles the gained experience using 40 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 41 * modifications in the skills[] table. - b.t.
40 */ 42 */
41 43
42/* define the following for skills utility debuging */ 44/* define the following for skills utility debuging */
45
43/* #define SKILL_UTIL_DEBUG */ 46/* #define SKILL_UTIL_DEBUG */
44 47
45#define WANT_UNARMED_SKILLS 48#define WANT_UNARMED_SKILLS
46 49
47#include <global.h> 50#include <global.h>
48#include <object.h> 51#include <object.h>
49#ifndef __CEXTRACT__ 52#ifndef __CEXTRACT__
50#include <sproto.h> 53# include <sproto.h>
51#endif 54#endif
52#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ 55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
53#include <spells.h> 56#include <spells.h>
54 57
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 58static 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); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 60
58shstr skill_names[NUM_SKILLS]; 61shstr skill_names[NUM_SKILLS];
59 62
60/* init_skills basically just sets up the skill_names table 63/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 64 * above. The index into the array is set up by the
62 * subtypes. 65 * subtypes.
63 */ 66 */
67void
64void init_skills(void) { 68init_skills (void)
69{
65 int i; 70 int i;
66 archetype *at; 71 archetype *at;
67 72
68 for(at = first_archetype;at!=NULL;at=at->next) { 73 for (at = first_archetype; at != NULL; at = at->next)
74 {
69 if (at->clone.type == SKILL) { 75 if (at->clone.type == SKILL)
76 {
70 if (skill_names[at->clone.subtype] != NULL) { 77 if (skill_names[at->clone.subtype] != NULL)
78 {
71 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 79 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); 80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
81 }
73 } else { 82 else
83 {
74 skill_names[at->clone.subtype] = at->clone.skill; 84 skill_names[at->clone.subtype] = at->clone.skill;
75 }
76 } 85 }
86 }
77 } 87 }
78 88
79 /* This isn't really an error if there is no skill subtype set, but 89 /* This isn't really an error if there is no skill subtype set, but
80 * checking for this may catch some user errors. 90 * checking for this may catch some user errors.
81 */ 91 */
82 for (i=1; i<NUM_SKILLS; i++) { 92 for (i = 1; i < NUM_SKILLS; i++)
93 {
83 if (!skill_names[i]) 94 if (!skill_names[i])
84 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
85 i);
86 } 96 }
87} 97}
88 98
89 99
90/* This function goes through the player inventory and sets 100/* This function goes through the player inventory and sets
91 * up the last_skills[] array in the player object. 101 * up the last_skills[] array in the player object.
92 * the last_skills[] is used to more quickly lookup skills - 102 * the last_skills[] is used to more quickly lookup skills -
93 * mostly used for sending exp. 103 * mostly used for sending exp.
94 */ 104 */
105void
95void link_player_skills(object *op) 106link_player_skills (object *op)
96{ 107{
97 object *tmp; 108 object *tmp;
98 109
99 for (tmp=op->inv; tmp; tmp=tmp->below) { 110 for (tmp = op->inv; tmp; tmp = tmp->below)
111 {
100 if (tmp->type == SKILL) { 112 if (tmp->type == SKILL)
113 {
101 /* This is really a warning, hence no else below */ 114 /* 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) { 115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
116 {
103 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
105 } 119 }
106 if (tmp->subtype >= NUM_SKILLS) { 120 if (tmp->subtype >= NUM_SKILLS)
121 {
107 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
108 tmp->subtype, NUM_SKILLS); 123 }
109 } else { 124 else
125 {
110 op->contr->last_skill_ob[tmp->subtype] = tmp; 126 op->contr->last_skill_ob[tmp->subtype] = tmp;
111 op->contr->last_skill_exp[tmp->subtype] = -1; 127 op->contr->last_skill_exp[tmp->subtype] = -1;
112 } 128 }
113 } 129 }
114 } 130 }
115} 131}
116 132
119 * 135 *
120 * It is presumed that the player will be needing to actually 136 * 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 137 * use the skill, so thus if use of the skill requires a skill
122 * tool, this code will equip it. 138 * tool, this code will equip it.
123 */ 139 */
140object *
124object *find_skill_by_name(object *who, const char *name) 141find_skill_by_name (object *who, const char *name)
125{ 142{
126 object *skill = NULL, *skill_tool = NULL, *tmp; 143 object *skill = NULL, *skill_tool = NULL, *tmp;
127 144
128 if (!name) return NULL; 145 if (!name)
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) {
135 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) &&
136 (size_t) strlen(tmp->skill) >= strlen(name)) skill = tmp;
137
138 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one.
140 */
141 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) &&
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;
146 }
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
151 /* 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
153 * but not the skill itself, give it to them.
154 */
155 if (skill_tool) {
156 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
157 if (apply_special(who, skill_tool, 0)) return NULL;
158 }
159 if (!skill) {
160 skill = give_skill_by_name(who, skill_tool->skill);
161 link_player_skills(who);
162 }
163 return skill;
164 }
165 return NULL; 146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
153 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
155 skill = tmp;
156
157 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one.
159 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 }
167 }
168 /* If this is a skill that can be used without a tool, return it */
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill;
171
172 /* Player has a tool to use the skill. IF not applied, apply it -
173 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them.
175 */
176 if (skill_tool)
177 {
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who);
187 }
188 return skill;
189 }
190 return NULL;
166} 191}
167 192
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 accumlates exp, has the level, etc).
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; 208 object *skill = NULL, *skill_tool = NULL, *tmp;
183 209
184 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; 210 if (skillno < 1 || skillno >= NUM_SKILLS)
185
186 for (tmp=who->inv; tmp!=NULL; 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) {
193 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
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;
214 }
215 return NULL; 211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp;
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244 if (!skill)
245 {
246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who);
248 }
249 return skill;
250 }
251 return NULL;
216} 252}
217 253
218/* This changes the objects skill to new_skill. 254/* This changes the objects skill to new_skill.
