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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 1.45 by root, Sat May 12 22:04:20 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 *
138 * tool, this code will equip it. 115 * tool, this code will equip it.
139 */ 116 */
140object * 117object *
141find_skill_by_name (object *who, const char *name) 118find_skill_by_name (object *who, const char *name)
142{ 119{
143 object *skill = NULL, *skill_tool = NULL, *tmp;
144
145 if (!name) 120 if (!name)
146 return NULL; 121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
147 124
148 /* We make sure the length of the string in the object is greater 125 /* 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 126 * 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' 127 * 'hi', we don't want to match if the user passed 'high'
151 */ 128 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
153 { 130 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
155 skill = tmp; 132 skill = tmp;
156 133
157 /* Try to find appropriate skilltool. If the player has one already 134 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 135 * applied, we try to keep using that one.
159 */ 136 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
161 { 138 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 140 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp; 142 skill_tool = tmp;
166 } 143 }
167 } 144 }
145
168 /* If this is a skill that can be used without a tool, return it */ 146 /* If this is a skill that can be used without a tool, return it */
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 148 return skill;
171 149
172 /* Player has a tool to use the skill. IF not applied, apply it - 150 /* 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 151 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 152 * but not the skill itself, give it to them.
175 */ 153 */
176 if (skill_tool) 154 if (skill_tool)
177 { 155 {
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
181 return NULL; 158 return 0;
182 } 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 0;
191} 170}
192
193 171
194/* This returns the skill pointer of the given name (the 172/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 173 * one that accumlates exp, has the level, etc).
196 * 174 *
197 * It is presumed that the player will be needing to actually 175 * It is presumed that the player will be needing to actually
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 217 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 { 218 {
241 if (apply_special (who, skill_tool, 0)) 219 if (apply_special (who, skill_tool, 0))
242 return NULL; 220 return NULL;
243 } 221 }
222
244 if (!skill) 223 if (!skill)
245 { 224 {
246 skill = give_skill_by_name (who, skill_tool->skill); 225 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who); 226 link_player_skills (who);
248 } 227 }
228
249 return skill; 229 return skill;
250 } 230 }
231
251 return NULL; 232 return NULL;
252} 233}
253 234
254/* This changes the objects skill to new_skill. 235/* This changes the objects skill to new_skill.
255 * note that this function doesn't always need to get used - 236 * 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 237 * 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 238 * set. This function is of most interest to players to update
258 * the various range information. 239 * 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 240 * return 1 on success, 0 on error
264 */ 241 */
265
266int 242int
267change_skill (object *who, object *new_skill, int flag) 243change_skill (object *who, object *new_skill, int flag)
268{ 244{
269 int old_range;
270
271 if (who->type != PLAYER) 245 if (who->type != PLAYER)
272 return 0; 246 return 0;
273 247
274 old_range = who->contr->shoottype; 248 // optimise this supposedly common case
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) 249 if (new_skill == who->chosen_skill)
250 return 1;
251
285 if (who->chosen_skill) 252 if (who->chosen_skill)
253 {
286 apply_special (who, who->chosen_skill, AP_UNAPPLY); 254 apply_special (who, who->chosen_skill, AP_UNAPPLY);
255 who->chosen_skill = 0;//D verify wether necessary
256 }
287 257
288 /* Only goal in this case was to unapply a skill */
289 if (!new_skill) 258 if (!new_skill)
259 {
260 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
261 who->debug_desc ());
262 return 0;
263 }
264
265 new_skill->inv_splay ();
266
267 if (apply_special (who, new_skill, AP_APPLY))
290 return 0; 268 return 0;
291 269
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; 270 return 1;
300} 271}
301 272
302/* This function just clears the chosen_skill and range_skill values 273/* This function just clears the chosen_skill and range_skill values
303 * inthe player. 274 * in the player.
