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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.15 by root, Mon Dec 4 20:39:32 2006 UTC vs.
Revision 1.92 by root, Sat Apr 10 04:54:10 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 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. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
27 * 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.
39 40
40/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
41 42
42#include <global.h> 43#include <global.h>
43#include <object.h> 44#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 45#include <sproto.h>
46#endif
47#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. */
48#include <spells.h> 47#include <spells.h>
49 48
50/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 50 0, // SK_NONE
52 * automatically applying one for the player. 51# define def(uc, flags) flags,
53 * Note it is hardcoded in the skill_util.c that dragons always 52# include "skillinc.h"
54 * want clawing if possible. 53# undef def
55 */
56static uint8 unarmed_skills[] = {
57 SK_KARATE,
58 SK_CLAWING,
59 SK_FLAME_TOUCH,
60 SK_SPARK_TOUCH,
61 SK_SHIVER,
62 SK_ACID_SPLASH,
63 SK_POISON_NAIL,
64 SK_PUNCHING,
65 (uint8)-1
66}; 54};
67 55
68static 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);
69static 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);
70 58
71/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
72 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
73 * subtypes. 61 * subtypes.
74 */ 62 */
75void 63void
76init_skills (void) 64init_skills ()
77{ 65{
78 int i; 66 for_all_archetypes (at)
79 archetype *at;
80
81 for (at = first_archetype; at != NULL; at = at->next)
82 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
83 { 68 {
84 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
85 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",
86 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
87 else 72 else
88 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
89 } 74 }
90 75
91 /* 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
92 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
93 */ 78 */
94 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
95 {
96 if (!skill_names[i]) 80 if (!skill_names[i])
97 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);
98 }
99} 82}
100
101 83
102/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
103 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
104 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
105 * mostly used for sending exp. 87 * mostly used for sending exp.
106 */ 88 */
107void 89void
108link_player_skills (object *op) 90player::link_skills ()
109{ 91{
110 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
111 94
112 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
113 {
114 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)
115 { 101 {
116 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
117 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
118 {
119 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
120 &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;
121 } 110 }
122 if (tmp->subtype >= NUM_SKILLS)
123 {
124 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
125 }
126 else
127 {
128 op->contr->last_skill_ob[tmp->subtype] = tmp;
129 op->contr->last_skill_exp[tmp->subtype] = -1;
130 }
131 } 111 }
132 } 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 *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
133} 133}
134 134
135/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
136 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
137 * 137 *
138 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
139 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
140 * tool, this code will equip it. 140 * tool, this code will equip it.
141 */ 141 */
142object * 142object *
143find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
144{ 144{
145 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
146 146
147 if (!name)
148 return NULL;
149
150 /* We make sure the length of the string in the object is greater
151 * in length than the passed string. Eg, if we have a skill called
152 * 'hi', we don't want to match if the user passed 'high'
153 */
154 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
155 { 149 {
156 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
157 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
158 152 return splay (tmp);
159 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
160 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
161 */ 155 */
162 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
163 {
164 if (QUERY_FLAG (tmp, FLAG_APPLIED))
165 skill_tool = tmp; 157 skill_tool = tmp;
166 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
167 skill_tool = tmp;
168 } 158 }
169 } 159
170 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
171 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
172 return skill; 161 return 0;
173 162
174 /* Player has a tool to use the skill. IF not applied, apply it - 163 /* Player has a tool to use the skill. If not applied, apply it -
175 * if not successful, return null. If they do have the skill tool 164 * if not successful, return null. If they do have the skill tool
176 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
177 */ 166 */
178 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
179 { 168
180 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
181 {
182 if (apply_special (who, skill_tool, 0))
183 return NULL;
184 }
185 if (!skill) 169 if (!skill)
186 {
187 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
188 link_player_skills (who); 171
189 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
190 return skill; 174 return 0;
191 } 175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (name)
183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185 && tmp->skill.starts_with (name))
186 if (object *skop = find_skill_by_name (who, tmp->skill))
187 return skop;
188
192 return NULL; 189 return 0;
193} 190}
194
195 191
196/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
197 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
198 * 194 *
199 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
200 * use the skill, so thus if use of the skill requires a skill 196 * use the skill, so thus if use of the skill requires a skill
201 * tool, this code will equip it. 197 * tool, this code will equip it.
202 * 198 *
205 * this replaces find_skill. 201 * this replaces find_skill.
206 */ 202 */
207object * 203object *
208find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
209{ 205{
210 object *skill = NULL, *skill_tool = NULL, *tmp;
211
212 if (skillno < 1 || skillno >= NUM_SKILLS)
213 return NULL;
214
215 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
216 {
217 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
218 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
219
220 /* Try to find appropriate skilltool. If the player has one already
221 * applied, we try to keep using that one.
