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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.33 by root, Mon Apr 30 04:25:30 2007 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c =
4 * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
28*/ 23 */
29 24
30/* 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. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
43 38
44/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 43#include <global.h>
51#include <object.h> 44#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 45#include <sproto.h>
54#endif
55#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. */
56#include <spells.h> 47#include <spells.h>
57 48
49const uint8_t skill_flags[NUM_SKILLS] = {
50# define def(uc, flags) flags,
51# include "skillinc.h"
52# undef def
53};
54
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 55static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61shstr skill_names[NUM_SKILLS];
62 57
63/* init_skills basically just sets up the skill_names table 58/* init_skills basically just sets up the skill_names table
64 * above. The index into the array is set up by the 59 * above. The index into the array is set up by the
65 * subtypes. 60 * subtypes.
66 */ 61 */
67void 62void
68init_skills (void) 63init_skills (void)
69{ 64{
70 int i;
71 archetype *at;
72
73 for (at = first_archetype; at != NULL; at = at->next) 65 for (archetype *at = first_archetype; at; at = at->next)
74 {
75 if (at->clone.type == SKILL) 66 if (at->clone.type == SKILL)
76 { 67 {
77 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->clone.subtype])
78 {
79 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
81 }
82 else 71 else
83 {
84 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->clone.subtype] = at->clone.skill;
85 }
86 } 73 }
87 }
88 74
89 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
91 */ 77 */
92 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 79 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 81}
98
99 82
100/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 86 * mostly used for sending exp.
104 */ 87 */
105void 88void
106link_player_skills (object *op) 89link_player_skills (object *op)
107{ 90{
108 object *tmp;
109
110 for (tmp = op->inv; tmp; tmp = tmp->below) 91 for (object *tmp = op->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 92 if (tmp->type == SKILL)
113 { 93 {
114 /* This is really a warning, hence no else below */ 94 /* This is really a warning, hence no else below */
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
119 } 98
120 if (tmp->subtype >= NUM_SKILLS) 99 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else 101 else
125 { 102 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp; 103 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1; 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
128 } 105 }
129 } 106 }
130 }
131} 107}
132 108
133/* This returns the skill pointer of the given name (the 109/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 110 * one that accumlates exp, has the level, etc).
135 * 111 *
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 154 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 { 155 {
180 if (apply_special (who, skill_tool, 0)) 156 if (apply_special (who, skill_tool, 0))
181 return NULL; 157 return NULL;
182 } 158 }
159
183 if (!skill) 160 if (!skill)
184 { 161 {
185 skill = give_skill_by_name (who, skill_tool->skill); 162 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 163 link_player_skills (who);
187 } 164 }
165
188 return skill; 166 return skill;
189 } 167 }
168
190 return NULL; 169 return NULL;
191} 170}
192 171
193 172
194/* This returns the skill pointer of the given name (the 173/* This returns the skill pointer of the given name (the
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 { 219 {
241 if (apply_special (who, skill_tool, 0)) 220 if (apply_special (who, skill_tool, 0))
242 return NULL; 221 return NULL;
243 } 222 }
223
244 if (!skill) 224 if (!skill)
245 { 225 {
246 skill = give_skill_by_name (who, skill_tool->skill); 226 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who); 227 link_player_skills (who);
248 } 228 }
229
249 return skill; 230 return skill;
250 } 231 }
232
251 return NULL; 233 return NULL;
252} 234}
253 235
254/* This changes the objects skill to new_skill. 236/* This changes the objects skill to new_skill.
255 * note that this function doesn't always need to get used - 237 * note that this function doesn't always need to get used -
260 * flag has the current meaning: 242 * flag has the current meaning:
261 * 0x1: If set, don't update the range pointer. This is useful when we 243 * 0x1: If set, don't update the range pointer. This is useful when we
262 * need to ready a new skill, but don't want to clobber range. 244 * need to ready a new skill, but don't want to clobber range.