304 */ 275 */
305void 276void
306clear_skill (object *who) 277clear_skill (object *who)
307{ 278{
308 who->chosen_skill = NULL; 279 who->chosen_skill = 0;
309 CLEAR_FLAG (who, FLAG_READY_SKILL); 280 CLEAR_FLAG (who, FLAG_READY_SKILL);
281
310 if (who->type == PLAYER) 282 if (who->type == PLAYER)
311 { 283 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
312 who->contr->ranges[range_skill] = NULL; 284 who->contr->ranged_ob = 0;
313 if (who->contr->shoottype == range_skill)
314 who->contr->shoottype = range_none;
315 }
316} 285}
317 286
318/* do_skill() - Main skills use function-similar in scope to cast_spell(). 287/* 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. 288 * 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 289 * 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 292 * 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 293 * from know if a skill was actually used, as many skills don't
325 * give any exp for their direct use (eg, throwing). 294 * give any exp for their direct use (eg, throwing).
326 * It returns 0 if no skill was used. 295 * It returns 0 if no skill was used.
327 */ 296 */
328
329int 297int
330do_skill (object *op, object *part, object *skill, int dir, const char *string) 298do_skill (object *op, object *part, object *skill, int dir, const char *string)
331{ 299{
332 int success = 0, exp = 0; 300 int success = 0, exp = 0;
333 int did_alc = 0; 301 int did_alc = 0;
334 object *tmp, *next;
335 302
336 if (!skill) 303 if (!skill)
337 return 0; 304 return 0;
338 305
339 /* The code below presumes that the skill points to the object that 306 /* The code below presumes that the skill points to the object that
341 * go and try to find the actual real skill pointer, and if the 308 * go and try to find the actual real skill pointer, and if the
342 * the player doesn't have a bucket for that, create one. 309 * the player doesn't have a bucket for that, create one.
343 */ 310 */
344 if (skill->type != SKILL && op->type == PLAYER) 311 if (skill->type != SKILL && op->type == PLAYER)
345 { 312 {
346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 313 for (object *tmp = op->inv; tmp; tmp = tmp->below)
347 {
348 if (tmp->type == SKILL && tmp->skill == skill->skill) 314 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break; 315 {
316 skill = tmp;
317 goto found;
350 } 318 }
351 if (!tmp) 319
352 tmp = give_skill_by_name (op, skill->skill); 320 skill = give_skill_by_name (op, skill->skill);
353 skill = tmp; 321found: ;
354 } 322 }
355 323
356 // skill, by_whom, on_which_object, which direction, skill_argument 324 // 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))) 325 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
358 return 0; 326 return 0;
359 327
360 switch (skill->subtype) 328 switch (skill->subtype)
361 { 329 {
362 case SK_LEVITATION: 330 case SK_LEVITATION:
363 /* Not 100% sure if this will work with new movement code - 331 /* Not 100% sure if this will work with new movement code -
364 * the levitation skill has move_type for flying, so when 332 * the levitation skill has move_type for flying, so when
365 * equipped, that should transfer to player, when not, 333 * equipped, that should transfer to player, when not,
366 * shouldn't. 334 * shouldn't.
367 */ 335 */
368 if (QUERY_FLAG (skill, FLAG_APPLIED)) 336 if (QUERY_FLAG (skill, FLAG_APPLIED))
369 { 337 {
370 CLEAR_FLAG (skill, FLAG_APPLIED); 338 CLEAR_FLAG (skill, FLAG_APPLIED);
371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 339 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 } 340 }
373 else 341 else
374 { 342 {
375 SET_FLAG (skill, FLAG_APPLIED); 343 SET_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 344 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
377 } 345 }
378 fix_player (op); 346
347 op->update_stats ();
379 success = 1; 348 success = 1;
