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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 1.74 by elmex, Sun Jan 4 16:30:39 2009 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 25
32/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 27 * categories. This is done solely through the init_new_exp_system() fctn.
43 37
44/* define the following for skills utility debuging */ 38/* define the following for skills utility debuging */
45 39
46/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
47 41
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 42#include <global.h>
51#include <object.h> 43#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 44#include <sproto.h>
54#endif
55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56#include <spells.h> 46#include <spells.h>
57 47
48const uint8_t skill_flags[NUM_SKILLS] = {
49 0, // SK_NONE
50# define def(uc, flags) flags,
51# include "skillinc.h"
52# undef def
53};
54
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 55static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61shstr skill_names[NUM_SKILLS];
62 57
63/* init_skills basically just sets up the skill_names table 58/* init_skills basically just sets up the skill_names table
64 * above. The index into the array is set up by the 59 * above. The index into the array is set up by the
65 * subtypes. 60 * subtypes.
66 */ 61 */
67void 62void
68init_skills (void) 63init_skills (void)
69{ 64{
70 int i; 65 for_all_archetypes (at)
71 archetype *at;
72
73 for (at = first_archetype; at != NULL; at = at->next)
74 {
75 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
76 { 67 {
77 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
78 {
79 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
81 }
82 else 71 else
83 {
84 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
85 }
86 } 73 }
87 }
88 74
89 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
91 */ 77 */
92 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 79 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 81}
98
99 82
100/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 86 * mostly used for sending exp.
104 */ 87 */
105void 88void
106link_player_skills (object *op) 89player::link_skills ()
107{ 90{
108 object *tmp; 91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
109 93
110 for (tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
96 {
97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
98
99 if (last_skill_ob [tmp->subtype] != tmp)
113 { 100 {
114 /* This is really a warning, hence no else below */ 101 /* 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) 102 if (last_skill_ob [tmp->subtype])
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
106 last_skill_ob [tmp->subtype] = tmp;
107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
119 } 109 }
120 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else
125 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1;
128 }
129 } 110 }
130 } 111}
112
113static object *
114find_skill (object *who, shstr_cmp name)
115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
122 if (tmp->skill == name && tmp->type == SKILL)
123 return splay (tmp);
124
125 return 0;
126}
127
128object *player::find_skill (shstr_cmp name) const
129{
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
131} 132}
132 133
133/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
135 * 136 *
136 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill 138 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 139 * tool, this code will equip it.
139 */ 140 */
140object * 141object *
141find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
142{ 143{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 144 object *skill_tool = 0;
144 145
145 if (!name)
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) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
153 { 148 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 149 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 skill = tmp; 150 /* If this is a skill that can be used without applying tool, return it */
156 151 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
159 */ 154 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 155 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 156 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 157 }
167 } 158
168 /* If this is a skill that can be used without a tool, return it */ 159 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 160 return 0;
171 161
172 /* Player has a tool to use the skill. IF not applied, apply it - 162 /* 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 163 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
175 */ 165 */
176 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
177 { 167
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill) 168 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 170
187 } 171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
188 return skill; 173 return 0;
189 } 174
175 return splay (skill);
176}
177
178object *
179find_skill_by_name_fuzzy (object *who, const char *name)
180{
181 if (!name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop;
189
190 return NULL; 190 return 0;
191} 191}
192
193 192
194/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
196 * 195 *
197 * It is presumed that the player will be needing to actually 196 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 197 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 198 * tool, this code will equip it.
200 * 199 *
203 * this replaces find_skill. 202 * this replaces find_skill.
204 */ 203 */
205object * 204object *
206find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
207{ 206{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 208 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 209 if (object *skop = find_skill_by_name (who, tmp->skill))
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; 210 return skop;
250 } 211
251 return NULL; 212 return 0;
252} 213}
253 214
254/* This changes the objects skill to new_skill. 215/* This changes the objects chosen_skill to new_skill.
255 * 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
257 * set. This function is of most interest to players to update
258 * 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 216 * return 1 on success, 0 on error
264 */ 217 */
265 218bool
266int 219object::change_skill (object *new_skill)
267change_skill (object *who, object *new_skill, int flag)
268{ 220{
269 int old_range;
270
271 if (who->type != PLAYER) 221 if (type != PLAYER)
272 return 0; 222 return 0;
273 223
274 old_range = who->contr->shoottype; 224 // optimise this supposedly common case
275 225 if (new_skill == chosen_skill)
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; 226 return 1;
282 }
283 227
284 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill) 228 if (chosen_skill)
286 apply_special (who, who->chosen_skill, AP_UNAPPLY);
287
288 /* Only goal in this case was to unapply a skill */
289 if (!new_skill)
290 return 0;
291
292 if (apply_special (who, new_skill, AP_APPLY))
293 {
294 return 0;
295 } 229 {
296 if (flag & 0x1) 230 chosen_skill->flag [FLAG_APPLIED] = false;
297 who->contr->shoottype = (rangetype) old_range; 231 change_abil (this, chosen_skill);
232 }
298 233
234 chosen_skill = new_skill;
235
236 if (chosen_skill)
237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
241
242 // always clear current weapon, as the selected skill could
243 // conflict with the current weapon skill, which would go
244 // undetected and exp would be given to the wrong skill.
