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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 1.38 by root, Thu May 3 10:39:46 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
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 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
55
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61shstr skill_names[NUM_SKILLS];
62 58
63/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
64 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
65 * subtypes. 61 * subtypes.
66 */ 62 */
67void 63void
68init_skills (void) 64init_skills (void)
69{ 65{
70 int i;
71 archetype *at;
72
73 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
74 {
75 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
76 { 68 {
77 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
78 {
79 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
81 }
82 else 72 else
83 {
84 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
85 }
86 } 74 }
87 }
88 75
89 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
91 */ 78 */
92 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 80 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 82}
98
99 83
100/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 87 * mostly used for sending exp.
104 */ 88 */
105void 89void
106link_player_skills (object *op) 90link_player_skills (object *op)
107{ 91{
108 object *tmp;
109
110 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
113 { 94 {
114 /* This is really a warning, hence no else below */ 95 /* 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) 96 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", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
119 } 99
120 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else 102 else
125 { 103 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
128 } 106 }
129 } 107 }
130 }
131} 108}
132 109
133/* This returns the skill pointer of the given name (the 110/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 111 * one that accumlates exp, has the level, etc).
135 * 112 *
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 { 156 {
180 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
181 return NULL; 158 return NULL;
182 } 159 }
160
183 if (!skill) 161 if (!skill)
184 { 162 {
185 skill = give_skill_by_name (who, skill_tool->skill); 163 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 164 link_player_skills (who);
187 } 165 }
166
188 return skill; 167 return skill;
189 } 168 }
169
190 return NULL; 170 return NULL;
191} 171}
192 172
193 173
194/* This returns the skill pointer of the given name (the 174/* This returns the skill pointer of the given name (the
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 { 220 {
241 if (apply_special (who, skill_tool, 0)) 221 if (apply_special (who, skill_tool, 0))
242 return NULL; 222 return NULL;
243 } 223 }
224
244 if (!skill) 225 if (!skill)
245 { 226 {
246 skill = give_skill_by_name (who, skill_tool->skill); 227 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who); 228 link_player_skills (who);
248 } 229 }
230
249 return skill; 231 return skill;
250 } 232 }
233
251 return NULL; 234 return NULL;
252} 235}
253 236
254/* This changes the objects skill to new_skill. 237/* This changes the objects skill to new_skill.
255 * note that this function doesn't always need to get used - 238 * note that this function doesn't always need to get used -
256 * you can now add skill exp to the player without the chosen_skill being 239 * you can now add skill exp to the player without the chosen_skill being
257 * set. This function is of most interest to players to update 240 * set. This function is of most interest to players to update
258 * the various range information. 241 * the various range information.
259 * if new_skill is null, this just unapplies the skill.
260 * flag has the current meaning:
261 * 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.
263 * return 1 on success, 0 on error 242 * return 1 on success, 0 on error
264 */ 243 */
265
266int 244int
267change_skill (object *who, object *new_skill, int flag) 245change_skill (object *who, object *new_skill, int flag)
268{ 246{
269 int old_range;
270
271 if (who->type != PLAYER) 247 if (who->type != PLAYER)
272 return 0; 248 return 0;
273 249
274 old_range = who->contr->shoottype;
275
276 if (who->chosen_skill && who->chosen_skill == new_skill)
277 {
278 /* optimization for changing skill to current skill */
279 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill;
281 return 1;
282 }
283
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) 250 if (!new_skill)
251 {
252 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
253 who->debug_desc ());
254 return 0;
255 }
256
257 player *pl = who->contr;
258
259 // move skill to front, so it will be preferred next time
260 new_skill->remove ();
261 who->insert (new_skill);
262
263 if (apply_special (who, new_skill, AP_APPLY))
290 return 0; 264 return 0;
291 265
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; 266 return 1;
300} 267}
301 268
302/* This function just clears the chosen_skill and range_skill values 269/* This function just clears the chosen_skill and range_skill values
303 * inthe player. 270 * in the player.