219 * note that this function doesn't always need to get used - 255 * 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 256 * you can now add skill exp to the player without the chosen_skill being
225 * 0x1: If set, don't update the range pointer. This is useful when we 261 * 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. 262 * need to ready a new skill, but don't want to clobber range.
227 * return 1 on success, 0 on error 263 * return 1 on success, 0 on error
228 */ 264 */
229 265
266int
230int change_skill (object *who, object *new_skill, int flag) 267change_skill (object *who, object *new_skill, int flag)
231{ 268{
232 int old_range; 269 int old_range;
233 270
234 if ( who->type != PLAYER ) 271 if (who->type != PLAYER)
235 return 0; 272 return 0;
236 273
237 old_range = who->contr->shoottype; 274 old_range = who->contr->shoottype;
238 275
239 if (who->chosen_skill && who->chosen_skill == new_skill) 276 if (who->chosen_skill && who->chosen_skill == new_skill)
240 { 277 {
241 /* optimization for changing skill to current skill */ 278 /* optimization for changing skill to current skill */
242 if (who->type == PLAYER && !(flag & 0x1)) 279 if (who->type == PLAYER && !(flag & 0x1))
243 who->contr->shoottype = range_skill; 280 who->contr->shoottype = range_skill;
244 return 1; 281 return 1;
245 } 282 }
246 283
247 if (!new_skill || who->chosen_skill) 284 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill)
248 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); 286 apply_special (who, who->chosen_skill, AP_UNAPPLY);
249 287
250 /* Only goal in this case was to unapply a skill */ 288 /* Only goal in this case was to unapply a skill */
251 if (!new_skill) return 0; 289 if (!new_skill)
290 return 0;
252 291
253 if (apply_special (who, new_skill, AP_APPLY)) { 292 if (apply_special (who, new_skill, AP_APPLY))
293 {
254 return 0; 294 return 0;
255 } 295 }
256 if (flag & 0x1) 296 if (flag & 0x1)
257 who->contr->shoottype = (rangetype) old_range; 297 who->contr->shoottype = (rangetype) old_range;
258 298
259 return 1; 299 return 1;
260} 300}
261 301
262/* This function just clears the chosen_skill and range_skill values 302/* This function just clears the chosen_skill and range_skill values
263 * inthe player. 303 * inthe player.
264 */ 304 */
305void
265void clear_skill(object *who) 306clear_skill (object *who)
266{ 307{
267 who->chosen_skill = NULL; 308 who->chosen_skill = NULL;
268 CLEAR_FLAG(who, FLAG_READY_SKILL); 309 CLEAR_FLAG (who, FLAG_READY_SKILL);
269 if (who->type == PLAYER) { 310 if (who->type == PLAYER)
311 {
270 who->contr->ranges[range_skill] = NULL; 312 who->contr->ranges[range_skill] = NULL;
271 if (who->contr->shoottype == range_skill) 313 if (who->contr->shoottype == range_skill)
272 who->contr->shoottype = range_none; 314 who->contr->shoottype = range_none;
273 } 315 }
274} 316}
275 317
276/* do_skill() - Main skills use function-similar in scope to cast_spell(). 318/* 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. 319 * We handle all requests for skill use outside of some combat here.
282 * from know if a skill was actually used, as many skills don't 324 * from know if a skill was actually used, as many skills don't
283 * give any exp for their direct use (eg, throwing). 325 * give any exp for their direct use (eg, throwing).
284 * It returns 0 if no skill was used. 326 * It returns 0 if no skill was used.
285 */ 327 */
286 328
329int
287int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 330do_skill (object *op, object *part, object *skill, int dir, const char *string)
331{
288 int success=0, exp=0; 332 int success = 0, exp = 0;
289 int did_alc = 0; 333 int did_alc = 0;
290 object *tmp, *next; 334 object *tmp, *next;
291 335
292 if (!skill) return 0; 336 if (!skill)
337 return 0;
293 338
294 /* The code below presumes that the skill points to the object that 339 /* 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 340 * 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 341 * 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. 342 * the player doesn't have a bucket for that, create one.
298 */ 343 */
299 if (skill->type != SKILL && op->type == PLAYER) { 344 if (skill->type != SKILL && op->type == PLAYER)
345 {
300 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
347 {
301 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 348 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break;
302 } 350 }
351 if (!tmp)
303 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 352 tmp = give_skill_by_name (op, skill->skill);
304 skill = tmp; 353 skill = tmp;
305 } 354 }
306 355
307 // skill, by_whom, on_which_object, which direction, skill_argument 356 // 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))) 357 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
309 return 0; 358 return 0;
310 359
311 switch(skill->subtype) { 360 switch (skill->subtype)
361 {
312 case SK_LEVITATION: 362 case SK_LEVITATION:
313 /* Not 100% sure if this will work with new movement code - 363 /* Not 100% sure if this will work with new movement code -
314 * the levitation skill has move_type for flying, so when 364 * the levitation skill has move_type for flying, so when
315 * equipped, that should transfer to player, when not, 365 * equipped, that should transfer to player, when not,
316 * shouldn't. 366 * shouldn't.
