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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 1.95 by root, Tue Apr 13 03:44:21 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * 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 Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
43 38
44/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 43#include <global.h>
51#include <object.h> 44#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 45#include <sproto.h>
54#endif
55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56#include <spells.h> 47#include <spells.h>
57 48
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
55
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61shstr skill_names[NUM_SKILLS];
62 58
63/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
64 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
65 * subtypes. 61 * subtypes.
66 */ 62 */
67void 63void
68init_skills (void) 64init_skills ()
69{ 65{
70 int i; 66 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) 67 if (at->type == SKILL)
76 { 68 {
77 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
78 {
79 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
81 }
82 else 72 else
83 {
84 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
85 }
86 } 74 }
87 }
88 75
89 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
91 */ 78 */
92 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 80 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 82}
98
99 83
100/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 87 * mostly used for sending exp.
104 */ 88 */
105void 89void
106link_player_skills (object *op) 90player::link_skills ()
107{ 91{
108 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
109 94
110 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
97 {
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
99
100 if (last_skill_ob [tmp->subtype] != tmp)
113 { 101 {
114 /* This is really a warning, hence no else below */ 102 /* 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) 103 if (last_skill_ob [tmp->subtype])
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
107 last_skill_ob [tmp->subtype] = tmp;
108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
119 } 110 }
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 } 111 }
130 } 112}
113
114static object *
115find_skill (object *who, shstr_cmp name)
116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127}
128
129object *
130player::find_skill (shstr_cmp name) const
131{
132 // might want to use last_skill_obj at one point, or maybe not
133 return ::find_skill (ob, name);
131} 134}
132 135
133/* This returns the skill pointer of the given name (the 136/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 137 * one that accumulates exp, has the level, etc).
135 * 138 *
136 * It is presumed that the player will be needing to actually 139 * 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 140 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 141 * tool, this code will equip it.
139 */ 142 */
140object * 143object *
141find_skill_by_name (object *who, const char *name) 144find_skill_by_name (object *who, shstr_cmp sh)
142{ 145{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 146 object *skill_tool = 0;
144 147
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) 148 for (object *tmp = who->inv; tmp; tmp = tmp->below)
149 if (tmp->skill == sh)
153 { 150 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 151 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 skill = tmp; 152 /* If this is a skill that can be used without applying tool, return it */
156 153 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 154 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 155 * applied, we try to keep using that one.
159 */ 156 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 157 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 158 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 159 }
167 } 160
168 /* If this is a skill that can be used without a tool, return it */ 161 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 162 return 0;
171 163
172 /* Player has a tool to use the skill. IF not applied, apply it - 164 /* 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 165 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 166 * but not the skill itself, give it to them.
175 */ 167 */
176 if (skill_tool) 168 object *skill = who->give_skill (skill_tool->skill);
177 { 169
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 170 if (!skill_tool->flag [FLAG_APPLIED])
179 { 171 if (!who->apply (splay (skill_tool)))
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; 172 return 0;
189 } 173
174 return splay (skill);
175}
176
177object *
178find_skill_by_name_fuzzy (object *who, const char *name)
179{
180 if (name)
181 for (object *tmp = who->inv; tmp; tmp = tmp->below)
182 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
183 && tmp->skill.starts_with (name))
184 if (object *skop = find_skill_by_name (who, tmp->skill))
185 return skop;
186
190 return NULL; 187 return 0;
191} 188}
192
193 189
194/* This returns the skill pointer of the given name (the 190/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 191 * one that accumulates exp, has the level, etc).
196 * 192 *
197 * It is presumed that the player will be needing to actually 193 * 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 194 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 195 * tool, this code will equip it.
200 * 196 *
203 * this replaces find_skill. 199 * this replaces find_skill.
204 */ 200 */
205object * 201object *
206find_skill_by_number (object *who, int skillno) 202find_skill_by_number (object *who, int skillno)
207{ 203{
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) 204 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 205 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 206 if (object *skop = find_skill_by_name (who, tmp->skill))
207 return skop;
217 208
218 /* Try to find appropriate skilltool. If the player has one already 209 return 0;
219 * applied, we try to keep using that one. 210}
220 */ 211
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 212object *
222 { 213object::give_skill (shstr_cmp name, bool can_use)
223 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 214{
224 skill_tool = tmp; 215 object *skill = find_skill (this, name);
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 216
226 skill_tool = tmp; 217 if (!skill)
227 } 218 skill = give_skill_by_name (this, name);
228 } 219
229 /* If this is a skill that can be used without a tool, return it */ 220 if (skill && can_use)
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 221 skill->flag [FLAG_CAN_USE_SKILL] = true;
222
231 return skill; 223 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;
252}
253
254/* This changes the objects 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
264 */
265
266int
267change_skill (object *who, object *new_skill, int flag)
268{
269 int old_range;
270
271 if (who->type != PLAYER)
272 return 0;
273
274 old_range = who->contr->shoottype;
275
276 if (who->chosen_skill && who->chosen_skill == new_skill)
277 {
278 /* optimization for changing skill to current skill */
279 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill;
281 return 1;
282 }
283
284 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill)
286 apply_special (who, who->chosen_skill, AP_UNAPPLY);
287
288 /* Only goal in this case was to unapply a skill */
289 if (!new_skill)
290 return 0;
291
292 if (apply_special (who, new_skill, AP_APPLY))
293 {
294 return 0;
295 }
296 if (flag & 0x1)
297 who->contr->shoottype = (rangetype) old_range;
298
299 return 1;
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} 224}
317 225
318/* do_skill() - Main skills use function-similar in scope to cast_spell(). 226/* 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. 227 * 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 228 * 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 231 * 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 232 * from know if a skill was actually used, as many skills don't
325 * give any exp for their direct use (eg, throwing). 233 * give any exp for their direct use (eg, throwing).
