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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.29 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.86 by root, Sat Apr 3 22:30:21 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 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. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
44#include <object.h> 44#include <object.h>
45#include <sproto.h> 45#include <sproto.h>
46#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. */
47#include <spells.h> 47#include <spells.h>
48 48
49/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 50 0, // SK_NONE
51 * automatically applying one for the player. 51# define def(uc, flags) flags,
52 */ 52# include "skillinc.h"
53static uint8 unarmed_skills[] = { 53# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 54};
64 55
65static 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);
66static 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);
67 58
68/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
69 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
70 * subtypes. 61 * subtypes.
71 */ 62 */
72void 63void
73init_skills (void) 64init_skills ()
74{ 65{
75 int i; 66 for_all_archetypes (at)
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
80 { 68 {
81 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
82 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",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
84 else 72 else
85 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
86 } 74 }
87 75
88 /* 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
89 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
90 */ 78 */
91 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i]) 80 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96} 82}
97 83
98/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp. 87 * mostly used for sending exp.
102 */ 88 */
103void 89void
104link_player_skills (object *op) 90player::link_skills ()
105{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
106 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
107 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
108 { 97 {
109 /* This is really a warning, hence no else below */ 98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
113 99
114 if (tmp->subtype >= NUM_SKILLS) 100 if (last_skill_ob [tmp->subtype] != tmp)
115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
116 else
117 { 101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
120 } 110 }
121 } 111 }
122} 112}
123 113
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);
133}
134
124/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
126 * 137 *
127 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
128 * 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
129 * tool, this code will equip it. 140 * tool, this code will equip it.
130 */ 141 */
131object * 142object *
132find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
133{ 144{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
135 146
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
144 { 149 {
145 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
146 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
147 152 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
150 */ 155 */
151 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 157 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 158 }
158 } 159
159 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 161 return 0;
162 162
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
166 */ 166 */
167 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
168 { 168
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill) 169 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who); 171
178 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY))
179 return skill; 174 return 0;
180 } 175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (!name)
183 return 0;
184
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop;
190
181 return NULL; 191 return 0;
182} 192}
183
184 193
185/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
187 * 196 *
188 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
189 * 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
190 * tool, this code will equip it. 199 * tool, this code will equip it.
191 * 200 *
194 * this replaces find_skill. 203 * this replaces find_skill.
195 */ 204 */
196object * 205object *
197find_skill_by_number (object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
198{ 207{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 209 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill; 211 return skop;
243 }
244 212
245 return NULL; 213 return 0;
246} 214}
247 215
248/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
258 */ 218 */
259 219bool
260int 220object::change_skill (object *new_skill)
261change_skill (object *who, object *new_skill, int flag)
262{ 221{
263 int old_range;
264
265 if (who->type != PLAYER) 222 if (type != PLAYER)
266 return 0; 223 return 0;
267 224
268 old_range = who->contr->shoottype; 225 // optimise this supposedly common case
269 226 if (new_skill == chosen_skill)
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1; 227 return 1;
277 }
278 228
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill) 229 if (chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY); 230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
286 234
287 /* Only goal in this case was to unapply a skill */ 235 chosen_skill = new_skill;
236
288 if (!new_skill) 237 if (chosen_skill)
289 return 0; 238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
290 242
291 if (apply_special (who, new_skill, AP_APPLY)) 243 // always clear current weapon, as the selected skill could
292 return 0; 244 // conflict with the current weapon skill, which would go
245 // undetected and exp would be given to the wrong skill.
246 current_weapon = 0;
293 247
294 if (flag & 0x1) 248 update_stats ();
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1; 249 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 250}
315 251
316/* 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().
317 * 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.
318 * 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
321 * 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
322 * 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
323 * give any exp for their direct use (eg, throwing). 259 * give any exp for their direct use (eg, throwing).
324 * It returns 0 if no skill was used. 260 * It returns 0 if no skill was used.
