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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 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 1.1 2006/08/13 17:16:04 elmex 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
58const char *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 (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) { 73 for (at = first_archetype; at != NULL; at = at->next)
74 {
72 if (at->clone.type == SKILL) { 75 if (at->clone.type == SKILL)
76 {
73 if (skill_names[at->clone.subtype] != NULL) { 77 if (skill_names[at->clone.subtype] != NULL)
78 {
74 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",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); 80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
76 } else { 81 }
82 else
83 {
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 84 skill_names[at->clone.subtype] = at->clone.skill;
85 }
86 }
78 } 87 }
79 }
80 }
81 88
82 /* 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
83 * checking for this may catch some user errors. 90 * checking for this may catch some user errors.
84 */ 91 */
85 for (i=1; i<NUM_SKILLS; i++) { 92 for (i = 1; i < NUM_SKILLS; i++)
93 {
86 if (!skill_names[i]) 94 if (!skill_names[i])
87 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);
88 i);
89 } 96 }
90} 97}
91 98
92 99
93/* This function goes through the player inventory and sets 100/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 101 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 102 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 103 * mostly used for sending exp.
97 */ 104 */
105void
98void link_player_skills(object *op) 106link_player_skills (object *op)
99{ 107{
100 object *tmp; 108 object *tmp;
101 109
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 110 for (tmp = op->inv; tmp; tmp = tmp->below)
111 {
103 if (tmp->type == SKILL) { 112 if (tmp->type == SKILL)
113 {
104 /* This is really a warning, hence no else below */ 114 /* This is really a warning, hence no else below */
105 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 {
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 119 }
109 if (tmp->subtype >= NUM_SKILLS) { 120 if (tmp->subtype >= NUM_SKILLS)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 121 {
111 tmp->subtype, NUM_SKILLS); 122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
112 } else { 123 }
124 else
125 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 126 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 127 op->contr->last_skill_exp[tmp->subtype] = -1;
115 } 128 }
116 } 129 }
117 } 130 }
118} 131}
119 132
120/* This returns the skill pointer of the given name (the 133/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 134 * one that accumlates exp, has the level, etc).
122 * 135 *
123 * It is presumed that the player will be needing to actually 136 * It is presumed that the player will be needing to actually
124 * 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
125 * tool, this code will equip it. 138 * tool, this code will equip it.
126 */ 139 */
140object *
127object *find_skill_by_name(object *who, const char *name) 141find_skill_by_name (object *who, const char *name)
128{ 142{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 143 object *skill = NULL, *skill_tool = NULL, *tmp;
130 144
131 if (!name) return NULL; 145 if (!name)
132
133 /* We make sure the length of the string in the object is greater
134 * in length than the passed string. Eg, if we have a skill called
135 * 'hi', we don't want to match if the user passed 'high'
136 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) &&
139 strlen(tmp->skill) >= strlen(name)) skill = tmp;
140
141 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one.
143 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) &&
145 strlen(tmp->skill) >= strlen(name)) {
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
148 skill_tool = tmp;
149 }
150 }
151 /* If this is a skill that can be used without a tool, return it */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
153
154 /* Player has a tool to use the skill. IF not applied, apply it -
155 * if not successful, return null. If they do have the skill tool
156 * but not the skill itself, give it to them.
157 */
158 if (skill_tool) {
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
160 if (apply_special(who, skill_tool, 0)) return NULL;
161 }
162 if (!skill) {
163 skill = give_skill_by_name(who, skill_tool->skill);
164 link_player_skills(who);
165 }
166 return skill;
167 }
168 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;
169} 191}
170 192
171 193
172/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 195 * one that accumlates exp, has the level, etc).
178 * 200 *
179 * 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,
180 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 203 * this replaces find_skill.
182 */ 204 */
205object *
183object *find_skill_by_number(object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
184{ 207{
185 object *skill=NULL, *skill_tool=NULL, *tmp; 208 object *skill = NULL, *skill_tool = NULL, *tmp;
186 209
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; 210 if (skillno < 1 || skillno >= NUM_SKILLS)
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
191
192 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one.
194 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) {
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
198 skill_tool = tmp;
199 }
200 }
201 /* If this is a skill that can be used without a tool, return it */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
203
204 /* Player has a tool to use the skill. IF not applied, apply it -
205 * if not successful, return null. If they do have the skill tool
206 * but not the skill itself, give it to them.
207 */
208 if (skill_tool) {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
210 if (apply_special(who, skill_tool, 0)) return NULL;
211 }
212 if (!skill) {
213 skill = give_skill_by_name(who, skill_tool->skill);
214 link_player_skills(who);
215 }
216 return skill;
217 }
218 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;
219} 252}
220 253
221/* This changes the objects skill to new_skill. 254/* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used - 255 * note that this function doesn't always need to get used -
223 * 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
228 * 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
229 * 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.