245 current_weapon = 0;
246
247 update_stats ();
299 return 1; 248 return 1;
300}
301
302/* This function just clears the chosen_skill and range_skill values
303 * inthe player.
304 */
305void
306clear_skill (object *who)
307{
308 who->chosen_skill = NULL;
309 CLEAR_FLAG (who, FLAG_READY_SKILL);
310 if (who->type == PLAYER)
311 {
312 who->contr->ranges[range_skill] = NULL;
313 if (who->contr->shoottype == range_skill)
314 who->contr->shoottype = range_none;
315 }
316} 249}
317 250
318/* do_skill() - Main skills use function-similar in scope to cast_spell(). 251/* 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. 252 * 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 253 * 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 256 * 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 257 * from know if a skill was actually used, as many skills don't
325 * give any exp for their direct use (eg, throwing). 258 * give any exp for their direct use (eg, throwing).
326 * It returns 0 if no skill was used. 259 * It returns 0 if no skill was used.
327 */ 260 */
328
329int 261int
330do_skill (object *op, object *part, object *skill, int dir, const char *string) 262do_skill (object *op, object *part, object *skill, int dir, const char *string)
331{ 263{
332 int success = 0, exp = 0; 264 int success = 0, exp = 0;
333 int did_alc = 0;
334 object *tmp, *next;
335 265
336 if (!skill) 266 if (!skill)
337 return 0; 267 return 0;
338 268
339 /* The code below presumes that the skill points to the object that 269 /* 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 271 * 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. 272 * the player doesn't have a bucket for that, create one.
343 */ 273 */
344 if (skill->type != SKILL && op->type == PLAYER) 274 if (skill->type != SKILL && op->type == PLAYER)
345 { 275 {
346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
347 {
348 if (tmp->type == SKILL && tmp->skill == skill->skill) 277 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break; 278 {
279 skill = tmp;
280 goto found;
350 } 281 }
351 if (!tmp) 282
352 tmp = give_skill_by_name (op, skill->skill); 283 skill = give_skill_by_name (op, skill->skill);
353 skill = tmp; 284found: ;
354 } 285 }
355 286
356 // skill, by_whom, on_which_object, which direction, skill_argument 287 // 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))) 288 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
358 return 0; 289 return 0;
359 290
360 switch (skill->subtype) 291 switch (skill->subtype)
361 { 292 {
362 case SK_LEVITATION: 293 case SK_LEVITATION:
363 /* Not 100% sure if this will work with new movement code - 294 /* Not 100% sure if this will work with new movement code -
364 * the levitation skill has move_type for flying, so when 295 * the levitation skill has move_type for flying, so when
365 * equipped, that should transfer to player, when not, 296 * equipped, that should transfer to player, when not,
366 * shouldn't. 297 * shouldn't.
367 */ 298 */
368 if (QUERY_FLAG (skill, FLAG_APPLIED)) 299 if (QUERY_FLAG (skill, FLAG_APPLIED))
369 { 300 {
370 CLEAR_FLAG (skill, FLAG_APPLIED); 301 CLEAR_FLAG (skill, FLAG_APPLIED);
371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 } 303 }
373 else 304 else
374 { 305 {
375 SET_FLAG (skill, FLAG_APPLIED); 306 SET_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 307 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
377 } 308 }
378 fix_player (op); 309
310 op->update_stats ();
379 success = 1; 311 success = 1;
380 break; 312 break;
381 313
382 case SK_STEALING: 314 case SK_STEALING:
383 exp = success = steal (op, dir, skill); 315 exp = success = steal (op, dir, skill);
384 break; 316 break;