325 */ 261 */
326
327int 262int
328do_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)
329{ 264{
330 int success = 0, exp = 0; 265 int success = 0, exp = 0;
331 int did_alc = 0;
332 object *tmp, *next;
333 266
334 if (!skill) 267 if (!skill)
335 return 0; 268 return 0;
336 269
337 /* 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
339 * 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
340 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
341 */ 274 */
342 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
343 { 276 {
344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
345 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
346 break; 279 {
280 skill = tmp;
281 goto found;
282 }
347 283
348 if (!tmp)
349 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
350 285found: ;
351 skill = tmp;
352 } 286 }
353 287
354 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
355 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)))
356 return 0; 290 return 0;
369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
370 } 304 }
371 else 305 else
372 { 306 {
373 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
374 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!");
375 } 309 }
376 310
377 op->update_stats (); 311 op->update_stats ();
378 success = 1; 312 success = 1;
379 break; 313 break;
389 case SK_HIDING: 323 case SK_HIDING:
390 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
391 break; 325 break;
392 326
393 case SK_JUMPING: 327 case SK_JUMPING:
394 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
395 break; 329 break;
396 330
397 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
398 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
399 break; 333 break;
403 success = 1; 337 success = 1;
404 break; 338 break;
405 /* note that the following 'attack' skills gain exp through hit_player() */ 339 /* note that the following 'attack' skills gain exp through hit_player() */
406 340
407 case SK_KARATE: 341 case SK_KARATE:
408 (void) attack_hth (op, dir, "karate-chopped", skill); 342 attack_hth (op, dir, "karate-chopped", skill);
409 break; 343 break;
410 344
411 case SK_PUNCHING: 345 case SK_PUNCHING:
412 (void) attack_hth (op, dir, "punched", skill); 346 attack_hth (op, dir, "punched", skill);
413 break; 347 break;
414 348
415 case SK_FLAME_TOUCH: 349 case SK_FLAME_TOUCH:
416 (void) attack_hth (op, dir, "flamed", skill); 350 attack_hth (op, dir, "flamed", skill);
417 break; 351 break;
418 352
419 case SK_SPARK_TOUCH: 353 case SK_SPARK_TOUCH:
420 (void) attack_hth (op, dir, "zapped", skill); 354 attack_hth (op, dir, "zapped", skill);
421 break; 355 break;
422 356
423 case SK_SHIVER: 357 case SK_SHIVER:
424 (void) attack_hth (op, dir, "froze", skill); 358 attack_hth (op, dir, "froze", skill);
425 break; 359 break;
426 360
427 case SK_ACID_SPLASH: 361 case SK_ACID_SPLASH:
428 (void) attack_hth (op, dir, "dissolved", skill); 362 attack_hth (op, dir, "dissolved", skill);
429 break; 363 break;
430 364
431 case SK_POISON_NAIL: 365 case SK_POISON_NAIL:
432 (void) attack_hth (op, dir, "injected poison into", skill); 366 attack_hth (op, dir, "injected poison into", skill);
433 break; 367 break;
434 368
435 case SK_CLAWING: 369 case SK_CLAWING:
436 (void) attack_hth (op, dir, "clawed", skill); 370 attack_hth (op, dir, "clawed", skill);
437 break; 371 break;
438 372
439 case SK_ONE_HANDED_WEAPON: 373 case SK_ONE_HANDED_WEAPON:
440 case SK_TWO_HANDED_WEAPON: 374 case SK_TWO_HANDED_WEAPON:
441 (void) attack_melee_weapon (op, dir, NULL, skill); 375 attack_melee_weapon (op, dir, NULL, skill);
442 break; 376 break;
443 377
444 case SK_FIND_TRAPS: 378 case SK_FIND_TRAPS:
445 exp = success = find_traps (op, skill); 379 exp = success = find_traps (op, skill);
446 break; 380 break;
461 case SK_LITERACY: 395 case SK_LITERACY:
462 case SK_WOODSMAN: 396 case SK_WOODSMAN:
463 /* 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.