263 * return 1 on success, 0 on error 245 * return 1 on success, 0 on error
264 */ 246 */
265
266int 247int
267change_skill (object *who, object *new_skill, int flag) 248change_skill (object *who, object *new_skill, int flag)
268{ 249{
269 int old_range; 250 int old_range;
270 251
271 if (who->type != PLAYER) 252 if (who->type != PLAYER)
272 return 0; 253 return 0;
273 254
274 old_range = who->contr->shoottype;
275
276 if (who->chosen_skill && who->chosen_skill == new_skill) 255 if (who->chosen_skill && who->chosen_skill == new_skill)
277 { 256 {
278 /* optimization for changing skill to current skill */ 257 //who->contr->combat_skill = who->chosen_skill;
279 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill;
281 return 1; 258 return 1;
282 } 259 }
283 260
284 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill)
286 apply_special (who, who->chosen_skill, AP_UNAPPLY);
287
288 /* Only goal in this case was to unapply a skill */
289 if (!new_skill) 261 if (!new_skill)
262 {
263 if (who->chosen_skill)
264 apply_special (who, who->chosen_skill, AP_UNAPPLY);
265
266 /* Only goal in this case was to unapply a skill */
267 return 0;
268 }
269
270 // move skill to front, so it will be preferred next time
271 new_skill->remove ();
272 who->insert (new_skill);
273
274 if (apply_special (who, new_skill, AP_APPLY))
290 return 0; 275 return 0;
291 276
292 if (apply_special (who, new_skill, AP_APPLY))
293 {
294 return 0;
295 }
296 if (flag & 0x1)
297 who->contr->shoottype = (rangetype) old_range;
298
299 return 1; 277 return 1;
300} 278}
301 279
302/* This function just clears the chosen_skill and range_skill values 280/* This function just clears the chosen_skill and range_skill values
303 * inthe player. 281 * in the player.
304 */ 282 */
305void 283void
306clear_skill (object *who) 284clear_skill (object *who)
307{ 285{
308 who->chosen_skill = NULL; 286 who->chosen_skill = 0;
309 CLEAR_FLAG (who, FLAG_READY_SKILL); 287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
310 if (who->type == PLAYER) 289 if (who->type == PLAYER)
311 { 290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
312 who->contr->ranges[range_skill] = NULL; 293 who->contr->ranged_skill = 0;
313 if (who->contr->shoottype == range_skill) 294 who->contr->ranged_ob = 0;
314 who->contr->shoottype = range_none; 295 }
315 } 296 }
316} 297}
317 298
318/* do_skill() - Main skills use function-similar in scope to cast_spell(). 299/* do_skill() - Main skills use function-similar in scope to cast_spell().
319 * We handle all requests for skill use outside of some combat here. 300 * We handle all requests for skill use outside of some combat here.
323 * exp - no caller needed that info, but it also prevented the callers 304 * exp - no caller needed that info, but it also prevented the callers
324 * from know if a skill was actually used, as many skills don't 305 * from know if a skill was actually used, as many skills don't
325 * give any exp for their direct use (eg, throwing). 306 * give any exp for their direct use (eg, throwing).
326 * It returns 0 if no skill was used. 307 * It returns 0 if no skill was used.
327 */ 308 */
328
329int 309int
330do_skill (object *op, object *part, object *skill, int dir, const char *string) 310do_skill (object *op, object *part, object *skill, int dir, const char *string)
331{ 311{
332 int success = 0, exp = 0; 312 int success = 0, exp = 0;
333 int did_alc = 0; 313 int did_alc = 0;
342 * the player doesn't have a bucket for that, create one. 322 * the player doesn't have a bucket for that, create one.