317 */ 367 */
318 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 368 if (QUERY_FLAG (skill, FLAG_APPLIED))
369 {
319 CLEAR_FLAG(skill,FLAG_APPLIED); 370 CLEAR_FLAG (skill, FLAG_APPLIED);
320 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 }
373 else
321 } 374 {
322 else {
323 SET_FLAG(skill,FLAG_APPLIED); 375 SET_FLAG (skill, FLAG_APPLIED);
324 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); 376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
325 } 377 }
326 fix_player(op); 378 fix_player (op);
327 success=1; 379 success = 1;
328 break; 380 break;
329 381
330 case SK_STEALING: 382 case SK_STEALING:
331 exp = success = steal(op, dir, skill); 383 exp = success = steal (op, dir, skill);
332 break; 384 break;
333 385
334 case SK_LOCKPICKING: 386 case SK_LOCKPICKING:
335 exp = success = pick_lock(op, dir, skill); 387 exp = success = pick_lock (op, dir, skill);
336 break; 388 break;
337 389
338 case SK_HIDING: 390 case SK_HIDING:
339 exp = success = hide(op, skill); 391 exp = success = hide (op, skill);
340 break; 392 break;
341 393
342 case SK_JUMPING: 394 case SK_JUMPING:
343 success = jump(op, dir, skill); 395 success = jump (op, dir, skill);
344 break; 396 break;
345 397
346 case SK_INSCRIPTION: 398 case SK_INSCRIPTION:
347 exp = success = write_on_item(op,string, skill); 399 exp = success = write_on_item (op, string, skill);
348 break; 400 break;
349 401
350 case SK_MEDITATION: 402 case SK_MEDITATION:
351 meditate(op, skill); 403 meditate (op, skill);
352 success=1; 404 success = 1;
353 break; 405 break;
354 /* note that the following 'attack' skills gain exp through hit_player() */ 406 /* note that the following 'attack' skills gain exp through hit_player() */
355 407
356 case SK_KARATE: 408 case SK_KARATE:
357 (void) attack_hth(op,dir,"karate-chopped", skill); 409 (void) attack_hth (op, dir, "karate-chopped", skill);
358 break; 410 break;
359 411
360 case SK_PUNCHING: 412 case SK_PUNCHING:
361 (void) attack_hth(op,dir,"punched", skill); 413 (void) attack_hth (op, dir, "punched", skill);
362 break; 414 break;
363 415
364 case SK_FLAME_TOUCH: 416 case SK_FLAME_TOUCH:
365 (void) attack_hth(op,dir,"flamed", skill); 417 (void) attack_hth (op, dir, "flamed", skill);
366 break; 418 break;
367 419
368 case SK_SPARK_TOUCH: 420 case SK_SPARK_TOUCH:
369 (void) attack_hth(op,dir,"zapped", skill); 421 (void) attack_hth (op, dir, "zapped", skill);
370 break; 422 break;
371 423
372 case SK_SHIVER: 424 case SK_SHIVER:
373 (void) attack_hth(op,dir,"froze", skill); 425 (void) attack_hth (op, dir, "froze", skill);
374 break; 426 break;
375 427
376 case SK_ACID_SPLASH: 428 case SK_ACID_SPLASH:
377 (void) attack_hth(op,dir,"dissolved", skill); 429 (void) attack_hth (op, dir, "dissolved", skill);
378 break; 430 break;
379 431
380 case SK_POISON_NAIL: 432 case SK_POISON_NAIL:
381 (void) attack_hth(op,dir,"injected poison into", skill); 433 (void) attack_hth (op, dir, "injected poison into", skill);
382 break; 434 break;
383 435
384 case SK_CLAWING: 436 case SK_CLAWING:
385 (void) attack_hth(op,dir,"clawed", skill); 437 (void) attack_hth (op, dir, "clawed", skill);
386 break; 438 break;
387 439
388 case SK_ONE_HANDED_WEAPON: 440 case SK_ONE_HANDED_WEAPON:
389 case SK_TWO_HANDED_WEAPON: 441 case SK_TWO_HANDED_WEAPON:
390 (void) attack_melee_weapon(op,dir,NULL, skill); 442 (void) attack_melee_weapon (op, dir, NULL, skill);
391 break; 443 break;
392 444
393 case SK_FIND_TRAPS: 445 case SK_FIND_TRAPS:
394 exp = success = find_traps(op, skill); 446 exp = success = find_traps (op, skill);
395 break; 447 break;
396 448
397 case SK_SINGING: 449 case SK_SINGING:
398 exp = success = singing(op,dir, skill); 450 exp = success = singing (op, dir, skill);
399 break; 451 break;
400 452
401 case SK_ORATORY: 453 case SK_ORATORY:
402 exp = success = use_oratory(op,dir, skill); 454 exp = success = use_oratory (op, dir, skill);
403 break; 455 break;
404 456
405 case SK_SMITHERY: 457 case SK_SMITHERY:
406 case SK_BOWYER: 458 case SK_BOWYER:
407 case SK_JEWELER: 459 case SK_JEWELER:
408 case SK_ALCHEMY: 460 case SK_ALCHEMY:
409 case SK_THAUMATURGY: 461 case SK_THAUMATURGY:
410 case SK_LITERACY: 462 case SK_LITERACY:
411 case SK_WOODSMAN: 463 case SK_WOODSMAN:
412 /* first, we try to find a cauldron, and do the alchemy thing. 464 /* first, we try to find a cauldron, and do the alchemy thing.
413 * failing that, we go and identify stuff. 465 * failing that, we go and identify stuff.