326 * It returns 0 if no skill was used. 234 * It returns 0 if no skill was used.
327 */ 235 */
328
329int 236int
330do_skill (object *op, object *part, object *skill, int dir, const char *string) 237do_skill (object *op, object *part, object *skill, int dir, const char *string)
331{ 238{
332 int success = 0, exp = 0; 239 int success = 0, exp = 0;
333 int did_alc = 0;
334 object *tmp, *next;
335 240
336 if (!skill) 241 if (!skill)
337 return 0; 242 return 0;
338 243
339 /* The code below presumes that the skill points to the object that 244 /* 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 246 * 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. 247 * the player doesn't have a bucket for that, create one.
343 */ 248 */
344 if (skill->type != SKILL && op->type == PLAYER) 249 if (skill->type != SKILL && op->type == PLAYER)
345 { 250 {
346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 251 for (object *tmp = op->inv; tmp; tmp = tmp->below)
347 {
348 if (tmp->type == SKILL && tmp->skill == skill->skill) 252 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break; 253 {
254 skill = tmp;
255 goto found;
350 } 256 }
351 if (!tmp) 257
352 tmp = give_skill_by_name (op, skill->skill); 258 skill = give_skill_by_name (op, skill->skill);
353 skill = tmp; 259found: ;
354 } 260 }
355 261
356 // skill, by_whom, on_which_object, which direction, skill_argument 262 // 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))) 263 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
358 return 0; 264 return 0;
359 265
360 switch (skill->subtype) 266 switch (skill->subtype)
361 { 267 {
362 case SK_LEVITATION: 268 case SK_LEVITATION:
363 /* Not 100% sure if this will work with new movement code - 269 /* Not 100% sure if this will work with new movement code -
364 * the levitation skill has move_type for flying, so when 270 * the levitation skill has move_type for flying, so when
365 * equipped, that should transfer to player, when not, 271 * equipped, that should transfer to player, when not,
366 * shouldn't. 272 * shouldn't.
367 */ 273 */
368 if (QUERY_FLAG (skill, FLAG_APPLIED)) 274 if (skill->flag [FLAG_APPLIED])
369 { 275 {
370 CLEAR_FLAG (skill, FLAG_APPLIED); 276 skill->clr_flag (FLAG_APPLIED);
371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 277 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 } 278 }
373 else 279 else
374 { 280 {
375 SET_FLAG (skill, FLAG_APPLIED); 281 skill->set_flag (FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 282 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
377 } 283 }
378 fix_player (op); 284
285 op->update_stats ();
379 success = 1; 286 success = 1;
380 break; 287 break;
381 288
382 case SK_STEALING: 289 case SK_STEALING:
383 exp = success = steal (op, dir, skill); 290 exp = success = steal (op, dir, skill);
384 break; 291 break;
385 292
386 case SK_LOCKPICKING: 293 case SK_LOCKPICKING:
387 exp = success = pick_lock (op, dir, skill); 294 exp = success = pick_lock (op, dir, skill);
388 break; 295 break;
389 296
390 case SK_HIDING: 297 case SK_HIDING:
391 exp = success = hide (op, skill); 298 exp = success = hide (op, skill);
392 break; 299 break;
393 300
394 case SK_JUMPING: 301 case SK_JUMPING:
395 success = jump (op, dir, skill); 302 exp = success = jump (op, dir, skill);
