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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.5 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_skill_util_c = 3 * static char *rcsid_skill_util_c =
3 * "$Id: skill_util.C,v 1.5 2006/08/29 08:01:38 root Exp $"; 4 * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
38 * experience. Calc_skill_exp() handles the gained experience using 40 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 41 * modifications in the skills[] table. - b.t.
40 */ 42 */
41 43
42/* define the following for skills utility debuging */ 44/* define the following for skills utility debuging */
45
43/* #define SKILL_UTIL_DEBUG */ 46/* #define SKILL_UTIL_DEBUG */
44 47
45#define WANT_UNARMED_SKILLS 48#define WANT_UNARMED_SKILLS
46 49
47#include <global.h> 50#include <global.h>
48#include <object.h> 51#include <object.h>
49#ifndef __CEXTRACT__ 52#ifndef __CEXTRACT__
50#include <sproto.h> 53# include <sproto.h>
51#endif 54#endif
52#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ 55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
53#include <spells.h> 56#include <spells.h>
54 57
55static int attack_hth(object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 60
58const char *skill_names[NUM_SKILLS]; 61shstr skill_names[NUM_SKILLS];
59 62
60/* init_skills basically just sets up the skill_names table 63/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 64 * above. The index into the array is set up by the
62 * subtypes. 65 * subtypes.
63 */ 66 */
67void
64void init_skills(void) { 68init_skills (void)
69{
65 int i; 70 int i;
66 archetype *at; 71 archetype *at;
67 72
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) { 73 for (at = first_archetype; at != NULL; at = at->next)
74 {
72 if (at->clone.type == SKILL) { 75 if (at->clone.type == SKILL)
76 {
73 if (skill_names[at->clone.subtype] != NULL) { 77 if (skill_names[at->clone.subtype] != NULL)
78 {
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 79 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); 80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
81 }
76 } else { 82 else
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill);
78 } 83 {
84 skill_names[at->clone.subtype] = at->clone.skill;
79 } 85 }
86 }
80 } 87 }
81 88
82 /* This isn't really an error if there is no skill subtype set, but 89 /* This isn't really an error if there is no skill subtype set, but
83 * checking for this may catch some user errors. 90 * checking for this may catch some user errors.
84 */ 91 */
85 for (i=1; i<NUM_SKILLS; i++) { 92 for (i = 1; i < NUM_SKILLS; i++)
93 {
86 if (!skill_names[i]) 94 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 i);
89 } 96 }
90} 97}
91 98
92 99
93/* This function goes through the player inventory and sets 100/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 101 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 102 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 103 * mostly used for sending exp.
97 */ 104 */
105void
98void link_player_skills(object *op) 106link_player_skills (object *op)
99{ 107{
100 object *tmp; 108 object *tmp;
101 109
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 110 for (tmp = op->inv; tmp; tmp = tmp->below)
111 {
103 if (tmp->type == SKILL) { 112 if (tmp->type == SKILL)
113 {
104 /* This is really a warning, hence no else below */ 114 /* This is really a warning, hence no else below */
105 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { 115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
116 {
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
108 } 119 }
109 if (tmp->subtype >= NUM_SKILLS) { 120 if (tmp->subtype >= NUM_SKILLS)
121 {
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
111 tmp->subtype, NUM_SKILLS); 123 }
112 } else { 124 else
125 {
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 126 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 127 op->contr->last_skill_exp[tmp->subtype] = -1;
115 } 128 }
116 } 129 }
117 } 130 }
118} 131}
119 132
122 * 135 *
123 * It is presumed that the player will be needing to actually 136 * It is presumed that the player will be needing to actually
124 * use the skill, so thus if use of the skill requires a skill 137 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 138 * tool, this code will equip it.
126 */ 139 */
140object *
127object *find_skill_by_name(object *who, const char *name) 141find_skill_by_name (object *who, const char *name)
128{ 142{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 143 object *skill = NULL, *skill_tool = NULL, *tmp;
130 144
131 if (!name) return NULL; 145 if (!name)
132
133 /* We make sure the length of the string in the object is greater
134 * in length than the passed string. Eg, if we have a skill called
135 * 'hi', we don't want to match if the user passed 'high'
136 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) &&
139 strlen(tmp->skill) >= strlen(name)) skill = tmp;
140
141 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one.
143 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) &&
145 strlen(tmp->skill) >= strlen(name)) {
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
148 skill_tool = tmp;
149 }
150 }
151 /* If this is a skill that can be used without a tool, return it */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
153
154 /* Player has a tool to use the skill. IF not applied, apply it -
155 * if not successful, return null. If they do have the skill tool
156 * but not the skill itself, give it to them.
157 */
158 if (skill_tool) {
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
160 if (apply_special(who, skill_tool, 0)) return NULL;
161 }
162 if (!skill) {
163 skill = give_skill_by_name(who, skill_tool->skill);
164 link_player_skills(who);
165 }
166 return skill;
167 }
168 return NULL; 146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
153 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
155 skill = tmp;
156
157 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one.
159 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 }
167 }
168 /* If this is a skill that can be used without a tool, return it */
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill;
171
172 /* Player has a tool to use the skill. IF not applied, apply it -
173 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them.
175 */
176 if (skill_tool)
177 {
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who);
187 }
188 return skill;
189 }
190 return NULL;
169} 191}
170 192
171 193
172/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 195 * one that accumlates exp, has the level, etc).
178 * 200 *
179 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 203 * this replaces find_skill.