304 */ 271 */
305void 272void
306clear_skill (object *who) 273clear_skill (object *who)
307{ 274{
308 who->chosen_skill = NULL; 275 who->chosen_skill = 0;
309 CLEAR_FLAG (who, FLAG_READY_SKILL); 276 CLEAR_FLAG (who, FLAG_READY_SKILL);
277
310 if (who->type == PLAYER) 278 if (who->type == PLAYER)
311 { 279 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
312 who->contr->ranges[range_skill] = NULL; 280 who->contr->ranged_ob = 0;
313 if (who->contr->shoottype == range_skill)
314 who->contr->shoottype = range_none;
315 }
316} 281}
317 282
318/* do_skill() - Main skills use function-similar in scope to cast_spell(). 283/* 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. 284 * We handle all requests for skill use outside of some combat here.
320 * We require a separate routine outside of fire() so as to allow monsters 285 * We require a separate routine outside of fire() so as to allow monsters
323 * exp - no caller needed that info, but it also prevented the callers 288 * 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 289 * from know if a skill was actually used, as many skills don't
325 * give any exp for their direct use (eg, throwing). 290 * give any exp for their direct use (eg, throwing).
326 * It returns 0 if no skill was used. 291 * It returns 0 if no skill was used.
327 */ 292 */
328
329int 293int
330do_skill (object *op, object *part, object *skill, int dir, const char *string) 294do_skill (object *op, object *part, object *skill, int dir, const char *string)
331{ 295{
332 int success = 0, exp = 0; 296 int success = 0, exp = 0;
333 int did_alc = 0; 297 int did_alc = 0;
342 * the player doesn't have a bucket for that, create one. 306 * the player doesn't have a bucket for that, create one.
343 */ 307 */
344 if (skill->type != SKILL && op->type == PLAYER) 308 if (skill->type != SKILL && op->type == PLAYER)
345 { 309 {
346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 310 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
347 {
348 if (tmp->type == SKILL && tmp->skill == skill->skill) 311 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break; 312 break;
350 } 313
351 if (!tmp) 314 if (!tmp)
352 tmp = give_skill_by_name (op, skill->skill); 315 tmp = give_skill_by_name (op, skill->skill);
316
353 skill = tmp; 317 skill = tmp;
354 } 318 }
355 319
356 // skill, by_whom, on_which_object, which direction, skill_argument 320 // 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))) 321 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
358 return 0; 322 return 0;
359 323
360 switch (skill->subtype) 324 switch (skill->subtype)
361 { 325 {
362 case SK_LEVITATION: 326 case SK_LEVITATION:
363 /* Not 100% sure if this will work with new movement code - 327 /* Not 100% sure if this will work with new movement code -
364 * the levitation skill has move_type for flying, so when 328 * the levitation skill has move_type for flying, so when
365 * equipped, that should transfer to player, when not, 329 * equipped, that should transfer to player, when not,
366 * shouldn't. 330 * shouldn't.