385 317
386 case SK_LOCKPICKING: 318 case SK_LOCKPICKING:
387 exp = success = pick_lock (op, dir, skill); 319 exp = success = pick_lock (op, dir, skill);
388 break; 320 break;
389 321
390 case SK_HIDING: 322 case SK_HIDING:
391 exp = success = hide (op, skill); 323 exp = success = hide (op, skill);
392 break; 324 break;
393 325
394 case SK_JUMPING: 326 case SK_JUMPING:
395 success = jump (op, dir, skill); 327 exp = success = jump (op, dir, skill);
396 break; 328 break;
397 329
398 case SK_INSCRIPTION: 330 case SK_INSCRIPTION:
399 exp = success = write_on_item (op, string, skill); 331 exp = success = write_on_item (op, string, skill);
400 break; 332 break;
401 333
402 case SK_MEDITATION: 334 case SK_MEDITATION:
403 meditate (op, skill); 335 meditate (op, skill);
404 success = 1; 336 success = 1;
405 break; 337 break;
406 /* note that the following 'attack' skills gain exp through hit_player() */ 338 /* note that the following 'attack' skills gain exp through hit_player() */
407 339
408 case SK_KARATE: 340 case SK_KARATE:
409 (void) attack_hth (op, dir, "karate-chopped", skill); 341 attack_hth (op, dir, "karate-chopped", skill);
410 break; 342 break;
411 343
412 case SK_PUNCHING: 344 case SK_PUNCHING:
413 (void) attack_hth (op, dir, "punched", skill); 345 attack_hth (op, dir, "punched", skill);
414 break; 346 break;
415 347
416 case SK_FLAME_TOUCH: 348 case SK_FLAME_TOUCH:
417 (void) attack_hth (op, dir, "flamed", skill); 349 attack_hth (op, dir, "flamed", skill);
418 break; 350 break;
419 351
420 case SK_SPARK_TOUCH: 352 case SK_SPARK_TOUCH:
421 (void) attack_hth (op, dir, "zapped", skill); 353 attack_hth (op, dir, "zapped", skill);
422 break; 354 break;
423 355
424 case SK_SHIVER: 356 case SK_SHIVER:
425 (void) attack_hth (op, dir, "froze", skill); 357 attack_hth (op, dir, "froze", skill);
426 break; 358 break;
427 359
428 case SK_ACID_SPLASH: 360 case SK_ACID_SPLASH:
429 (void) attack_hth (op, dir, "dissolved", skill); 361 attack_hth (op, dir, "dissolved", skill);
430 break; 362 break;
431 363
432 case SK_POISON_NAIL: 364 case SK_POISON_NAIL:
433 (void) attack_hth (op, dir, "injected poison into", skill); 365 attack_hth (op, dir, "injected poison into", skill);
434 break; 366 break;
435 367
436 case SK_CLAWING: 368 case SK_CLAWING:
437 (void) attack_hth (op, dir, "clawed", skill); 369 attack_hth (op, dir, "clawed", skill);
438 break; 370 break;
439 371
440 case SK_ONE_HANDED_WEAPON: 372 case SK_ONE_HANDED_WEAPON:
441 case SK_TWO_HANDED_WEAPON: 373 case SK_TWO_HANDED_WEAPON:
442 (void) attack_melee_weapon (op, dir, NULL, skill); 374 attack_melee_weapon (op, dir, NULL, skill);
443 break; 375 break;
444 376
445 case SK_FIND_TRAPS: 377 case SK_FIND_TRAPS:
446 exp = success = find_traps (op, skill); 378 exp = success = find_traps (op, skill);
447 break; 379 break;
448 380
449 case SK_SINGING: 381 case SK_SINGING:
450 exp = success = singing (op, dir, skill); 382 exp = success = singing (op, dir, skill);
451 break; 383 break;
452 384
453 case SK_ORATORY: 385 case SK_ORATORY:
454 exp = success = use_oratory (op, dir, skill); 386 exp = success = use_oratory (op, dir, skill);
455 break; 387 break;
456 388
457 case SK_SMITHERY: 389 case SK_SMITHERY:
458 case SK_BOWYER: 390 case SK_BOWYER:
459 case SK_JEWELER: 391 case SK_JEWELER:
460 case SK_ALCHEMY: 392 case SK_ALCHEMY:
461 case SK_THAUMATURGY: 393 case SK_THAUMATURGY:
462 case SK_LITERACY: 394 case SK_LITERACY:
463 case SK_WOODSMAN: 395 case SK_WOODSMAN:
464 /* first, we try to find a cauldron, and do the alchemy thing. 396 /* first, we try to find a cauldron, and do the alchemy thing.
465 * failing that, we go and identify stuff. 397 * failing that, we go and identify stuff.