464 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
465 */ 399 */
400 {
401 bool found_cauldron = false;
402
466 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
467 { 404 {
468 next = tmp->above; 405 next = tmp->above;
469 406
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 { 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
472 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
473 420
474 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
475 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
476
477 did_alc = 1;
478 } 423 }
479 } 424 }
480 425
481 if (did_alc == 0) 426 if (!found_cauldron)
482 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
483 428 }
484 break; 429 break;
485 430
486 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
487 case SK_DET_CURSE: 432 case SK_DET_CURSE:
488 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
519 case SK_SUMMONING: 464 case SK_SUMMONING:
520 case SK_CLIMBING: 465 case SK_CLIMBING:
521 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.");
522 break; 467 break;
523 468
469 case SK_MINING:
470 success = skill_mining (op, part, skill, dir, string);
471 break;
472
473 case SK_FISHING:
474 success = skill_fishing (op, part, skill, dir, string);
475 break;
476
524 default: 477 default:
525 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 478 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
526 break; 479 break;
527 } 480 }
528 481
530 * Monsters have no skill use time because of the random nature in 483 * Monsters have no skill use time because of the random nature in
531 * which use_monster_skill is called already simulates this. 484 * which use_monster_skill is called already simulates this.
532 * If certain skills should take more/less time, that should be 485 * If certain skills should take more/less time, that should be
533 * in the code for the skill itself. 486 * in the code for the skill itself.
534 */ 487 */
535
536 if (op->type == PLAYER) 488 if (op->type == PLAYER)
537 op->speed_left -= 1.0; 489 op->speed_left -= 1.f;
538 490
539 /* this is a good place to add experience for successfull use of skills. 491 /* this is a good place to add experience for successfull use of skills.
540 * Note that add_exp() will figure out player/monster experience 492 * Note that add_exp() will figure out player/monster experience
541 * gain problems. 493 * gain problems.
542 */ 494 */
570 * op is the object that was 'defeated'. 522 * op is the object that was 'defeated'.
571 * skill is the skill used. If no skill is used, it should just 523 * skill is the skill used. If no skill is used, it should just
572 * point back to who. 524 * point back to who.
573 * 525 *
574 */ 526 */
575
576int 527int
577calc_skill_exp (object *who, object *op, object *skill) 528calc_skill_exp (object *who, object *op, object *skill)
578{ 529{
579 int op_exp = 0, op_lvl = 0; 530 int op_exp = 0, op_lvl = 0;
580 float base, value, lvl_mult = 0.0; 531 float base, value, lvl_mult = 0.0;
589 * If an object is not alive and magical we set the base exp higher to 540 * If an object is not alive and magical we set the base exp higher to
590 * help out exp awards for skill_ident skills. Also, if 541 * help out exp awards for skill_ident skills. Also, if
591 * an item is type RUNE, we give out exp based on stats.Cha 542 * an item is type RUNE, we give out exp based on stats.Cha
592 * and level (this was the old system) -b.t. 543 * and level (this was the old system) -b.t.
593 */ 544 */
594
595 if (!op) 545 if (!op)
596 { /* no item/creature */ 546 { /* no item/creature */
597 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 547 op_lvl = max (1, who->map->difficulty);
598 op_exp = 0; 548 op_exp = 0;
599 } 549 }
600 else if (op->type == RUNE || op->type == TRAP) 550 else if (op->type == RUNE || op->type == TRAP)
601 { /* all traps. If stats.Cha > 1 we use that 551 { /* all traps. If stats.Cha > 1 we use that
602 * for the amount of experience */ 552 * for the amount of experience */
606 else 556 else
607 { /* all other items/living creatures */ 557 { /* all other items/living creatures */
608 op_exp = op->stats.exp; 558 op_exp = op->stats.exp;
609 op_lvl = op->level; 559 op_lvl = op->level;
610 if (!QUERY_FLAG (op, FLAG_ALIVE)) 560 if (!QUERY_FLAG (op, FLAG_ALIVE))
611 { /* for ident/make items */ 561 op_lvl += 5 * abs (op->magic); /* for ident/make items */
612 op_lvl += 5 * abs (op->magic);
613 }
614 } 562 }
615 563
616 if (op_lvl < 1) 564 if (op_lvl < 1)
617 op_lvl = 1; 565 op_lvl = 1;
618 566
626 /* if skill really is a skill, then we can look at the skill archetype for 574 /* if skill really is a skill, then we can look at the skill archetype for
627 * bse reward value (exp) and level multiplier factor. 575 * bse reward value (exp) and level multiplier factor.