367 */ 331 */
368 if (QUERY_FLAG (skill, FLAG_APPLIED)) 332 if (QUERY_FLAG (skill, FLAG_APPLIED))
369 { 333 {
370 CLEAR_FLAG (skill, FLAG_APPLIED); 334 CLEAR_FLAG (skill, FLAG_APPLIED);
371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 335 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 } 336 }
373 else 337 else
374 { 338 {
375 SET_FLAG (skill, FLAG_APPLIED); 339 SET_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 340 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
377 } 341 }
378 fix_player (op); 342
343 op->update_stats ();
379 success = 1; 344 success = 1;
380 break; 345 break;
381 346
382 case SK_STEALING: 347 case SK_STEALING:
383 exp = success = steal (op, dir, skill); 348 exp = success = steal (op, dir, skill);
384 break; 349 break;
385 350
386 case SK_LOCKPICKING: 351 case SK_LOCKPICKING:
387 exp = success = pick_lock (op, dir, skill); 352 exp = success = pick_lock (op, dir, skill);
388 break; 353 break;
389 354
390 case SK_HIDING: 355 case SK_HIDING:
391 exp = success = hide (op, skill); 356 exp = success = hide (op, skill);
392 break; 357 break;
393 358
394 case SK_JUMPING: 359 case SK_JUMPING:
395 success = jump (op, dir, skill); 360 success = jump (op, dir, skill);
396 break; 361 break;
397 362
398 case SK_INSCRIPTION: 363 case SK_INSCRIPTION:
399 exp = success = write_on_item (op, string, skill); 364 exp = success = write_on_item (op, string, skill);
400 break; 365 break;
401 366
402 case SK_MEDITATION: 367 case SK_MEDITATION:
403 meditate (op, skill); 368 meditate (op, skill);
404 success = 1; 369 success = 1;
405 break; 370 break;
406 /* note that the following 'attack' skills gain exp through hit_player() */ 371 /* note that the following 'attack' skills gain exp through hit_player() */
407 372
408 case SK_KARATE: 373 case SK_KARATE:
409 (void) attack_hth (op, dir, "karate-chopped", skill); 374 attack_hth (op, dir, "karate-chopped", skill);
410 break; 375 break;
411 376
412 case SK_PUNCHING: 377 case SK_PUNCHING:
413 (void) attack_hth (op, dir, "punched", skill); 378 attack_hth (op, dir, "punched", skill);
414 break; 379 break;
415 380
416 case SK_FLAME_TOUCH: 381 case SK_FLAME_TOUCH:
417 (void) attack_hth (op, dir, "flamed", skill); 382 attack_hth (op, dir, "flamed", skill);
418 break; 383 break;
419 384
420 case SK_SPARK_TOUCH: 385 case SK_SPARK_TOUCH:
421 (void) attack_hth (op, dir, "zapped", skill); 386 attack_hth (op, dir, "zapped", skill);
422 break; 387 break;
423 388
424 case SK_SHIVER: 389 case SK_SHIVER:
425 (void) attack_hth (op, dir, "froze", skill); 390 attack_hth (op, dir, "froze", skill);
426 break; 391 break;
427 392
428 case SK_ACID_SPLASH: 393 case SK_ACID_SPLASH:
429 (void) attack_hth (op, dir, "dissolved", skill); 394 attack_hth (op, dir, "dissolved", skill);
430 break; 395 break;
431 396
432 case SK_POISON_NAIL: 397 case SK_POISON_NAIL:
433 (void) attack_hth (op, dir, "injected poison into", skill); 398 attack_hth (op, dir, "injected poison into", skill);
434 break; 399 break;
435 400
436 case SK_CLAWING: 401 case SK_CLAWING:
437 (void) attack_hth (op, dir, "clawed", skill); 402 attack_hth (op, dir, "clawed", skill);
438 break; 403 break;
439 404
440 case SK_ONE_HANDED_WEAPON: 405 case SK_ONE_HANDED_WEAPON:
441 case SK_TWO_HANDED_WEAPON: 406 case SK_TWO_HANDED_WEAPON:
442 (void) attack_melee_weapon (op, dir, NULL, skill); 407 attack_melee_weapon (op, dir, NULL, skill);
443 break; 408 break;
444 409
445 case SK_FIND_TRAPS: 410 case SK_FIND_TRAPS:
446 exp = success = find_traps (op, skill); 411 exp = success = find_traps (op, skill);
447 break; 412 break;
448 413
449 case SK_SINGING: 414 case SK_SINGING:
450 exp = success = singing (op, dir, skill); 415 exp = success = singing (op, dir, skill);
451 break; 416 break;
452 417
453 case SK_ORATORY: 418 case SK_ORATORY:
454 exp = success = use_oratory (op, dir, skill); 419 exp = success = use_oratory (op, dir, skill);
455 break; 420 break;
456 421
457 case SK_SMITHERY: 422 case SK_SMITHERY:
458 case SK_BOWYER: 423 case SK_BOWYER:
459 case SK_JEWELER: 424 case SK_JEWELER:
460 case SK_ALCHEMY: 425 case SK_ALCHEMY:
461 case SK_THAUMATURGY: 426 case SK_THAUMATURGY:
462 case SK_LITERACY: 427 case SK_LITERACY:
463 case SK_WOODSMAN: 428 case SK_WOODSMAN:
464 /* first, we try to find a cauldron, and do the alchemy thing. 429 /* first, we try to find a cauldron, and do the alchemy thing.