466 */ 398 */
399 {
400 bool found_cauldron = false;
401
467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 402 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
468 { 403 {
469 next = tmp->above; 404 next = tmp->above;
405
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 { 407 {
408 found_cauldron = true;
409
410 if (tmp->skill != skill->skill)
411 {
412 op->failmsg (format ("You can't use the %s with the %s skill!",
413 query_name (tmp),
414 query_name (skill)));
415 break;
416 }
417
472 attempt_do_alchemy (op, tmp); 418 attempt_do_alchemy (op, tmp, skill);
419
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 420 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp); 421 esrv_send_inventory (op, tmp);
475 did_alc = 1;
476 } 422 }
477 } 423 }
478 if (did_alc == 0) 424
425 if (!found_cauldron)
479 exp = success = skill_ident (op, skill); 426 exp = success = skill_ident (op, skill);
427 }
480 break; 428 break;
481 429
482 case SK_DET_MAGIC: 430 case SK_DET_MAGIC:
483 case SK_DET_CURSE: 431 case SK_DET_CURSE:
484 exp = success = skill_ident (op, skill); 432 exp = success = skill_ident (op, skill);
485 break; 433 break;
486 434
487 case SK_DISARM_TRAPS: 435 case SK_DISARM_TRAPS:
488 exp = success = remove_trap (op, dir, skill); 436 exp = success = remove_trap (op, dir, skill);
489 break; 437 break;
490 438
491 case SK_THROWING: 439 case SK_THROWING:
492 success = skill_throw (op, part, dir, string, skill); 440 success = skill_throw (op, part, dir, string, skill);
493 break; 441 break;
494 442
495 case SK_SET_TRAP: 443 case SK_SET_TRAP:
496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
497 break; 445 break;
498 446
499 case SK_USE_MAGIC_ITEM: 447 case SK_USE_MAGIC_ITEM:
500 case SK_MISSILE_WEAPON: 448 case SK_MISSILE_WEAPON:
501 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 449 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
502 break; 450 break;
503 451
504 case SK_PRAYING: 452 case SK_PRAYING:
505 success = pray (op, skill); 453 success = pray (op, skill);
506 break; 454 break;
507 455
508 case SK_BARGAINING: 456 case SK_BARGAINING:
509 success = describe_shop (op); 457 success = describe_shop (op);
510 break; 458 break;
511 459
512 case SK_SORCERY: 460 case SK_SORCERY:
513 case SK_EVOCATION: 461 case SK_EVOCATION:
514 case SK_PYROMANCY: 462 case SK_PYROMANCY:
515 case SK_SUMMONING: 463 case SK_SUMMONING:
516 case SK_CLIMBING: 464 case SK_CLIMBING:
517 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 465 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
518 break; 466 break;
519 467
520 default: 468 default:
521 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 469 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
522 break; 470 break;
523 } 471 }
524 472
525 /* For players we now update the speed_left from using the skill. 473 /* 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 474 * Monsters have no skill use time because of the random nature in
527 * which use_monster_skill is called already simulates this. 475 * which use_monster_skill is called already simulates this.
528 * If certain skills should take more/less time, that should be 476 * If certain skills should take more/less time, that should be
529 * in the code for the skill itself. 477 * in the code for the skill itself.
530 */ 478 */
531
532 if (op->type == PLAYER) 479 if (op->type == PLAYER)
533 op->speed_left -= 1.0; 480 op->speed_left -= 1.f;
534 481
535 /* this is a good place to add experience for successfull use of skills. 482 /* this is a good place to add experience for successfull use of skills.
536 * Note that add_exp() will figure out player/monster experience 483 * Note that add_exp() will figure out player/monster experience
537 * gain problems. 484 * gain problems.
538 */ 485 */
566 * op is the object that was 'defeated'. 513 * op is the object that was 'defeated'.
567 * skill is the skill used. If no skill is used, it should just 514 * skill is the skill used. If no skill is used, it should just
568 * point back to who. 515 * point back to who.
569 * 516 *
570 */ 517 */
571
572int 518int
573calc_skill_exp (object *who, object *op, object *skill) 519calc_skill_exp (object *who, object *op, object *skill)
574{ 520{
575 int op_exp = 0, op_lvl = 0; 521 int op_exp = 0, op_lvl = 0;
576 float base, value, lvl_mult = 0.0; 522 float base, value, lvl_mult = 0.0;
585 * If an object is not alive and magical we set the base exp higher to 531 * If an object is not alive and magical we set the base exp higher to
586 * help out exp awards for skill_ident skills. Also, if 532 * help out exp awards for skill_ident skills. Also, if
587 * an item is type RUNE, we give out exp based on stats.Cha 533 * an item is type RUNE, we give out exp based on stats.Cha
588 * and level (this was the old system) -b.t. 534 * and level (this was the old system) -b.t.
589 */ 535 */
590
591 if (!op) 536 if (!op)
592 { /* no item/creature */ 537 { /* no item/creature */
593 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 538 op_lvl = max (1, who->map->difficulty);
594 op_exp = 0; 539 op_exp = 0;
595 } 540 }
596 else if (op->type == RUNE || op->type == TRAP) 541 else if (op->type == RUNE || op->type == TRAP)
597 { /* all traps. If stats.Cha > 1 we use that 542 { /* all traps. If stats.Cha > 1 we use that
598 * for the amount of experience */ 543 * for the amount of experience */
602 else 547 else
603 { /* all other items/living creatures */ 548 { /* all other items/living creatures */
604 op_exp = op->stats.exp; 549 op_exp = op->stats.exp;
605 op_lvl = op->level; 550 op_lvl = op->level;
606 if (!QUERY_FLAG (op, FLAG_ALIVE)) 551 if (!QUERY_FLAG (op, FLAG_ALIVE))
607 { /* for ident/make items */ 552 op_lvl += 5 * abs (op->magic); /* for ident/make items */
608 op_lvl += 5 * abs (op->magic);
609 }
610 } 553 }
611 554
612 if (op_lvl < 1) 555 if (op_lvl < 1)
613 op_lvl = 1; 556 op_lvl = 1;
614 557
622 /* if skill really is a skill, then we can look at the skill archetype for 565 /* if skill really is a skill, then we can look at the skill archetype for
623 * bse reward value (exp) and level multiplier factor. 566 * bse reward value (exp) and level multiplier factor.