396 break; 303 break;
397 304
398 case SK_INSCRIPTION: 305 case SK_INSCRIPTION:
399 exp = success = write_on_item (op, string, skill); 306 exp = success = write_on_item (op, string, skill);
400 break; 307 break;
401 308
402 case SK_MEDITATION: 309 case SK_MEDITATION:
403 meditate (op, skill); 310 meditate (op, skill);
404 success = 1; 311 success = 1;
405 break; 312 break;
406 /* note that the following 'attack' skills gain exp through hit_player() */ 313 /* note that the following 'attack' skills gain exp through hit_player() */
407 314
408 case SK_KARATE: 315 case SK_KARATE:
409 (void) attack_hth (op, dir, "karate-chopped", skill); 316 attack_hth (op, dir, "karate-chopped", skill);
410 break; 317 break;
411 318
412 case SK_PUNCHING: 319 case SK_PUNCHING:
413 (void) attack_hth (op, dir, "punched", skill); 320 attack_hth (op, dir, "punched", skill);
414 break; 321 break;
415 322
416 case SK_FLAME_TOUCH: 323 case SK_FLAME_TOUCH:
417 (void) attack_hth (op, dir, "flamed", skill); 324 attack_hth (op, dir, "flamed", skill);
418 break; 325 break;
419 326
420 case SK_SPARK_TOUCH: 327 case SK_SPARK_TOUCH:
421 (void) attack_hth (op, dir, "zapped", skill); 328 attack_hth (op, dir, "zapped", skill);
422 break; 329 break;
423 330
424 case SK_SHIVER: 331 case SK_SHIVER:
425 (void) attack_hth (op, dir, "froze", skill); 332 attack_hth (op, dir, "froze", skill);
426 break; 333 break;
427 334
428 case SK_ACID_SPLASH: 335 case SK_ACID_SPLASH:
429 (void) attack_hth (op, dir, "dissolved", skill); 336 attack_hth (op, dir, "dissolved", skill);
430 break; 337 break;
431 338
432 case SK_POISON_NAIL: 339 case SK_POISON_NAIL:
433 (void) attack_hth (op, dir, "injected poison into", skill); 340 attack_hth (op, dir, "injected poison into", skill);
434 break; 341 break;
435 342
436 case SK_CLAWING: 343 case SK_CLAWING:
437 (void) attack_hth (op, dir, "clawed", skill); 344 attack_hth (op, dir, "clawed", skill);
438 break; 345 break;
439 346
440 case SK_ONE_HANDED_WEAPON: 347 case SK_ONE_HANDED_WEAPON:
441 case SK_TWO_HANDED_WEAPON: 348 case SK_TWO_HANDED_WEAPON:
442 (void) attack_melee_weapon (op, dir, NULL, skill); 349 attack_melee_weapon (op, dir, NULL, skill);
443 break; 350 break;
444 351
445 case SK_FIND_TRAPS: 352 case SK_FIND_TRAPS:
446 exp = success = find_traps (op, skill); 353 exp = success = find_traps (op, skill);
447 break; 354 break;
448 355
449 case SK_SINGING: 356 case SK_SINGING:
450 exp = success = singing (op, dir, skill); 357 exp = success = singing (op, dir, skill);
451 break; 358 break;
452 359
453 case SK_ORATORY: 360 case SK_ORATORY:
454 exp = success = use_oratory (op, dir, skill); 361 exp = success = use_oratory (op, dir, skill);
455 break; 362 break;
456 363
457 case SK_SMITHERY: 364 case SK_SMITHERY:
458 case SK_BOWYER: 365 case SK_BOWYER:
459 case SK_JEWELER: 366 case SK_JEWELER:
460 case SK_ALCHEMY: 367 case SK_ALCHEMY:
461 case SK_THAUMATURGY: 368 case SK_THAUMATURGY:
462 case SK_LITERACY: 369 case SK_LITERACY:
463 case SK_WOODSMAN: 370 case SK_WOODSMAN:
464 /* first, we try to find a cauldron, and do the alchemy thing. 371 /* first, we try to find a cauldron, and do the alchemy thing.
465 * failing that, we go and identify stuff. 372 * failing that, we go and identify stuff.