465 * failing that, we go and identify stuff. 430 * failing that, we go and identify stuff.
466 */ 431 */
467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 432 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
468 { 433 {
469 next = tmp->above; 434 next = tmp->above;
435
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 436 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 { 437 {
472 attempt_do_alchemy (op, tmp); 438 attempt_do_alchemy (op, tmp);
439
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 440 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp); 441 esrv_send_inventory (op, tmp);
442
475 did_alc = 1; 443 did_alc = 1;
476 } 444 }
477 } 445 }
446
478 if (did_alc == 0) 447 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); 448 exp = success = skill_ident (op, skill);
449
485 break; 450 break;
486 451
452 case SK_DET_MAGIC:
453 case SK_DET_CURSE:
454 exp = success = skill_ident (op, skill);
455 break;
456
487 case SK_DISARM_TRAPS: 457 case SK_DISARM_TRAPS:
488 exp = success = remove_trap (op, dir, skill); 458 exp = success = remove_trap (op, dir, skill);
489 break; 459 break;
490 460
491 case SK_THROWING: 461 case SK_THROWING:
492 success = skill_throw (op, part, dir, string, skill); 462 success = skill_throw (op, part, dir, string, skill);
493 break; 463 break;
494 464
495 case SK_SET_TRAP: 465 case SK_SET_TRAP:
496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
497 break; 467 break;
498 468
499 case SK_USE_MAGIC_ITEM: 469 case SK_USE_MAGIC_ITEM:
500 case SK_MISSILE_WEAPON: 470 case SK_MISSILE_WEAPON:
501 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 471 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
502 break; 472 break;
503 473
504 case SK_PRAYING: 474 case SK_PRAYING:
505 success = pray (op, skill); 475 success = pray (op, skill);
506 break; 476 break;
507 477
508 case SK_BARGAINING: 478 case SK_BARGAINING:
509 success = describe_shop (op); 479 success = describe_shop (op);
510 break; 480 break;
511 481
512 case SK_SORCERY: 482 case SK_SORCERY:
513 case SK_EVOCATION: 483 case SK_EVOCATION:
514 case SK_PYROMANCY: 484 case SK_PYROMANCY:
515 case SK_SUMMONING: 485 case SK_SUMMONING:
516 case SK_CLIMBING: 486 case SK_CLIMBING:
517 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 487 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
518 break; 488 break;
519 489
520 default: 490 default:
521 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 491 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
522 break; 492 break;
523 } 493 }
524 494
525 /* For players we now update the speed_left from using the skill. 495 /* 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 496 * Monsters have no skill use time because of the random nature in
527 * which use_monster_skill is called already simulates this. 497 * which use_monster_skill is called already simulates this.
566 * op is the object that was 'defeated'. 536 * op is the object that was 'defeated'.
567 * skill is the skill used. If no skill is used, it should just 537 * skill is the skill used. If no skill is used, it should just
568 * point back to who. 538 * point back to who.
569 * 539 *
570 */ 540 */
571
572int 541int
573calc_skill_exp (object *who, object *op, object *skill) 542calc_skill_exp (object *who, object *op, object *skill)
574{ 543{
575 int op_exp = 0, op_lvl = 0; 544 int op_exp = 0, op_lvl = 0;
576 float base, value, lvl_mult = 0.0; 545 float base, value, lvl_mult = 0.0;
665 * This one actually teaches the player the skill as something 634 * This one actually teaches the player the skill as something
666 * they can equip. 635 * they can equip.
667 * Return 0 if the player knows the skill, 1 if the 636 * Return 0 if the player knows the skill, 1 if the
668 * player learns the skill, 2 otherwise. 637 * player learns the skill, 2 otherwise.