628 */ 576 */
629 if (skill->type == SKILL) 577 if (skill->type == SKILL)
630 { 578 {
631 base += skill->arch->clone.stats.exp; 579 base += skill->arch->stats.exp;
632 if (settings.simple_exp) 580 if (settings.simple_exp)
633 { 581 {
634 if (skill->arch->clone.level) 582 if (skill->arch->level)
635 lvl_mult = (float) skill->arch->clone.level / 100.0; 583 lvl_mult = (float) skill->arch->level / 100.0;
636 else 584 else
637 lvl_mult = 1.0; /* no adjustment */ 585 lvl_mult = 1.0; /* no adjustment */
638 } 586 }
639 else 587 else
640 { 588 {
641 if (skill->level) 589 if (skill->level)
642 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 590 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
643 else 591 else
644 lvl_mult = 1.0; 592 lvl_mult = 1.0;
645 } 593 }
646 } 594 }
647 else 595 else
648 { 596 {
649 /* Don't divide by zero here! */ 597 /* Don't divide by zero here! */
650 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 598 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
651 } 599 }
652 } 600 }
653 601
654 /* assemble the exp total, and return value */ 602 /* assemble the exp total, and return value */
655 603
669 * This one actually teaches the player the skill as something 617 * This one actually teaches the player the skill as something
670 * they can equip. 618 * they can equip.
671 * Return 0 if the player knows the skill, 1 if the 619 * Return 0 if the player knows the skill, 1 if the
672 * player learns the skill, 2 otherwise. 620 * player learns the skill, 2 otherwise.
673 */ 621 */
674
675int 622int
676learn_skill (object *pl, object *scroll) 623learn_skill (object *pl, object *scroll)
677{ 624{
678 object *tmp;
679
680 if (!scroll->skill) 625 if (!scroll->skill)
681 { 626 {
682 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 627 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
683 return 2; 628 return 2;
684 } 629 }
685 630
686 /* can't use find_skill_by_name because we want skills the player knows 631 object *tmp = find_skill (pl, scroll->skill);
687 * but can't use natively.
688 */
689
690 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
691 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
692 break;
693 632
694 /* player already knows it */ 633 /* player already knows it */
695 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 634 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
696 return 0; 635 return 0;
697 636
710 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 649 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
711 return 2; 650 return 2;
712 } 651 }
713 652
714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 653 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
715 link_player_skills (pl); 654
716 return 1; 655 return 1;
717} 656}
718 657
719/* Gives a percentage clipped to 0% -> 100% of a/b. */ 658/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721/* Probably belongs in some global utils-type file? */ 659/* Probably belongs in some global utils-type file? */
722static int 660static int
723clipped_percent (sint64 a, sint64 b) 661clipped_percent (sint64 a, sint64 b)
724{ 662{
725 int rv; 663 int rv;
745 * Note this function is a bit more complicated becauase we 683 * Note this function is a bit more complicated becauase we
746 * we want ot sort the skills before printing them. If we 684 * we want ot sort the skills before printing them. If we
747 * just dumped this as we found it, this would be a bit 685 * just dumped this as we found it, this would be a bit
748 * simpler. 686 * simpler.