380 break; 349 break;
381 350
382 case SK_STEALING: 351 case SK_STEALING:
383 exp = success = steal (op, dir, skill); 352 exp = success = steal (op, dir, skill);
384 break; 353 break;
385 354
386 case SK_LOCKPICKING: 355 case SK_LOCKPICKING:
387 exp = success = pick_lock (op, dir, skill); 356 exp = success = pick_lock (op, dir, skill);
388 break; 357 break;
389 358
390 case SK_HIDING: 359 case SK_HIDING:
391 exp = success = hide (op, skill); 360 exp = success = hide (op, skill);
392 break; 361 break;
393 362
394 case SK_JUMPING: 363 case SK_JUMPING:
395 success = jump (op, dir, skill); 364 success = jump (op, dir, skill);
396 break; 365 break;
397 366
398 case SK_INSCRIPTION: 367 case SK_INSCRIPTION:
399 exp = success = write_on_item (op, string, skill); 368 exp = success = write_on_item (op, string, skill);
400 break; 369 break;
401 370
402 case SK_MEDITATION: 371 case SK_MEDITATION:
403 meditate (op, skill); 372 meditate (op, skill);
404 success = 1; 373 success = 1;
405 break; 374 break;
406 /* note that the following 'attack' skills gain exp through hit_player() */ 375 /* note that the following 'attack' skills gain exp through hit_player() */
407 376
408 case SK_KARATE: 377 case SK_KARATE:
409 (void) attack_hth (op, dir, "karate-chopped", skill); 378 attack_hth (op, dir, "karate-chopped", skill);
410 break; 379 break;
411 380
412 case SK_PUNCHING: 381 case SK_PUNCHING:
413 (void) attack_hth (op, dir, "punched", skill); 382 attack_hth (op, dir, "punched", skill);
414 break; 383 break;
415 384
416 case SK_FLAME_TOUCH: 385 case SK_FLAME_TOUCH:
417 (void) attack_hth (op, dir, "flamed", skill); 386 attack_hth (op, dir, "flamed", skill);
418 break; 387 break;
419 388
420 case SK_SPARK_TOUCH: 389 case SK_SPARK_TOUCH:
421 (void) attack_hth (op, dir, "zapped", skill); 390 attack_hth (op, dir, "zapped", skill);
422 break; 391 break;
423 392
424 case SK_SHIVER: 393 case SK_SHIVER:
425 (void) attack_hth (op, dir, "froze", skill); 394 attack_hth (op, dir, "froze", skill);
426 break; 395 break;
427 396
428 case SK_ACID_SPLASH: 397 case SK_ACID_SPLASH:
429 (void) attack_hth (op, dir, "dissolved", skill); 398 attack_hth (op, dir, "dissolved", skill);
430 break; 399 break;
431 400
432 case SK_POISON_NAIL: 401 case SK_POISON_NAIL:
433 (void) attack_hth (op, dir, "injected poison into", skill); 402 attack_hth (op, dir, "injected poison into", skill);
434 break; 403 break;
435 404
436 case SK_CLAWING: 405 case SK_CLAWING:
437 (void) attack_hth (op, dir, "clawed", skill); 406 attack_hth (op, dir, "clawed", skill);
438 break; 407 break;
439 408
440 case SK_ONE_HANDED_WEAPON: 409 case SK_ONE_HANDED_WEAPON:
441 case SK_TWO_HANDED_WEAPON: 410 case SK_TWO_HANDED_WEAPON:
442 (void) attack_melee_weapon (op, dir, NULL, skill); 411 attack_melee_weapon (op, dir, NULL, skill);
443 break; 412 break;
444 413
445 case SK_FIND_TRAPS: 414 case SK_FIND_TRAPS:
446 exp = success = find_traps (op, skill); 415 exp = success = find_traps (op, skill);
447 break; 416 break;
448 417
449 case SK_SINGING: 418 case SK_SINGING:
450 exp = success = singing (op, dir, skill); 419 exp = success = singing (op, dir, skill);
451 break; 420 break;
452 421
453 case SK_ORATORY: 422 case SK_ORATORY:
454 exp = success = use_oratory (op, dir, skill); 423 exp = success = use_oratory (op, dir, skill);
455 break; 424 break;
456 425
457 case SK_SMITHERY: 426 case SK_SMITHERY:
458 case SK_BOWYER: 427 case SK_BOWYER:
459 case SK_JEWELER: 428 case SK_JEWELER:
460 case SK_ALCHEMY: 429 case SK_ALCHEMY:
461 case SK_THAUMATURGY: 430 case SK_THAUMATURGY:
462 case SK_LITERACY: 431 case SK_LITERACY:
463 case SK_WOODSMAN: 432 case SK_WOODSMAN:
464 /* first, we try to find a cauldron, and do the alchemy thing. 433 /* first, we try to find a cauldron, and do the alchemy thing.
465 * failing that, we go and identify stuff. 434 * failing that, we go and identify stuff.