230 * return 1 on success, 0 on error 263 * return 1 on success, 0 on error
231 */ 264 */
232 265
266int
233int change_skill (object *who, object *new_skill, int flag) 267change_skill (object *who, object *new_skill, int flag)
234{ 268{
235 int old_range; 269 int old_range;
236 270
237 if ( who->type != PLAYER ) 271 if (who->type != PLAYER)
238 return 0; 272 return 0;
239 273
240 old_range = who->contr->shoottype; 274 old_range = who->contr->shoottype;
241 275
242 if (who->chosen_skill && who->chosen_skill == new_skill) 276 if (who->chosen_skill && who->chosen_skill == new_skill)
243 { 277 {
244 /* optimization for changing skill to current skill */ 278 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1)) 279 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill; 280 who->contr->shoottype = range_skill;
247 return 1; 281 return 1;
248 } 282 }
249 283
250 if (!new_skill || who->chosen_skill) 284 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); 286 apply_special (who, who->chosen_skill, AP_UNAPPLY);
252 287
253 /* Only goal in this case was to unapply a skill */ 288 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0; 289 if (!new_skill)
290 return 0;
255 291
256 if (apply_special (who, new_skill, AP_APPLY)) { 292 if (apply_special (who, new_skill, AP_APPLY))
257 return 0;
258 } 293 {
294 return 0;
295 }
259 if (flag & 0x1) 296 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range; 297 who->contr->shoottype = (rangetype) old_range;
261 298
262 return 1; 299 return 1;
263} 300}
264 301
265/* This function just clears the chosen_skill and range_skill values 302/* This function just clears the chosen_skill and range_skill values
266 * inthe player. 303 * inthe player.
267 */ 304 */
305void
268void clear_skill(object *who) 306clear_skill (object *who)
269{ 307{
270 who->chosen_skill = NULL; 308 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL); 309 CLEAR_FLAG (who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) { 310 if (who->type == PLAYER)
311 {
273 who->contr->ranges[range_skill] = NULL; 312 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill) 313 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none; 314 who->contr->shoottype = range_none;
276 } 315 }
277} 316}
278 317
279/* 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().
280 * 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.
285 * 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
286 * give any exp for their direct use (eg, throwing). 325 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 326 * It returns 0 if no skill was used.
288 */ 327 */
289 328
329int
290int 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{
291 int success=0, exp=0, ev=0; 332 int success = 0, exp = 0;
292 int did_alc = 0; 333 int did_alc = 0;
293 object *tmp, *next; 334 object *tmp, *next;
294 335
295 if (!skill) return 0; 336 if (!skill)
337 return 0;
296 338
297 /* 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
298 * 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
299 * 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
300 * the player doesn't have a bucket for that, create one. 342 * the player doesn't have a bucket for that, create one.
301 */ 343 */
302 if (skill->type != SKILL && op->type == PLAYER) { 344 if (skill->type != SKILL && op->type == PLAYER)
345 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
347 {
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 348 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 349 break;
350 }
351 if (!tmp)
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 352 tmp = give_skill_by_name (op, skill->skill);
307 skill = tmp; 353 skill = tmp;
308 } 354 }
309 355
310 // elmex: do a special case here. most times we only want to capture player skills? 356 // skill, by_whom, on_which_object, which direction, skill_argument
311 if (op->type==PLAYER) 357 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 ev = execute_global_event(EVENT_PLAYER_USE_SKILL, op, part, skill, dir, string);
313 else
314 ev = execute_global_event(EVENT_MONSTER_USE_SKILL, op, part, skill, dir, string);
315
316 if (ev)
317 return 0; 358 return 0;
318 359
319 switch(skill->subtype) { 360 switch (skill->subtype)
361 {
320 case SK_LEVITATION: 362 case SK_LEVITATION:
321 /* Not 100% sure if this will work with new movement code - 363 /* Not 100% sure if this will work with new movement code -
322 * the levitation skill has move_type for flying, so when 364 * the levitation skill has move_type for flying, so when
323 * equipped, that should transfer to player, when not, 365 * equipped, that should transfer to player, when not,
324 * shouldn't. 366 * shouldn't.
325 */ 367 */
326 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 368 if (QUERY_FLAG (skill, FLAG_APPLIED))
369 {
327 CLEAR_FLAG(skill,FLAG_APPLIED); 370 CLEAR_FLAG (skill, FLAG_APPLIED);
328 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
329 } 372 }
330 else { 373 else
374 {
331 SET_FLAG(skill,FLAG_APPLIED); 375 SET_FLAG (skill, FLAG_APPLIED);
332 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!.");
333 } 377 }
334 fix_player(op); 378 fix_player (op);
335 success=1; 379 success = 1;
336 break; 380 break;
337 381
338 case SK_STEALING: 382 case SK_STEALING:
339 exp = success = steal(op, dir, skill); 383 exp = success = steal (op, dir, skill);
340 break; 384 break;
341 385
342 case SK_LOCKPICKING: 386 case SK_LOCKPICKING:
343 exp = success = pick_lock(op, dir, skill); 387 exp = success = pick_lock (op, dir, skill);
344 break; 388 break;
345 389
346 case SK_HIDING: 390 case SK_HIDING:
347 exp = success = hide(op, skill); 391 exp = success = hide (op, skill);
348 break; 392 break;
349 393