749 */ 687 */
750 688//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
751void 689void
752show_skills (object *op, const char *search) 690show_skills (object *pl, const char *search)
753{ 691{
754 object *tmp = NULL;
755 char buf[MAX_BUF];
756 const char *cp; 692 const char *cp;
757 int i, num_skills_found = 0; 693 int i, num_skills_found = 0;
758 static const char *const periods = "........................................"; 694 const char *const periods = ".............................."; // 30
759 695
760 /* Need to have a pointer and use strdup for qsort to work properly */ 696 /* Need to have a pointer and use strdup for qsort to work properly */
761 char skills[NUM_SKILLS][MAX_BUF]; 697 char skills[NUM_SKILLS][128]; // d'oh
762 698
699 object *op = pl->contr->ob;
763 700
764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 701 for (object *tmp = op->inv; tmp; tmp = tmp->below)
765 { 702 {
766 if (tmp->type == SKILL) 703 if (tmp->type == SKILL)
767 { 704 {
768 if (search && strstr (tmp->name, search) == NULL) 705 if (search && !tmp->name.contains (search))
769 continue; 706 continue;
707
708 char buf[30];
709
770 /* Basically want to fill this out to 40 spaces with periods */ 710 /* Basically want to fill this out to 30 spaces with periods */
771 sprintf (buf, "%s%s", &tmp->name, periods); 711 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
772 buf[40] = 0;
773 712
774 if (settings.permanent_exp_ratio) 713 if (settings.permanent_exp_ratio)
775 {
776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 714 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
777 buf, tmp->level, tmp->stats.exp, 715 buf, tmp->level, tmp->stats.exp,
778 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 716 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
779 }
780 else 717 else
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 718 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
783 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 719 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
784 } 720
785 /* I don't know why some characters get a bunch of skills, but 721 /* I don't know why some characters get a bunch of skills, but
786 * it sometimes happens (maybe a leftover from bugier earlier code 722 * it sometimes happens (maybe a leftover from bugier earlier code
787 * and those character are still about). In any case, lets handle 723 * and those character are still about). In any case, lets handle
788 * it so it doesn't crash the server - otherwise, one character may 724 * it so it doesn't crash the server - otherwise, one character may
789 * crash the server numerous times. 725 * crash the server numerous times.
790 */ 726 */
791 if (num_skills_found >= NUM_SKILLS) 727 if (num_skills_found >= NUM_SKILLS)
792 { 728 {
793 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 729 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
794 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 730 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
795 break; 731 break;
796 } 732 }
797 } 733 }
798 } 734 }
799 735
800 clear_win_info (op); 736 dynbuf_text &msg = msg_dynbuf; msg.clear ();
801 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 737
738 msg << "T<Player skills:>\n\n";
802 if (num_skills_found > 1) 739 if (num_skills_found > 1)
803 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 740 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
804 741
805 for (i = 0; i < num_skills_found; i++) 742 for (i = 0; i < num_skills_found; i++)
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 743 msg << " C<" << skills [i] << ">\n";
807 744
808 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 745 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
809 746
810 cp = determine_god (op); 747 cp = determine_god (op);
811 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 748 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
812 749
813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 750 msg << "Your equipped item power is " << (int)op->contr->item_power
814 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 751 << " out of " << int (op->level * settings.item_power_factor)
752 << ".\n";
753
754 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
815} 755}
816 756
817/* use_skill() - similar to invoke command, it executes the skill in the 757/* use_skill() - similar to invoke command, it executes the skill in the
818 * direction that the user is facing. Returns false if we are unable to 758 * direction that the user is facing. Returns false if we are unable to
819 * change to the requested skill, or were unable to use the skill properly. 759 * change to the requested skill, or were unable to use the skill properly.
820 * This is tricky because skills can have spaces. We basically roll 760 * This is tricky because skills can have spaces. We basically roll
821 * our own find_skill_by_name so we can try to do better string matching. 761 * our own find_skill_by_name so we can try to do better string matching.