669 */ 638 */
670
671int 639int
672learn_skill (object *pl, object *scroll) 640learn_skill (object *pl, object *scroll)
673{ 641{
674 object *tmp; 642 object *tmp;
675 643
688 break; 656 break;
689 657
690 /* player already knows it */ 658 /* player already knows it */
691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 659 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0; 660 return 0;
693
694
695 661
696 /* now a random change to learn, based on player Int. 662 /* now a random change to learn, based on player Int.
697 * give bonus based on level - otherwise stupid characters 663 * give bonus based on level - otherwise stupid characters
698 * might never be able to learn anything. 664 * might never be able to learn anything.
699 */ 665 */
769 sprintf (buf, "%s%s", &tmp->name, periods); 735 sprintf (buf, "%s%s", &tmp->name, periods);
770 buf[40] = 0; 736 buf[40] = 0;
771 737
772 if (settings.permanent_exp_ratio) 738 if (settings.permanent_exp_ratio)
773 { 739 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 740 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
775 buf, tmp->level, 741 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)); 742 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 } 743 }
779 else 744 else
780 { 745 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 746 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)); 747 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 748 }
784 /* I don't know why some characters get a bunch of skills, but 749 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 750 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 751 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 752 * it so it doesn't crash the server - otherwise, one character may
797 } 762 }
798 763
799 clear_win_info (op); 764 clear_win_info (op);
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 765 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801 if (num_skills_found > 1) 766 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 767 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
803 768
804 for (i = 0; i < num_skills_found; i++) 769 for (i = 0; i < num_skills_found; i++)
805 {
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 770 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808 771
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 772 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
810 773
811 cp = determine_god (op); 774 cp = determine_god (op);
812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 775 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
874 return 1; 837 return 1;
875 838
876 return 0; 839 return 0;
877} 840}
878 841
842static bool
843hth_skill_p (object *skill)
844{
845 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
846}
879 847
880
881/* This finds the best unarmed skill the player has, and returns 848/* 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 */ 849 */
895static object * 850static object *
896find_best_player_hth_skill (object *op) 851find_player_hth_skill (object *op)
897{ 852{
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) 853 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 { 854 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; 855 return tmp;
907 856
908 /* The order in the array is preferred order. So basically, 857 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} 858}
930 859
931/* do_skill_attack() - We have got an appropriate opponent from either 860/* 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 861 * 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. 862 * attacking, take care of messages from the attack and changes in invisible.
935 * tmp is the targetted monster. 864 * tmp is the targetted monster.
936 * op is what is attacking 865 * op is what is attacking
937 * string is passed along to describe what messages to describe 866 * string is passed along to describe what messages to describe
938 * the damage. 867 * the damage.
939 */ 868 */
940
941static int 869static int
942do_skill_attack (object *tmp, object *op, const char *string, object *skill) 870do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943{ 871{
944 int success;
945
946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 872 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947 return RESULT_INT (0); 873 return RESULT_INT (0);
948 874
949 /* For Players only: if there is no ready weapon, and no "attack" skill 875 /* 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. 876 * is readied either then try to find a skill for the player to use.
951 * it is presumed that if skill is set, it is a valid attack skill (eg, 877 * it is presumed that if skill is set, it is a valid attack skill (eg,
952 * the caller should have set it appropriately). We still want to pass 878 * the caller should have set it appropriately). We still want to pass
953 * through that code if skill is set to change to the skill. 879 * through that code if skill is set to change to the skill.
954 */ 880 */
955 if (op->type == PLAYER) 881 if (player *pl = op->contr)
956 { 882 {
957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 883 if (!pl->combat_ob)
958 { 884 {
959 size_t i; 885 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
960
961 if (!skill)
962 { 886 {
963 /* See if the players chosen skill is a combat skill, and use 887 for (tmp = op->inv; tmp; tmp = tmp->below)
964 * it if appropriate. 888 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
965 */ 889 break;
966 if (op->chosen_skill) 890
891 if (!tmp)
967 { 892 {
968 for (i = 0; i < sizeof (unarmed_skills); i++) 893 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
969 if (op->chosen_skill->subtype == unarmed_skills[i]) 894 return 0;
970 {
971 skill = op->chosen_skill;
972 break;
973 }
974 } 895 }
975 /* If we didn't find a skill above, look harder for a good skill */ 896
897 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
898 }
899 else
900 {
976 if (!skill) 901 if (!skill)
977 { 902 {
978 skill = find_best_player_hth_skill (op); 903 /* See if the players chosen skill is a combat skill, and use
979 904 * it if appropriate.