350 case SK_JUMPING: 394 case SK_JUMPING:
351 success = jump(op, dir, skill); 395 success = jump (op, dir, skill);
352 break; 396 break;
353 397
354 case SK_INSCRIPTION: 398 case SK_INSCRIPTION:
355 exp = success = write_on_item(op,string, skill); 399 exp = success = write_on_item (op, string, skill);
356 break; 400 break;
357 401
358 case SK_MEDITATION: 402 case SK_MEDITATION:
359 meditate(op, skill); 403 meditate (op, skill);
360 success=1; 404 success = 1;
361 break; 405 break;
362 /* note that the following 'attack' skills gain exp through hit_player() */ 406 /* note that the following 'attack' skills gain exp through hit_player() */
363 407
364 case SK_KARATE: 408 case SK_KARATE:
365 (void) attack_hth(op,dir,"karate-chopped", skill); 409 (void) attack_hth (op, dir, "karate-chopped", skill);
366 break; 410 break;
367 411
368 case SK_PUNCHING: 412 case SK_PUNCHING:
369 (void) attack_hth(op,dir,"punched", skill); 413 (void) attack_hth (op, dir, "punched", skill);
370 break; 414 break;
371 415
372 case SK_FLAME_TOUCH: 416 case SK_FLAME_TOUCH:
373 (void) attack_hth(op,dir,"flamed", skill); 417 (void) attack_hth (op, dir, "flamed", skill);
374 break; 418 break;
375 419
376 case SK_SPARK_TOUCH: 420 case SK_SPARK_TOUCH:
377 (void) attack_hth(op,dir,"zapped", skill); 421 (void) attack_hth (op, dir, "zapped", skill);
378 break; 422 break;
379 423
380 case SK_SHIVER: 424 case SK_SHIVER:
381 (void) attack_hth(op,dir,"froze", skill); 425 (void) attack_hth (op, dir, "froze", skill);
382 break; 426 break;
383 427
384 case SK_ACID_SPLASH: 428 case SK_ACID_SPLASH:
385 (void) attack_hth(op,dir,"dissolved", skill); 429 (void) attack_hth (op, dir, "dissolved", skill);
386 break; 430 break;
387 431
388 case SK_POISON_NAIL: 432 case SK_POISON_NAIL:
389 (void) attack_hth(op,dir,"injected poison into", skill); 433 (void) attack_hth (op, dir, "injected poison into", skill);
390 break; 434 break;
391 435
392 case SK_CLAWING: 436 case SK_CLAWING:
393 (void) attack_hth(op,dir,"clawed", skill); 437 (void) attack_hth (op, dir, "clawed", skill);
394 break; 438 break;
395 439
396 case SK_ONE_HANDED_WEAPON: 440 case SK_ONE_HANDED_WEAPON:
397 case SK_TWO_HANDED_WEAPON: 441 case SK_TWO_HANDED_WEAPON:
398 (void) attack_melee_weapon(op,dir,NULL, skill); 442 (void) attack_melee_weapon (op, dir, NULL, skill);
399 break; 443 break;
400 444
401 case SK_FIND_TRAPS: 445 case SK_FIND_TRAPS:
402 exp = success = find_traps(op, skill); 446 exp = success = find_traps (op, skill);
403 break; 447 break;
404 448
405 case SK_SINGING: 449 case SK_SINGING:
406 exp = success = singing(op,dir, skill); 450 exp = success = singing (op, dir, skill);
407 break; 451 break;
408 452
409 case SK_ORATORY: 453 case SK_ORATORY:
410 exp = success = use_oratory(op,dir, skill); 454 exp = success = use_oratory (op, dir, skill);
411 break; 455 break;
412 456
413 case SK_SMITHERY: 457 case SK_SMITHERY:
414 case SK_BOWYER: 458 case SK_BOWYER:
415 case SK_JEWELER: 459 case SK_JEWELER:
416 case SK_ALCHEMY: 460 case SK_ALCHEMY:
417 case SK_THAUMATURGY: 461 case SK_THAUMATURGY:
418 case SK_LITERACY: 462 case SK_LITERACY:
419 case SK_WOODSMAN: 463 case SK_WOODSMAN:
420 /* 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.
421 * failing that, we go and identify stuff. 465 * failing that, we go and identify stuff.
422 */ 466 */
423 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)
424 next=tmp->above; 468 {
469 next = tmp->above;
425 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 {
426 attempt_do_alchemy(op, tmp); 472 attempt_do_alchemy (op, tmp);
427 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 473 if (QUERY_FLAG (tmp, FLAG_APPLIED))
428 esrv_send_inventory(op, tmp); 474 esrv_send_inventory (op, tmp);
429 did_alc=1; 475 did_alc = 1;
430 } 476 }
431 } 477 }
432 if (did_alc == 0) 478 if (did_alc == 0)
433 exp = success = skill_ident(op,skill); 479 exp = success = skill_ident (op, skill);
434 break; 480 break;
435 481
436 case SK_DET_MAGIC: 482 case SK_DET_MAGIC:
437 case SK_DET_CURSE: 483 case SK_DET_CURSE:
438 exp = success = skill_ident(op,skill); 484 exp = success = skill_ident (op, skill);
439 break; 485 break;
440 486
441 case SK_DISARM_TRAPS: 487 case SK_DISARM_TRAPS:
442 exp = success = remove_trap(op,dir, skill); 488 exp = success = remove_trap (op, dir, skill);
443 break; 489 break;
444 490
445 case SK_THROWING: 491 case SK_THROWING:
446 success = skill_throw(op,part,dir,string, skill); 492 success = skill_throw (op, part, dir, string, skill);
447 break; 493 break;
448 494
449 case SK_SET_TRAP: 495 case SK_SET_TRAP:
450 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.");
451 break; 497 break;
452 498
453 case SK_USE_MAGIC_ITEM: 499 case SK_USE_MAGIC_ITEM:
454 case SK_MISSILE_WEAPON: 500 case SK_MISSILE_WEAPON:
455 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.");
456 break; 502 break;
457 503
458 case SK_PRAYING: 504 case SK_PRAYING:
459 success = pray(op, skill); 505 success = pray (op, skill);
460 break; 506 break;
461 507
462 case SK_BARGAINING: 508 case SK_BARGAINING:
463 success = describe_shop(op); 509 success = describe_shop (op);
464 break; 510 break;
465 511
466 case SK_SORCERY: 512 case SK_SORCERY:
467 case SK_EVOCATION: 513 case SK_EVOCATION:
468 case SK_PYROMANCY: 514 case SK_PYROMANCY:
469 case SK_SUMMONING: 515 case SK_SUMMONING:
470 case SK_CLIMBING: 516 case SK_CLIMBING:
471 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.");
472 break; 518 break;
473 519
474 default: 520 default:
475 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);
476 ,query_name(op), op->chosen_skill->stats.sp); 522 break;
477 break;
478 } 523 }
479 524
480 /* 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.