466 */ 373 */
374 {
375 bool found_cauldron = false;
376
467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 377 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
468 { 378 {
469 next = tmp->above; 379 next = tmp->above;
380
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 381 if (tmp->flag [FLAG_IS_CAULDRON])
471 { 382 {
383 found_cauldron = true;
384
385 if (tmp->skill != skill->skill)
386 {
387 op->failmsgf ("You can't use the %s with the %s skill!",
388 query_name (tmp),
389 query_name (skill));
390 break;
391 }
392
472 attempt_do_alchemy (op, tmp); 393 attempt_do_alchemy (op, tmp, skill);
394
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 395 if (tmp->flag [FLAG_APPLIED])
474 esrv_send_inventory (op, tmp); 396 esrv_send_inventory (op, tmp);
475 did_alc = 1;
476 } 397 }
477 } 398 }
478 if (did_alc == 0) 399
400 if (!found_cauldron)
479 exp = success = skill_ident (op, skill); 401 exp = success = skill_ident (op, skill);
402 }
480 break; 403 break;
481 404
482 case SK_DET_MAGIC: 405 case SK_DET_MAGIC:
483 case SK_DET_CURSE: 406 case SK_DET_CURSE:
484 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
485 break; 408 break;
486 409
487 case SK_DISARM_TRAPS: 410 case SK_DISARM_TRAPS:
488 exp = success = remove_trap (op, dir, skill); 411 exp = success = remove_trap (op, dir, skill);
489 break; 412 break;
490 413
491 case SK_THROWING: 414 case SK_THROWING:
492 success = skill_throw (op, part, dir, string, skill); 415 success = skill_throw (op, part, dir, string, skill);
493 break; 416 break;
494 417
495 case SK_SET_TRAP: 418 case SK_SET_TRAP:
496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 419 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
497 break; 420 break;
498 421
499 case SK_USE_MAGIC_ITEM: 422 case SK_USE_MAGIC_ITEM:
500 case SK_MISSILE_WEAPON: 423 case SK_MISSILE_WEAPON:
501 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 424 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
502 break; 425 break;
503 426
504 case SK_PRAYING: 427 case SK_PRAYING:
505 success = pray (op, skill); 428 success = pray (op, skill);
506 break; 429 break;
507 430
508 case SK_BARGAINING: 431 case SK_BARGAINING:
509 success = describe_shop (op); 432 success = describe_shop (op);
510 break; 433 break;
511 434
512 case SK_SORCERY: 435 case SK_SORCERY:
513 case SK_EVOCATION: 436 case SK_EVOCATION:
514 case SK_PYROMANCY: 437 case SK_PYROMANCY:
515 case SK_SUMMONING: 438 case SK_SUMMONING:
516 case SK_CLIMBING: 439 case SK_CLIMBING:
517 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 440 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
518 break; 441 break;
519 442
443 case SK_MINING:
444 success = skill_mining (op, part, skill, dir, string);
445 break;
446
447 case SK_FISHING:
448 success = skill_fishing (op, part, skill, dir, string);
449 break;
450
520 default: 451 default:
521 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 452 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
522 break; 453 break;
523 } 454 }
524 455
525 /* For players we now update the speed_left from using the skill. 456 /* 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 457 * Monsters have no skill use time because of the random nature in
527 * which use_monster_skill is called already simulates this. 458 * which use_monster_skill is called already simulates this.
528 * If certain skills should take more/less time, that should be 459 * If certain skills should take more/less time, that should be
529 * in the code for the skill itself. 460 * in the code for the skill itself.
530 */ 461 */
531
532 if (op->type == PLAYER) 462 if (op->type == PLAYER)
533 op->speed_left -= 1.0; 463 op->speed_left -= 1.f;
534 464
535 /* this is a good place to add experience for successfull use of skills. 465 /* this is a good place to add experience for successfull use of skills.
536 * Note that add_exp() will figure out player/monster experience 466 * Note that add_exp() will figure out player/monster experience
537 * gain problems. 467 * gain problems.
538 */ 468 */
566 * op is the object that was 'defeated'. 496 * op is the object that was 'defeated'.
567 * skill is the skill used. If no skill is used, it should just 497 * skill is the skill used. If no skill is used, it should just
568 * point back to who. 498 * point back to who.
569 * 499 *
570 */ 500 */
571
572int 501int
573calc_skill_exp (object *who, object *op, object *skill) 502calc_skill_exp (object *who, object *op, object *skill)
574{ 503{
575 int op_exp = 0, op_lvl = 0; 504 int op_exp = 0, op_lvl = 0;
576 float base, value, lvl_mult = 0.0; 505 float base, value, lvl_mult = 0.0;
585 * If an object is not alive and magical we set the base exp higher to 514 * 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 515 * help out exp awards for skill_ident skills. Also, if
587 * an item is type RUNE, we give out exp based on stats.Cha 516 * an item is type RUNE, we give out exp based on stats.Cha
588 * and level (this was the old system) -b.t. 517 * and level (this was the old system) -b.t.
589 */ 518 */
590
591 if (!op) 519 if (!op)
592 { /* no item/creature */ 520 { /* no item/creature */
593 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 521 op_lvl = max (1, who->map->difficulty);
594 op_exp = 0; 522 op_exp = 0;
595 } 523 }
596 else if (op->type == RUNE || op->type == TRAP) 524 else if (op->type == RUNE || op->type == TRAP)
597 { /* all traps. If stats.Cha > 1 we use that 525 { /* all traps. If stats.Cha > 1 we use that
598 * for the amount of experience */ 526 * for the amount of experience */
601 } 529 }
602 else 530 else
603 { /* all other items/living creatures */ 531 { /* all other items/living creatures */
604 op_exp = op->stats.exp; 532 op_exp = op->stats.exp;
605 op_lvl = op->level; 533 op_lvl = op->level;
606 if (!QUERY_FLAG (op, FLAG_ALIVE)) 534 if (!op->flag [FLAG_ALIVE])
607 { /* for ident/make items */ 535 op_lvl += 5 * abs (op->magic); /* for ident/make items */
608 op_lvl += 5 * abs (op->magic);
609 }
610 } 536 }
611 537
612 if (op_lvl < 1) 538 if (op_lvl < 1)
613 op_lvl = 1; 539 op_lvl = 1;
614 540
622 /* if skill really is a skill, then we can look at the skill archetype for 548 /* if skill really is a skill, then we can look at the skill archetype for
623 * bse reward value (exp) and level multiplier factor. 549 * bse reward value (exp) and level multiplier factor.