466 */ 435 */
467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 436 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
468 { 437 {
469 next = tmp->above; 438 next = tmp->above;
439
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 440 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 { 441 {
472 attempt_do_alchemy (op, tmp); 442 attempt_do_alchemy (op, tmp);
443
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 444 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp); 445 esrv_send_inventory (op, tmp);
446
475 did_alc = 1; 447 did_alc = 1;
476 } 448 }
477 } 449 }
450
478 if (did_alc == 0) 451 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); 452 exp = success = skill_ident (op, skill);
453
485 break; 454 break;
486 455
456 case SK_DET_MAGIC:
457 case SK_DET_CURSE:
458 exp = success = skill_ident (op, skill);
459 break;
460
487 case SK_DISARM_TRAPS: 461 case SK_DISARM_TRAPS:
488 exp = success = remove_trap (op, dir, skill); 462 exp = success = remove_trap (op, dir, skill);
489 break; 463 break;
490 464
491 case SK_THROWING: 465 case SK_THROWING:
492 success = skill_throw (op, part, dir, string, skill); 466 success = skill_throw (op, part, dir, string, skill);
493 break; 467 break;
494 468
495 case SK_SET_TRAP: 469 case SK_SET_TRAP:
496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 470 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
497 break; 471 break;
498 472
499 case SK_USE_MAGIC_ITEM: 473 case SK_USE_MAGIC_ITEM:
500 case SK_MISSILE_WEAPON: 474 case SK_MISSILE_WEAPON:
501 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 475 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
502 break; 476 break;
503 477
504 case SK_PRAYING: 478 case SK_PRAYING:
505 success = pray (op, skill); 479 success = pray (op, skill);
506 break; 480 break;
507 481
508 case SK_BARGAINING: 482 case SK_BARGAINING:
509 success = describe_shop (op); 483 success = describe_shop (op);
510 break; 484 break;
511 485
512 case SK_SORCERY: 486 case SK_SORCERY:
513 case SK_EVOCATION: 487 case SK_EVOCATION:
514 case SK_PYROMANCY: 488 case SK_PYROMANCY:
515 case SK_SUMMONING: 489 case SK_SUMMONING:
516 case SK_CLIMBING: 490 case SK_CLIMBING:
517 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 491 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
518 break; 492 break;
519 493
520 default: 494 default:
521 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 495 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
522 break; 496 break;
523 } 497 }
524 498
525 /* For players we now update the speed_left from using the skill. 499 /* 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 500 * Monsters have no skill use time because of the random nature in
527 * which use_monster_skill is called already simulates this. 501 * which use_monster_skill is called already simulates this.
528 * If certain skills should take more/less time, that should be 502 * If certain skills should take more/less time, that should be
529 * in the code for the skill itself. 503 * in the code for the skill itself.
530 */ 504 */
531 505
532 if (op->type == PLAYER) 506 if (op->type == PLAYER)
533 op->speed_left -= 1.0; 507 op->speed_left -= 1.f;
534 508
535 /* this is a good place to add experience for successfull use of skills. 509 /* this is a good place to add experience for successfull use of skills.
536 * Note that add_exp() will figure out player/monster experience 510 * Note that add_exp() will figure out player/monster experience
537 * gain problems. 511 * gain problems.
538 */ 512 */
566 * op is the object that was 'defeated'. 540 * op is the object that was 'defeated'.
567 * skill is the skill used. If no skill is used, it should just 541 * skill is the skill used. If no skill is used, it should just
568 * point back to who. 542 * point back to who.
569 * 543 *
570 */ 544 */
571
572int 545int
573calc_skill_exp (object *who, object *op, object *skill) 546calc_skill_exp (object *who, object *op, object *skill)
574{ 547{
575 int op_exp = 0, op_lvl = 0; 548 int op_exp = 0, op_lvl = 0;
576 float base, value, lvl_mult = 0.0; 549 float base, value, lvl_mult = 0.0;
665 * This one actually teaches the player the skill as something 638 * This one actually teaches the player the skill as something
666 * they can equip. 639 * they can equip.
667 * Return 0 if the player knows the skill, 1 if the 640 * Return 0 if the player knows the skill, 1 if the
668 * player learns the skill, 2 otherwise. 641 * player learns the skill, 2 otherwise.