481 * 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
482 * which use_monster_skill is called already simulates this. 527 * which use_monster_skill is called already simulates this.
483 * If certain skills should take more/less time, that should be 528 * If certain skills should take more/less time, that should be
484 * in the code for the skill itself. 529 * in the code for the skill itself.
485 */ 530 */
486
487 if(op->type==PLAYER) op->speed_left -= 1.0;
488 531
532 if (op->type == PLAYER)
533 op->speed_left -= 1.0;
534
489 /* 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.
490 * Note that add_exp() will figure out player/monster experience 536 * Note that add_exp() will figure out player/monster experience
491 * gain problems. 537 * gain problems.
492 */ 538 */
493 539
540 if (success && exp)
494 if(success && exp) change_exp(op,exp, skill->skill, 0); 541 change_exp (op, exp, skill->skill, 0);
495 542
496 return success; 543 return success;
497} 544}
498 545
499/* calc_skill_exp() - calculates amount of experience can be gained for 546/* calc_skill_exp() - calculates amount of experience can be gained for
500 * successfull use of a skill. Returns value of experience gain. 547 * successfull use of a skill. Returns value of experience gain.
501 * 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'
520 * 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
521 * point back to who. 568 * point back to who.
522 * 569 *
523 */ 570 */
524 571
572int
525int calc_skill_exp(object *who, object *op, object *skill) { 573calc_skill_exp (object *who, object *op, object *skill)
574{
526 int op_exp=0,op_lvl= 0; 575 int op_exp = 0, op_lvl = 0;
527 float base,value,lvl_mult=0.0; 576 float base, value, lvl_mult = 0.0;
528 577
529 if (!skill) skill = who; 578 if (!skill)
579 skill = who;
530 580
531 /* Oct 95 - where we have an object, I expanded our treatment 581 /* Oct 95 - where we have an object, I expanded our treatment
532 * to 3 cases: 582 * to 3 cases:
533 * non-living magic obj, runes and everything else. 583 * non-living magic obj, runes and everything else.
534 * 584 *
535 * 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
536 * help out exp awards for skill_ident skills. Also, if 586 * help out exp awards for skill_ident skills. Also, if
537 * 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
538 * and level (this was the old system) -b.t. 588 * and level (this was the old system) -b.t.
539 */ 589 */
540 590
541 if(!op) { /* no item/creature */ 591 if (!op)
592 { /* no item/creature */
542 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 593 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
543 op_exp = 0; 594 op_exp = 0;
544 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 595 }
545 * for the amount of experience */ 596 else if (op->type == RUNE || op->type == TRAP)
597 { /* all traps. If stats.Cha > 1 we use that
598 * for the amount of experience */
546 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;
547 op_lvl = op->level; 600 op_lvl = op->level;
548 } else { /* all other items/living creatures */ 601 }
602 else
603 { /* all other items/living creatures */
549 op_exp = op->stats.exp; 604 op_exp = op->stats.exp;
550 op_lvl = op->level; 605 op_lvl = op->level;
551 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 606 if (!QUERY_FLAG (op, FLAG_ALIVE))
607 { /* for ident/make items */
552 op_lvl += 5 * abs(op->magic); 608 op_lvl += 5 * abs (op->magic);
553 } 609 }
554 } 610 }
555 611
556 if(op_lvl<1) op_lvl = 1; 612 if (op_lvl < 1)
613 op_lvl = 1;
557 614
558 if(who->type!=PLAYER) { /* for monsters only */ 615 if (who->type != PLAYER)
616 { /* for monsters only */
559 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
560 } else { /* for players */ 620 { /* for players */
561 base = op_exp; 621 base = op_exp;
562 /* 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
563 * bse reward value (exp) and level multiplier factor. 623 * bse reward value (exp) and level multiplier factor.