222 */
223 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
224 {
225 if (QUERY_FLAG (tmp, FLAG_APPLIED))
226 skill_tool = tmp;
227 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
228 skill_tool = tmp;
229 }
230 }
231 /* If this is a skill that can be used without a tool, return it */
232 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
233 return skill;
234
235 /* Player has a tool to use the skill. IF not applied, apply it -
236 * if not successful, return null. If they do have the skill tool
237 * but not the skill itself, give it to them.
238 */
239 if (skill_tool)
240 {
241 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
242 {
243 if (apply_special (who, skill_tool, 0))
244 return NULL;
245 }
246 if (!skill)
247 {
248 skill = give_skill_by_name (who, skill_tool->skill);
249 link_player_skills (who);
250 }
251 return skill; 209 return skop;
252 } 210
253 return NULL; 211 return 0;
254} 212}
255 213
256/* This changes the objects skill to new_skill. 214/* This changes the objects chosen_skill to new_skill.
257 * note that this function doesn't always need to get used -
258 * you can now add skill exp to the player without the chosen_skill being
259 * set. This function is of most interest to players to update
260 * the various range information.
261 * if new_skill is null, this just unapplies the skill.
262 * flag has the current meaning:
263 * 0x1: If set, don't update the range pointer. This is useful when we
264 * need to ready a new skill, but don't want to clobber range.
265 * return 1 on success, 0 on error 215 * return 1 on success, 0 on error
266 */ 216 */
267 217bool
268int 218object::change_skill (object *new_skill)
269change_skill (object *who, object *new_skill, int flag)
270{ 219{
271 int old_range;
272
273 if (who->type != PLAYER) 220 if (type != PLAYER)
274 return 0; 221 return 0;
275 222
276 old_range = who->contr->shoottype; 223 // optimise this supposedly common case
277 224 if (new_skill == chosen_skill)
278 if (who->chosen_skill && who->chosen_skill == new_skill)
279 {
280 /* optimization for changing skill to current skill */
281 if (who->type == PLAYER && !(flag & 0x1))
282 who->contr->shoottype = range_skill;
283 return 1; 225 return 1;
284 }
285 226
286 if (!new_skill || who->chosen_skill)
287 if (who->chosen_skill) 227 if (chosen_skill)
288 apply_special (who, who->chosen_skill, AP_UNAPPLY);
289
290 /* Only goal in this case was to unapply a skill */
291 if (!new_skill)
292 return 0;
293
294 if (apply_special (who, new_skill, AP_APPLY))
295 {
296 return 0;
297 } 228 {
298 if (flag & 0x1) 229 chosen_skill->flag [FLAG_APPLIED] = false;
299 who->contr->shoottype = (rangetype) old_range; 230 change_abil (this, chosen_skill);
231 }
300 232
233 chosen_skill = new_skill;
234
235 if (chosen_skill)
236 {
237 chosen_skill->flag [FLAG_APPLIED] = true;
238 change_abil (this, chosen_skill);
239 }
240
241 // always clear current weapon, as the selected skill could
242 // conflict with the current weapon skill, which would go
243 // undetected and exp would be given to the wrong skill.
244 current_weapon = 0;
245
246 update_stats ();
301 return 1; 247 return 1;
302}
303
304/* This function just clears the chosen_skill and range_skill values
305 * inthe player.
306 */
307void
308clear_skill (object *who)
309{
310 who->chosen_skill = NULL;
311 CLEAR_FLAG (who, FLAG_READY_SKILL);
312 if (who->type == PLAYER)
313 {
314 who->contr->ranges[range_skill] = NULL;
315 if (who->contr->shoottype == range_skill)
316 who->contr->shoottype = range_none;
317 }
318} 248}
319 249
320/* do_skill() - Main skills use function-similar in scope to cast_spell(). 250/* do_skill() - Main skills use function-similar in scope to cast_spell().
321 * We handle all requests for skill use outside of some combat here. 251 * We handle all requests for skill use outside of some combat here.
322 * We require a separate routine outside of fire() so as to allow monsters 252 * We require a separate routine outside of fire() so as to allow monsters
325 * exp - no caller needed that info, but it also prevented the callers 255 * exp - no caller needed that info, but it also prevented the callers
326 * from know if a skill was actually used, as many skills don't 256 * from know if a skill was actually used, as many skills don't
327 * give any exp for their direct use (eg, throwing). 257 * give any exp for their direct use (eg, throwing).
328 * It returns 0 if no skill was used. 258 * It returns 0 if no skill was used.