980 if (!skill) 905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 skill = op->chosen_skill;
908 else
981 { 909 {
910 skill = find_player_hth_skill (op);
911
912 if (!skill)
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;
916 }
984 } 917 }
985 } 918 }
986 } 919
987 if (skill != op->chosen_skill)
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, op, "Couldn't change to skill %s", &skill->name);
993 return 0; 924 return 0;
994 } 925 }
995 } 926 }
927
928 if (!pl->combat_ob)
929 {
930 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
931 return 0;
996 } 932 }
997 else 933 }
934
935 op->set_weapon (pl->combat_ob);
936
937 /* lose invisiblity/hiding status for running attacks */
938 if (pl->tmp_invis)
998 { 939 {
999 /* Seen some crashes below where current_weapon is not set,
1000 * even though the flag says it is. So if current weapon isn't set,
1001 * do some work in trying to find the object to use.
1002 */
1003 if (!op->current_weapon)
1004 {
1005 object *tmp;
1006
1007 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1008 for (tmp = op->inv; tmp; tmp = tmp->below)
1009 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1010 break;
1011
1012 if (!tmp)
1013 {
1014 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1015 op->current_weapon = NULL;
1016 return 0;
1017 }
1018 else
1019 {
1020 op->current_weapon = tmp;
1021 }
1022 }
1023
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);
1028 }
1029 }
1030 }
1031
1032 /* lose invisiblity/hiding status for running attacks */
1033
1034 if (op->type == PLAYER && op->contr->tmp_invis)
1035 {
1036 op->contr->tmp_invis = 0; 940 pl->tmp_invis = 0;
1037 op->invisible = 0; 941 op->invisible = 0;
1038 op->hide = 0; 942 op->hide = 0;
1039 update_object (op, UP_OBJ_FACE); 943 update_object (op, UP_OBJ_CHANGE);
944 }
1040 } 945 }
1041 946
1042 success = attack_ob (tmp, op); 947 int success = attack_ob (tmp, op);
1043 948
1044 /* print appropriate messages to the player */ 949 /* print appropriate messages to the player */
1045 950
1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 951 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047 { 952 {
1048 if (op->type == PLAYER) 953 if (op->type == PLAYER)
1049 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 954 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1050 else if (tmp->type == PLAYER) 955 else if (tmp->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 956 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1052 } 957 }
958
1053 return success; 959 return success;
1054} 960}
1055
1056 961
1057/* skill_attack() - Core routine for use when we attack using a skills 962/* skill_attack() - Core routine for use when we attack using a skills
1058 * system. In essence, this code handles 963 * system. In essence, this code handles
1059 * all skill-based attacks, ie hth, missile and melee weapons should be 964 * all skill-based attacks, ie hth, missile and melee weapons should be
1060 * treated here. If an opponent is already supplied by move_player(), 965 * treated here. If an opponent is already supplied by move_player(),
1063 * 968 *
1064 * This is called by move_player() and attack_hth() 969 * This is called by move_player() and attack_hth()
1065 * 970 *
1066 * Initial implementation by -bt thomas@astro.psu.edu 971 * Initial implementation by -bt thomas@astro.psu.edu
1067 */ 972 */
1068
1069int 973int
1070skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 974skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071{ 975{
1072 sint16 tx, ty; 976 sint16 tx, ty;
1073 mapstruct *m; 977 maptile *m;
1074 int mflags; 978 int mflags;
1075 979
1076 if (!dir) 980 if (!dir)
1077 dir = pl->facing; 981 dir = pl->facing;
982
1078 tx = freearr_x[dir]; 983 tx = freearr_x[dir];
1079 ty = freearr_y[dir]; 984 ty = freearr_y[dir];
1080 985
1081 /* If we don't yet have an opponent, find if one exists, and attack. 986 /* 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() 987 * Legal opponents are the same as outlined in move_player_attack()
1083 */ 988 */
1084 989 if (!tmp)
1085 if (tmp == NULL)
1086 { 990 {
1087 m = pl->map; 991 m = pl->map;
1088 tx = pl->x + freearr_x[dir]; 992 tx = pl->x + freearr_x[dir];
1089 ty = pl->y + freearr_y[dir]; 993 ty = pl->y + freearr_y[dir];