564 */ 624 */
565 if (skill->type == SKILL) { 625 if (skill->type == SKILL)
626 {
566 base += skill->arch->clone.stats.exp; 627 base += skill->arch->clone.stats.exp;
567 if (settings.simple_exp) { 628 if (settings.simple_exp)
629 {
568 if (skill->arch->clone.level) 630 if (skill->arch->clone.level)
569 lvl_mult = (float) skill->arch->clone.level / 100.0; 631 lvl_mult = (float) skill->arch->clone.level / 100.0;
570 else 632 else
571 lvl_mult = 1.0; /* no adjustment */ 633 lvl_mult = 1.0; /* no adjustment */
572 } 634 }
573 else { 635 else
574 if (skill->level) 636 {
637 if (skill->level)
575 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);
576 else 639 else
577 lvl_mult = 1.0; 640 lvl_mult = 1.0;
578 } 641 }
579 } else { 642 }
643 else
644 {
580 /* Don't divide by zero here! */ 645 /* Don't divide by zero here! */
581 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 646 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
582 } 647 }
583 } 648 }
584 649
585 /* assemble the exp total, and return value */ 650 /* assemble the exp total, and return value */
586 651
587 value = base * lvl_mult; 652 value = base * lvl_mult;
653 if (value < 1)
588 if (value < 1) value=1; /* Always give at least 1 exp point */ 654 value = 1; /* Always give at least 1 exp point */
589 655
590#ifdef SKILL_UTIL_DEBUG 656#ifdef SKILL_UTIL_DEBUG
591 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);
592 who->name,skill->level,op->name,op_lvl);
593#endif 658#endif
594 return ( (int) value); 659 return ((int) value);
595} 660}
596 661
597/* Learn skill. This inserts the requested skill in the player's 662/* Learn skill. This inserts the requested skill in the player's
598 * inventory. The skill field of the scroll should have the 663 * inventory. The skill field of the scroll should have the
599 * exact name of the requested skill. 664 * exact name of the requested skill.
600 * This one actually teaches the player the skill as something 665 * This one actually teaches the player the skill as something
601 * they can equip. 666 * they can equip.
602 * Return 0 if the player knows the skill, 1 if the 667 * Return 0 if the player knows the skill, 1 if the
603 * player learns the skill, 2 otherwise. 668 * player learns the skill, 2 otherwise.
604 */ 669 */
605 670
606int 671int
607learn_skill (object *pl, object *scroll) { 672learn_skill (object *pl, object *scroll)
673{
608 object *tmp; 674 object *tmp;
609 675
610 if (!scroll->skill) { 676 if (!scroll->skill)
677 {
611 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);
612 return 2; 679 return 2;
613 } 680 }
614 681
615 /* 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
616 * but can't use natively. 683 * but can't use natively.
617 */ 684 */
618 685
619 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) 686 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
620 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;
621 689
622 /* player already knows it */ 690 /* player already knows it */
623 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0;
624 693
625 694
626 695
627 /* now a random change to learn, based on player Int. 696 /* now a random change to learn, based on player Int.
628 * give bonus based on level - otherwise stupid characters 697 * give bonus based on level - otherwise stupid characters
629 * might never be able to learn anything. 698 * might never be able to learn anything.
630 */ 699 */
631 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)))
632 return 2; /* failure :< */ 701 return 2; /* failure :< */
633 702
634 if (!tmp) 703 if (!tmp)
635 tmp = give_skill_by_name(pl, scroll->skill); 704 tmp = give_skill_by_name (pl, scroll->skill);
636 705
637 if (!tmp) { 706 if (!tmp)
707 {
638 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);
639 return 2; 709 return 2;
640 } 710 }
641 711
642 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 712 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
643 link_player_skills(pl); 713 link_player_skills (pl);
644 return 1; 714 return 1;
645} 715}
646 716
647/* Gives a percentage clipped to 0% -> 100% of a/b. */ 717/* Gives a percentage clipped to 0% -> 100% of a/b. */
718
648/* Probably belongs in some global utils-type file? */ 719/* Probably belongs in some global utils-type file? */
720static int
649static int clipped_percent(sint64 a, sint64 b) 721clipped_percent (sint64 a, sint64 b)
650{ 722{
651 int rv; 723 int rv;
652 724
653 if (b <= 0) 725 if (b <= 0)
654 return 0; 726 return 0;
655 727
656 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 728 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
657 729
658 if (rv < 0) 730 if (rv < 0)
659 return 0; 731 return 0;
660 else if (rv > 100) 732 else if (rv > 100)
661 return 100; 733 return 100;
662 734
663 return rv; 735 return rv;
664} 736}
665 737
666/* show_skills() - Meant to allow players to examine 738/* show_skills() - Meant to allow players to examine
667 * their current skill list. 739 * their current skill list.
671 * Note this function is a bit more complicated becauase we 743 * Note this function is a bit more complicated becauase we
672 * we want ot sort the skills before printing them. If we 744 * we want ot sort the skills before printing them. If we
673 * 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
674 * simpler. 746 * simpler.