329 */ 259 */
330
331int 260int
332do_skill (object *op, object *part, object *skill, int dir, const char *string) 261do_skill (object *op, object *part, object *skill, int dir, const char *string)
333{ 262{
334 int success = 0, exp = 0; 263 int success = 0, exp = 0;
335 int did_alc = 0;
336 object *tmp, *next;
337 264
338 if (!skill) 265 if (!skill)
339 return 0; 266 return 0;
340 267
341 /* The code below presumes that the skill points to the object that 268 /* The code below presumes that the skill points to the object that
343 * go and try to find the actual real skill pointer, and if the 270 * go and try to find the actual real skill pointer, and if the
344 * the player doesn't have a bucket for that, create one. 271 * the player doesn't have a bucket for that, create one.
345 */ 272 */
346 if (skill->type != SKILL && op->type == PLAYER) 273 if (skill->type != SKILL && op->type == PLAYER)
347 { 274 {
348 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
349 {
350 if (tmp->type == SKILL && tmp->skill == skill->skill) 276 if (tmp->type == SKILL && tmp->skill == skill->skill)
351 break; 277 {
278 skill = tmp;
279 goto found;
352 } 280 }
353 if (!tmp) 281
354 tmp = give_skill_by_name (op, skill->skill); 282 skill = give_skill_by_name (op, skill->skill);
355 skill = tmp; 283found: ;
356 } 284 }
357 285
358 // skill, by_whom, on_which_object, which direction, skill_argument 286 // skill, by_whom, on_which_object, which direction, skill_argument
359 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 287 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
360 return 0; 288 return 0;
361 289
362 switch (skill->subtype) 290 switch (skill->subtype)
363 { 291 {
364 case SK_LEVITATION: 292 case SK_LEVITATION:
365 /* Not 100% sure if this will work with new movement code - 293 /* Not 100% sure if this will work with new movement code -
366 * the levitation skill has move_type for flying, so when 294 * the levitation skill has move_type for flying, so when
367 * equipped, that should transfer to player, when not, 295 * equipped, that should transfer to player, when not,
368 * shouldn't. 296 * shouldn't.
369 */ 297 */
370 if (QUERY_FLAG (skill, FLAG_APPLIED)) 298 if (QUERY_FLAG (skill, FLAG_APPLIED))
371 { 299 {
372 CLEAR_FLAG (skill, FLAG_APPLIED); 300 CLEAR_FLAG (skill, FLAG_APPLIED);
373 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
374 } 302 }
375 else 303 else
376 { 304 {
377 SET_FLAG (skill, FLAG_APPLIED); 305 SET_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 306 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
379 } 307 }
380 fix_player (op); 308
309 op->update_stats ();
381 success = 1; 310 success = 1;
382 break; 311 break;
383 312
384 case SK_STEALING: 313 case SK_STEALING:
385 exp = success = steal (op, dir, skill); 314 exp = success = steal (op, dir, skill);
386 break; 315 break;
387 316
388 case SK_LOCKPICKING: 317 case SK_LOCKPICKING:
389 exp = success = pick_lock (op, dir, skill); 318 exp = success = pick_lock (op, dir, skill);
390 break; 319 break;
391 320
392 case SK_HIDING: 321 case SK_HIDING:
393 exp = success = hide (op, skill); 322 exp = success = hide (op, skill);
394 break; 323 break;
395 324
396 case SK_JUMPING: 325 case SK_JUMPING:
397 success = jump (op, dir, skill); 326 exp = success = jump (op, dir, skill);
398 break; 327 break;
399 328
400 case SK_INSCRIPTION: 329 case SK_INSCRIPTION:
401 exp = success = write_on_item (op, string, skill); 330 exp = success = write_on_item (op, string, skill);
402 break; 331 break;
403 332
404 case SK_MEDITATION: 333 case SK_MEDITATION:
405 meditate (op, skill); 334 meditate (op, skill);
406 success = 1; 335 success = 1;
407 break; 336 break;
408 /* note that the following 'attack' skills gain exp through hit_player() */ 337 /* note that the following 'attack' skills gain exp through hit_player() */
409 338
410 case SK_KARATE: 339 case SK_KARATE:
411 (void) attack_hth (op, dir, "karate-chopped", skill); 340 attack_hth (op, dir, "karate-chopped", skill);
412 break; 341 break;
413 342
414 case SK_PUNCHING: 343 case SK_PUNCHING:
415 (void) attack_hth (op, dir, "punched", skill); 344 attack_hth (op, dir, "punched", skill);
416 break; 345 break;
417 346
418 case SK_FLAME_TOUCH: 347 case SK_FLAME_TOUCH:
419 (void) attack_hth (op, dir, "flamed", skill); 348 attack_hth (op, dir, "flamed", skill);
420 break; 349 break;
421 350
422 case SK_SPARK_TOUCH: 351 case SK_SPARK_TOUCH:
423 (void) attack_hth (op, dir, "zapped", skill); 352 attack_hth (op, dir, "zapped", skill);
424 break; 353 break;
425 354
426 case SK_SHIVER: 355 case SK_SHIVER:
427 (void) attack_hth (op, dir, "froze", skill); 356 attack_hth (op, dir, "froze", skill);
428 break; 357 break;
429 358
430 case SK_ACID_SPLASH: 359 case SK_ACID_SPLASH:
431 (void) attack_hth (op, dir, "dissolved", skill); 360 attack_hth (op, dir, "dissolved", skill);
432 break; 361 break;
433 362
434 case SK_POISON_NAIL: 363 case SK_POISON_NAIL:
435 (void) attack_hth (op, dir, "injected poison into", skill); 364 attack_hth (op, dir, "injected poison into", skill);
436 break; 365 break;
437 366
438 case SK_CLAWING: 367 case SK_CLAWING:
439 (void) attack_hth (op, dir, "clawed", skill); 368 attack_hth (op, dir, "clawed", skill);
440 break; 369 break;
441 370
442 case SK_ONE_HANDED_WEAPON: 371 case SK_ONE_HANDED_WEAPON:
443 case SK_TWO_HANDED_WEAPON: 372 case SK_TWO_HANDED_WEAPON:
444 (void) attack_melee_weapon (op, dir, NULL, skill); 373 attack_melee_weapon (op, dir, NULL, skill);
445 break; 374 break;
446 375
447 case SK_FIND_TRAPS: 376 case SK_FIND_TRAPS:
448 exp = success = find_traps (op, skill); 377 exp = success = find_traps (op, skill);
449 break; 378 break;
450 379
451 case SK_SINGING: 380 case SK_SINGING:
452 exp = success = singing (op, dir, skill); 381 exp = success = singing (op, dir, skill);
453 break; 382 break;
454 383
455 case SK_ORATORY: 384 case SK_ORATORY:
456 exp = success = use_oratory (op, dir, skill); 385 exp = success = use_oratory (op, dir, skill);
457 break; 386 break;
458 387
459 case SK_SMITHERY: 388 case SK_SMITHERY:
460 case SK_BOWYER: 389 case SK_BOWYER:
461 case SK_JEWELER: 390 case SK_JEWELER:
462 case SK_ALCHEMY: 391 case SK_ALCHEMY:
463 case SK_THAUMATURGY: 392 case SK_THAUMATURGY:
464 case SK_LITERACY: 393 case SK_LITERACY:
465 case SK_WOODSMAN: 394 case SK_WOODSMAN:
466 /* first, we try to find a cauldron, and do the alchemy thing. 395 /* first, we try to find a cauldron, and do the alchemy thing.
467 * failing that, we go and identify stuff. 396 * failing that, we go and identify stuff.
468 */ 397 */
398 {
399 bool found_cauldron = false;
400
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
470 { 402 {
471 next = tmp->above; 403 next = tmp->above;
404
472 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
473 { 406 {
407 found_cauldron = true;
408
409 if (tmp->skill != skill->skill)
410 {
411 op->failmsgf ("You can't use the %s with the %s skill!",
412 query_name (tmp),
413 query_name (skill));
414 break;
415 }
416
474 attempt_do_alchemy (op, tmp); 417 attempt_do_alchemy (op, tmp, skill);
418
475 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 419 if (QUERY_FLAG (tmp, FLAG_APPLIED))
476 esrv_send_inventory (op, tmp); 420 esrv_send_inventory (op, tmp);
477 did_alc = 1;
478 } 421 }
479 } 422 }
480 if (did_alc == 0) 423
424 if (!found_cauldron)
481 exp = success = skill_ident (op, skill); 425 exp = success = skill_ident (op, skill);
426 }
482 break; 427 break;
483 428
484 case SK_DET_MAGIC: 429 case SK_DET_MAGIC:
485 case SK_DET_CURSE: 430 case SK_DET_CURSE:
486 exp = success = skill_ident (op, skill); 431 exp = success = skill_ident (op, skill);
487 break; 432 break;
488 433
489 case SK_DISARM_TRAPS: 434 case SK_DISARM_TRAPS:
490 exp = success = remove_trap (op, dir, skill); 435 exp = success = remove_trap (op, dir, skill);
491 break; 436 break;
492 437
493 case SK_THROWING: 438 case SK_THROWING:
494 success = skill_throw (op, part, dir, string, skill); 439 success = skill_throw (op, part, dir, string, skill);
495 break; 440 break;
496 441
497 case SK_SET_TRAP: 442 case SK_SET_TRAP:
498 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
499 break; 444 break;
500 445
501 case SK_USE_MAGIC_ITEM: 446 case SK_USE_MAGIC_ITEM:
502 case SK_MISSILE_WEAPON: 447 case SK_MISSILE_WEAPON:
503 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 448 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
504 break; 449 break;
505 450
506 case SK_PRAYING: 451 case SK_PRAYING:
507 success = pray (op, skill); 452 success = pray (op, skill);
508 break; 453 break;
509 454
510 case SK_BARGAINING: 455 case SK_BARGAINING:
511 success = describe_shop (op); 456 success = describe_shop (op);
512 break; 457 break;
513 458
514 case SK_SORCERY: 459 case SK_SORCERY:
515 case SK_EVOCATION: 460 case SK_EVOCATION:
516 case SK_PYROMANCY: 461 case SK_PYROMANCY:
517 case SK_SUMMONING: 462 case SK_SUMMONING:
518 case SK_CLIMBING: 463 case SK_CLIMBING:
519 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 464 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
520 break; 465 break;
521 466
467 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string);
469 break;
470
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
473 break;
474
522 default: 475 default:
523 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
524 break; 477 break;
525 } 478 }
526 479
527 /* For players we now update the speed_left from using the skill. 480 /* For players we now update the speed_left from using the skill.