669 */ 642 */
670
671int 643int
672learn_skill (object *pl, object *scroll) 644learn_skill (object *pl, object *scroll)
673{ 645{
674 object *tmp; 646 object *tmp;
675 647
689 661
690 /* player already knows it */ 662 /* player already knows it */
691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 663 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0; 664 return 0;
693 665
694
695
696 /* now a random change to learn, based on player Int. 666 /* now a random change to learn, based on player Int.
697 * give bonus based on level - otherwise stupid characters 667 * give bonus based on level - otherwise stupid characters
698 * might never be able to learn anything. 668 * might never be able to learn anything.
699 */ 669 */
700 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) 670 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
713 link_player_skills (pl); 683 link_player_skills (pl);
714 return 1; 684 return 1;
715} 685}
716 686
717/* Gives a percentage clipped to 0% -> 100% of a/b. */ 687/* Gives a percentage clipped to 0% -> 100% of a/b. */
718
719/* Probably belongs in some global utils-type file? */ 688/* Probably belongs in some global utils-type file? */
720static int 689static int
721clipped_percent (sint64 a, sint64 b) 690clipped_percent (sint64 a, sint64 b)
722{ 691{
723 int rv; 692 int rv;
769 sprintf (buf, "%s%s", &tmp->name, periods); 738 sprintf (buf, "%s%s", &tmp->name, periods);
770 buf[40] = 0; 739 buf[40] = 0;
771 740
772 if (settings.permanent_exp_ratio) 741 if (settings.permanent_exp_ratio)
773 { 742 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 743 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
775 buf, tmp->level, 744 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)); 745 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 } 746 }
779 else 747 else
780 { 748 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 749 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)); 750 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 751 }
784 /* I don't know why some characters get a bunch of skills, but 752 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 753 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 754 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 755 * it so it doesn't crash the server - otherwise, one character may
797 } 765 }
798 766
799 clear_win_info (op); 767 clear_win_info (op);
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 768 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801 if (num_skills_found > 1) 769 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 770 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
803 771
804 for (i = 0; i < num_skills_found; i++) 772 for (i = 0; i < num_skills_found; i++)
805 {
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 773 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808 774
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 775 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
810 776
811 cp = determine_god (op); 777 cp = determine_god (op);
812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 778 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
819 * direction that the user is facing. Returns false if we are unable to 785 * direction that the user is facing. Returns false if we are unable to
820 * change to the requested skill, or were unable to use the skill properly. 786 * change to the requested skill, or were unable to use the skill properly.
821 * This is tricky because skills can have spaces. We basically roll 787 * This is tricky because skills can have spaces. We basically roll
822 * our own find_skill_by_name so we can try to do better string matching. 788 * our own find_skill_by_name so we can try to do better string matching.
823 */ 789 */
824
825int 790int
826use_skill (object *op, const char *string) 791use_skill (object *op, const char *string)
827{ 792{
828 object *skop; 793 object *skop;
829 size_t len; 794 size_t len;
874 return 1; 839 return 1;
875 840
876 return 0; 841 return 0;
877} 842}
878 843
844static bool
845hth_skill_p (object *skill)
846{
847 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
848}
879 849
880
881/* This finds the best unarmed skill the player has, and returns 850/* 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 */ 851 */
895static object * 852static object *
896find_best_player_hth_skill (object *op) 853find_player_hth_skill (object *op)
897{ 854{
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) 855 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 { 856 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; 857 return tmp;
907 858
908 /* The order in the array is preferred order. So basically, 859 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} 860}
930 861
931/* do_skill_attack() - We have got an appropriate opponent from either 862/* 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 863 * 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. 864 * attacking, take care of messages from the attack and changes in invisible.
935 * tmp is the targetted monster. 866 * tmp is the targetted monster.
936 * op is what is attacking 867 * op is what is attacking
937 * string is passed along to describe what messages to describe 868 * string is passed along to describe what messages to describe
938 * the damage. 869 * the damage.
939 */ 870 */
940
941static int 871static int
942do_skill_attack (object *tmp, object *op, const char *string, object *skill) 872do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943{ 873{
944 int success;
945
946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 874 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947 return RESULT_INT (0); 875 return RESULT_INT (0);
948 876
949 /* For Players only: if there is no ready weapon, and no "attack" skill 877 /* 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. 878 * 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, 879 * 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 880 * 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. 881 * through that code if skill is set to change to the skill.