182 */ 204 */
205object *
183object *find_skill_by_number(object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
184{ 207{
185 object *skill=NULL, *skill_tool=NULL, *tmp; 208 object *skill = NULL, *skill_tool = NULL, *tmp;
186 209
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; 210 if (skillno < 1 || skillno >= NUM_SKILLS)
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
191
192 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one.
194 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) {
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
198 skill_tool = tmp;
199 }
200 }
201 /* If this is a skill that can be used without a tool, return it */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
203
204 /* Player has a tool to use the skill. IF not applied, apply it -
205 * if not successful, return null. If they do have the skill tool
206 * but not the skill itself, give it to them.
207 */
208 if (skill_tool) {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
210 if (apply_special(who, skill_tool, 0)) return NULL;
211 }
212 if (!skill) {
213 skill = give_skill_by_name(who, skill_tool->skill);
214 link_player_skills(who);
215 }
216 return skill;
217 }
218 return NULL; 211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp;
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244 if (!skill)
245 {
246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who);
248 }
249 return skill;
250 }
251 return NULL;
219} 252}
220 253
221/* This changes the objects skill to new_skill. 254/* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used - 255 * note that this function doesn't always need to get used -
223 * you can now add skill exp to the player without the chosen_skill being 256 * you can now add skill exp to the player without the chosen_skill being
228 * 0x1: If set, don't update the range pointer. This is useful when we 261 * 0x1: If set, don't update the range pointer. This is useful when we
229 * need to ready a new skill, but don't want to clobber range. 262 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error 263 * return 1 on success, 0 on error
231 */ 264 */
232 265
266int
233int change_skill (object *who, object *new_skill, int flag) 267change_skill (object *who, object *new_skill, int flag)
234{ 268{
235 int old_range; 269 int old_range;
236 270
237 if ( who->type != PLAYER ) 271 if (who->type != PLAYER)
238 return 0; 272 return 0;
239 273
240 old_range = who->contr->shoottype; 274 old_range = who->contr->shoottype;
241 275
242 if (who->chosen_skill && who->chosen_skill == new_skill) 276 if (who->chosen_skill && who->chosen_skill == new_skill)
243 { 277 {
244 /* optimization for changing skill to current skill */ 278 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1)) 279 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill; 280 who->contr->shoottype = range_skill;
247 return 1; 281 return 1;
248 } 282 }
249 283
250 if (!new_skill || who->chosen_skill) 284 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); 286 apply_special (who, who->chosen_skill, AP_UNAPPLY);
252 287
253 /* Only goal in this case was to unapply a skill */ 288 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0; 289 if (!new_skill)
290 return 0;
255 291
256 if (apply_special (who, new_skill, AP_APPLY)) { 292 if (apply_special (who, new_skill, AP_APPLY))
293 {
257 return 0; 294 return 0;
258 } 295 }
259 if (flag & 0x1) 296 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range; 297 who->contr->shoottype = (rangetype) old_range;
261 298
262 return 1; 299 return 1;
263} 300}
264 301
265/* This function just clears the chosen_skill and range_skill values 302/* This function just clears the chosen_skill and range_skill values
266 * inthe player. 303 * inthe player.
267 */ 304 */
305void
268void clear_skill(object *who) 306clear_skill (object *who)
269{ 307{
270 who->chosen_skill = NULL; 308 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL); 309 CLEAR_FLAG (who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) { 310 if (who->type == PLAYER)
311 {
273 who->contr->ranges[range_skill] = NULL; 312 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill) 313 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none; 314 who->contr->shoottype = range_none;
276 } 315 }
277} 316}
278 317
279/* do_skill() - Main skills use function-similar in scope to cast_spell(). 318/* do_skill() - Main skills use function-similar in scope to cast_spell().
280 * We handle all requests for skill use outside of some combat here. 319 * We handle all requests for skill use outside of some combat here.
285 * from know if a skill was actually used, as many skills don't 324 * from know if a skill was actually used, as many skills don't
286 * give any exp for their direct use (eg, throwing). 325 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 326 * It returns 0 if no skill was used.
288 */ 327 */
289 328
329int
290int do_skill (object *op, object *part, object *skill, int dir, const char *string) { 330do_skill (object *op, object *part, object *skill, int dir, const char *string)
331{
291 int success=0, exp=0; 332 int success = 0, exp = 0;
292 int did_alc = 0; 333 int did_alc = 0;
293 object *tmp, *next; 334 object *tmp, *next;
294 335
295 if (!skill) return 0; 336 if (!skill)
337 return 0;
296 338
297 /* The code below presumes that the skill points to the object that 339 /* The code below presumes that the skill points to the object that
298 * holds the exp, level, etc of the skill. So if this is a player 340 * holds the exp, level, etc of the skill. So if this is a player
299 * go and try to find the actual real skill pointer, and if the 341 * go and try to find the actual real skill pointer, and if the
300 * the player doesn't have a bucket for that, create one. 342 * the player doesn't have a bucket for that, create one.
301 */ 343 */
302 if (skill->type != SKILL && op->type == PLAYER) { 344 if (skill->type != SKILL && op->type == PLAYER)
345 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
347 {
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 348 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break;
305 } 350 }
351 if (!tmp)
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 352 tmp = give_skill_by_name (op, skill->skill);
307 skill = tmp; 353 skill = tmp;
308 } 354 }
309 355
310 // skill, by_whom, on_which_object, which direction, skill_argument 356 // skill, by_whom, on_which_object, which direction, skill_argument
311 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 357 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 return 0; 358 return 0;
313 359
314 switch(skill->subtype) { 360 switch (skill->subtype)
361 {
315 case SK_LEVITATION: 362 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 363 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 364 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 365 * equipped, that should transfer to player, when not,
319 * shouldn't. 366 * shouldn't.