624 */ 567 */
625 if (skill->type == SKILL) 568 if (skill->type == SKILL)
626 { 569 {
627 base += skill->arch->clone.stats.exp; 570 base += skill->arch->stats.exp;
628 if (settings.simple_exp) 571 if (settings.simple_exp)
629 { 572 {
630 if (skill->arch->clone.level) 573 if (skill->arch->level)
631 lvl_mult = (float) skill->arch->clone.level / 100.0; 574 lvl_mult = (float) skill->arch->level / 100.0;
632 else 575 else
633 lvl_mult = 1.0; /* no adjustment */ 576 lvl_mult = 1.0; /* no adjustment */
634 } 577 }
635 else 578 else
636 { 579 {
637 if (skill->level) 580 if (skill->level)
638 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 581 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
639 else 582 else
640 lvl_mult = 1.0; 583 lvl_mult = 1.0;
641 } 584 }
642 } 585 }
643 else 586 else
644 { 587 {
645 /* Don't divide by zero here! */ 588 /* Don't divide by zero here! */
646 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 589 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
647 } 590 }
648 } 591 }
649 592
650 /* assemble the exp total, and return value */ 593 /* assemble the exp total, and return value */
651 594
665 * This one actually teaches the player the skill as something 608 * This one actually teaches the player the skill as something
666 * they can equip. 609 * they can equip.
667 * Return 0 if the player knows the skill, 1 if the 610 * Return 0 if the player knows the skill, 1 if the
668 * player learns the skill, 2 otherwise. 611 * player learns the skill, 2 otherwise.
669 */ 612 */
670
671int 613int
672learn_skill (object *pl, object *scroll) 614learn_skill (object *pl, object *scroll)
673{ 615{
674 object *tmp;
675
676 if (!scroll->skill) 616 if (!scroll->skill)
677 { 617 {
678 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 618 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
679 return 2; 619 return 2;
680 } 620 }
681 621
682 /* can't use find_skill_by_name because we want skills the player knows 622 object *tmp = find_skill (pl, scroll->skill);
683 * but can't use natively.
684 */
685
686 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
687 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
688 break;
689 623
690 /* player already knows it */ 624 /* player already knows it */
691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 625 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0; 626 return 0;
693
694
695 627
696 /* now a random change to learn, based on player Int. 628 /* now a random change to learn, based on player Int.
697 * give bonus based on level - otherwise stupid characters 629 * give bonus based on level - otherwise stupid characters
698 * might never be able to learn anything. 630 * might never be able to learn anything.
699 */ 631 */
708 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 640 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
709 return 2; 641 return 2;
710 } 642 }
711 643
712 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
713 link_player_skills (pl); 645
714 return 1; 646 return 1;
715} 647}
716 648
717/* Gives a percentage clipped to 0% -> 100% of a/b. */ 649/* Gives a percentage clipped to 0% -> 100% of a/b. */
718
719/* Probably belongs in some global utils-type file? */ 650/* Probably belongs in some global utils-type file? */
720static int 651static int
721clipped_percent (sint64 a, sint64 b) 652clipped_percent (sint64 a, sint64 b)
722{ 653{
723 int rv; 654 int rv;
743 * Note this function is a bit more complicated becauase we 674 * Note this function is a bit more complicated becauase we
744 * we want ot sort the skills before printing them. If we 675 * we want ot sort the skills before printing them. If we
745 * just dumped this as we found it, this would be a bit 676 * just dumped this as we found it, this would be a bit
746 * simpler. 677 * simpler.