414 */ 466 */
415 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
468 {
416 next=tmp->above; 469 next = tmp->above;
417 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 {
418 attempt_do_alchemy(op, tmp); 472 attempt_do_alchemy (op, tmp);
419 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 473 if (QUERY_FLAG (tmp, FLAG_APPLIED))
420 esrv_send_inventory(op, tmp); 474 esrv_send_inventory (op, tmp);
421 did_alc=1; 475 did_alc = 1;
422 } 476 }
423 } 477 }
424 if (did_alc == 0) 478 if (did_alc == 0)
425 exp = success = skill_ident(op,skill); 479 exp = success = skill_ident (op, skill);
426 break; 480 break;
427 481
428 case SK_DET_MAGIC: 482 case SK_DET_MAGIC:
429 case SK_DET_CURSE: 483 case SK_DET_CURSE:
430 exp = success = skill_ident(op,skill); 484 exp = success = skill_ident (op, skill);
431 break; 485 break;
432 486
433 case SK_DISARM_TRAPS: 487 case SK_DISARM_TRAPS:
434 exp = success = remove_trap(op,dir, skill); 488 exp = success = remove_trap (op, dir, skill);
435 break; 489 break;
436 490
437 case SK_THROWING: 491 case SK_THROWING:
438 success = skill_throw(op,part,dir,string, skill); 492 success = skill_throw (op, part, dir, string, skill);
439 break; 493 break;
440 494
441 case SK_SET_TRAP: 495 case SK_SET_TRAP:
442 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); 496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
443 break; 497 break;
444 498
445 case SK_USE_MAGIC_ITEM: 499 case SK_USE_MAGIC_ITEM:
446 case SK_MISSILE_WEAPON: 500 case SK_MISSILE_WEAPON:
447 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); 501 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
448 break; 502 break;
449 503
450 case SK_PRAYING: 504 case SK_PRAYING:
451 success = pray(op, skill); 505 success = pray (op, skill);
452 break; 506 break;
453 507
454 case SK_BARGAINING: 508 case SK_BARGAINING:
455 success = describe_shop(op); 509 success = describe_shop (op);
456 break; 510 break;
457 511
458 case SK_SORCERY: 512 case SK_SORCERY:
459 case SK_EVOCATION: 513 case SK_EVOCATION:
460 case SK_PYROMANCY: 514 case SK_PYROMANCY:
461 case SK_SUMMONING: 515 case SK_SUMMONING:
462 case SK_CLIMBING: 516 case SK_CLIMBING:
463 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); 517 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
464 break; 518 break;
465 519
466 default: 520 default:
467 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 521 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; 522 break;
470 } 523 }
471 524
472 /* For players we now update the speed_left from using the skill. 525 /* 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 526 * Monsters have no skill use time because of the random nature in
474 * which use_monster_skill is called already simulates this. 527 * which use_monster_skill is called already simulates this.
475 * If certain skills should take more/less time, that should be 528 * If certain skills should take more/less time, that should be
476 * in the code for the skill itself. 529 * in the code for the skill itself.
477 */ 530 */
478
479 if(op->type==PLAYER) op->speed_left -= 1.0;
480 531
532 if (op->type == PLAYER)
533 op->speed_left -= 1.0;
534
481 /* this is a good place to add experience for successfull use of skills. 535 /* this is a good place to add experience for successfull use of skills.
482 * Note that add_exp() will figure out player/monster experience 536 * Note that add_exp() will figure out player/monster experience
483 * gain problems. 537 * gain problems.
484 */ 538 */
485 539
540 if (success && exp)
486 if(success && exp) change_exp(op,exp, skill->skill, 0); 541 change_exp (op, exp, skill->skill, 0);
487 542
488 return success; 543 return success;
489} 544}
490 545
491/* calc_skill_exp() - calculates amount of experience can be gained for 546/* calc_skill_exp() - calculates amount of experience can be gained for
492 * successfull use of a skill. Returns value of experience gain. 547 * successfull use of a skill. Returns value of experience gain.
493 * Here we take the view that a player must 'overcome an opponent' 548 * Here we take the view that a player must 'overcome an opponent'
512 * skill is the skill used. If no skill is used, it should just 567 * skill is the skill used. If no skill is used, it should just
513 * point back to who. 568 * point back to who.
514 * 569 *
515 */ 570 */
516 571
572int
517int calc_skill_exp(object *who, object *op, object *skill) { 573calc_skill_exp (object *who, object *op, object *skill)
574{
518 int op_exp=0,op_lvl= 0; 575 int op_exp = 0, op_lvl = 0;
519 float base,value,lvl_mult=0.0; 576 float base, value, lvl_mult = 0.0;
520 577
521 if (!skill) skill = who; 578 if (!skill)
579 skill = who;
522 580
523 /* Oct 95 - where we have an object, I expanded our treatment 581 /* Oct 95 - where we have an object, I expanded our treatment
524 * to 3 cases: 582 * to 3 cases:
525 * non-living magic obj, runes and everything else. 583 * non-living magic obj, runes and everything else.
526 * 584 *
527 * If an object is not alive and magical we set the base exp higher to 585 * 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 586 * help out exp awards for skill_ident skills. Also, if
529 * an item is type RUNE, we give out exp based on stats.Cha 587 * an item is type RUNE, we give out exp based on stats.Cha
530 * and level (this was the old system) -b.t. 588 * and level (this was the old system) -b.t.
531 */ 589 */
532 590
533 if(!op) { /* no item/creature */ 591 if (!op)
592 { /* no item/creature */
534 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 593 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
535 op_exp = 0; 594 op_exp = 0;
536 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 595 }
596 else if (op->type == RUNE || op->type == TRAP)
597 { /* all traps. If stats.Cha > 1 we use that
537 * for the amount of experience */ 598 * for the amount of experience */
538 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 599 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
539 op_lvl = op->level; 600 op_lvl = op->level;
540 } else { /* all other items/living creatures */ 601 }
602 else
603 { /* all other items/living creatures */
541 op_exp = op->stats.exp; 604 op_exp = op->stats.exp;
542 op_lvl = op->level; 605 op_lvl = op->level;
543 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 606 if (!QUERY_FLAG (op, FLAG_ALIVE))
607 { /* for ident/make items */
544 op_lvl += 5 * abs(op->magic); 608 op_lvl += 5 * abs (op->magic);
545 } 609 }
546 } 610 }
547 611
548 if(op_lvl<1) op_lvl = 1; 612 if (op_lvl < 1)
613 op_lvl = 1;
549 614
550 if(who->type!=PLAYER) { /* for monsters only */ 615 if (who->type != PLAYER)
616 { /* for monsters only */
551 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 617 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
618 }
619 else
552 } else { /* for players */ 620 { /* for players */
553 base = op_exp; 621 base = op_exp;
554 /* if skill really is a skill, then we can look at the skill archetype for 622 /* if skill really is a skill, then we can look at the skill archetype for
555 * bse reward value (exp) and level multiplier factor. 623 * bse reward value (exp) and level multiplier factor.