343 */ 323 */
344 if (skill->type != SKILL && op->type == PLAYER) 324 if (skill->type != SKILL && op->type == PLAYER)
345 { 325 {
346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
347 {
348 if (tmp->type == SKILL && tmp->skill == skill->skill) 327 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break; 328 break;
350 } 329
351 if (!tmp) 330 if (!tmp)
352 tmp = give_skill_by_name (op, skill->skill); 331 tmp = give_skill_by_name (op, skill->skill);
332
353 skill = tmp; 333 skill = tmp;
354 } 334 }
355 335
356 // skill, by_whom, on_which_object, which direction, skill_argument 336 // skill, by_whom, on_which_object, which direction, skill_argument
357 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 337 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
358 return 0; 338 return 0;
359 339
360 switch (skill->subtype) 340 switch (skill->subtype)
361 { 341 {
362 case SK_LEVITATION: 342 case SK_LEVITATION:
363 /* Not 100% sure if this will work with new movement code - 343 /* Not 100% sure if this will work with new movement code -
364 * the levitation skill has move_type for flying, so when 344 * the levitation skill has move_type for flying, so when
365 * equipped, that should transfer to player, when not, 345 * equipped, that should transfer to player, when not,
366 * shouldn't. 346 * shouldn't.
367 */ 347 */
368 if (QUERY_FLAG (skill, FLAG_APPLIED)) 348 if (QUERY_FLAG (skill, FLAG_APPLIED))
369 { 349 {
370 CLEAR_FLAG (skill, FLAG_APPLIED); 350 CLEAR_FLAG (skill, FLAG_APPLIED);
371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 } 352 }
373 else 353 else
374 { 354 {
375 SET_FLAG (skill, FLAG_APPLIED); 355 SET_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 356 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
377 } 357 }
378 fix_player (op); 358
359 op->update_stats ();
379 success = 1; 360 success = 1;
380 break; 361 break;
381 362
382 case SK_STEALING: 363 case SK_STEALING:
383 exp = success = steal (op, dir, skill); 364 exp = success = steal (op, dir, skill);
384 break; 365 break;
385 366
386 case SK_LOCKPICKING: 367 case SK_LOCKPICKING:
387 exp = success = pick_lock (op, dir, skill); 368 exp = success = pick_lock (op, dir, skill);
388 break; 369 break;
389 370
390 case SK_HIDING: 371 case SK_HIDING:
391 exp = success = hide (op, skill); 372 exp = success = hide (op, skill);
392 break; 373 break;
393 374
394 case SK_JUMPING: 375 case SK_JUMPING:
395 success = jump (op, dir, skill); 376 success = jump (op, dir, skill);
396 break; 377 break;
397 378
398 case SK_INSCRIPTION: 379 case SK_INSCRIPTION:
399 exp = success = write_on_item (op, string, skill); 380 exp = success = write_on_item (op, string, skill);
400 break; 381 break;
401 382
402 case SK_MEDITATION: 383 case SK_MEDITATION:
403 meditate (op, skill); 384 meditate (op, skill);
404 success = 1; 385 success = 1;
405 break; 386 break;
406 /* note that the following 'attack' skills gain exp through hit_player() */ 387 /* note that the following 'attack' skills gain exp through hit_player() */
407 388
408 case SK_KARATE: 389 case SK_KARATE:
409 (void) attack_hth (op, dir, "karate-chopped", skill); 390 attack_hth (op, dir, "karate-chopped", skill);
410 break; 391 break;
411 392
412 case SK_PUNCHING: 393 case SK_PUNCHING:
413 (void) attack_hth (op, dir, "punched", skill); 394 attack_hth (op, dir, "punched", skill);
414 break; 395 break;
415 396
416 case SK_FLAME_TOUCH: 397 case SK_FLAME_TOUCH:
417 (void) attack_hth (op, dir, "flamed", skill); 398 attack_hth (op, dir, "flamed", skill);
418 break; 399 break;
419 400
420 case SK_SPARK_TOUCH: 401 case SK_SPARK_TOUCH:
421 (void) attack_hth (op, dir, "zapped", skill); 402 attack_hth (op, dir, "zapped", skill);
422 break; 403 break;
423 404
424 case SK_SHIVER: 405 case SK_SHIVER:
425 (void) attack_hth (op, dir, "froze", skill); 406 attack_hth (op, dir, "froze", skill);
426 break; 407 break;
427 408
428 case SK_ACID_SPLASH: 409 case SK_ACID_SPLASH:
429 (void) attack_hth (op, dir, "dissolved", skill); 410 attack_hth (op, dir, "dissolved", skill);
430 break; 411 break;
431 412
432 case SK_POISON_NAIL: 413 case SK_POISON_NAIL:
433 (void) attack_hth (op, dir, "injected poison into", skill); 414 attack_hth (op, dir, "injected poison into", skill);
434 break; 415 break;
435 416
436 case SK_CLAWING: 417 case SK_CLAWING:
437 (void) attack_hth (op, dir, "clawed", skill); 418 attack_hth (op, dir, "clawed", skill);
438 break; 419 break;
439 420
440 case SK_ONE_HANDED_WEAPON: 421 case SK_ONE_HANDED_WEAPON:
441 case SK_TWO_HANDED_WEAPON: 422 case SK_TWO_HANDED_WEAPON:
442 (void) attack_melee_weapon (op, dir, NULL, skill); 423 attack_melee_weapon (op, dir, NULL, skill);
443 break; 424 break;
444 425
445 case SK_FIND_TRAPS: 426 case SK_FIND_TRAPS:
446 exp = success = find_traps (op, skill); 427 exp = success = find_traps (op, skill);
447 break; 428 break;
448 429
449 case SK_SINGING: 430 case SK_SINGING:
450 exp = success = singing (op, dir, skill); 431 exp = success = singing (op, dir, skill);
451 break; 432 break;
452 433
453 case SK_ORATORY: 434 case SK_ORATORY:
454 exp = success = use_oratory (op, dir, skill); 435 exp = success = use_oratory (op, dir, skill);
455 break; 436 break;
456 437
457 case SK_SMITHERY: 438 case SK_SMITHERY:
458 case SK_BOWYER: 439 case SK_BOWYER:
459 case SK_JEWELER: 440 case SK_JEWELER:
460 case SK_ALCHEMY: 441 case SK_ALCHEMY:
461 case SK_THAUMATURGY: 442 case SK_THAUMATURGY:
462 case SK_LITERACY: 443 case SK_LITERACY:
463 case SK_WOODSMAN: 444 case SK_WOODSMAN:
464 /* first, we try to find a cauldron, and do the alchemy thing. 445 /* first, we try to find a cauldron, and do the alchemy thing.
465 * failing that, we go and identify stuff. 446 * failing that, we go and identify stuff.
466 */ 447 */
467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
468 { 449 {
469 next = tmp->above; 450 next = tmp->above;
451
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 { 453 {
472 attempt_do_alchemy (op, tmp); 454 attempt_do_alchemy (op, tmp);
455
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 456 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp); 457 esrv_send_inventory (op, tmp);
458
475 did_alc = 1; 459 did_alc = 1;
476 } 460 }
477 } 461 }
462
478 if (did_alc == 0) 463 if (did_alc == 0)
479 exp = success = skill_ident (op, skill);
480 break;
481
482 case SK_DET_MAGIC:
483 case SK_DET_CURSE:
484 exp = success = skill_ident (op, skill); 464 exp = success = skill_ident (op, skill);
465
485 break; 466 break;
486 467
468 case SK_DET_MAGIC:
469 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill);
471 break;
472
487 case SK_DISARM_TRAPS: 473 case SK_DISARM_TRAPS:
488 exp = success = remove_trap (op, dir, skill); 474 exp = success = remove_trap (op, dir, skill);
489 break; 475 break;
490 476
491 case SK_THROWING: 477 case SK_THROWING:
492 success = skill_throw (op, part, dir, string, skill); 478 success = skill_throw (op, part, dir, string, skill);
493 break; 479 break;
494 480
495 case SK_SET_TRAP: 481 case SK_SET_TRAP:
496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 482 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
497 break; 483 break;
498 484
499 case SK_USE_MAGIC_ITEM: 485 case SK_USE_MAGIC_ITEM:
500 case SK_MISSILE_WEAPON: 486 case SK_MISSILE_WEAPON:
501 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 487 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
502 break; 488 break;
503 489
504 case SK_PRAYING: 490 case SK_PRAYING:
505 success = pray (op, skill); 491 success = pray (op, skill);
506 break; 492 break;
507 493
508 case SK_BARGAINING: 494 case SK_BARGAINING:
509 success = describe_shop (op); 495 success = describe_shop (op);
510 break; 496 break;
511 497
512 case SK_SORCERY: 498 case SK_SORCERY:
513 case SK_EVOCATION: 499 case SK_EVOCATION:
514 case SK_PYROMANCY: 500 case SK_PYROMANCY:
515 case SK_SUMMONING: 501 case SK_SUMMONING:
516 case SK_CLIMBING: 502 case SK_CLIMBING:
517 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 503 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
518 break; 504 break;
519 505
520 default: 506 default:
521 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 507 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
522 break; 508 break;
523 } 509 }
524 510