624 */ 550 */
625 if (skill->type == SKILL) 551 if (skill->type == SKILL)
626 { 552 {
627 base += skill->arch->clone.stats.exp; 553 base += skill->arch->stats.exp;
628 if (settings.simple_exp) 554 if (settings.simple_exp)
629 { 555 {
630 if (skill->arch->clone.level) 556 if (skill->arch->level)
631 lvl_mult = (float) skill->arch->clone.level / 100.0; 557 lvl_mult = (float) skill->arch->level / 100.0;
632 else 558 else
633 lvl_mult = 1.0; /* no adjustment */ 559 lvl_mult = 1.0; /* no adjustment */
634 } 560 }
635 else 561 else
636 { 562 {
637 if (skill->level) 563 if (skill->level)
638 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 564 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
639 else 565 else
640 lvl_mult = 1.0; 566 lvl_mult = 1.0;
641 } 567 }
642 } 568 }
643 else 569 else
644 { 570 {
645 /* Don't divide by zero here! */ 571 /* Don't divide by zero here! */
646 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 572 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
647 } 573 }
648 } 574 }
649 575
650 /* assemble the exp total, and return value */ 576 /* assemble the exp total, and return value */
651 577
665 * This one actually teaches the player the skill as something 591 * This one actually teaches the player the skill as something
666 * they can equip. 592 * they can equip.
667 * Return 0 if the player knows the skill, 1 if the 593 * Return 0 if the player knows the skill, 1 if the
668 * player learns the skill, 2 otherwise. 594 * player learns the skill, 2 otherwise.
669 */ 595 */
670
671int 596int
672learn_skill (object *pl, object *scroll) 597learn_skill (object *pl, object *scroll)
673{ 598{
674 object *tmp;
675
676 if (!scroll->skill) 599 if (!scroll->skill)
677 { 600 {
678 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 601 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
679 return 2; 602 return 2;
680 } 603 }
681 604
682 /* can't use find_skill_by_name because we want skills the player knows 605 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;
689 606
690 /* player already knows it */ 607 /* player already knows it */
691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
692 return 0; 609 return 0;
693
694
695 610
696 /* now a random change to learn, based on player Int. 611 /* now a random change to learn, based on player Int.
697 * give bonus based on level - otherwise stupid characters 612 * give bonus based on level - otherwise stupid characters
698 * might never be able to learn anything. 613 * might never be able to learn anything.
699 */ 614 */
707 { 622 {
708 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 623 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
709 return 2; 624 return 2;
710 } 625 }
711 626
712 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 627 tmp->set_flag (FLAG_CAN_USE_SKILL);
713 link_player_skills (pl); 628
714 return 1; 629 return 1;
715} 630}
716 631
717/* Gives a percentage clipped to 0% -> 100% of a/b. */ 632/* Gives a percentage clipped to 0% -> 100% of a/b. */
718
719/* Probably belongs in some global utils-type file? */ 633/* Probably belongs in some global utils-type file? */
720static int 634static int
721clipped_percent (sint64 a, sint64 b) 635clipped_percent (sint64 a, sint64 b)
722{ 636{
723 int rv; 637 int rv;
743 * Note this function is a bit more complicated becauase we 657 * Note this function is a bit more complicated becauase we
744 * we want ot sort the skills before printing them. If we 658 * we want ot sort the skills before printing them. If we
745 * just dumped this as we found it, this would be a bit 659 * just dumped this as we found it, this would be a bit
746 * simpler. 660 * simpler.