320 */ 367 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 368 if (QUERY_FLAG (skill, FLAG_APPLIED))
369 {
322 CLEAR_FLAG(skill,FLAG_APPLIED); 370 CLEAR_FLAG (skill, FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 }
373 else
324 } 374 {
325 else {
326 SET_FLAG(skill,FLAG_APPLIED); 375 SET_FLAG (skill, FLAG_APPLIED);
327 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); 376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
328 } 377 }
329 fix_player(op); 378 fix_player (op);
330 success=1; 379 success = 1;
331 break; 380 break;
332 381
333 case SK_STEALING: 382 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 383 exp = success = steal (op, dir, skill);
335 break; 384 break;
336 385
337 case SK_LOCKPICKING: 386 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 387 exp = success = pick_lock (op, dir, skill);
339 break; 388 break;
340 389
341 case SK_HIDING: 390 case SK_HIDING:
342 exp = success = hide(op, skill); 391 exp = success = hide (op, skill);
343 break; 392 break;
344 393
345 case SK_JUMPING: 394 case SK_JUMPING:
346 success = jump(op, dir, skill); 395 success = jump (op, dir, skill);
347 break; 396 break;
348 397
349 case SK_INSCRIPTION: 398 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 399 exp = success = write_on_item (op, string, skill);
351 break; 400 break;
352 401
353 case SK_MEDITATION: 402 case SK_MEDITATION:
354 meditate(op, skill); 403 meditate (op, skill);
355 success=1; 404 success = 1;
356 break; 405 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 406 /* note that the following 'attack' skills gain exp through hit_player() */
358 407
359 case SK_KARATE: 408 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 409 (void) attack_hth (op, dir, "karate-chopped", skill);
361 break; 410 break;
362 411
363 case SK_PUNCHING: 412 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 413 (void) attack_hth (op, dir, "punched", skill);
365 break; 414 break;
366 415
367 case SK_FLAME_TOUCH: 416 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 417 (void) attack_hth (op, dir, "flamed", skill);
369 break; 418 break;
370 419
371 case SK_SPARK_TOUCH: 420 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 421 (void) attack_hth (op, dir, "zapped", skill);
373 break; 422 break;
374 423
375 case SK_SHIVER: 424 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 425 (void) attack_hth (op, dir, "froze", skill);
377 break; 426 break;
378 427
379 case SK_ACID_SPLASH: 428 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 429 (void) attack_hth (op, dir, "dissolved", skill);
381 break; 430 break;
382 431
383 case SK_POISON_NAIL: 432 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 433 (void) attack_hth (op, dir, "injected poison into", skill);
385 break; 434 break;
386 435
387 case SK_CLAWING: 436 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 437 (void) attack_hth (op, dir, "clawed", skill);
389 break; 438 break;
390 439
391 case SK_ONE_HANDED_WEAPON: 440 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 441 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 442 (void) attack_melee_weapon (op, dir, NULL, skill);
394 break; 443 break;
395 444
396 case SK_FIND_TRAPS: 445 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 446 exp = success = find_traps (op, skill);
398 break; 447 break;
399 448
400 case SK_SINGING: 449 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 450 exp = success = singing (op, dir, skill);
402 break; 451 break;
403 452
404 case SK_ORATORY: 453 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 454 exp = success = use_oratory (op, dir, skill);
406 break; 455 break;
407 456
408 case SK_SMITHERY: 457 case SK_SMITHERY:
409 case SK_BOWYER: 458 case SK_BOWYER:
410 case SK_JEWELER: 459 case SK_JEWELER:
411 case SK_ALCHEMY: 460 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 461 case SK_THAUMATURGY:
413 case SK_LITERACY: 462 case SK_LITERACY:
414 case SK_WOODSMAN: 463 case SK_WOODSMAN:
415 /* first, we try to find a cauldron, and do the alchemy thing. 464 /* first, we try to find a cauldron, and do the alchemy thing.
416 * failing that, we go and identify stuff. 465 * failing that, we go and identify stuff.
417 */ 466 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
468 {
419 next=tmp->above; 469 next = tmp->above;
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 {
421 attempt_do_alchemy(op, tmp); 472 attempt_do_alchemy (op, tmp);
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 473 if (QUERY_FLAG (tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp); 474 esrv_send_inventory (op, tmp);
424 did_alc=1; 475 did_alc = 1;
425 } 476 }
426 } 477 }
427 if (did_alc == 0) 478 if (did_alc == 0)
428 exp = success = skill_ident(op,skill); 479 exp = success = skill_ident (op, skill);
429 break; 480 break;
430 481
431 case SK_DET_MAGIC: 482 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 483 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 484 exp = success = skill_ident (op, skill);
434 break; 485 break;
435 486
436 case SK_DISARM_TRAPS: 487 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 488 exp = success = remove_trap (op, dir, skill);
438 break; 489 break;
439 490
440 case SK_THROWING: 491 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 492 success = skill_throw (op, part, dir, string, skill);
442 break; 493 break;
443 494
444 case SK_SET_TRAP: 495 case SK_SET_TRAP:
445 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); 496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
446 break; 497 break;
447 498
448 case SK_USE_MAGIC_ITEM: 499 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 500 case SK_MISSILE_WEAPON:
450 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); 501 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
451 break; 502 break;
452 503
453 case SK_PRAYING: 504 case SK_PRAYING:
454 success = pray(op, skill); 505 success = pray (op, skill);
455 break; 506 break;
456 507
457 case SK_BARGAINING: 508 case SK_BARGAINING:
458 success = describe_shop(op); 509 success = describe_shop (op);
459 break; 510 break;
460 511
461 case SK_SORCERY: 512 case SK_SORCERY:
462 case SK_EVOCATION: 513 case SK_EVOCATION:
463 case SK_PYROMANCY: 514 case SK_PYROMANCY:
464 case SK_SUMMONING: 515 case SK_SUMMONING:
465 case SK_CLIMBING: 516 case SK_CLIMBING:
466 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); 517 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break; 518 break;
468 519
469 default: 520 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 521 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
471 ,query_name(op), op->chosen_skill->stats.sp);
472 break; 522 break;
473 } 523 }
474 524
475 /* For players we now update the speed_left from using the skill. 525 /* For players we now update the speed_left from using the skill.