528 * Monsters have no skill use time because of the random nature in 481 * Monsters have no skill use time because of the random nature in
529 * which use_monster_skill is called already simulates this. 482 * which use_monster_skill is called already simulates this.
530 * If certain skills should take more/less time, that should be 483 * If certain skills should take more/less time, that should be
531 * in the code for the skill itself. 484 * in the code for the skill itself.
532 */ 485 */
533
534 if (op->type == PLAYER) 486 if (op->type == PLAYER)
535 op->speed_left -= 1.0; 487 op->speed_left -= 1.f;
536 488
537 /* this is a good place to add experience for successfull use of skills. 489 /* this is a good place to add experience for successfull use of skills.
538 * Note that add_exp() will figure out player/monster experience 490 * Note that add_exp() will figure out player/monster experience
539 * gain problems. 491 * gain problems.
540 */ 492 */
568 * op is the object that was 'defeated'. 520 * op is the object that was 'defeated'.
569 * skill is the skill used. If no skill is used, it should just 521 * skill is the skill used. If no skill is used, it should just
570 * point back to who. 522 * point back to who.
571 * 523 *
572 */ 524 */
573
574int 525int
575calc_skill_exp (object *who, object *op, object *skill) 526calc_skill_exp (object *who, object *op, object *skill)
576{ 527{
577 int op_exp = 0, op_lvl = 0; 528 int op_exp = 0, op_lvl = 0;
578 float base, value, lvl_mult = 0.0; 529 float base, value, lvl_mult = 0.0;
587 * If an object is not alive and magical we set the base exp higher to 538 * If an object is not alive and magical we set the base exp higher to
588 * help out exp awards for skill_ident skills. Also, if 539 * help out exp awards for skill_ident skills. Also, if
589 * an item is type RUNE, we give out exp based on stats.Cha 540 * an item is type RUNE, we give out exp based on stats.Cha
590 * and level (this was the old system) -b.t. 541 * and level (this was the old system) -b.t.
591 */ 542 */
592
593 if (!op) 543 if (!op)
594 { /* no item/creature */ 544 { /* no item/creature */
595 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 545 op_lvl = max (1, who->map->difficulty);
596 op_exp = 0; 546 op_exp = 0;
597 } 547 }
598 else if (op->type == RUNE || op->type == TRAP) 548 else if (op->type == RUNE || op->type == TRAP)
599 { /* all traps. If stats.Cha > 1 we use that 549 { /* all traps. If stats.Cha > 1 we use that
600 * for the amount of experience */ 550 * for the amount of experience */
604 else 554 else
605 { /* all other items/living creatures */ 555 { /* all other items/living creatures */
606 op_exp = op->stats.exp; 556 op_exp = op->stats.exp;
607 op_lvl = op->level; 557 op_lvl = op->level;
608 if (!QUERY_FLAG (op, FLAG_ALIVE)) 558 if (!QUERY_FLAG (op, FLAG_ALIVE))
609 { /* for ident/make items */ 559 op_lvl += 5 * abs (op->magic); /* for ident/make items */
610 op_lvl += 5 * abs (op->magic);
611 }
612 } 560 }
613 561
614 if (op_lvl < 1) 562 if (op_lvl < 1)
615 op_lvl = 1; 563 op_lvl = 1;
616 564
624 /* if skill really is a skill, then we can look at the skill archetype for 572 /* if skill really is a skill, then we can look at the skill archetype for
625 * bse reward value (exp) and level multiplier factor. 573 * bse reward value (exp) and level multiplier factor.