747 */ 661 */
748 662//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
749void 663void
750show_skills (object *op, const char *search) 664show_skills (object *pl, const char *search)
751{ 665{
752 object *tmp = NULL;
753 char buf[MAX_BUF];
754 const char *cp; 666 const char *cp;
755 int i, num_skills_found = 0; 667 int i, num_skills_found = 0;
756 static const char *const periods = "........................................"; 668 const char *const periods = ".............................."; // 30
757 669
758 /* Need to have a pointer and use strdup for qsort to work properly */ 670 /* Need to have a pointer and use strdup for qsort to work properly */
759 char skills[NUM_SKILLS][MAX_BUF]; 671 char skills[NUM_SKILLS][128]; // d'oh
760 672
673 object *op = pl->contr->ob;
761 674
762 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 675 for (object *tmp = op->inv; tmp; tmp = tmp->below)
763 { 676 {
764 if (tmp->type == SKILL) 677 if (tmp->type == SKILL)
765 { 678 {
766 if (search && strstr (tmp->name, search) == NULL) 679 if (search && !tmp->name.contains (search))
767 continue; 680 continue;
681
682 char buf[30];
683
768 /* Basically want to fill this out to 40 spaces with periods */ 684 /* Basically want to fill this out to 30 spaces with periods */
769 sprintf (buf, "%s%s", &tmp->name, periods); 685 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
770 buf[40] = 0;
771 686
772 if (settings.permanent_exp_ratio) 687 if (settings.permanent_exp_ratio)
773 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 688 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
775 buf, tmp->level, 689 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)); 690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 }
779 else 691 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 692 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)); 693 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 694
784 /* I don't know why some characters get a bunch of skills, but 695 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 696 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 697 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 698 * it so it doesn't crash the server - otherwise, one character may
788 * crash the server numerous times. 699 * crash the server numerous times.
789 */ 700 */
790 if (num_skills_found >= NUM_SKILLS) 701 if (num_skills_found >= NUM_SKILLS)
791 { 702 {
792 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 703 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
793 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 704 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
794 break; 705 break;
795 } 706 }
796 } 707 }
797 } 708 }
798 709
799 clear_win_info (op); 710 dynbuf_text &msg = msg_dynbuf; msg.clear ();
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 711
712 msg << "T<Player skills:>\n\n";
801 if (num_skills_found > 1) 713 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 714 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
803 715
804 for (i = 0; i < num_skills_found; i++) 716 for (i = 0; i < num_skills_found; i++)
805 { 717 msg << " C<" << skills [i] << ">\n";
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808 718
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 719 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
810 720
811 cp = determine_god (op); 721 cp = determine_god (op);
812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 722 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
813 723
814 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 724 msg << "Your equipped item power is " << (int)op->contr->item_power
815 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 725 << " out of " << int (op->level * settings.item_power_factor)
726 << ".\n";
727
728 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
816} 729}
817 730
818/* use_skill() - similar to invoke command, it executes the skill in the 731/* 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 732 * 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. 733 * 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 734 * 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. 735 * our own find_skill_by_name so we can try to do better string matching.
823 */ 736 */
824
825int 737int
826use_skill (object *op, const char *string) 738use_skill (object *op, const char *string)
827{ 739{
828 object *skop; 740 object *skop;
829 size_t len; 741 size_t len;
830 742
831 if (!string) 743 if (!string)
832 return 0; 744 return 0;
833 745
834 for (skop = op->inv; skop != NULL; skop = skop->below) 746 for (skop = op->inv; skop; skop = skop->below)
835 { 747 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
836 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
837 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 748 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
749 {
750 skop = find_skill_by_name (op, skop->skill);
838 break; 751 break;
839 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
840 break;
841 } 752 }
753
842 if (!skop) 754 if (!skop)
843 { 755 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 756 op->failmsgf ("Unable to find skill %s.", string);
757 return 0;
758 }
759
760 if (!(skill_flags [skop->subtype] & SF_USE))
761 {
762 op->failmsgf (
763 "You feel as if you wanted to do something funny, but you can't remember what. "
764 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
765 "use it with some item, or it's always active.>",
766 &skop->skill
767 );
845 return 0; 768 return 0;
846 } 769 }
847 770
848 len = strlen (skop->skill); 771 len = strlen (skop->skill);
849 772
851 * options given to the skill. Its pretty simple - if there 774 * options given to the skill. Its pretty simple - if there
852 * are extra parameters (as deteremined by string length), we 775 * are extra parameters (as deteremined by string length), we
853 * want to skip over any leading spaces. 776 * want to skip over any leading spaces.
854 */ 777 */
855 if (len >= strlen (string)) 778 if (len >= strlen (string))
856 {
857 string = NULL; 779 string = NULL;
858 }
859 else 780 else
860 { 781 {
861 string += len; 782 string += len;
862 while (*string == 0x20) 783 while (*string == 0x20)
863 string++; 784 string++;
785
864 if (strlen (string) == 0) 786 if (strlen (string) == 0)
865 string = NULL; 787 string = NULL;
866 } 788 }
867 789
868#ifdef SKILL_UTIL_DEBUG 790#ifdef SKILL_UTIL_DEBUG
869 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 791 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
870#endif 792#endif
871 793
872 /* Change to the new skill, then execute it. */
873 if (do_skill (op, op, skop, op->facing, string)) 794 if (do_skill (op, op, skop, op->facing, string))
874 return 1; 795 return 1;
875 796
876 return 0; 797 return 0;
877} 798}
878 799
800static bool
801hth_skill_p (object *skill)
802{
803 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
804}
879 805
880
881/* This finds the best unarmed skill the player has, and returns 806/* 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 */ 807 */
895static object * 808static object *
896find_best_player_hth_skill (object *op) 809find_player_hth_skill (object *op)
897{ 810{
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) 811 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 { 812 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
903 if (tmp->type == SKILL)
904 {
905 if (dragon && tmp->subtype == SK_CLAWING)
906 return tmp; 813 return tmp;
907 814
908 /* The order in the array is preferred order. So basically, 815 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} 816}
930 817
931/* do_skill_attack() - We have got an appropriate opponent from either 818/* 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 819 * 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. 820 * attacking, take care of messages from the attack and changes in invisible.