525 /* For players we now update the speed_left from using the skill. 511 /* For players we now update the speed_left from using the skill.
526 * Monsters have no skill use time because of the random nature in 512 * Monsters have no skill use time because of the random nature in
527 * which use_monster_skill is called already simulates this. 513 * which use_monster_skill is called already simulates this.
566 * op is the object that was 'defeated'. 552 * op is the object that was 'defeated'.
567 * skill is the skill used. If no skill is used, it should just 553 * skill is the skill used. If no skill is used, it should just
568 * point back to who. 554 * point back to who.
569 * 555 *
570 */ 556 */
571
572int 557int
573calc_skill_exp (object *who, object *op, object *skill) 558calc_skill_exp (object *who, object *op, object *skill)
574{ 559{
575 int op_exp = 0, op_lvl = 0; 560 int op_exp = 0, op_lvl = 0;
576 float base, value, lvl_mult = 0.0; 561 float base, value, lvl_mult = 0.0;
665 * This one actually teaches the player the skill as something 650 * This one actually teaches the player the skill as something
666 * they can equip. 651 * they can equip.
667 * Return 0 if the player knows the skill, 1 if the 652 * Return 0 if the player knows the skill, 1 if the
668 * player learns the skill, 2 otherwise. 653 * player learns the skill, 2 otherwise.
669 */ 654 */
670
671int 655int
672learn_skill (object *pl, object *scroll) 656learn_skill (object *pl, object *scroll)
673{ 657{
674 object *tmp; 658 object *tmp;
675 659
688 break; 672 break;
689 673
690 /* player already knows it */ 674 /* player already knows it */
691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0; 676 return 0;
693
694
695 677
696 /* now a random change to learn, based on player Int. 678 /* now a random change to learn, based on player Int.
697 * give bonus based on level - otherwise stupid characters 679 * give bonus based on level - otherwise stupid characters
698 * might never be able to learn anything. 680 * might never be able to learn anything.
699 */ 681 */
769 sprintf (buf, "%s%s", &tmp->name, periods); 751 sprintf (buf, "%s%s", &tmp->name, periods);
770 buf[40] = 0; 752 buf[40] = 0;
771 753
772 if (settings.permanent_exp_ratio) 754 if (settings.permanent_exp_ratio)
773 { 755 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
775 buf, tmp->level, 757 buf, tmp->level, tmp->stats.exp,
776 (long long) tmp->stats.exp,
777 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 758 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 } 759 }
779 else 760 else
780 { 761 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
782 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 763 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 764 }
784 /* I don't know why some characters get a bunch of skills, but 765 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 766 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 767 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 768 * it so it doesn't crash the server - otherwise, one character may
797 } 778 }
798 779
799 clear_win_info (op); 780 clear_win_info (op);
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801 if (num_skills_found > 1) 782 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 783 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
803 784
804 for (i = 0; i < num_skills_found; i++) 785 for (i = 0; i < num_skills_found; i++)
805 {
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808 787
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 788 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
810 789
811 cp = determine_god (op); 790 cp = determine_god (op);
812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 791 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
874 return 1; 853 return 1;
875 854
876 return 0; 855 return 0;
877} 856}
878 857
858static bool
859hth_skill_p (object *skill)
860{
861 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
862}
879 863
880
881/* This finds the best unarmed skill the player has, and returns 864/* This finds the first unarmed skill the player has, and returns it.