675 */ 747 */
676 748
749void
677void show_skills(object *op, const char* search) { 750show_skills (object *op, const char *search)
751{
678 object *tmp=NULL; 752 object *tmp = NULL;
679 char buf[MAX_BUF]; 753 char buf[MAX_BUF];
680 const char *cp; 754 const char *cp;
681 int i,num_skills_found=0; 755 int i, num_skills_found = 0;
682 static const char *const periods = "........................................"; 756 static const char *const periods = "........................................";
757
683 /* 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 */
684 char skills[NUM_SKILLS][MAX_BUF]; 759 char skills[NUM_SKILLS][MAX_BUF];
685 760
686 761
687 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 762 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
763 {
688 if (tmp->type == SKILL) { 764 if (tmp->type == SKILL)
765 {
689 if ( search && strstr(tmp->name,search)==NULL ) continue; 766 if (search && strstr (tmp->name, search) == NULL)
767 continue;
690 /* Basically want to fill this out to 40 spaces with periods */ 768 /* Basically want to fill this out to 40 spaces with periods */
691 sprintf(buf,"%s%s", tmp->name, periods); 769 sprintf (buf, "%s%s", &tmp->name, periods);
692 buf[40] = 0; 770 buf[40] = 0;
693 771
694 if (settings.permanent_exp_ratio) { 772 if (settings.permanent_exp_ratio)
695#ifdef WIN32 773 {
696 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)",
697 buf,tmp->level,
698 tmp->stats.exp,
699 level_exp(tmp->level+1, op->expmul),
700 clipped_percent(tmp->perm_exp,tmp->stats.exp));
701#else
702 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", 774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
703 buf,tmp->level, 775 buf, tmp->level,
704 tmp->stats.exp, 776 (long long) tmp->stats.exp,
705 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));
706 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 778 }
707#endif 779 else
708 } else { 780 {
709#ifdef WIN32
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)",
711 buf,tmp->level,
712 tmp->stats.exp,
713 level_exp(tmp->level+1, op->expmul));
714#else
715 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
716 buf,tmp->level, 782 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
717 tmp->stats.exp, 783 }
718 level_exp(tmp->level+1, op->expmul));
719#endif
720 }
721 /* 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
722 * it sometimes happens (maybe a leftover from bugier earlier code 785 * it sometimes happens (maybe a leftover from bugier earlier code
723 * and those character are still about). In any case, lets handle 786 * and those character are still about). In any case, lets handle
724 * 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
725 * crash the server numerous times. 788 * crash the server numerous times.
726 */ 789 */
727 if (num_skills_found >= NUM_SKILLS) { 790 if (num_skills_found >= NUM_SKILLS)
791 {
728 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.");
729 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");
730 break; 794 break;
795 }
796 }
731 } 797 }
732 }
733 }
734 798
735 clear_win_info(op); 799 clear_win_info (op);
736 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)
737 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);
738 803
739 for (i=0; i<num_skills_found; i++) { 804 for (i = 0; i < num_skills_found; i++)
805 {
740 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
741 } 807 }
742 808
743 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);
744 "You can handle %d weapon improvements.",op->level/5+5);
745 810
746 cp = determine_god(op); 811 cp = determine_god (op);
747 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");
748 "You worship %s.", cp?cp:"no god at current time");
749 813
750 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",
751 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 815 op->contr->item_power, (int) (op->level * settings.item_power_factor));
752} 816}
753 817
754/* 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
755 * 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
756 * 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.
757 * This is tricky because skills can have spaces. We basically roll 821 * This is tricky because skills can have spaces. We basically roll
758 * 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.
759 */ 823 */
760 824
825int
761int use_skill(object *op, const char *string) { 826use_skill (object *op, const char *string)
827{
762 object *skop; 828 object *skop;
763 size_t len; 829 size_t len;
764 830
765 if (!string) return 0; 831 if (!string)
832 return 0;
766 833
767 for (skop = op->inv; skop != NULL; skop=skop->below) { 834 for (skop = op->inv; skop != NULL; skop = skop->below)
835 {
768 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 836 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
769 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 837 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
770 break; 838 break;
771 else if (skop->type == SKILL_TOOL && 839 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
772 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
773 break; 840 break;
774 } 841 }
775 if (!skop) { 842 if (!skop)
776 new_draw_info_format(NDI_UNIQUE, 0, op,
777 "Unable to find skill %s", string);
778 return 0;
779 } 843 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
845 return 0;
846 }
780 847
781 len=strlen(skop->skill); 848 len = strlen (skop->skill);
782 849
783 /* 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
784 * options given to the skill. Its pretty simple - if there 851 * options given to the skill. Its pretty simple - if there
785 * are extra parameters (as deteremined by string length), we 852 * are extra parameters (as deteremined by string length), we
786 * want to skip over any leading spaces. 853 * want to skip over any leading spaces.
787 */ 854 */
788 if(len>=strlen(string)) { 855 if (len >= strlen (string))
789 string=NULL;
790 } else {
791 string += len;
792 while(*string==0x20) string++;
793 if(strlen(string)==0) string = NULL;
794 } 856 {
857 string = NULL;
795 858 }
859 else
860 {
861 string += len;
862 while (*string == 0x20)
863 string++;
864 if (strlen (string) == 0)
865 string = NULL;
866 }
867
796#ifdef SKILL_UTIL_DEBUG 868#ifdef SKILL_UTIL_DEBUG
797 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");
798#endif 870#endif
799 871
800 /* Change to the new skill, then execute it. */ 872 /* Change to the new skill, then execute it. */
801 if(do_skill(op,op,skop, op->facing,string)) return 1; 873 if (do_skill (op, op, skop, op->facing, string))
802
803 return 0; 874 return 1;
875
876 return 0;
804} 877}
805 878
806 879
807 880
808/* This finds the best unarmed skill the player has, and returns 881/* This finds the best unarmed skill the player has, and returns
817 * 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
818 * 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
819 * combat. If everyone race/class should have one, this should 892 * combat. If everyone race/class should have one, this should
820 * be handled in the starting treasurelists, not in the code. 893 * be handled in the starting treasurelists, not in the code.
821 */ 894 */
895static object *
822static object *find_best_player_hth_skill(object *op) 896find_best_player_hth_skill (object *op)
823{ 897{
824 object *tmp, *best_skill=NULL; 898 object *tmp, *best_skill = NULL;
825 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;
826 900
827 for (tmp=op->inv; tmp; tmp=tmp->below) { 901 for (tmp = op->inv; tmp; tmp = tmp->below)
902 {
828 if (tmp->type == SKILL) { 903 if (tmp->type == SKILL)
904 {
829 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 905 if (dragon && tmp->subtype == SK_CLAWING)
906 return tmp;
830 907
831 /* The order in the array is preferred order. So basically, 908 /* The order in the array is preferred order. So basically,
832 * 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
833 * 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
834 * 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,
835 * because they are infrerior skills. 912 * because they are infrerior skills.