476 * Monsters have no skill use time because of the random nature in 526 * Monsters have no skill use time because of the random nature in
477 * which use_monster_skill is called already simulates this. 527 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 528 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 529 * in the code for the skill itself.
480 */ 530 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483 531
532 if (op->type == PLAYER)
533 op->speed_left -= 1.0;
534
484 /* this is a good place to add experience for successfull use of skills. 535 /* this is a good place to add experience for successfull use of skills.
485 * Note that add_exp() will figure out player/monster experience 536 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 537 * gain problems.
487 */ 538 */
488 539
540 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 541 change_exp (op, exp, skill->skill, 0);
490 542
491 return success; 543 return success;
492} 544}
493 545
494/* calc_skill_exp() - calculates amount of experience can be gained for 546/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 547 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 548 * Here we take the view that a player must 'overcome an opponent'
515 * skill is the skill used. If no skill is used, it should just 567 * skill is the skill used. If no skill is used, it should just
516 * point back to who. 568 * point back to who.
517 * 569 *
518 */ 570 */
519 571
572int
520int calc_skill_exp(object *who, object *op, object *skill) { 573calc_skill_exp (object *who, object *op, object *skill)
574{
521 int op_exp=0,op_lvl= 0; 575 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 576 float base, value, lvl_mult = 0.0;
523 577
524 if (!skill) skill = who; 578 if (!skill)
579 skill = who;
525 580
526 /* Oct 95 - where we have an object, I expanded our treatment 581 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 582 * to 3 cases:
528 * non-living magic obj, runes and everything else. 583 * non-living magic obj, runes and everything else.
529 * 584 *
530 * If an object is not alive and magical we set the base exp higher to 585 * If an object is not alive and magical we set the base exp higher to
531 * help out exp awards for skill_ident skills. Also, if 586 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha 587 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t. 588 * and level (this was the old system) -b.t.
534 */ 589 */
535 590
536 if(!op) { /* no item/creature */ 591 if (!op)
592 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 593 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
538 op_exp = 0; 594 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 595 }
596 else if (op->type == RUNE || op->type == TRAP)
597 { /* all traps. If stats.Cha > 1 we use that
540 * for the amount of experience */ 598 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 599 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 600 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 601 }
602 else
603 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 604 op_exp = op->stats.exp;
545 op_lvl = op->level; 605 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 606 if (!QUERY_FLAG (op, FLAG_ALIVE))
607 { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic); 608 op_lvl += 5 * abs (op->magic);
548 } 609 }
549 } 610 }
550 611
551 if(op_lvl<1) op_lvl = 1; 612 if (op_lvl < 1)
613 op_lvl = 1;
552 614
553 if(who->type!=PLAYER) { /* for monsters only */ 615 if (who->type != PLAYER)
616 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 617 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
618 }
619 else
555 } else { /* for players */ 620 { /* for players */
556 base = op_exp; 621 base = op_exp;
557 /* if skill really is a skill, then we can look at the skill archetype for 622 /* if skill really is a skill, then we can look at the skill archetype for
558 * bse reward value (exp) and level multiplier factor. 623 * bse reward value (exp) and level multiplier factor.
559 */ 624 */
560 if (skill->type == SKILL) { 625 if (skill->type == SKILL)
626 {
561 base += skill->arch->clone.stats.exp; 627 base += skill->arch->clone.stats.exp;
562 if (settings.simple_exp) { 628 if (settings.simple_exp)
629 {
563 if (skill->arch->clone.level) 630 if (skill->arch->clone.level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 631 lvl_mult = (float) skill->arch->clone.level / 100.0;
565 else 632 else
566 lvl_mult = 1.0; /* no adjustment */ 633 lvl_mult = 1.0; /* no adjustment */
634 }
635 else
567 } 636 {
568 else {
569 if (skill->level) 637 if (skill->level)
570 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 638 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
571 else 639 else
572 lvl_mult = 1.0; 640 lvl_mult = 1.0;
641 }
573 } 642 }
574 } else { 643 else
644 {
575 /* Don't divide by zero here! */ 645 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 646 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
577 } 647 }
578 } 648 }
579 649
580 /* assemble the exp total, and return value */ 650 /* assemble the exp total, and return value */
581 651
582 value = base * lvl_mult; 652 value = base * lvl_mult;
653 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 654 value = 1; /* Always give at least 1 exp point */
584 655
585#ifdef SKILL_UTIL_DEBUG 656#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 657 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
587 who->name,skill->level,op->name,op_lvl);
588#endif 658#endif
589 return ( (int) value); 659 return ((int) value);
590} 660}
591 661
592/* Learn skill. This inserts the requested skill in the player's 662/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 663 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 664 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 665 * This one actually teaches the player the skill as something
596 * they can equip. 666 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 667 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 668 * player learns the skill, 2 otherwise.