822 */ 762 */
823
824int 763int
825use_skill (object *op, const char *string) 764use_skill (object *op, const char *string)
826{ 765{
827 object *skop; 766 object *skop;
828 size_t len; 767 size_t len;
829 768
830 if (!string) 769 if (!string)
831 return 0; 770 return 0;
832 771
833 for (skop = op->inv; skop != NULL; skop = skop->below) 772 for (skop = op->inv; skop; skop = skop->below)
834 { 773 {
774 if (skop->type == SKILL
835 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 775 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
836 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 776 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
837 break; 777 break;
778 else if (skop->type == SKILL_TOOL
838 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 779 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
839 break; 780 break;
840 } 781 }
782
841 if (!skop) 783 if (!skop)
842 { 784 {
843 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 785 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
844 return 0; 786 return 0;
845 } 787 }
850 * options given to the skill. Its pretty simple - if there 792 * options given to the skill. Its pretty simple - if there
851 * are extra parameters (as deteremined by string length), we 793 * are extra parameters (as deteremined by string length), we
852 * want to skip over any leading spaces. 794 * want to skip over any leading spaces.
853 */ 795 */
854 if (len >= strlen (string)) 796 if (len >= strlen (string))
855 {
856 string = NULL; 797 string = NULL;
857 }
858 else 798 else
859 { 799 {
860 string += len; 800 string += len;
861 while (*string == 0x20) 801 while (*string == 0x20)
862 string++; 802 string++;
803
863 if (strlen (string) == 0) 804 if (strlen (string) == 0)
864 string = NULL; 805 string = NULL;
865 } 806 }
866 807
867#ifdef SKILL_UTIL_DEBUG 808#ifdef SKILL_UTIL_DEBUG
868 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 809 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
869#endif 810#endif
870 811
871 /* Change to the new skill, then execute it. */
872 if (do_skill (op, op, skop, op->facing, string)) 812 if (do_skill (op, op, skop, op->facing, string))
873 return 1; 813 return 1;
874 814
875 return 0; 815 return 0;
876} 816}
877 817
878static bool 818static bool
879hth_skill_p (object *skill) 819hth_skill_p (object *skill)
880{ 820{
881 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 821 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
882 if (skill->subtype == unarmed_skills[i])
883 return 1;
884
885 return 0;
886} 822}
887 823
888/* This finds the first unarmed skill the player has, and returns it. 824/* This finds the first unarmed skill the player has, and returns it.
889 */ 825 */
890static object * 826static object *
904 * tmp is the targetted monster. 840 * tmp is the targetted monster.
905 * op is what is attacking 841 * op is what is attacking
906 * string is passed along to describe what messages to describe 842 * string is passed along to describe what messages to describe
907 * the damage. 843 * the damage.
908 */ 844 */
909
910static int 845static int
911do_skill_attack (object *tmp, object *op, const char *string, object *skill) 846do_skill_attack (object *tmp, object *op, const char *string, object *skill)
912{ 847{
913 int success;
914
915 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 848 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
916 return RESULT_INT (0); 849 return RESULT_INT (0);
917 850
918 /* For Players only: if there is no ready weapon, and no "attack" skill 851 /* For Players only: if there is no ready weapon, and no "attack" skill
919 * is readied either then try to find a skill for the player to use. 852 * is readied either then try to find a skill for the player to use.
920 * it is presumed that if skill is set, it is a valid attack skill (eg, 853 * it is presumed that if skill is set, it is a valid attack skill (eg,
921 * the caller should have set it appropriately). We still want to pass 854 * the caller should have set it appropriately). We still want to pass
922 * through that code if skill is set to change to the skill. 855 * through that code if skill is set to change to the skill.
923 */ 856 */
924 if (op->type == PLAYER) 857 if (player *pl = op->contr)
925 { 858 {
926 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 859 if (skill)
860 op->change_skill (skill);
861 else
927 { 862 {
928 if (!skill) 863 if (!pl->combat_ob)
929 { 864 {
930 /* See if the players chosen skill is a combat skill, and use 865 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
931 * it if appropriate.