626 */ 574 */
627 if (skill->type == SKILL) 575 if (skill->type == SKILL)
628 { 576 {
629 base += skill->arch->clone.stats.exp; 577 base += skill->arch->stats.exp;
630 if (settings.simple_exp) 578 if (settings.simple_exp)
631 { 579 {
632 if (skill->arch->clone.level) 580 if (skill->arch->level)
633 lvl_mult = (float) skill->arch->clone.level / 100.0; 581 lvl_mult = (float) skill->arch->level / 100.0;
634 else 582 else
635 lvl_mult = 1.0; /* no adjustment */ 583 lvl_mult = 1.0; /* no adjustment */
636 } 584 }
637 else 585 else
638 { 586 {
639 if (skill->level) 587 if (skill->level)
640 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 588 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
641 else 589 else
642 lvl_mult = 1.0; 590 lvl_mult = 1.0;
643 } 591 }
644 } 592 }
645 else 593 else
646 { 594 {
647 /* Don't divide by zero here! */ 595 /* Don't divide by zero here! */
648 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 596 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
649 } 597 }
650 } 598 }
651 599
652 /* assemble the exp total, and return value */ 600 /* assemble the exp total, and return value */
653 601
667 * This one actually teaches the player the skill as something 615 * This one actually teaches the player the skill as something
668 * they can equip. 616 * they can equip.
669 * Return 0 if the player knows the skill, 1 if the 617 * Return 0 if the player knows the skill, 1 if the
670 * player learns the skill, 2 otherwise. 618 * player learns the skill, 2 otherwise.
671 */ 619 */
672
673int 620int
674learn_skill (object *pl, object *scroll) 621learn_skill (object *pl, object *scroll)
675{ 622{
676 object *tmp;
677
678 if (!scroll->skill) 623 if (!scroll->skill)
679 { 624 {
680 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 625 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
681 return 2; 626 return 2;
682 } 627 }
683 628
684 /* can't use find_skill_by_name because we want skills the player knows 629 object *tmp = find_skill (pl, scroll->skill);
685 * but can't use natively.
686 */
687
688 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
689 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
690 break;
691 630
692 /* player already knows it */ 631 /* player already knows it */
693 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 632 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
694 return 0; 633 return 0;
695 634
708 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 647 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
709 return 2; 648 return 2;
710 } 649 }
711 650
712 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
713 link_player_skills (pl); 652
714 return 1; 653 return 1;
715} 654}
716 655
717/* Gives a percentage clipped to 0% -> 100% of a/b. */ 656/* Gives a percentage clipped to 0% -> 100% of a/b. */
718
719/* Probably belongs in some global utils-type file? */ 657/* Probably belongs in some global utils-type file? */
720static int 658static int
721clipped_percent (sint64 a, sint64 b) 659clipped_percent (sint64 a, sint64 b)
722{ 660{
723 int rv; 661 int rv;
743 * Note this function is a bit more complicated becauase we 681 * Note this function is a bit more complicated becauase we
744 * we want ot sort the skills before printing them. If we 682 * we want ot sort the skills before printing them. If we
745 * just dumped this as we found it, this would be a bit 683 * just dumped this as we found it, this would be a bit
746 * simpler. 684 * simpler.
747 */ 685 */
748 686//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
749void 687void
750show_skills (object *op, const char *search) 688show_skills (object *pl, const char *search)
751{ 689{
752 object *tmp = NULL;
753 char buf[MAX_BUF];
754 const char *cp; 690 const char *cp;
755 int i, num_skills_found = 0; 691 int i, num_skills_found = 0;
756 static const char *const periods = "........................................"; 692 const char *const periods = ".............................."; // 30
757 693
758 /* Need to have a pointer and use strdup for qsort to work properly */ 694 /* Need to have a pointer and use strdup for qsort to work properly */
759 char skills[NUM_SKILLS][MAX_BUF]; 695 char skills[NUM_SKILLS][128]; // d'oh
760 696
697 object *op = pl->contr->ob;
761 698
762 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 699 for (object *tmp = op->inv; tmp; tmp = tmp->below)
763 { 700 {
764 if (tmp->type == SKILL) 701 if (tmp->type == SKILL)
765 { 702 {
766 if (search && strstr (tmp->name, search) == NULL) 703 if (search && !tmp->name.contains (search))
767 continue; 704 continue;
705
706 char buf[30];
707
768 /* Basically want to fill this out to 40 spaces with periods */ 708 /* Basically want to fill this out to 30 spaces with periods */
769 sprintf (buf, "%s%s", &tmp->name, periods); 709 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
770 buf[40] = 0;
771 710
772 if (settings.permanent_exp_ratio) 711 if (settings.permanent_exp_ratio)
773 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 712 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
775 buf, tmp->level, 713 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)); 714 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 }
779 else 715 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 716 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)); 717 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 718
784 /* I don't know why some characters get a bunch of skills, but 719 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 720 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 721 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 722 * it so it doesn't crash the server - otherwise, one character may
788 * crash the server numerous times. 723 * crash the server numerous times.