747 */ 678 */
748 679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
749void 680void
750show_skills (object *op, const char *search) 681show_skills (object *pl, const char *search)
751{ 682{
752 object *tmp = NULL;
753 char buf[MAX_BUF];
754 const char *cp; 683 const char *cp;
755 int i, num_skills_found = 0; 684 int i, num_skills_found = 0;
756 static const char *const periods = "........................................"; 685 const char *const periods = ".............................."; // 30
757 686
758 /* Need to have a pointer and use strdup for qsort to work properly */ 687 /* Need to have a pointer and use strdup for qsort to work properly */
759 char skills[NUM_SKILLS][MAX_BUF]; 688 char skills[NUM_SKILLS][128]; // d'oh
760 689
690 object *op = pl->contr->ob;
761 691
762 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 692 for (object *tmp = op->inv; tmp; tmp = tmp->below)
763 { 693 {
764 if (tmp->type == SKILL) 694 if (tmp->type == SKILL)
765 { 695 {
766 if (search && strstr (tmp->name, search) == NULL) 696 if (search && !tmp->name.contains (search))
767 continue; 697 continue;
698
699 char buf[30];
700
768 /* Basically want to fill this out to 40 spaces with periods */ 701 /* Basically want to fill this out to 30 spaces with periods */
769 sprintf (buf, "%s%s", &tmp->name, periods); 702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
770 buf[40] = 0;
771 703
772 if (settings.permanent_exp_ratio) 704 if (settings.permanent_exp_ratio)
773 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 705 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
775 buf, tmp->level, 706 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)); 707 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 }
779 else 708 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
782 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 710 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 711
784 /* I don't know why some characters get a bunch of skills, but 712 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 713 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 714 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 715 * it so it doesn't crash the server - otherwise, one character may
788 * crash the server numerous times. 716 * crash the server numerous times.
794 break; 722 break;
795 } 723 }
796 } 724 }
797 } 725 }
798 726
799 clear_win_info (op); 727 dynbuf_text msg (4096, 1024);
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728
729 msg << "T<Player skills:>\n\n";
801 if (num_skills_found > 1) 730 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 731 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
803 732
804 for (i = 0; i < num_skills_found; i++) 733 for (i = 0; i < num_skills_found; i++)
805 { 734 msg << " C<" << skills [i] << ">\n";
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808 735
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 736 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
810 737
811 cp = determine_god (op); 738 cp = determine_god (op);
812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 739 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
813 740
814 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 741 msg << "Your equipped item power is " << (int)op->contr->item_power
815 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 742 << " out of " << int (op->level * settings.item_power_factor)
743 << ".\n";
744
745 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
816} 746}
817 747
818/* use_skill() - similar to invoke command, it executes the skill in the 748/* use_skill() - similar to invoke command, it executes the skill in the
819 * direction that the user is facing. Returns false if we are unable to 749 * 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. 750 * 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 751 * 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. 752 * our own find_skill_by_name so we can try to do better string matching.
823 */ 753 */
824
825int 754int
826use_skill (object *op, const char *string) 755use_skill (object *op, const char *string)
827{ 756{
828 object *skop; 757 object *skop;
829 size_t len; 758 size_t len;
830 759
831 if (!string) 760 if (!string)
832 return 0; 761 return 0;
833 762
834 for (skop = op->inv; skop != NULL; skop = skop->below) 763 for (skop = op->inv; skop; skop = skop->below)
835 { 764 {
765 if (skop->type == SKILL
836 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 766 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
837 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 767 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
838 break; 768 break;
769 else if (skop->type == SKILL_TOOL
839 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 770 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
840 break; 771 break;
841 } 772 }
773
842 if (!skop) 774 if (!skop)
843 { 775 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 776 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
845 return 0; 777 return 0;
846 } 778 }
851 * options given to the skill. Its pretty simple - if there 783 * options given to the skill. Its pretty simple - if there
852 * are extra parameters (as deteremined by string length), we 784 * are extra parameters (as deteremined by string length), we
853 * want to skip over any leading spaces. 785 * want to skip over any leading spaces.
854 */ 786 */
855 if (len >= strlen (string)) 787 if (len >= strlen (string))
856 {
857 string = NULL; 788 string = NULL;
858 }
859 else 789 else
860 { 790 {
861 string += len; 791 string += len;
862 while (*string == 0x20) 792 while (*string == 0x20)
863 string++; 793 string++;
794
864 if (strlen (string) == 0) 795 if (strlen (string) == 0)
865 string = NULL; 796 string = NULL;
866 } 797 }
867 798
868#ifdef SKILL_UTIL_DEBUG 799#ifdef SKILL_UTIL_DEBUG
869 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 800 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
870#endif 801#endif
871 802
872 /* Change to the new skill, then execute it. */
873 if (do_skill (op, op, skop, op->facing, string)) 803 if (do_skill (op, op, skop, op->facing, string))
874 return 1; 804 return 1;
875 805
876 return 0; 806 return 0;
877} 807}
878 808
809static bool
810hth_skill_p (object *skill)
811{
812 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
813}
879 814
880
881/* This finds the best unarmed skill the player has, and returns 815/* 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 */ 816 */
895static object * 817static object *
896find_best_player_hth_skill (object *op) 818find_player_hth_skill (object *op)
897{ 819{
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) 820 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 { 821 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; 822 return tmp;
907 823
908 /* The order in the array is preferred order. So basically, 824 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} 825}
930 826
931/* do_skill_attack() - We have got an appropriate opponent from either 827/* 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 828 * 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. 829 * attacking, take care of messages from the attack and changes in invisible.