954 */ 882 */
955 if (op->type == PLAYER) 883 if (player *pl = op->contr)
956 { 884 {
957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 885 if (!pl->combat_ob)
958 { 886 {
959 size_t i; 887 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
960
961 if (!skill)
962 { 888 {
963 /* See if the players chosen skill is a combat skill, and use 889 for (tmp = op->inv; tmp; tmp = tmp->below)
964 * it if appropriate. 890 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
965 */ 891 break;
966 if (op->chosen_skill) 892
893 if (!tmp)
967 { 894 {
968 for (i = 0; i < sizeof (unarmed_skills); i++) 895 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
969 if (op->chosen_skill->subtype == unarmed_skills[i]) 896 return 0;
970 {
971 skill = op->chosen_skill;
972 break;
973 }
974 } 897 }
975 /* If we didn't find a skill above, look harder for a good skill */ 898
899 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
900 }
901 else
902 {
976 if (!skill) 903 if (!skill)
977 { 904 {
978 skill = find_best_player_hth_skill (op); 905 /* See if the players chosen skill is a combat skill, and use
979 906 * it if appropriate.
980 if (!skill) 907 */
908 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
909 skill = op->chosen_skill;
910 else
981 { 911 {
912 skill = find_player_hth_skill (op);
913
914 if (!skill)
915 {
982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 916 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
983 return 0; 917 return 0;
918 }
984 } 919 }
985 } 920 }
986 } 921
987 if (skill != op->chosen_skill)
988 {
989 /* now try to ready the new skill */ 922 /* now try to ready the new skill */
990 if (!change_skill (op, skill, 0)) 923 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */ 924 { /* oh oh, trouble! */
992 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 925 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
993 return 0; 926 return 0;
994 } 927 }
995 } 928 }
996 } 929
997 else 930 if (!pl->combat_ob)
998 {
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 { 931 {
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); 932 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
1015 op->current_weapon = NULL;
1016 return 0; 933 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 } 934 }
1029 } 935 }
1030 }
1031 936
937 if (!op->change_weapon (pl->combat_ob))
938 return 0;
939
1032 /* lose invisiblity/hiding status for running attacks */ 940 /* lose invisiblity/hiding status for running attacks */
1033 941 if (pl->tmp_invis)
1034 if (op->type == PLAYER && op->contr->tmp_invis) 942 {
1035 {
1036 op->contr->tmp_invis = 0; 943 pl->tmp_invis = 0;
1037 op->invisible = 0; 944 op->invisible = 0;
1038 op->hide = 0; 945 op->hide = 0;
1039 update_object (op, UP_OBJ_FACE); 946 update_object (op, UP_OBJ_CHANGE);
947 }
1040 } 948 }
1041 949
1042 success = attack_ob (tmp, op); 950 int success = attack_ob (tmp, op);
1043 951
1044 /* print appropriate messages to the player */ 952 /* print appropriate messages to the player */
1045 953
1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 954 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047 { 955 {
1048 if (op->type == PLAYER) 956 if (op->type == PLAYER)
1049 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 957 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1050 else if (tmp->type == PLAYER) 958 else if (tmp->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 959 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1052 } 960 }
961
1053 return success; 962 return success;
1054} 963}
1055
1056 964
1057/* skill_attack() - Core routine for use when we attack using a skills 965/* skill_attack() - Core routine for use when we attack using a skills
1058 * system. In essence, this code handles 966 * system. In essence, this code handles
1059 * all skill-based attacks, ie hth, missile and melee weapons should be 967 * all skill-based attacks, ie hth, missile and melee weapons should be
1060 * treated here. If an opponent is already supplied by move_player(), 968 * treated here. If an opponent is already supplied by move_player(),
1063 * 971 *
1064 * This is called by move_player() and attack_hth() 972 * This is called by move_player() and attack_hth()
1065 * 973 *
1066 * Initial implementation by -bt thomas@astro.psu.edu 974 * Initial implementation by -bt thomas@astro.psu.edu
1067 */ 975 */
1068
1069int 976int
1070skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 977skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071{ 978{
1072 sint16 tx, ty; 979 sint16 tx, ty;
1073 mapstruct *m; 980 maptile *m;
1074 int mflags; 981 int mflags;
1075 982
1076 if (!dir) 983 if (!dir)
1077 dir = pl->facing; 984 dir = pl->facing;
985