789 */ 724 */
790 if (num_skills_found >= NUM_SKILLS) 725 if (num_skills_found >= NUM_SKILLS)
791 { 726 {
792 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 727 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"); 728 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
794 break; 729 break;
795 } 730 }
796 } 731 }
797 } 732 }
798 733
799 clear_win_info (op); 734 dynbuf_text &msg = msg_dynbuf; msg.clear ();
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 735
736 msg << "T<Player skills:>\n\n";
801 if (num_skills_found > 1) 737 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 738 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
803 739
804 for (i = 0; i < num_skills_found; i++) 740 for (i = 0; i < num_skills_found; i++)
805 { 741 msg << " C<" << skills [i] << ">\n";
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808 742
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 743 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
810 744
811 cp = determine_god (op); 745 cp = determine_god (op);
812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 746 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
813 747
814 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 748 msg << "Your equipped item power is " << (int)op->contr->item_power
815 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 749 << " out of " << int (op->level * settings.item_power_factor)
750 << ".\n";
751
752 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
816} 753}
817 754
818/* use_skill() - similar to invoke command, it executes the skill in the 755/* 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 756 * 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. 757 * 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 758 * 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. 759 * our own find_skill_by_name so we can try to do better string matching.
823 */ 760 */
824
825int 761int
826use_skill (object *op, const char *string) 762use_skill (object *op, const char *string)
827{ 763{
828 object *skop; 764 object *skop;
829 size_t len; 765 size_t len;
830 766
831 if (!string) 767 if (!string)
832 return 0; 768 return 0;
833 769
834 for (skop = op->inv; skop != NULL; skop = skop->below) 770 for (skop = op->inv; skop; skop = skop->below)
835 { 771 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)))) 772 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
773 {
774 skop = find_skill_by_name (op, skop->skill);
838 break; 775 break;
839 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
840 break;
841 } 776 }
777
842 if (!skop) 778 if (!skop)
843 { 779 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 780 op->failmsgf ("Unable to find skill %s.", string);
781 return 0;
782 }
783
784 if (!(skill_flags [skop->subtype] & SF_USE))
785 {
786 op->failmsgf (
787 "You feel as if you wanted to do something funny, but you can't remember what. "
788 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
789 "use it with some item, or it's always active.>",
790 &skop->skill
791 );
845 return 0; 792 return 0;
846 } 793 }
847 794
848 len = strlen (skop->skill); 795 len = strlen (skop->skill);
849 796
851 * options given to the skill. Its pretty simple - if there 798 * options given to the skill. Its pretty simple - if there
852 * are extra parameters (as deteremined by string length), we 799 * are extra parameters (as deteremined by string length), we
853 * want to skip over any leading spaces. 800 * want to skip over any leading spaces.
854 */ 801 */
855 if (len >= strlen (string)) 802 if (len >= strlen (string))
856 {
857 string = NULL; 803 string = NULL;
858 }
859 else 804 else
860 { 805 {
861 string += len; 806 string += len;
862 while (*string == 0x20) 807 while (*string == 0x20)
863 string++; 808 string++;
809
864 if (strlen (string) == 0) 810 if (strlen (string) == 0)
865 string = NULL; 811 string = NULL;
866 } 812 }
867 813
868#ifdef SKILL_UTIL_DEBUG 814#ifdef SKILL_UTIL_DEBUG
869 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 815 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
870#endif 816#endif
871 817
872 /* Change to the new skill, then execute it. */
873 if (do_skill (op, op, skop, op->facing, string)) 818 if (do_skill (op, op, skop, op->facing, string))
874 return 1; 819 return 1;
875 820
876 return 0; 821 return 0;
877} 822}
878 823
824static bool
825hth_skill_p (object *skill)
826{
827 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
828}
829
879/* This finds the best unarmed skill the player has, and returns 830/* This finds the first unarmed skill the player has, and returns it.
880 * it. Best can vary a little - we consider clawing to always
881 * be the best for dragons.
882 * This could be more intelligent, eg, look at the skill level
883 * of the skill and go from there (eg, a level 40 puncher is
884 * is probably better than level 1 karate). OTOH, if you
885 * don't bother to set up your skill properly, that is the players
886 * problem (although, it might be nice to have a preferred skill
887 * field the player can set.
888 * Unlike the old code, we don't give out any skills - it is
889 * possible you just don't have any ability to get into unarmed
890 * combat. If everyone race/class should have one, this should
891 * be handled in the starting treasurelists, not in the code.