836 * 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
837 * right away - can't get any better than that. 914 * right away - can't get any better than that.
838 */ 915 */
839 for (i=0; i<last_skill; i++) { 916 for (i = 0; i < last_skill; i++)
917 {
840 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))
841 best_skill = tmp; 919 {
842 last_skill = i; 920 best_skill = tmp;
843 if (i==0) return best_skill; 921 last_skill = i;
844 } 922 if (i == 0)
923 return best_skill;
924 }
925 }
926 }
845 } 927 }
846 }
847 }
848 return best_skill; 928 return best_skill;
849} 929}
850 930
851/* do_skill_attack() - We have got an appropriate opponent from either 931/* do_skill_attack() - We have got an appropriate opponent from either
852 * 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
853 * 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.
855 * tmp is the targetted monster. 935 * tmp is the targetted monster.
856 * op is what is attacking 936 * op is what is attacking
857 * string is passed along to describe what messages to describe 937 * string is passed along to describe what messages to describe
858 * the damage. 938 * the damage.
859 */ 939 */
860 940
941static int
861static 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{
862 int success; 944 int success;
863 945
946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947 return RESULT_INT (0);
948
864 /* 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
865 * 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.
866 * 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,
867 * 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
868 * 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.
869 */ 954 */
870 if(op->type==PLAYER) { 955 if (op->type == PLAYER)
956 {
871 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
958 {
872 size_t i; 959 size_t i;
873 960
874 if (!skill) { 961 if (!skill)
962 {
875 /* 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
876 * it if appropriate. 964 * it if appropriate.
877 */ 965 */
878 if (op->chosen_skill) { 966 if (op->chosen_skill)
967 {
879 for (i=0; i<sizeof(unarmed_skills); i++) 968 for (i = 0; i < sizeof (unarmed_skills); i++)
880 if (op->chosen_skill->subtype == unarmed_skills[i]) { 969 if (op->chosen_skill->subtype == unarmed_skills[i])
881 skill = op->chosen_skill; 970 {
882 break; 971 skill = op->chosen_skill;
883 } 972 break;
884 } 973 }
974 }
885 /* 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 */
886 if (!skill) { 976 if (!skill)
977 {
887 skill = find_best_player_hth_skill(op); 978 skill = find_best_player_hth_skill (op);
888 // if ((skill = execute_global_event(EVENT_FIND_UNARMED_SKILL, op)) <= 0) { 979
980 if (!skill)
981 {
982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
983 return 0;
889 // } 984 }
890 985 }
891 if (!skill) { 986 }
892 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!");
893 return 0;
894 }
895 }
896 }
897 if (skill != op->chosen_skill) { 987 if (skill != op->chosen_skill)
988 {
898 /* now try to ready the new skill */ 989 /* now try to ready the new skill */
899 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 990 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */
900 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);
901 return 0; 993 return 0;
902 } 994 }
903 } 995 }
904 } else { 996 }
997 else
998 {
905 /* Seen some crashes below where current_weapon is not set, 999 /* Seen some crashes below where current_weapon is not set,
906 * 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,
907 * do some work in trying to find the object to use. 1001 * do some work in trying to find the object to use.
908 */ 1002 */
909 if (!op->current_weapon) { 1003 if (!op->current_weapon)
910 object *tmp; 1004 {
1005 object *tmp;
911 1006
912 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);
913 op->name);
914 for (tmp=op->inv; tmp; tmp=tmp->below) 1008 for (tmp = op->inv; tmp; tmp = tmp->below)
915 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; 1009 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1010 break;
916 1011
917 if (op->current_weapon_script) 1012 if (!tmp)
918 FREE_AND_CLEAR_STR(op->current_weapon_script); 1013 {
919 if (!tmp) {
920 LOG(llevError,"Could not find applied weapon on %s\n", 1014 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
921 op->name);
922 op->current_weapon=NULL; 1015 op->current_weapon = NULL;
923 return 0; 1016 return 0;
924 } else { 1017 }
1018 else
1019 {
925 op->current_weapon = tmp; 1020 op->current_weapon = tmp;
926 op->current_weapon_script=add_string(query_name(tmp)); 1021 }
927 } 1022 }
928 }
929 1023
930 /* Has ready weapon - make sure chosen_skill is set up properly */ 1024 /* Has ready weapon - make sure chosen_skill is set up properly */
931 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 {
932 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);
1028 }
1029 }
933 } 1030 }
934 }
935 }
936 1031
937 /* lose invisiblity/hiding status for running attacks */ 1032 /* lose invisiblity/hiding status for running attacks */
938 1033
939 if(op->type==PLAYER && op->contr->tmp_invis) { 1034 if (op->type == PLAYER && op->contr->tmp_invis)
1035 {
940 op->contr->tmp_invis=0; 1036 op->contr->tmp_invis = 0;
941 op->invisible=0; 1037 op->invisible = 0;
942 op->hide=0; 1038 op->hide = 0;
943 update_object(op,UP_OBJ_FACE); 1039 update_object (op, UP_OBJ_FACE);
944 } 1040 }
945 1041
946 success = attack_ob(tmp,op); 1042 success = attack_ob (tmp, op);
947 1043
948 /* print appropriate messages to the player */ 1044 /* print appropriate messages to the player */
949 1045
950 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047 {
951 if(op->type==PLAYER) 1048 if (op->type == PLAYER)