932 */
933 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
934 skill = op->chosen_skill;
935 else
936 { 866 {
937 skill = find_player_hth_skill (op); 867 for (tmp = op->inv; tmp; tmp = tmp->below)
868 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
869 break;
938 870
939 if (!skill) 871 if (!tmp)
872 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
873
874 pl->combat_ob = tmp;
875 }
876
877 if (!pl->combat_ob)
878 {
879 /* See if the players chosen skill is a combat skill, and use
880 * it if appropriate.
881 */
882 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
883 skill = op->chosen_skill;
884 else
940 { 885 {
886 skill = find_player_hth_skill (op);
887
888 if (!skill)
941 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 889 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
942 return 0;
943 } 890 }
891
892 op->apply (skill);
893 }
894
895 if (!pl->combat_ob)
896 {
897 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
898 return 0;
944 } 899 }
945 } 900 }
946 901
947 /* now try to ready the new skill */ 902 if (!op->apply (pl->combat_ob))
948 if (!change_skill (op, skill, 0))
949 { /* oh oh, trouble! */
950 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
951 return 0; 903 return 0;
952 }
953 } 904 }
954 else 905
906 /* lose invisiblity/hiding status for running attacks */
907 if (pl->tmp_invis)
955 { 908 {
956 /* Seen some crashes below where current_weapon is not set, 909 pl->tmp_invis = 0;
957 * even though the flag says it is. So if current weapon isn't set, 910 op->invisible = 0;
958 * do some work in trying to find the object to use. 911 op->flag [FLAG_HIDDEN] = 0;
959 */ 912 update_object (op, UP_OBJ_CHANGE);
960 if (!op->current_weapon)
961 {
962 object *tmp;
963
964 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
965 for (tmp = op->inv; tmp; tmp = tmp->below)
966 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
967 break;
968
969 if (!tmp)
970 {
971 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
972 op->current_weapon = NULL;
973 return 0;
974 }
975 else
976 {
977 op->current_weapon = tmp;
978 }
979 }
980
981 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
982 } 913 }
983 } 914 }
984 915
985 /* lose invisiblity/hiding status for running attacks */
986
987 if (op->type == PLAYER && op->contr->tmp_invis)
988 {
989 op->contr->tmp_invis = 0;
990 op->invisible = 0;
991 op->hide = 0;
992 update_object (op, UP_OBJ_CHANGE);
993 }
994
995 success = attack_ob (tmp, op); 916 int success = attack_ob (tmp, op);
996 917
997 /* print appropriate messages to the player */ 918 /* print appropriate messages to the player */
998 919
999 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 920 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1000 { 921 {
1001 if (op->type == PLAYER) 922 if (op->type == PLAYER)
1002 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 923 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1003 else if (tmp->type == PLAYER) 924 else if (tmp->type == PLAYER)
1004 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 925 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1005 } 926 }
927
1006 return success; 928 return success;
1007} 929}
1008
1009 930
1010/* skill_attack() - Core routine for use when we attack using a skills 931/* skill_attack() - Core routine for use when we attack using a skills
1011 * system. In essence, this code handles 932 * system. In essence, this code handles
1012 * all skill-based attacks, ie hth, missile and melee weapons should be 933 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1013 * treated here. If an opponent is already supplied by move_player(), 934 * treated here. If an opponent is already supplied by move_player(),
1014 * we move right onto do_skill_attack(), otherwise we find if an 935 * we move right onto do_skill_attack(), otherwise we find if an
1015 * appropriate opponent exists. 936 * appropriate opponent exists.
1016 * 937 *
1017 * This is called by move_player() and attack_hth() 938 * This is called by move_player() and attack_hth()
1018 * 939 *
1019 * Initial implementation by -bt thomas@astro.psu.edu 940 * Initial implementation by -bt thomas@astro.psu.edu
1020 */ 941 */
1021
1022int 942int
1023skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 943skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1024{ 944{
1025 sint16 tx, ty; 945 sint16 tx, ty;
1026 maptile *m; 946 maptile *m;
1033 ty = freearr_y[dir]; 953 ty = freearr_y[dir];
1034 954
1035 /* If we don't yet have an opponent, find if one exists, and attack. 955 /* If we don't yet have an opponent, find if one exists, and attack.