1090 994
1094 998
1095 /* space must be blocked for there to be anything interesting to do */ 999 /* 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))) 1000 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0; 1001 return 0;
1098 1002
1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 1003 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) 1004 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1101 { 1005 {
1102 /* Don't attack party members */ 1006 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 1007 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0; 1008 return 0;
1009
1105 break; 1010 break;
1106 } 1011 }
1107 } 1012 }
1013
1108 if (!tmp) 1014 if (!tmp)
1109 { 1015 {
1110 if (pl->type == PLAYER) 1016 if (pl->type == PLAYER)
1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 1017 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1018
1112 return 0; 1019 return 0;
1113 } 1020 }
1114 1021
1115 return do_skill_attack (tmp, pl, string, skill); 1022 return do_skill_attack (tmp, pl, string, skill);
1116} 1023}
1117
1118 1024
1119/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1025/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120 1026
1121/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1027/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1122 * (attack_hth) we check for weapon use, etc in the second (the new 1028 * (attack_hth) we check for weapon use, etc in the second (the new
1123 * function skill_attack() we actually attack. 1029 * function skill_attack() we actually attack.
1124 */ 1030 */
1125
1126static int 1031static int
1127attack_hth (object *pl, int dir, const char *string, object *skill) 1032attack_hth (object *pl, int dir, const char *string, object *skill)
1128{ 1033{
1129 object *enemy = NULL, *weapon; 1034 object *enemy = NULL, *weapon;
1130 1035
1133 { 1038 {
1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1039 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 { 1040 {
1136 CLEAR_FLAG (weapon, FLAG_APPLIED); 1041 CLEAR_FLAG (weapon, FLAG_APPLIED);
1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1042 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1138 fix_player (pl); 1043 pl->update_stats ();
1139 if (pl->type == PLAYER) 1044 if (pl->type == PLAYER)
1140 { 1045 {
1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1046 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1142 esrv_update_item (UPD_FLAGS, pl, weapon); 1047 esrv_update_item (UPD_FLAGS, pl, weapon);
1143 } 1048 }
1049
1144 break; 1050 break;
1145 } 1051 }
1146 } 1052 }
1053
1147 return skill_attack (enemy, pl, dir, string, skill); 1054 return skill_attack (enemy, pl, dir, string, skill);
1148} 1055}
1149
1150 1056
1151/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1057/* 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. 1058 * 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 1059 * But there is a real neato possible feature of this scheme which
1154 * bears mentioning: 1060 * bears mentioning:
1155 * Since we are only calling this from do_skill() in the future 1061 * Since we are only calling this from do_skill() in the future
1156 * we may make this routine handle 'special' melee weapons attacks 1062 * we may make this routine handle 'special' melee weapons attacks
1157 * (like disarming manuever with sai) based on player SK_level and 1063 * (like disarming manuever with sai) based on player SK_level and
1158 * weapon type. 1064 * weapon type.
1159 */ 1065 */
1160
1161static int 1066static int
1162attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1067attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163{ 1068{
1164 1069
1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1070 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166 { 1071 {
1167 if (op->type == PLAYER) 1072 if (op->type == PLAYER)
1168 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1073 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1074
1169 return 0; 1075 return 0;
1170 } 1076 }
1077
1171 return skill_attack (NULL, op, dir, string, skill); 1078 return skill_attack (NULL, op, dir, string, skill);
1172 1079
1173} 1080}

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