882 * it. Best can vary a little - we consider clawing to always
883 * be the best for dragons.
884 * This could be more intelligent, eg, look at the skill level
885 * of the skill and go from there (eg, a level 40 puncher is
886 * is probably better than level 1 karate). OTOH, if you
887 * don't bother to set up your skill properly, that is the players
888 * problem (although, it might be nice to have a preferred skill
889 * field the player can set.
890 * Unlike the old code, we don't give out any skills - it is
891 * possible you just don't have any ability to get into unarmed
892 * combat. If everyone race/class should have one, this should
893 * be handled in the starting treasurelists, not in the code.
894 */ 865 */
895static object * 866static object *
896find_best_player_hth_skill (object *op) 867find_player_hth_skill (object *op)
897{ 868{
898 object *tmp, *best_skill = NULL;
899 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
900
901 for (tmp = op->inv; tmp; tmp = tmp->below) 869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 { 870 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
903 if (tmp->type == SKILL)
904 {
905 if (dragon && tmp->subtype == SK_CLAWING)
906 return tmp; 871 return tmp;
907 872
908 /* The order in the array is preferred order. So basically, 873 return 0;
909 * we just cut down the number to search - eg, if we find a skill
910 * early on in flame touch, then we only need to look into the unarmed_array
911 * to the entry before flame touch - don't care about the entries afterward,
912 * because they are infrerior skills.
913 * if we end up finding the best skill (i==0) might as well return
914 * right away - can't get any better than that.
915 */
916 for (i = 0; i < last_skill; i++)
917 {
918 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
919 {
920 best_skill = tmp;
921 last_skill = i;
922 if (i == 0)
923 return best_skill;
924 }
925 }
926 }
927 }
928 return best_skill;
929} 874}
930 875
931/* do_skill_attack() - We have got an appropriate opponent from either 876/* do_skill_attack() - We have got an appropriate opponent from either
932 * move_player_attack() or skill_attack(). In this part we get on with 877 * move_player_attack() or skill_attack(). In this part we get on with
933 * attacking, take care of messages from the attack and changes in invisible. 878 * attacking, take care of messages from the attack and changes in invisible.
935 * tmp is the targetted monster. 880 * tmp is the targetted monster.
936 * op is what is attacking 881 * op is what is attacking
937 * string is passed along to describe what messages to describe 882 * string is passed along to describe what messages to describe
938 * the damage. 883 * the damage.
939 */ 884 */
940
941static int 885static int
942do_skill_attack (object *tmp, object *op, const char *string, object *skill) 886do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943{ 887{
944 int success;
945
946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 888 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947 return RESULT_INT (0); 889 return RESULT_INT (0);
948 890
949 /* For Players only: if there is no ready weapon, and no "attack" skill 891 /* For Players only: if there is no ready weapon, and no "attack" skill
950 * is readied either then try to find a skill for the player to use. 892 * is readied either then try to find a skill for the player to use.
954 */ 896 */
955 if (op->type == PLAYER) 897 if (op->type == PLAYER)
956 { 898 {
957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
958 { 900 {
959 size_t i;
960
961 if (!skill) 901 if (!skill)
962 { 902 {
963 /* See if the players chosen skill is a combat skill, and use 903 /* See if the players chosen skill is a combat skill, and use
964 * it if appropriate. 904 * it if appropriate.