556 */ 624 */
557 if (skill->type == SKILL) { 625 if (skill->type == SKILL)
626 {
558 base += skill->arch->clone.stats.exp; 627 base += skill->arch->clone.stats.exp;
559 if (settings.simple_exp) { 628 if (settings.simple_exp)
629 {
560 if (skill->arch->clone.level) 630 if (skill->arch->clone.level)
561 lvl_mult = (float) skill->arch->clone.level / 100.0; 631 lvl_mult = (float) skill->arch->clone.level / 100.0;
562 else 632 else
563 lvl_mult = 1.0; /* no adjustment */ 633 lvl_mult = 1.0; /* no adjustment */
634 }
635 else
564 } 636 {
565 else {
566 if (skill->level) 637 if (skill->level)
567 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 638 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
568 else 639 else
569 lvl_mult = 1.0; 640 lvl_mult = 1.0;
641 }
570 } 642 }
571 } else { 643 else
644 {
572 /* Don't divide by zero here! */ 645 /* Don't divide by zero here! */
573 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 646 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
574 } 647 }
575 } 648 }
576 649
577 /* assemble the exp total, and return value */ 650 /* assemble the exp total, and return value */
578 651
579 value = base * lvl_mult; 652 value = base * lvl_mult;
653 if (value < 1)
580 if (value < 1) value=1; /* Always give at least 1 exp point */ 654 value = 1; /* Always give at least 1 exp point */
581 655
582#ifdef SKILL_UTIL_DEBUG 656#ifdef SKILL_UTIL_DEBUG
583 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 657 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 658#endif
586 return ( (int) value); 659 return ((int) value);
587} 660}
588 661
589/* Learn skill. This inserts the requested skill in the player's 662/* Learn skill. This inserts the requested skill in the player's
590 * inventory. The skill field of the scroll should have the 663 * inventory. The skill field of the scroll should have the
591 * exact name of the requested skill. 664 * exact name of the requested skill.
592 * This one actually teaches the player the skill as something 665 * This one actually teaches the player the skill as something
593 * they can equip. 666 * they can equip.
594 * Return 0 if the player knows the skill, 1 if the 667 * Return 0 if the player knows the skill, 1 if the
595 * player learns the skill, 2 otherwise. 668 * player learns the skill, 2 otherwise.
596 */ 669 */
597 670
598int 671int
599learn_skill (object *pl, object *scroll) { 672learn_skill (object *pl, object *scroll)
673{
600 object *tmp; 674 object *tmp;
601 675
602 if (!scroll->skill) { 676 if (!scroll->skill)
677 {
603 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", &scroll->name); 678 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
604 return 2; 679 return 2;
605 } 680 }
606 681
607 /* can't use find_skill_by_name because we want skills the player knows 682 /* can't use find_skill_by_name because we want skills the player knows
608 * but can't use natively. 683 * but can't use natively.
609 */ 684 */
610 685
611 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) 686 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
612 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; 687 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
688 break;
613 689
614 /* player already knows it */ 690 /* player already knows it */
615 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0;
616 693
617 694
618 695
619 /* now a random change to learn, based on player Int. 696 /* now a random change to learn, based on player Int.
620 * give bonus based on level - otherwise stupid characters 697 * give bonus based on level - otherwise stupid characters
621 * might never be able to learn anything. 698 * might never be able to learn anything.
622 */ 699 */
623 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 700 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
624 return 2; /* failure :< */ 701 return 2; /* failure :< */
625 702
626 if (!tmp) 703 if (!tmp)
627 tmp = give_skill_by_name(pl, scroll->skill); 704 tmp = give_skill_by_name (pl, scroll->skill);
628 705
629 if (!tmp) { 706 if (!tmp)
707 {
630 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 708 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
631 return 2; 709 return 2;
632 } 710 }
633 711
634 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 712 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
635 link_player_skills(pl); 713 link_player_skills (pl);
636 return 1; 714 return 1;
637} 715}
638 716
639/* Gives a percentage clipped to 0% -> 100% of a/b. */ 717/* Gives a percentage clipped to 0% -> 100% of a/b. */
718
640/* Probably belongs in some global utils-type file? */ 719/* Probably belongs in some global utils-type file? */
720static int
641static int clipped_percent(sint64 a, sint64 b) 721clipped_percent (sint64 a, sint64 b)
642{ 722{
643 int rv; 723 int rv;
644 724
645 if (b <= 0) 725 if (b <= 0)
646 return 0; 726 return 0;
647 727
648 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 728 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
649 729
650 if (rv < 0) 730 if (rv < 0)
651 return 0; 731 return 0;
652 else if (rv > 100) 732 else if (rv > 100)
653 return 100; 733 return 100;
654 734
655 return rv; 735 return rv;
656} 736}
657 737
658/* show_skills() - Meant to allow players to examine 738/* show_skills() - Meant to allow players to examine
659 * their current skill list. 739 * their current skill list.
663 * Note this function is a bit more complicated becauase we 743 * Note this function is a bit more complicated becauase we
664 * we want ot sort the skills before printing them. If we 744 * we want ot sort the skills before printing them. If we
665 * just dumped this as we found it, this would be a bit 745 * just dumped this as we found it, this would be a bit
666 * simpler. 746 * simpler.