1078 tx = freearr_x[dir]; 986 tx = freearr_x[dir];
1079 ty = freearr_y[dir]; 987 ty = freearr_y[dir];
1080 988
1081 /* If we don't yet have an opponent, find if one exists, and attack. 989 /* 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() 990 * Legal opponents are the same as outlined in move_player_attack()
1083 */ 991 */
1084 992 if (!tmp)
1085 if (tmp == NULL)
1086 { 993 {
1087 m = pl->map; 994 m = pl->map;
1088 tx = pl->x + freearr_x[dir]; 995 tx = pl->x + freearr_x[dir];
1089 ty = pl->y + freearr_y[dir]; 996 ty = pl->y + freearr_y[dir];
1090 997
1094 1001
1095 /* space must be blocked for there to be anything interesting to do */ 1002 /* 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))) 1003 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0; 1004 return 0;
1098 1005
1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 1006 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) 1007 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1101 { 1008 {
1102 /* Don't attack party members */ 1009 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 1010 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0; 1011 return 0;
1012
1105 break; 1013 break;
1106 } 1014 }
1107 } 1015 }
1016
1108 if (!tmp) 1017 if (!tmp)
1109 { 1018 {
1110 if (pl->type == PLAYER) 1019 if (pl->type == PLAYER)
1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 1020 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1021
1112 return 0; 1022 return 0;
1113 } 1023 }
1114 1024
1115 return do_skill_attack (tmp, pl, string, skill); 1025 return do_skill_attack (tmp, pl, string, skill);
1116} 1026}
1117
1118 1027
1119/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1028/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120 1029
1121/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1030/* 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 1031 * (attack_hth) we check for weapon use, etc in the second (the new
1123 * function skill_attack() we actually attack. 1032 * function skill_attack() we actually attack.
1124 */ 1033 */
1125
1126static int 1034static int
1127attack_hth (object *pl, int dir, const char *string, object *skill) 1035attack_hth (object *pl, int dir, const char *string, object *skill)
1128{ 1036{
1129 object *enemy = NULL, *weapon; 1037 object *enemy = NULL, *weapon;
1130 1038
1133 { 1041 {
1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1042 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 { 1043 {
1136 CLEAR_FLAG (weapon, FLAG_APPLIED); 1044 CLEAR_FLAG (weapon, FLAG_APPLIED);
1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1045 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1138 fix_player (pl); 1046 pl->update_stats ();
1139 if (pl->type == PLAYER) 1047 if (pl->type == PLAYER)
1140 { 1048 {
1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1049 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1142 esrv_update_item (UPD_FLAGS, pl, weapon); 1050 esrv_update_item (UPD_FLAGS, pl, weapon);
1143 } 1051 }
1052
1144 break; 1053 break;
1145 } 1054 }
1146 } 1055 }
1056
1147 return skill_attack (enemy, pl, dir, string, skill); 1057 return skill_attack (enemy, pl, dir, string, skill);
1148} 1058}
1149
1150 1059
1151/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1060/* 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. 1061 * 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 1062 * But there is a real neato possible feature of this scheme which
1154 * bears mentioning: 1063 * bears mentioning:
1155 * Since we are only calling this from do_skill() in the future 1064 * Since we are only calling this from do_skill() in the future
1156 * we may make this routine handle 'special' melee weapons attacks 1065 * we may make this routine handle 'special' melee weapons attacks
1157 * (like disarming manuever with sai) based on player SK_level and 1066 * (like disarming manuever with sai) based on player SK_level and
1158 * weapon type. 1067 * weapon type.
1159 */ 1068 */
1160
1161static int 1069static int
1162attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1070attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163{ 1071{
1164 1072
1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1073 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166 { 1074 {
1167 if (op->type == PLAYER) 1075 if (op->type == PLAYER)
1168 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1076 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1077
1169 return 0; 1078 return 0;
1170 } 1079 }
1080
1171 return skill_attack (NULL, op, dir, string, skill); 1081 return skill_attack (NULL, op, dir, string, skill);
1172 1082
1173} 1083}

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