935 * tmp is the targetted monster. 831 * tmp is the targetted monster.
936 * op is what is attacking 832 * op is what is attacking
937 * string is passed along to describe what messages to describe 833 * string is passed along to describe what messages to describe
938 * the damage. 834 * the damage.
939 */ 835 */
940
941static int 836static int
942do_skill_attack (object *tmp, object *op, const char *string, object *skill) 837do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943{ 838{
944 int success;
945
946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 839 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947 return RESULT_INT (0); 840 return RESULT_INT (0);
948 841
949 /* For Players only: if there is no ready weapon, and no "attack" skill 842 /* 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. 843 * 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, 844 * 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 845 * 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. 846 * through that code if skill is set to change to the skill.
954 */ 847 */
955 if (op->type == PLAYER) 848 if (player *pl = op->contr)
956 { 849 {
957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 850 if (skill)
851 op->change_skill (skill);
852 else
958 { 853 {
959 size_t i; 854 if (!pl->combat_ob)
960
961 if (!skill)
962 { 855 {
963 /* See if the players chosen skill is a combat skill, and use 856 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
964 * it if appropriate.
965 */
966 if (op->chosen_skill)
967 { 857 {
968 for (i = 0; i < sizeof (unarmed_skills); i++) 858 for (tmp = op->inv; tmp; tmp = tmp->below)
969 if (op->chosen_skill->subtype == unarmed_skills[i]) 859 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
970 {
971 skill = op->chosen_skill;
972 break; 860 break;
973 } 861
862 if (!tmp)
863 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
864
865 pl->combat_ob = tmp;
974 } 866 }
975 /* If we didn't find a skill above, look harder for a good skill */ 867
976 if (!skill) 868 if (!pl->combat_ob)
977 { 869 {
978 skill = find_best_player_hth_skill (op); 870 /* See if the players chosen skill is a combat skill, and use
979 871 * it if appropriate.
980 if (!skill) 872 */
873 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
874 skill = op->chosen_skill;
875 else
981 { 876 {
877 skill = find_player_hth_skill (op);
878
879 if (!skill)
982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 880 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
983 return 0; 881 }
882
883 if (skill)
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
984 } 887 }
985 } 888 }
986 } 889
987 if (skill != op->chosen_skill) 890 if (!pl->combat_ob)
988 { 891 {
989 /* now try to ready the new skill */ 892 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
990 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */
992 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
993 return 0; 893 return 0;
994 } 894 }
995 } 895 }
896
897 if (!op->change_weapon (pl->combat_ob))
898 return 0;
996 } 899 }
997 else 900
901 /* lose invisiblity/hiding status for running attacks */
902 if (pl->tmp_invis)
998 { 903 {
999 /* Seen some crashes below where current_weapon is not set, 904 pl->tmp_invis = 0;
1000 * even though the flag says it is. So if current weapon isn't set, 905 op->invisible = 0;
1001 * do some work in trying to find the object to use. 906 op->flag [FLAG_HIDDEN] = 0;
1002 */ 907 update_object (op, UP_OBJ_CHANGE);
1003 if (!op->current_weapon)
1004 {
1005 object *tmp;
1006
1007 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1008 for (tmp = op->inv; tmp; tmp = tmp->below)
1009 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1010 break;
1011
1012 if (!tmp)
1013 {
1014 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1015 op->current_weapon = NULL;
1016 return 0;
1017 }
1018 else
1019 {
1020 op->current_weapon = tmp;
1021 }
1022 }
1023
1024 /* Has ready weapon - make sure chosen_skill is set up properly */
1025 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1026 {
1027 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1028 }
1029 } 908 }
1030 } 909 }
1031 910
1032 /* lose invisiblity/hiding status for running attacks */
1033
1034 if (op->type == PLAYER && op->contr->tmp_invis)
1035 {
1036 op->contr->tmp_invis = 0;
1037 op->invisible = 0;
1038 op->hide = 0;
1039 update_object (op, UP_OBJ_FACE);
1040 }
1041
1042 success = attack_ob (tmp, op); 911 int success = attack_ob (tmp, op);
1043 912
1044 /* print appropriate messages to the player */ 913 /* print appropriate messages to the player */
1045 914
1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 915 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047 { 916 {
1048 if (op->type == PLAYER) 917 if (op->type == PLAYER)
1049 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 918 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1050 else if (tmp->type == PLAYER) 919 else if (tmp->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 920 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1052 } 921 }
922
1053 return success; 923 return success;
1054} 924}
1055
1056 925
1057/* skill_attack() - Core routine for use when we attack using a skills 926/* skill_attack() - Core routine for use when we attack using a skills
1058 * system. In essence, this code handles 927 * system. In essence, this code handles
1059 * all skill-based attacks, ie hth, missile and melee weapons should be 928 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1060 * treated here. If an opponent is already supplied by move_player(), 929 * treated here. If an opponent is already supplied by move_player(),
1061 * we move right onto do_skill_attack(), otherwise we find if an 930 * we move right onto do_skill_attack(), otherwise we find if an
1062 * appropriate opponent exists. 931 * appropriate opponent exists.