667 */ 747 */
668 748
749void
669void show_skills(object *op, const char* search) { 750show_skills (object *op, const char *search)
751{
670 object *tmp=NULL; 752 object *tmp = NULL;
671 char buf[MAX_BUF]; 753 char buf[MAX_BUF];
672 const char *cp; 754 const char *cp;
673 int i,num_skills_found=0; 755 int i, num_skills_found = 0;
674 static const char *const periods = "........................................"; 756 static const char *const periods = "........................................";
757
675 /* Need to have a pointer and use strdup for qsort to work properly */ 758 /* Need to have a pointer and use strdup for qsort to work properly */
676 char skills[NUM_SKILLS][MAX_BUF]; 759 char skills[NUM_SKILLS][MAX_BUF];
677 760
678 761
679 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 762 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
763 {
680 if (tmp->type == SKILL) { 764 if (tmp->type == SKILL)
765 {
681 if ( search && strstr(tmp->name,search)==NULL ) continue; 766 if (search && strstr (tmp->name, search) == NULL)
767 continue;
682 /* Basically want to fill this out to 40 spaces with periods */ 768 /* Basically want to fill this out to 40 spaces with periods */
683 sprintf(buf,"%s%s", &tmp->name, periods); 769 sprintf (buf, "%s%s", &tmp->name, periods);
684 buf[40] = 0; 770 buf[40] = 0;
685 771
686 if (settings.permanent_exp_ratio) { 772 if (settings.permanent_exp_ratio)
773 {
687 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", 774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
688 buf,tmp->level, 775 buf, tmp->level,
689 (long long)tmp->stats.exp, 776 (long long) tmp->stats.exp,
690 (long long)level_exp(tmp->level+1, op->expmul), 777 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 778 }
692 } else { 779 else
780 {
693 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
694 buf,tmp->level, 782 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
695 (long long)tmp->stats.exp,
696 (long long)level_exp(tmp->level+1, op->expmul));
697 } 783 }
698 /* I don't know why some characters get a bunch of skills, but 784 /* I don't know why some characters get a bunch of skills, but
699 * it sometimes happens (maybe a leftover from bugier earlier code 785 * it sometimes happens (maybe a leftover from bugier earlier code
700 * and those character are still about). In any case, lets handle 786 * and those character are still about). In any case, lets handle
701 * it so it doesn't crash the server - otherwise, one character may 787 * it so it doesn't crash the server - otherwise, one character may
702 * crash the server numerous times. 788 * crash the server numerous times.
703 */ 789 */
704 if (num_skills_found >= NUM_SKILLS) { 790 if (num_skills_found >= NUM_SKILLS)
791 {
705 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 792 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
706 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); 793 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
707 break; 794 break;
708 }
709 } 795 }
796 }
710 } 797 }
711 798
712 clear_win_info(op); 799 clear_win_info (op);
713 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); 800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801 if (num_skills_found > 1)
714 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); 802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
715 803
716 for (i=0; i<num_skills_found; i++) { 804 for (i = 0; i < num_skills_found; i++)
805 {
717 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
718 } 807 }
719 808
720 new_draw_info_format(NDI_UNIQUE, 0, op, 809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
721 "You can handle %d weapon improvements.",op->level/5+5);
722 810
723 cp = determine_god(op); 811 cp = determine_god (op);
724 new_draw_info_format(NDI_UNIQUE, 0, op, 812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
725 "You worship %s.", cp?cp:"no god at current time");
726 813
727 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 814 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
728 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 815 op->contr->item_power, (int) (op->level * settings.item_power_factor));
729} 816}
730 817
731/* use_skill() - similar to invoke command, it executes the skill in the 818/* 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 819 * 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. 820 * 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 821 * 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. 822 * our own find_skill_by_name so we can try to do better string matching.
736 */ 823 */
737 824
825int
738int use_skill(object *op, const char *string) { 826use_skill (object *op, const char *string)
827{
739 object *skop; 828 object *skop;
740 size_t len; 829 size_t len;
741 830
742 if (!string) return 0; 831 if (!string)
832 return 0;
743 833
744 for (skop = op->inv; skop != NULL; skop=skop->below) { 834 for (skop = op->inv; skop != NULL; skop = skop->below)
835 {
745 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 836 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
746 !strncasecmp(string, skop->skill, MIN(strlen(string), (size_t) strlen(skop->skill)))) 837 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
747 break; 838 break;
748 else if (skop->type == SKILL_TOOL &&
749 !strncasecmp(string, skop->skill, MIN(strlen(string), (size_t) strlen(skop->skill)))) 839 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
750 break; 840 break;
751 } 841 }
752 if (!skop) { 842 if (!skop)
753 new_draw_info_format(NDI_UNIQUE, 0, op, 843 {
754 "Unable to find skill %s", string); 844 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
755 return 0; 845 return 0;
756 } 846 }
757 847
758 len=strlen(skop->skill); 848 len = strlen (skop->skill);
759 849
760 /* All this logic goes and skips over the skill name to find any 850 /* All this logic goes and skips over the skill name to find any
761 * options given to the skill. Its pretty simple - if there 851 * options given to the skill. Its pretty simple - if there
762 * are extra parameters (as deteremined by string length), we 852 * are extra parameters (as deteremined by string length), we
763 * want to skip over any leading spaces. 853 * want to skip over any leading spaces.
764 */ 854 */
765 if(len>=strlen(string)) { 855 if (len >= strlen (string))
856 {
766 string=NULL; 857 string = NULL;
767 } else { 858 }
859 else
860 {
768 string += len; 861 string += len;
769 while(*string==0x20) string++; 862 while (*string == 0x20)
770 if(strlen(string)==0) string = NULL; 863 string++;
771 } 864 if (strlen (string) == 0)
865 string = NULL;
772 866 }
867
773#ifdef SKILL_UTIL_DEBUG 868#ifdef SKILL_UTIL_DEBUG
774 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); 869 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
775#endif 870#endif
776 871
777 /* Change to the new skill, then execute it. */ 872 /* Change to the new skill, then execute it. */
778 if(do_skill(op,op,skop, op->facing,string)) return 1; 873 if (do_skill (op, op, skop, op->facing, string))
779
780 return 0; 874 return 1;
875
876 return 0;
781} 877}
782 878
783 879
784 880
785/* This finds the best unarmed skill the player has, and returns 881/* This finds the best unarmed skill the player has, and returns
794 * Unlike the old code, we don't give out any skills - it is 890 * 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 891 * possible you just don't have any ability to get into unarmed
796 * combat. If everyone race/class should have one, this should 892 * combat. If everyone race/class should have one, this should
797 * be handled in the starting treasurelists, not in the code. 893 * be handled in the starting treasurelists, not in the code.