965 */ 905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
966 if (op->chosen_skill) 907 skill = op->chosen_skill;
908 else
967 { 909 {
968 for (i = 0; i < sizeof (unarmed_skills); i++)
969 if (op->chosen_skill->subtype == unarmed_skills[i])
970 {
971 skill = op->chosen_skill;
972 break;
973 }
974 }
975 /* If we didn't find a skill above, look harder for a good skill */
976 if (!skill)
977 {
978 skill = find_best_player_hth_skill (op); 910 skill = find_player_hth_skill (op);
979 911
980 if (!skill) 912 if (!skill)
981 { 913 {
982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
983 return 0; 915 return 0;
984 } 916 }
985 } 917 }
986 } 918 }
987 if (skill != op->chosen_skill) 919
988 {
989 /* now try to ready the new skill */ 920 /* now try to ready the new skill */
990 if (!change_skill (op, skill, 0)) 921 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */ 922 { /* oh oh, trouble! */
992 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
993 return 0; 924 return 0;
994 }
995 } 925 }
996 } 926 }
997 else 927 else
998 { 928 {
999 /* Seen some crashes below where current_weapon is not set, 929 /* Seen some crashes below where current_weapon is not set,
1014 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1015 op->current_weapon = NULL; 945 op->current_weapon = NULL;
1016 return 0; 946 return 0;
1017 } 947 }
1018 else 948 else
1019 {
1020 op->current_weapon = tmp; 949 op->current_weapon = tmp;
1021 }
1022 } 950 }
1023 951
1024 /* Has ready weapon - make sure chosen_skill is set up properly */
1025 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1026 {
1027 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1028 }
1029 } 953 }
1030 } 954 }
1031 955
1032 /* lose invisiblity/hiding status for running attacks */ 956 /* lose invisiblity/hiding status for running attacks */
1033 957
1034 if (op->type == PLAYER && op->contr->tmp_invis) 958 if (op->type == PLAYER && op->contr->tmp_invis)
1035 { 959 {
1036 op->contr->tmp_invis = 0; 960 op->contr->tmp_invis = 0;
1037 op->invisible = 0; 961 op->invisible = 0;
1038 op->hide = 0; 962 op->hide = 0;
1039 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_CHANGE);
1040 } 964 }
1041 965
1042 success = attack_ob (tmp, op); 966 int success = attack_ob (tmp, op);
1043 967
1044 /* print appropriate messages to the player */ 968 /* print appropriate messages to the player */
1045 969
1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 970 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047 { 971 {
1048 if (op->type == PLAYER) 972 if (op->type == PLAYER)
1049 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 973 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1050 else if (tmp->type == PLAYER) 974 else if (tmp->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 975 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1052 } 976 }
977
1053 return success; 978 return success;
1054} 979}
1055
1056 980
1057/* skill_attack() - Core routine for use when we attack using a skills 981/* skill_attack() - Core routine for use when we attack using a skills
1058 * system. In essence, this code handles 982 * system. In essence, this code handles
1059 * all skill-based attacks, ie hth, missile and melee weapons should be 983 * all skill-based attacks, ie hth, missile and melee weapons should be
1060 * treated here. If an opponent is already supplied by move_player(), 984 * treated here. If an opponent is already supplied by move_player(),
1063 * 987 *
1064 * This is called by move_player() and attack_hth() 988 * This is called by move_player() and attack_hth()
1065 * 989 *
1066 * Initial implementation by -bt thomas@astro.psu.edu 990 * Initial implementation by -bt thomas@astro.psu.edu
1067 */ 991 */
1068
1069int 992int
1070skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 993skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071{ 994{
1072 sint16 tx, ty; 995 sint16 tx, ty;
1073 mapstruct *m; 996 maptile *m;
1074 int mflags; 997 int mflags;
1075 998
1076 if (!dir) 999 if (!dir)
1077 dir = pl->facing; 1000 dir = pl->facing;
1001
1078 tx = freearr_x[dir]; 1002 tx = freearr_x[dir];
1079 ty = freearr_y[dir]; 1003 ty = freearr_y[dir];
1080 1004
1081 /* If we don't yet have an opponent, find if one exists, and attack. 1005 /* If we don't yet have an opponent, find if one exists, and attack.