935 * tmp is the targetted monster. 822 * tmp is the targetted monster.
936 * op is what is attacking 823 * op is what is attacking
937 * string is passed along to describe what messages to describe 824 * string is passed along to describe what messages to describe
938 * the damage. 825 * the damage.
939 */ 826 */
940
941static int 827static int
942do_skill_attack (object *tmp, object *op, const char *string, object *skill) 828do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943{ 829{
944 int success;
945
946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 830 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947 return RESULT_INT (0); 831 return RESULT_INT (0);
948 832
949 /* For Players only: if there is no ready weapon, and no "attack" skill 833 /* 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. 834 * 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, 835 * 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 836 * 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. 837 * through that code if skill is set to change to the skill.
954 */ 838 */
955 if (op->type == PLAYER) 839 if (player *pl = op->contr)
956 { 840 {
957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 841 if (skill)
958 { 842 {
959 size_t i;
960
961 if (!skill) 843 if (!op->apply (skill))
844 return 0;
845 }
846 else
847 {
848 if (!pl->combat_ob)
962 { 849 {
963 /* See if the players chosen skill is a combat skill, and use 850 if (op->flag [FLAG_READY_WEAPON])
964 * it if appropriate.
965 */
966 if (op->chosen_skill)
967 { 851 {
968 for (i = 0; i < sizeof (unarmed_skills); i++) 852 for (tmp = op->inv; tmp; tmp = tmp->below)
969 if (op->chosen_skill->subtype == unarmed_skills[i]) 853 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
970 {
971 skill = op->chosen_skill;
972 break; 854 break;
973 } 855
856 if (!tmp)
857 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
858
859 pl->combat_ob = tmp;
974 } 860 }
975 /* If we didn't find a skill above, look harder for a good skill */ 861
976 if (!skill) 862 if (!pl->combat_ob)
977 { 863 {
978 skill = find_best_player_hth_skill (op); 864 /* See if the players chosen skill is a combat skill, and use
979 865 * it if appropriate.
980 if (!skill) 866 */
867 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
868 skill = op->chosen_skill;
869 else
981 { 870 {
871 skill = find_player_hth_skill (op);
872
873 if (!skill)
982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 874 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
983 return 0;
984 } 875 }
876
877 op->apply (skill);
985 } 878 }
986 } 879
987 if (skill != op->chosen_skill) 880 if (!pl->combat_ob)
988 { 881 {
989 /* now try to ready the new skill */ 882 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; 883 return 0;
994 } 884 }
995 } 885 }
886
887 if (!op->apply (pl->combat_ob))
888 return 0;
996 } 889 }
997 else 890
891 /* lose invisiblity/hiding status for running attacks */
892 if (pl->tmp_invis)
998 { 893 {
999 /* Seen some crashes below where current_weapon is not set, 894 pl->tmp_invis = 0;
1000 * even though the flag says it is. So if current weapon isn't set, 895 op->invisible = 0;
1001 * do some work in trying to find the object to use. 896 op->flag [FLAG_HIDDEN] = 0;
1002 */ 897 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 } 898 }
1030 } 899 }
1031 900
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); 901 int success = attack_ob (tmp, op);
1043 902
1044 /* print appropriate messages to the player */ 903 /* print appropriate messages to the player */
1045 904
1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 905 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1047 { 906 {
1048 if (op->type == PLAYER) 907 if (op->type == PLAYER)
1049 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 908 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1050 else if (tmp->type == PLAYER) 909 else if (tmp->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 910 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1052 } 911 }
912
1053 return success; 913 return success;
1054} 914}
1055
1056 915
1057/* skill_attack() - Core routine for use when we attack using a skills 916/* skill_attack() - Core routine for use when we attack using a skills
1058 * system. In essence, this code handles 917 * system. In essence, this code handles
1059 * all skill-based attacks, ie hth, missile and melee weapons should be 918 * 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(), 919 * treated here. If an opponent is already supplied by move_player(),
1061 * we move right onto do_skill_attack(), otherwise we find if an 920 * we move right onto do_skill_attack(), otherwise we find if an
1062 * appropriate opponent exists. 921 * appropriate opponent exists.