599 */ 669 */
600 670
601int 671int
602learn_skill (object *pl, object *scroll) { 672learn_skill (object *pl, object *scroll)
673{
603 object *tmp; 674 object *tmp;
604 675
605 if (!scroll->skill) { 676 if (!scroll->skill)
677 {
606 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); 678 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
607 return 2; 679 return 2;
608 } 680 }
609 681
610 /* can't use find_skill_by_name because we want skills the player knows 682 /* can't use find_skill_by_name because we want skills the player knows
611 * but can't use natively. 683 * but can't use natively.
612 */ 684 */
613 685
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) 686 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; 687 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
688 break;
616 689
617 /* player already knows it */ 690 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0;
619 693
620 694
621 695
622 /* now a random change to learn, based on player Int. 696 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 697 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 698 * might never be able to learn anything.
625 */ 699 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 700 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 701 return 2; /* failure :< */
628 702
629 if (!tmp) 703 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 704 tmp = give_skill_by_name (pl, scroll->skill);
631 705
632 if (!tmp) { 706 if (!tmp)
707 {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); 708 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
634 return 2; 709 return 2;
635 } 710 }
636 711
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 712 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 713 link_player_skills (pl);
639 return 1; 714 return 1;
640} 715}
641 716
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 717/* Gives a percentage clipped to 0% -> 100% of a/b. */
718
643/* Probably belongs in some global utils-type file? */ 719/* Probably belongs in some global utils-type file? */
720static int
644static int clipped_percent(sint64 a, sint64 b) 721clipped_percent (sint64 a, sint64 b)
645{ 722{
646 int rv; 723 int rv;
647 724
648 if (b <= 0) 725 if (b <= 0)
649 return 0; 726 return 0;
650 727
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 728 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 729
653 if (rv < 0) 730 if (rv < 0)
654 return 0; 731 return 0;
655 else if (rv > 100) 732 else if (rv > 100)
656 return 100; 733 return 100;
657 734
658 return rv; 735 return rv;
659} 736}
660 737
661/* show_skills() - Meant to allow players to examine 738/* show_skills() - Meant to allow players to examine
662 * their current skill list. 739 * their current skill list.
666 * Note this function is a bit more complicated becauase we 743 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 744 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit 745 * just dumped this as we found it, this would be a bit
669 * simpler. 746 * simpler.
670 */ 747 */
671 748
749void
672void show_skills(object *op, const char* search) { 750show_skills (object *op, const char *search)
751{
673 object *tmp=NULL; 752 object *tmp = NULL;
674 char buf[MAX_BUF]; 753 char buf[MAX_BUF];
675 const char *cp; 754 const char *cp;
676 int i,num_skills_found=0; 755 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 756 static const char *const periods = "........................................";
757
678 /* Need to have a pointer and use strdup for qsort to work properly */ 758 /* Need to have a pointer and use strdup for qsort to work properly */
679 char skills[NUM_SKILLS][MAX_BUF]; 759 char skills[NUM_SKILLS][MAX_BUF];
680 760
681 761
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 762 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
763 {
683 if (tmp->type == SKILL) { 764 if (tmp->type == SKILL)
765 {
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 766 if (search && strstr (tmp->name, search) == NULL)
767 continue;
685 /* Basically want to fill this out to 40 spaces with periods */ 768 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 769 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0; 770 buf[40] = 0;
688 771
689 if (settings.permanent_exp_ratio) { 772 if (settings.permanent_exp_ratio)
690#ifdef WIN32 773 {
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)",
692 buf,tmp->level,
693 tmp->stats.exp,
694 level_exp(tmp->level+1, op->expmul),
695 clipped_percent(tmp->perm_exp,tmp->stats.exp));
696#else
697 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", 774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
698 buf,tmp->level, 775 buf, tmp->level,
699 tmp->stats.exp, 776 (long long) tmp->stats.exp,
700 level_exp(tmp->level+1, op->expmul), 777 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
701 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 778 }
702#endif
703 } else { 779 else
704#ifdef WIN32 780 {
705 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)",
706 buf,tmp->level,
707 tmp->stats.exp,
708 level_exp(tmp->level+1, op->expmul));
709#else
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
711 buf,tmp->level, 782 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
712 tmp->stats.exp,
713 level_exp(tmp->level+1, op->expmul));
714#endif
715 } 783 }
716 /* I don't know why some characters get a bunch of skills, but 784 /* I don't know why some characters get a bunch of skills, but
717 * it sometimes happens (maybe a leftover from bugier earlier code 785 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 786 * and those character are still about). In any case, lets handle
719 * it so it doesn't crash the server - otherwise, one character may 787 * it so it doesn't crash the server - otherwise, one character may
720 * crash the server numerous times. 788 * crash the server numerous times.