1036 * Legal opponents are the same as outlined in move_player_attack() 956 * Legal opponents are the same as outlined in move_player_attack()
1037 */ 957 */
1038 958 if (!tmp)
1039 if (tmp == NULL)
1040 { 959 {
1041 m = pl->map; 960 m = pl->map;
1042 tx = pl->x + freearr_x[dir]; 961 tx = pl->x + freearr_x[dir];
1043 ty = pl->y + freearr_y[dir]; 962 ty = pl->y + freearr_y[dir];
1044 963
1054 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 973 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1055 { 974 {
1056 /* Don't attack party members */ 975 /* Don't attack party members */
1057 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 976 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1058 return 0; 977 return 0;
978
1059 break; 979 break;
1060 } 980 }
1061 } 981 }
982
1062 if (!tmp) 983 if (!tmp)
1063 { 984 {
1064 if (pl->type == PLAYER) 985 if (pl->type == PLAYER)
1065 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 986 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
987
1066 return 0; 988 return 0;
1067 } 989 }
1068 990
1069 return do_skill_attack (tmp, pl, string, skill); 991 return do_skill_attack (tmp, pl, string, skill);
1070} 992}
1071
1072 993
1073/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 994/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1074 995
1075/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 996/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1076 * (attack_hth) we check for weapon use, etc in the second (the new 997 * (attack_hth) we check for weapon use, etc in the second (the new
1077 * function skill_attack() we actually attack. 998 * function skill_attack() we actually attack.
1078 */ 999 */
1079
1080static int 1000static int
1081attack_hth (object *pl, int dir, const char *string, object *skill) 1001attack_hth (object *pl, int dir, const char *string, object *skill)
1082{ 1002{
1083 object *enemy = NULL, *weapon; 1003 object *enemy = NULL, *weapon;
1084 1004
1093 if (pl->type == PLAYER) 1013 if (pl->type == PLAYER)
1094 { 1014 {
1095 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1015 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1096 esrv_update_item (UPD_FLAGS, pl, weapon); 1016 esrv_update_item (UPD_FLAGS, pl, weapon);
1097 } 1017 }
1018
1098 break; 1019 break;
1099 } 1020 }
1100 } 1021 }
1022
1101 return skill_attack (enemy, pl, dir, string, skill); 1023 return skill_attack (enemy, pl, dir, string, skill);
1102} 1024}
1103
1104 1025
1105/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1026/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1106 * For now we are just checking to see if we have a ready weapon here. 1027 * For now we are just checking to see if we have a ready weapon here.
1107 * But there is a real neato possible feature of this scheme which 1028 * But there is a real neato possible feature of this scheme which
1108 * bears mentioning: 1029 * bears mentioning:
1109 * Since we are only calling this from do_skill() in the future 1030 * Since we are only calling this from do_skill() in the future
1110 * we may make this routine handle 'special' melee weapons attacks 1031 * we may make this routine handle 'special' melee weapons attacks
1111 * (like disarming manuever with sai) based on player SK_level and 1032 * (like disarming manuever with sai) based on player SK_level and
1112 * weapon type. 1033 * weapon type.
1113 */ 1034 */
1114
1115static int 1035static int
1116attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1036attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1117{ 1037{
1118 1038
1119 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1039 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1120 { 1040 {
1121 if (op->type == PLAYER) 1041 if (op->type == PLAYER)
1122 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1042 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1043
1123 return 0; 1044 return 0;
1124 } 1045 }
1046
1125 return skill_attack (NULL, op, dir, string, skill); 1047 return skill_attack (NULL, op, dir, string, skill);
1126
1127} 1048}
1049

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