952 new_draw_info_format(NDI_UNIQUE, 0,op, 1049 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
953 "You %s %s!",string,query_name(tmp));
954 else if(tmp->type==PLAYER) 1050 else if (tmp->type == PLAYER)
955 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
956 "%s %s you!",query_name(op),string);
957 } 1052 }
958 return success; 1053 return success;
959} 1054}
960 1055
961 1056
962/* 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
963 * system. In essence, this code handles 1058 * system. In essence, this code handles
964 * 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
968 * 1063 *
969 * This is called by move_player() and attack_hth() 1064 * This is called by move_player() and attack_hth()
970 * 1065 *
971 * Initial implementation by -bt thomas@astro.psu.edu 1066 * Initial implementation by -bt thomas@astro.psu.edu
972 */ 1067 */
973 1068
1069int
974int 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{
975 sint16 tx,ty; 1072 sint16 tx, ty;
976 mapstruct *m; 1073 mapstruct *m;
977 int mflags; 1074 int mflags;
978 1075
1076 if (!dir)
979 if(!dir) dir=pl->facing; 1077 dir = pl->facing;
980 tx=freearr_x[dir]; 1078 tx = freearr_x[dir];
981 ty=freearr_y[dir]; 1079 ty = freearr_y[dir];
982 1080
983 /* 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.
984 * Legal opponents are the same as outlined in move_player_attack() 1082 * Legal opponents are the same as outlined in move_player_attack()
985 */ 1083 */
986 1084
987 if(tmp==NULL) { 1085 if (tmp == NULL)
1086 {
988 m = pl->map; 1087 m = pl->map;
989 tx = pl->x + freearr_x[dir]; 1088 tx = pl->x + freearr_x[dir];
990 ty = pl->y + freearr_y[dir]; 1089 ty = pl->y + freearr_y[dir];
991 1090
992 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 1091 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
993 if (mflags & P_OUT_OF_MAP) return 0; 1092 if (mflags & P_OUT_OF_MAP)
1093 return 0;
994 1094
995 /* space must be blocked for there to be anything interesting to do */ 1095 /* space must be blocked for there to be anything interesting to do */
996 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; 1096 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0;
997 1098
998 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) 1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
999 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 1100 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1000 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 1101 {
1001 || tmp->type==LOCKED_DOOR ) {
1002 /* Don't attack party members */ 1102 /* Don't attack party members */
1003 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1004 && pl->contr->party==tmp->contr->party)) 1104 return 0;
1005 return 0;
1006 break; 1105 break;
1106 }
1007 } 1107 }
1008 }
1009 if (!tmp) { 1108 if (!tmp)
1109 {
1010 if(pl->type==PLAYER) 1110 if (pl->type == PLAYER)
1011 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); 1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1012 return 0; 1112 return 0;
1013 } 1113 }
1014 1114
1015 return do_skill_attack(tmp,pl,string, skill); 1115 return do_skill_attack (tmp, pl, string, skill);
1016} 1116}
1017 1117
1018 1118
1019/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1119/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120
1020/* 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
1021 * (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
1022 * function skill_attack() we actually attack. 1123 * function skill_attack() we actually attack.
1023 */ 1124 */
1024 1125
1126static int
1025static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1127attack_hth (object *pl, int dir, const char *string, object *skill)
1128{
1026 object *enemy=NULL,*weapon; 1129 object *enemy = NULL, *weapon;
1027 1130
1028 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1131 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1029 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1132 for (weapon = pl->inv; weapon; weapon = weapon->below)
1133 {
1030 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 {
1031 CLEAR_FLAG(weapon,FLAG_APPLIED); 1136 CLEAR_FLAG (weapon, FLAG_APPLIED);
1032 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1033 fix_player(pl); 1138 fix_player (pl);
1034 if(pl->type==PLAYER) { 1139 if (pl->type == PLAYER)
1140 {
1035 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.");
1036 esrv_update_item(UPD_FLAGS, pl, weapon); 1142 esrv_update_item (UPD_FLAGS, pl, weapon);
1037 } 1143 }
1038 break; 1144 break;
1145 }
1039 } 1146 }
1040 }
1041 return skill_attack(enemy,pl,dir,string, skill); 1147 return skill_attack (enemy, pl, dir, string, skill);
1042} 1148}
1043 1149
1044 1150
1045/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1151/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1046 * 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.
1050 * we may make this routine handle 'special' melee weapons attacks 1156 * we may make this routine handle 'special' melee weapons attacks
1051 * (like disarming manuever with sai) based on player SK_level and 1157 * (like disarming manuever with sai) based on player SK_level and
1052 * weapon type. 1158 * weapon type.
1053 */ 1159 */
1054 1160
1161static int
1055static 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{
1056 1164
1057 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166 {
1058 if(op->type==PLAYER) 1167 if (op->type == PLAYER)
1059 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!");
1060 return 0; 1169 return 0;
1061 } 1170 }
1062 return skill_attack(NULL,op,dir,string, skill); 1171 return skill_attack (NULL, op, dir, string, skill);
1063 1172
1064} 1173}

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