721 */ 789 */
722 if (num_skills_found >= NUM_SKILLS) { 790 if (num_skills_found >= NUM_SKILLS)
791 {
723 new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); 792 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
724 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); 793 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
725 break; 794 break;
726 }
727 } 795 }
796 }
728 } 797 }
729 798
730 clear_win_info(op); 799 clear_win_info (op);
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); 800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801 if (num_skills_found > 1)
732 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); 802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
733 803
734 for (i=0; i<num_skills_found; i++) { 804 for (i = 0; i < num_skills_found; i++)
805 {
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
736 } 807 }
737 808
738 new_draw_info_format(NDI_UNIQUE, 0, op, 809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
739 "You can handle %d weapon improvements.",op->level/5+5);
740 810
741 cp = determine_god(op); 811 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
743 "You worship %s.", cp?cp:"no god at current time");
744 813
745 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", 814 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
746 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 815 op->contr->item_power, (int) (op->level * settings.item_power_factor));
747} 816}
748 817
749/* use_skill() - similar to invoke command, it executes the skill in the 818/* use_skill() - similar to invoke command, it executes the skill in the
750 * direction that the user is facing. Returns false if we are unable to 819 * direction that the user is facing. Returns false if we are unable to
751 * change to the requested skill, or were unable to use the skill properly. 820 * change to the requested skill, or were unable to use the skill properly.
752 * This is tricky because skills can have spaces. We basically roll 821 * This is tricky because skills can have spaces. We basically roll
753 * our own find_skill_by_name so we can try to do better string matching. 822 * our own find_skill_by_name so we can try to do better string matching.
754 */ 823 */
755 824
825int
756int use_skill(object *op, const char *string) { 826use_skill (object *op, const char *string)
827{
757 object *skop; 828 object *skop;
758 size_t len; 829 size_t len;
759 830
760 if (!string) return 0; 831 if (!string)
832 return 0;
761 833
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 834 for (skop = op->inv; skop != NULL; skop = skop->below)
835 {
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 836 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 837 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
765 break; 838 break;
766 else if (skop->type == SKILL_TOOL &&
767 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 839 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
768 break; 840 break;
769 } 841 }
770 if (!skop) { 842 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op, 843 {
772 "Unable to find skill %s", string); 844 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
773 return 0; 845 return 0;
774 } 846 }
775 847
776 len=strlen(skop->skill); 848 len = strlen (skop->skill);
777 849
778 /* All this logic goes and skips over the skill name to find any 850 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 851 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 852 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 853 * want to skip over any leading spaces.
782 */ 854 */
783 if(len>=strlen(string)) { 855 if (len >= strlen (string))
856 {
784 string=NULL; 857 string = NULL;
785 } else { 858 }
859 else
860 {
786 string += len; 861 string += len;
787 while(*string==0x20) string++; 862 while (*string == 0x20)
788 if(strlen(string)==0) string = NULL; 863 string++;
789 } 864 if (strlen (string) == 0)
865 string = NULL;
790 866 }
867
791#ifdef SKILL_UTIL_DEBUG 868#ifdef SKILL_UTIL_DEBUG
792 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); 869 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
793#endif 870#endif
794 871
795 /* Change to the new skill, then execute it. */ 872 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 873 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 874 return 1;
875
876 return 0;
799} 877}
800 878
801 879
802 880
803/* This finds the best unarmed skill the player has, and returns 881/* This finds the best unarmed skill the player has, and returns
812 * Unlike the old code, we don't give out any skills - it is 890 * Unlike the old code, we don't give out any skills - it is
813 * possible you just don't have any ability to get into unarmed 891 * possible you just don't have any ability to get into unarmed
814 * combat. If everyone race/class should have one, this should 892 * combat. If everyone race/class should have one, this should
815 * be handled in the starting treasurelists, not in the code. 893 * be handled in the starting treasurelists, not in the code.
816 */ 894 */
895static object *
817static object *find_best_player_hth_skill(object *op) 896find_best_player_hth_skill (object *op)
818{ 897{
819 object *tmp, *best_skill=NULL; 898 object *tmp, *best_skill = NULL;
820 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; 899 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
821 900
822 for (tmp=op->inv; tmp; tmp=tmp->below) { 901 for (tmp = op->inv; tmp; tmp = tmp->below)
902 {
823 if (tmp->type == SKILL) { 903 if (tmp->type == SKILL)
904 {
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 905 if (dragon && tmp->subtype == SK_CLAWING)
906 return tmp;
825 907
826 /* The order in the array is preferred order. So basically, 908 /* The order in the array is preferred order. So basically,
827 * we just cut down the number to search - eg, if we find a skill 909 * we just cut down the number to search - eg, if we find a skill
828 * early on in flame touch, then we only need to look into the unarmed_array 910 * early on in flame touch, then we only need to look into the unarmed_array
829 * to the entry before flame touch - don't care about the entries afterward, 911 * to the entry before flame touch - don't care about the entries afterward,
830 * because they are infrerior skills. 912 * because they are infrerior skills.
831 * if we end up finding the best skill (i==0) might as well return 913 * if we end up finding the best skill (i==0) might as well return
832 * right away - can't get any better than that. 914 * right away - can't get any better than that.
833 */ 915 */
834 for (i=0; i<last_skill; i++) { 916 for (i = 0; i < last_skill; i++)
917 {
835 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { 918 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
919 {
836 best_skill = tmp; 920 best_skill = tmp;
837 last_skill = i; 921 last_skill = i;
922 if (i == 0)
838 if (i==0) return best_skill; 923 return best_skill;
839 } 924 }
840 } 925 }
841 } 926 }
842 } 927 }
843 return best_skill; 928 return best_skill;
844} 929}
845 930
846/* do_skill_attack() - We have got an appropriate opponent from either 931/* do_skill_attack() - We have got an appropriate opponent from either
847 * move_player_attack() or skill_attack(). In this part we get on with 932 * move_player_attack() or skill_attack(). In this part we get on with
848 * attacking, take care of messages from the attack and changes in invisible. 933 * attacking, take care of messages from the attack and changes in invisible.