1063 * 932 *
1064 * This is called by move_player() and attack_hth() 933 * This is called by move_player() and attack_hth()
1065 * 934 *
1066 * Initial implementation by -bt thomas@astro.psu.edu 935 * Initial implementation by -bt thomas@astro.psu.edu
1067 */ 936 */
1068
1069int 937int
1070skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 938skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071{ 939{
1072 sint16 tx, ty; 940 sint16 tx, ty;
1073 mapstruct *m; 941 maptile *m;
1074 int mflags; 942 int mflags;
1075 943
1076 if (!dir) 944 if (!dir)
1077 dir = pl->facing; 945 dir = pl->facing;
946
1078 tx = freearr_x[dir]; 947 tx = freearr_x[dir];
1079 ty = freearr_y[dir]; 948 ty = freearr_y[dir];
1080 949
1081 /* If we don't yet have an opponent, find if one exists, and attack. 950 /* 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() 951 * Legal opponents are the same as outlined in move_player_attack()
1083 */ 952 */
1084 953 if (!tmp)
1085 if (tmp == NULL)
1086 { 954 {
1087 m = pl->map; 955 m = pl->map;
1088 tx = pl->x + freearr_x[dir]; 956 tx = pl->x + freearr_x[dir];
1089 ty = pl->y + freearr_y[dir]; 957 ty = pl->y + freearr_y[dir];
1090 958
1094 962
1095 /* space must be blocked for there to be anything interesting to do */ 963 /* 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))) 964 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0; 965 return 0;
1098 966
1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 967 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) 968 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1101 { 969 {
1102 /* Don't attack party members */ 970 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 971 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0; 972 return 0;
973
1105 break; 974 break;
1106 } 975 }
1107 } 976 }
977
1108 if (!tmp) 978 if (!tmp)
1109 { 979 {
1110 if (pl->type == PLAYER) 980 if (pl->type == PLAYER)
1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 981 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
982
1112 return 0; 983 return 0;
1113 } 984 }
1114 985
1115 return do_skill_attack (tmp, pl, string, skill); 986 return do_skill_attack (tmp, pl, string, skill);
1116} 987}
1117
1118 988
1119/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 989/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120 990
1121/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 991/* 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 992 * (attack_hth) we check for weapon use, etc in the second (the new
1123 * function skill_attack() we actually attack. 993 * function skill_attack() we actually attack.
1124 */ 994 */
1125
1126static int 995static int
1127attack_hth (object *pl, int dir, const char *string, object *skill) 996attack_hth (object *pl, int dir, const char *string, object *skill)
1128{ 997{
1129 object *enemy = NULL, *weapon; 998 object *enemy = NULL, *weapon;
1130 999
1133 { 1002 {
1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1003 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 { 1004 {
1136 CLEAR_FLAG (weapon, FLAG_APPLIED); 1005 CLEAR_FLAG (weapon, FLAG_APPLIED);
1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1006 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1138 fix_player (pl); 1007 pl->update_stats ();
1139 if (pl->type == PLAYER) 1008 if (pl->type == PLAYER)
1140 { 1009 {
1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1010 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1142 esrv_update_item (UPD_FLAGS, pl, weapon); 1011 esrv_update_item (UPD_FLAGS, pl, weapon);
1143 } 1012 }
1013
1144 break; 1014 break;
1145 } 1015 }
1146 } 1016 }
1017
1147 return skill_attack (enemy, pl, dir, string, skill); 1018 return skill_attack (enemy, pl, dir, string, skill);
1148} 1019}
1149
1150 1020
1151/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1021/* 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. 1022 * 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 1023 * But there is a real neato possible feature of this scheme which
1154 * bears mentioning: 1024 * bears mentioning:
1155 * Since we are only calling this from do_skill() in the future 1025 * Since we are only calling this from do_skill() in the future
1156 * we may make this routine handle 'special' melee weapons attacks 1026 * we may make this routine handle 'special' melee weapons attacks
1157 * (like disarming manuever with sai) based on player SK_level and 1027 * (like disarming manuever with sai) based on player SK_level and
1158 * weapon type. 1028 * weapon type.
1159 */ 1029 */
1160
1161static int 1030static int
1162attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1031attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163{ 1032{
1164 1033
1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166 { 1035 {
1167 if (op->type == PLAYER) 1036 if (op->type == PLAYER)
1168 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1037 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1038
1169 return 0; 1039 return 0;
1170 } 1040 }
1041
1171 return skill_attack (NULL, op, dir, string, skill); 1042 return skill_attack (NULL, op, dir, string, skill);
1172
1173} 1043}
1044

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