1082 * Legal opponents are the same as outlined in move_player_attack() 1006 * Legal opponents are the same as outlined in move_player_attack()
1083 */ 1007 */
1084 1008 if (!tmp)
1085 if (tmp == NULL)
1086 { 1009 {
1087 m = pl->map; 1010 m = pl->map;
1088 tx = pl->x + freearr_x[dir]; 1011 tx = pl->x + freearr_x[dir];
1089 ty = pl->y + freearr_y[dir]; 1012 ty = pl->y + freearr_y[dir];
1090 1013
1094 1017
1095 /* space must be blocked for there to be anything interesting to do */ 1018 /* space must be blocked for there to be anything interesting to do */
1096 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 1019 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0; 1020 return 0;
1098 1021
1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 1022 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1100 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 1023 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1101 { 1024 {
1102 /* Don't attack party members */ 1025 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 1026 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0; 1027 return 0;
1028
1105 break; 1029 break;
1106 } 1030 }
1107 } 1031 }
1032
1108 if (!tmp) 1033 if (!tmp)
1109 { 1034 {
1110 if (pl->type == PLAYER) 1035 if (pl->type == PLAYER)
1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 1036 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1037
1112 return 0; 1038 return 0;
1113 } 1039 }
1114 1040
1115 return do_skill_attack (tmp, pl, string, skill); 1041 return do_skill_attack (tmp, pl, string, skill);
1116} 1042}
1133 { 1059 {
1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1060 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 { 1061 {
1136 CLEAR_FLAG (weapon, FLAG_APPLIED); 1062 CLEAR_FLAG (weapon, FLAG_APPLIED);
1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1063 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1138 fix_player (pl); 1064 pl->update_stats ();
1139 if (pl->type == PLAYER) 1065 if (pl->type == PLAYER)
1140 { 1066 {
1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1142 esrv_update_item (UPD_FLAGS, pl, weapon); 1068 esrv_update_item (UPD_FLAGS, pl, weapon);
1143 } 1069 }
1144 break; 1070 break;
1145 } 1071 }
1146 } 1072 }
1073
1147 return skill_attack (enemy, pl, dir, string, skill); 1074 return skill_attack (enemy, pl, dir, string, skill);
1148} 1075}
1149
1150 1076
1151/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1077/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1152 * For now we are just checking to see if we have a ready weapon here. 1078 * For now we are just checking to see if we have a ready weapon here.
1153 * But there is a real neato possible feature of this scheme which 1079 * But there is a real neato possible feature of this scheme which
1154 * bears mentioning: 1080 * bears mentioning:
1155 * Since we are only calling this from do_skill() in the future 1081 * Since we are only calling this from do_skill() in the future
1156 * we may make this routine handle 'special' melee weapons attacks 1082 * we may make this routine handle 'special' melee weapons attacks
1157 * (like disarming manuever with sai) based on player SK_level and 1083 * (like disarming manuever with sai) based on player SK_level and
1158 * weapon type. 1084 * weapon type.
1159 */ 1085 */
1160
1161static int 1086static int
1162attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1087attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163{ 1088{
1164 1089
1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1090 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166 { 1091 {
1167 if (op->type == PLAYER) 1092 if (op->type == PLAYER)
1168 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1093 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1094
1169 return 0; 1095 return 0;
1170 } 1096 }
1097
1171 return skill_attack (NULL, op, dir, string, skill); 1098 return skill_attack (NULL, op, dir, string, skill);
1172 1099
1173} 1100}

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