798 */ 894 */
895static object *
799static object *find_best_player_hth_skill(object *op) 896find_best_player_hth_skill (object *op)
800{ 897{
801 object *tmp, *best_skill=NULL; 898 object *tmp, *best_skill = NULL;
802 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; 899 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
803 900
804 for (tmp=op->inv; tmp; tmp=tmp->below) { 901 for (tmp = op->inv; tmp; tmp = tmp->below)
902 {
805 if (tmp->type == SKILL) { 903 if (tmp->type == SKILL)
904 {
806 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 905 if (dragon && tmp->subtype == SK_CLAWING)
906 return tmp;
807 907
808 /* The order in the array is preferred order. So basically, 908 /* The order in the array is preferred order. So basically,
809 * we just cut down the number to search - eg, if we find a skill 909 * 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 910 * 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, 911 * to the entry before flame touch - don't care about the entries afterward,
812 * because they are infrerior skills. 912 * because they are infrerior skills.
813 * if we end up finding the best skill (i==0) might as well return 913 * if we end up finding the best skill (i==0) might as well return
814 * right away - can't get any better than that. 914 * right away - can't get any better than that.
815 */ 915 */
816 for (i=0; i<last_skill; i++) { 916 for (i = 0; i < last_skill; i++)
917 {
817 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { 918 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
919 {
818 best_skill = tmp; 920 best_skill = tmp;
819 last_skill = i; 921 last_skill = i;
922 if (i == 0)
820 if (i==0) return best_skill; 923 return best_skill;
821 } 924 }
822 } 925 }
823 } 926 }
824 } 927 }
825 return best_skill; 928 return best_skill;
826} 929}
827 930
828/* do_skill_attack() - We have got an appropriate opponent from either 931/* 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 932 * 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. 933 * attacking, take care of messages from the attack and changes in invisible.
832 * tmp is the targetted monster. 935 * tmp is the targetted monster.
833 * op is what is attacking 936 * op is what is attacking
834 * string is passed along to describe what messages to describe 937 * string is passed along to describe what messages to describe
835 * the damage. 938 * the damage.
836 */ 939 */
837 940
941static int
838static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 942do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943{
839 int success; 944 int success;
840 945
841 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
842 return RESULT_INT (0); 947 return RESULT_INT (0);
843 948
844 /* For Players only: if there is no ready weapon, and no "attack" skill 949 /* 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. 950 * 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, 951 * 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 952 * 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. 953 * through that code if skill is set to change to the skill.
849 */ 954 */
850 if(op->type==PLAYER) { 955 if (op->type == PLAYER)
956 {
851 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
958 {
852 size_t i; 959 size_t i;
853 960
854 if (!skill) { 961 if (!skill)
962 {
855 /* See if the players chosen skill is a combat skill, and use 963 /* See if the players chosen skill is a combat skill, and use
856 * it if appropriate. 964 * it if appropriate.
857 */ 965 */
858 if (op->chosen_skill) { 966 if (op->chosen_skill)
967 {
859 for (i=0; i<sizeof(unarmed_skills); i++) 968 for (i = 0; i < sizeof (unarmed_skills); i++)
860 if (op->chosen_skill->subtype == unarmed_skills[i]) { 969 if (op->chosen_skill->subtype == unarmed_skills[i])
970 {
861 skill = op->chosen_skill; 971 skill = op->chosen_skill;
862 break; 972 break;
863 } 973 }
864 } 974 }
865 /* If we didn't find a skill above, look harder for a good skill */ 975 /* If we didn't find a skill above, look harder for a good skill */
866 if (!skill) { 976 if (!skill)
977 {
867 skill = find_best_player_hth_skill(op); 978 skill = find_best_player_hth_skill (op);
868 979
869 if (!skill) { 980 if (!skill)
981 {
870 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 return 0; 983 return 0;
872 } 984 }
873 } 985 }
874 } 986 }
875 if (skill != op->chosen_skill) { 987 if (skill != op->chosen_skill)
988 {
876 /* now try to ready the new skill */ 989 /* now try to ready the new skill */
877 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 990 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */
878 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 992 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
879 return 0; 993 return 0;
880 } 994 }
881 } 995 }
996 }
882 } else { 997 else
998 {
883 /* Seen some crashes below where current_weapon is not set, 999 /* 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, 1000 * 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. 1001 * do some work in trying to find the object to use.