1063 * 922 *
1064 * This is called by move_player() and attack_hth() 923 * This is called by move_player() and attack_hth()
1065 * 924 *
1066 * Initial implementation by -bt thomas@astro.psu.edu 925 * Initial implementation by -bt thomas@astro.psu.edu
1067 */ 926 */
1068
1069int 927int
1070skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 928skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071{ 929{
1072 sint16 tx, ty; 930 sint16 tx, ty;
1073 mapstruct *m; 931 maptile *m;
1074 int mflags; 932 int mflags;
1075 933
1076 if (!dir) 934 if (!dir)
1077 dir = pl->facing; 935 dir = pl->facing;
936
1078 tx = freearr_x[dir]; 937 tx = freearr_x[dir];
1079 ty = freearr_y[dir]; 938 ty = freearr_y[dir];
1080 939
1081 /* If we don't yet have an opponent, find if one exists, and attack. 940 /* 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() 941 * Legal opponents are the same as outlined in move_player_attack()
1083 */ 942 */
1084 943 if (!tmp)
1085 if (tmp == NULL)
1086 { 944 {
1087 m = pl->map; 945 m = pl->map;
1088 tx = pl->x + freearr_x[dir]; 946 tx = pl->x + freearr_x[dir];
1089 ty = pl->y + freearr_y[dir]; 947 ty = pl->y + freearr_y[dir];
1090 948
1094 952
1095 /* space must be blocked for there to be anything interesting to do */ 953 /* 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))) 954 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0; 955 return 0;
1098 956
1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 957 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) 958 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1101 { 959 {
1102 /* Don't attack party members */ 960 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 961 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0; 962 return 0;
963
1105 break; 964 break;
1106 } 965 }
1107 } 966 }
967
1108 if (!tmp) 968 if (!tmp)
1109 { 969 {
1110 if (pl->type == PLAYER) 970 if (pl->type == PLAYER)
1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 971 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
972
1112 return 0; 973 return 0;
1113 } 974 }
1114 975
1115 return do_skill_attack (tmp, pl, string, skill); 976 return do_skill_attack (tmp, pl, string, skill);
1116} 977}
1117
1118 978
1119/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 979/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120 980
1121/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 981/* 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 982 * (attack_hth) we check for weapon use, etc in the second (the new
1123 * function skill_attack() we actually attack. 983 * function skill_attack() we actually attack.
1124 */ 984 */
1125
1126static int 985static int
1127attack_hth (object *pl, int dir, const char *string, object *skill) 986attack_hth (object *pl, int dir, const char *string, object *skill)
1128{ 987{
1129 object *enemy = NULL, *weapon; 988 object *enemy = NULL, *weapon;
1130 989
1131 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 990 if (pl->flag [FLAG_READY_WEAPON])
1132 for (weapon = pl->inv; weapon; weapon = weapon->below) 991 for (weapon = pl->inv; weapon; weapon = weapon->below)
1133 { 992 {
1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 993 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1135 { 994 {
1136 CLEAR_FLAG (weapon, FLAG_APPLIED); 995 weapon->clr_flag (FLAG_APPLIED);
1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 996 pl->clr_flag (FLAG_READY_WEAPON);
1138 fix_player (pl); 997 pl->update_stats ();
1139 if (pl->type == PLAYER) 998 if (pl->type == PLAYER)
1140 { 999 {
1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1000 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1142 esrv_update_item (UPD_FLAGS, pl, weapon); 1001 esrv_update_item (UPD_FLAGS, pl, weapon);
1143 } 1002 }
1003
1144 break; 1004 break;
1145 } 1005 }
1146 } 1006 }
1007
1147 return skill_attack (enemy, pl, dir, string, skill); 1008 return skill_attack (enemy, pl, dir, string, skill);
1148} 1009}
1149
1150 1010
1151/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1011/* 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. 1012 * 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 1013 * But there is a real neato possible feature of this scheme which
1154 * bears mentioning: 1014 * bears mentioning:
1155 * Since we are only calling this from do_skill() in the future 1015 * Since we are only calling this from do_skill() in the future
1156 * we may make this routine handle 'special' melee weapons attacks 1016 * we may make this routine handle 'special' melee weapons attacks
1157 * (like disarming manuever with sai) based on player SK_level and 1017 * (like disarming manuever with sai) based on player SK_level and
1158 * weapon type. 1018 * weapon type.
1159 */ 1019 */
1160
1161static int 1020static int
1162attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1021attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163{ 1022{
1164 1023
1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1024 if (!op->flag [FLAG_READY_WEAPON])
1166 { 1025 {
1167 if (op->type == PLAYER) 1026 if (op->type == PLAYER)
1168 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1027 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1028
1169 return 0; 1029 return 0;
1170 } 1030 }
1031
1171 return skill_attack (NULL, op, dir, string, skill); 1032 return skill_attack (NULL, op, dir, string, skill);
1172
1173} 1033}
1034

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