850 * tmp is the targetted monster. 935 * tmp is the targetted monster.
851 * op is what is attacking 936 * op is what is attacking
852 * string is passed along to describe what messages to describe 937 * string is passed along to describe what messages to describe
853 * the damage. 938 * the damage.
854 */ 939 */
855 940
941static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 942do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943{
857 int success; 944 int success;
858 945
946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947 return RESULT_INT (0);
948
859 /* For Players only: if there is no ready weapon, and no "attack" skill 949 /* For Players only: if there is no ready weapon, and no "attack" skill
860 * is readied either then try to find a skill for the player to use. 950 * is readied either then try to find a skill for the player to use.
861 * it is presumed that if skill is set, it is a valid attack skill (eg, 951 * it is presumed that if skill is set, it is a valid attack skill (eg,
862 * the caller should have set it appropriately). We still want to pass 952 * the caller should have set it appropriately). We still want to pass
863 * through that code if skill is set to change to the skill. 953 * through that code if skill is set to change to the skill.
864 */ 954 */
865 if(op->type==PLAYER) { 955 if (op->type == PLAYER)
956 {
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
958 {
867 size_t i; 959 size_t i;
868 960
869 if (!skill) { 961 if (!skill)
962 {
870 /* See if the players chosen skill is a combat skill, and use 963 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 964 * it if appropriate.
872 */ 965 */
873 if (op->chosen_skill) { 966 if (op->chosen_skill)
967 {
874 for (i=0; i<sizeof(unarmed_skills); i++) 968 for (i = 0; i < sizeof (unarmed_skills); i++)
875 if (op->chosen_skill->subtype == unarmed_skills[i]) { 969 if (op->chosen_skill->subtype == unarmed_skills[i])
970 {
876 skill = op->chosen_skill; 971 skill = op->chosen_skill;
877 break; 972 break;
878 } 973 }
879 } 974 }
880 /* If we didn't find a skill above, look harder for a good skill */ 975 /* If we didn't find a skill above, look harder for a good skill */
881 if (!skill) { 976 if (!skill)
977 {
882 skill = find_best_player_hth_skill(op); 978 skill = find_best_player_hth_skill (op);
883 979
884 if (!skill) { 980 if (!skill)
981 {
885 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
886 return 0; 983 return 0;
887 } 984 }
888 } 985 }
889 } 986 }
890 if (skill != op->chosen_skill) { 987 if (skill != op->chosen_skill)
988 {
891 /* now try to ready the new skill */ 989 /* now try to ready the new skill */
892 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ 990 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */
893 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); 992 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
894 return 0; 993 return 0;
895 } 994 }
896 } 995 }
996 }
897 } else { 997 else
998 {
898 /* Seen some crashes below where current_weapon is not set, 999 /* Seen some crashes below where current_weapon is not set,
899 * even though the flag says it is. So if current weapon isn't set, 1000 * even though the flag says it is. So if current weapon isn't set,
900 * do some work in trying to find the object to use. 1001 * do some work in trying to find the object to use.
901 */ 1002 */
902 if (!op->current_weapon) { 1003 if (!op->current_weapon)
1004 {
903 object *tmp; 1005 object *tmp;
904 1006
905 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 1007 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
906 op->name);
907 for (tmp=op->inv; tmp; tmp=tmp->below) 1008 for (tmp = op->inv; tmp; tmp = tmp->below)
908 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; 1009 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1010 break;
909 1011
910 if (!tmp) { 1012 if (!tmp)
1013 {
911 LOG(llevError,"Could not find applied weapon on %s\n", 1014 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
912 op->name);
913 op->current_weapon=NULL; 1015 op->current_weapon = NULL;
914 return 0; 1016 return 0;
915 } else {
916 op->current_weapon = tmp;
917 } 1017 }
1018 else
1019 {
1020 op->current_weapon = tmp;
918 } 1021 }
1022 }
919 1023
920 /* Has ready weapon - make sure chosen_skill is set up properly */ 1024 /* Has ready weapon - make sure chosen_skill is set up properly */
921 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { 1025 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1026 {
922 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); 1027 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
923 }
924 } 1028 }
1029 }
925 } 1030 }
926 1031
927 /* lose invisiblity/hiding status for running attacks */ 1032 /* lose invisiblity/hiding status for running attacks */
928 1033
929 if(op->type==PLAYER && op->contr->tmp_invis) { 1034 if (op->type == PLAYER && op->contr->tmp_invis)
1035 {
930 op->contr->tmp_invis=0; 1036 op->contr->tmp_invis = 0;
931 op->invisible=0; 1037 op->invisible = 0;
932 op->hide=0; 1038 op->hide = 0;
933 update_object(op,UP_OBJ_FACE); 1039 update_object (op, UP_OBJ_FACE);
934 } 1040 }
935 1041
936 success = attack_ob(tmp,op); 1042 success = attack_ob (tmp, op);
937 1043
938 /* print appropriate messages to the player */ 1044 /* print appropriate messages to the player */
939 1045
940 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047 {
941 if(op->type==PLAYER) 1048 if (op->type == PLAYER)
942 new_draw_info_format(NDI_UNIQUE, 0,op, 1049 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
943 "You %s %s!",string,query_name(tmp));
944 else if(tmp->type==PLAYER) 1050 else if (tmp->type == PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
946 "%s %s you!",query_name(op),string);
947 } 1052 }
948 return success; 1053 return success;
949} 1054}
950 1055
951 1056
952/* skill_attack() - Core routine for use when we attack using a skills 1057/* skill_attack() - Core routine for use when we attack using a skills
953 * system. In essence, this code handles 1058 * system. In essence, this code handles
954 * all skill-based attacks, ie hth, missile and melee weapons should be 1059 * all skill-based attacks, ie hth, missile and melee weapons should be
958 * 1063 *
959 * This is called by move_player() and attack_hth() 1064 * This is called by move_player() and attack_hth()
960 * 1065 *
961 * Initial implementation by -bt thomas@astro.psu.edu 1066 * Initial implementation by -bt thomas@astro.psu.edu
962 */ 1067 */
963 1068
1069int
964int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { 1070skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071{
965 sint16 tx,ty; 1072 sint16 tx, ty;
966 mapstruct *m; 1073 mapstruct *m;
967 int mflags; 1074 int mflags;
968 1075
1076 if (!dir)
969 if(!dir) dir=pl->facing; 1077 dir = pl->facing;
970 tx=freearr_x[dir]; 1078 tx = freearr_x[dir];
971 ty=freearr_y[dir]; 1079 ty = freearr_y[dir];
972 1080
973 /* If we don't yet have an opponent, find if one exists, and attack. 1081 /* If we don't yet have an opponent, find if one exists, and attack.