886 */ 1002 */
887 if (!op->current_weapon) { 1003 if (!op->current_weapon)
1004 {
888 object *tmp; 1005 object *tmp;
889 1006
890 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 1007 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
891 &op->name);
892 for (tmp=op->inv; tmp; tmp=tmp->below) 1008 for (tmp = op->inv; tmp; tmp = tmp->below)
893 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; 1009 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1010 break;
894 1011
895 if (!tmp) { 1012 if (!tmp)
1013 {
896 LOG(llevError,"Could not find applied weapon on %s\n", 1014 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
897 &op->name);
898 op->current_weapon=NULL; 1015 op->current_weapon = NULL;
899 return 0; 1016 return 0;
900 } else {
901 op->current_weapon = tmp;
902 } 1017 }
1018 else
1019 {
1020 op->current_weapon = tmp;
903 } 1021 }
1022 }
904 1023
905 /* Has ready weapon - make sure chosen_skill is set up properly */ 1024 /* Has ready weapon - make sure chosen_skill is set up properly */
906 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { 1025 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1026 {
907 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); 1027 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
908 }
909 } 1028 }
1029 }
910 } 1030 }
911 1031
912 /* lose invisiblity/hiding status for running attacks */ 1032 /* lose invisiblity/hiding status for running attacks */
913 1033
914 if(op->type==PLAYER && op->contr->tmp_invis) { 1034 if (op->type == PLAYER && op->contr->tmp_invis)
1035 {
915 op->contr->tmp_invis=0; 1036 op->contr->tmp_invis = 0;
916 op->invisible=0; 1037 op->invisible = 0;
917 op->hide=0; 1038 op->hide = 0;
918 update_object(op,UP_OBJ_FACE); 1039 update_object (op, UP_OBJ_FACE);
919 } 1040 }
920 1041
921 success = attack_ob(tmp,op); 1042 success = attack_ob (tmp, op);
922 1043
923 /* print appropriate messages to the player */ 1044 /* print appropriate messages to the player */
924 1045
925 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047 {
926 if(op->type==PLAYER) 1048 if (op->type == PLAYER)
927 new_draw_info_format(NDI_UNIQUE, 0,op, 1049 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) 1050 else if (tmp->type == PLAYER)
930 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
931 "%s %s you!",query_name(op),string);
932 } 1052 }
933 return success; 1053 return success;
934} 1054}
935 1055
936 1056
937/* skill_attack() - Core routine for use when we attack using a skills 1057/* skill_attack() - Core routine for use when we attack using a skills
938 * system. In essence, this code handles 1058 * system. In essence, this code handles
939 * all skill-based attacks, ie hth, missile and melee weapons should be 1059 * all skill-based attacks, ie hth, missile and melee weapons should be
943 * 1063 *
944 * This is called by move_player() and attack_hth() 1064 * This is called by move_player() and attack_hth()
945 * 1065 *
946 * Initial implementation by -bt thomas@astro.psu.edu 1066 * Initial implementation by -bt thomas@astro.psu.edu
947 */ 1067 */
948 1068
1069int
949int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 1070skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071{
950 sint16 tx,ty; 1072 sint16 tx, ty;
951 mapstruct *m; 1073 mapstruct *m;
952 int mflags; 1074 int mflags;
953 1075
1076 if (!dir)
954 if(!dir) dir=pl->facing; 1077 dir = pl->facing;
955 tx=freearr_x[dir]; 1078 tx = freearr_x[dir];
956 ty=freearr_y[dir]; 1079 ty = freearr_y[dir];
957 1080
958 /* If we don't yet have an opponent, find if one exists, and attack. 1081 /* 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() 1082 * Legal opponents are the same as outlined in move_player_attack()
960 */ 1083 */
961 1084
962 if(tmp==NULL) { 1085 if (tmp == NULL)
1086 {
963 m = pl->map; 1087 m = pl->map;
964 tx = pl->x + freearr_x[dir]; 1088 tx = pl->x + freearr_x[dir];
965 ty = pl->y + freearr_y[dir]; 1089 ty = pl->y + freearr_y[dir];
966 1090
967 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 1091 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
968 if (mflags & P_OUT_OF_MAP) return 0; 1092 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; 1093 return 0;
1094
1095 /* space must be blocked for there to be anything interesting to do */
1096 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0;
1098
1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1100 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1101 {
1102 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0;
1105 break;
1106 }
1107 }
1108 if (!tmp)
988 } 1109 {
1110 if (pl->type == PLAYER)
1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1112 return 0;
1113 }
989 1114
990 return do_skill_attack(tmp,pl,string, skill); 1115 return do_skill_attack (tmp, pl, string, skill);
991} 1116}
992 1117
993 1118
994/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1119/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120
995/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1121/* 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 1122 * (attack_hth) we check for weapon use, etc in the second (the new
997 * function skill_attack() we actually attack. 1123 * function skill_attack() we actually attack.
998 */ 1124 */
999 1125
1126static int
1000static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1127attack_hth (object *pl, int dir, const char *string, object *skill)
1128{
1001 object *enemy=NULL,*weapon; 1129 object *enemy = NULL, *weapon;
1002 1130
1003 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1131 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1004 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1132 for (weapon = pl->inv; weapon; weapon = weapon->below)
1133 {
1005 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 {
1006 CLEAR_FLAG(weapon,FLAG_APPLIED); 1136 CLEAR_FLAG (weapon, FLAG_APPLIED);
1007 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1008 fix_player(pl); 1138 fix_player (pl);
1009 if(pl->type==PLAYER) { 1139 if (pl->type == PLAYER)
1140 {
1010 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); 1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1011 esrv_update_item(UPD_FLAGS, pl, weapon); 1142 esrv_update_item (UPD_FLAGS, pl, weapon);
1012 } 1143 }
1013 break; 1144 break;
1014 } 1145 }
1015 } 1146 }
1016 return skill_attack(enemy,pl,dir,string, skill); 1147 return skill_attack (enemy, pl, dir, string, skill);
1017} 1148}
1018 1149
1019 1150
1020/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1151/* 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. 1152 * For now we are just checking to see if we have a ready weapon here.
1025 * we may make this routine handle 'special' melee weapons attacks 1156 * we may make this routine handle 'special' melee weapons attacks
1026 * (like disarming manuever with sai) based on player SK_level and 1157 * (like disarming manuever with sai) based on player SK_level and
1027 * weapon type. 1158 * weapon type.
1028 */ 1159 */
1029 1160
1161static int
1030static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1162attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163{
1031 1164
1032 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166 {
1033 if(op->type==PLAYER) 1167 if (op->type == PLAYER)
1034 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1035 return 0; 1169 return 0;
1036 } 1170 }
1037 return skill_attack(NULL,op,dir,string, skill); 1171 return skill_attack (NULL, op, dir, string, skill);
1038 1172
1039} 1173}

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