974 * Legal opponents are the same as outlined in move_player_attack() 1082 * Legal opponents are the same as outlined in move_player_attack()
975 */ 1083 */
976 1084
977 if(tmp==NULL) { 1085 if (tmp == NULL)
1086 {
978 m = pl->map; 1087 m = pl->map;
979 tx = pl->x + freearr_x[dir]; 1088 tx = pl->x + freearr_x[dir];
980 ty = pl->y + freearr_y[dir]; 1089 ty = pl->y + freearr_y[dir];
981 1090
982 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 1091 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
983 if (mflags & P_OUT_OF_MAP) return 0; 1092 if (mflags & P_OUT_OF_MAP)
984
985 /* space must be blocked for there to be anything interesting to do */
986 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0;
987
988 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
989 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
990 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
991 || tmp->type==LOCKED_DOOR ) {
992 /* Don't attack party members */
993 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
994 && pl->contr->party==tmp->contr->party))
995 return 0;
996 break;
997 }
998 }
999 if (!tmp) {
1000 if(pl->type==PLAYER)
1001 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
1002 return 0; 1093 return 0;
1094
1095 /* 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)))
1097 return 0;
1098
1099 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)
1101 {
1102 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0;
1105 break;
1106 }
1107 }
1108 if (!tmp)
1003 } 1109 {
1110 if (pl->type == PLAYER)
1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1112 return 0;
1113 }
1004 1114
1005 return do_skill_attack(tmp,pl,string, skill); 1115 return do_skill_attack (tmp, pl, string, skill);
1006} 1116}
1007 1117
1008 1118
1009/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1119/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120
1010/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1121/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1011 * (attack_hth) we check for weapon use, etc in the second (the new 1122 * (attack_hth) we check for weapon use, etc in the second (the new
1012 * function skill_attack() we actually attack. 1123 * function skill_attack() we actually attack.
1013 */ 1124 */
1014 1125
1126static int
1015static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1127attack_hth (object *pl, int dir, const char *string, object *skill)
1128{
1016 object *enemy=NULL,*weapon; 1129 object *enemy = NULL, *weapon;
1017 1130
1018 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1131 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1019 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1132 for (weapon = pl->inv; weapon; weapon = weapon->below)
1133 {
1020 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 {
1021 CLEAR_FLAG(weapon,FLAG_APPLIED); 1136 CLEAR_FLAG (weapon, FLAG_APPLIED);
1022 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1023 fix_player(pl); 1138 fix_player (pl);
1024 if(pl->type==PLAYER) { 1139 if (pl->type == PLAYER)
1140 {
1025 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); 1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1026 esrv_update_item(UPD_FLAGS, pl, weapon); 1142 esrv_update_item (UPD_FLAGS, pl, weapon);
1027 } 1143 }
1028 break; 1144 break;
1029 } 1145 }
1030 } 1146 }
1031 return skill_attack(enemy,pl,dir,string, skill); 1147 return skill_attack (enemy, pl, dir, string, skill);
1032} 1148}
1033 1149
1034 1150
1035/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1151/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1036 * For now we are just checking to see if we have a ready weapon here. 1152 * For now we are just checking to see if we have a ready weapon here.
1040 * we may make this routine handle 'special' melee weapons attacks 1156 * we may make this routine handle 'special' melee weapons attacks
1041 * (like disarming manuever with sai) based on player SK_level and 1157 * (like disarming manuever with sai) based on player SK_level and
1042 * weapon type. 1158 * weapon type.
1043 */ 1159 */
1044 1160
1161static int
1045static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1162attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163{
1046 1164
1047 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166 {
1048 if(op->type==PLAYER) 1167 if (op->type == PLAYER)
1049 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1050 return 0; 1169 return 0;
1051 } 1170 }
1052 return skill_attack(NULL,op,dir,string, skill); 1171 return skill_attack (NULL, op, dir, string, skill);
1053 1172
1054} 1173}

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