892 */ 831 */
893static object * 832static object *
894find_best_player_hth_skill (object *op) 833find_player_hth_skill (object *op)
895{ 834{
896 object *tmp, *best_skill = NULL;
897 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
898
899 for (tmp = op->inv; tmp; tmp = tmp->below) 835 for (object *tmp = op->inv; tmp; tmp = tmp->below)
900 { 836 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
901 if (tmp->type == SKILL)
902 {
903 if (dragon && tmp->subtype == SK_CLAWING)
904 return tmp; 837 return tmp;
905 838
906 /* The order in the array is preferred order. So basically, 839 return 0;
907 * we just cut down the number to search - eg, if we find a skill
908 * early on in flame touch, then we only need to look into the unarmed_array
909 * to the entry before flame touch - don't care about the entries afterward,
910 * because they are inferior skills.
911 */
912 for (i = 0; i < last_skill; i++)
913 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
914 {
915 best_skill = tmp;
916 last_skill = i;
917 }
918 }
919 }
920
921 return best_skill;
922} 840}
923 841
924/* do_skill_attack() - We have got an appropriate opponent from either 842/* do_skill_attack() - We have got an appropriate opponent from either
925 * move_player_attack() or skill_attack(). In this part we get on with 843 * move_player_attack() or skill_attack(). In this part we get on with
926 * attacking, take care of messages from the attack and changes in invisible. 844 * attacking, take care of messages from the attack and changes in invisible.
928 * tmp is the targetted monster. 846 * tmp is the targetted monster.
929 * op is what is attacking 847 * op is what is attacking
930 * string is passed along to describe what messages to describe 848 * string is passed along to describe what messages to describe
931 * the damage. 849 * the damage.
932 */ 850 */
933
934static int 851static int
935do_skill_attack (object *tmp, object *op, const char *string, object *skill) 852do_skill_attack (object *tmp, object *op, const char *string, object *skill)
936{ 853{
937 int success;
938
939 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 854 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
940 return RESULT_INT (0); 855 return RESULT_INT (0);
941 856
942 /* For Players only: if there is no ready weapon, and no "attack" skill 857 /* For Players only: if there is no ready weapon, and no "attack" skill
943 * is readied either then try to find a skill for the player to use. 858 * is readied either then try to find a skill for the player to use.
944 * it is presumed that if skill is set, it is a valid attack skill (eg, 859 * it is presumed that if skill is set, it is a valid attack skill (eg,
945 * the caller should have set it appropriately). We still want to pass 860 * the caller should have set it appropriately). We still want to pass
946 * through that code if skill is set to change to the skill. 861 * through that code if skill is set to change to the skill.
947 */ 862 */
948 if (op->type == PLAYER) 863 if (player *pl = op->contr)
949 { 864 {
950 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 865 if (skill)
951 { 866 {
952 size_t i;
953
954 if (!skill) 867 if (!op->apply (skill))
868 return 0;
869 }
870 else
871 {
872 if (!pl->combat_ob)
955 { 873 {
956 /* See if the players chosen skill is a combat skill, and use 874 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
957 * it if appropriate.
958 */
959 if (op->chosen_skill)
960 { 875 {
961 for (i = 0; i < sizeof (unarmed_skills); i++) 876 for (tmp = op->inv; tmp; tmp = tmp->below)
962 if (op->chosen_skill->subtype == unarmed_skills[i]) 877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
963 {
964 skill = op->chosen_skill;
965 break; 878 break;
966 } 879
880 if (!tmp)
881 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
882
883 pl->combat_ob = tmp;
967 } 884 }
968 /* If we didn't find a skill above, look harder for a good skill */ 885
969 if (!skill) 886 if (!pl->combat_ob)
970 { 887 {
971 skill = find_best_player_hth_skill (op); 888 /* See if the players chosen skill is a combat skill, and use
972 889 * it if appropriate.
973 if (!skill) 890 */
891 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
892 skill = op->chosen_skill;
893 else
974 { 894 {
895 skill = find_player_hth_skill (op);
896
897 if (!skill)
975 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 898 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
976 return 0;
977 } 899 }
900
901 op->apply (skill);
978 } 902 }
979 } 903
980 if (skill != op->chosen_skill) 904 if (!pl->combat_ob)
981 { 905 {
982 /* now try to ready the new skill */ 906 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
983 if (!change_skill (op, skill, 0))
984 { /* oh oh, trouble! */
985 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
986 return 0; 907 return 0;
987 } 908 }
988 } 909 }
910
911 if (!op->apply (pl->combat_ob))
912 return 0;
989 } 913 }
990 else 914
915 /* lose invisiblity/hiding status for running attacks */
916 if (pl->tmp_invis)
991 { 917 {
992 /* Seen some crashes below where current_weapon is not set, 918 pl->tmp_invis = 0;
993 * even though the flag says it is. So if current weapon isn't set, 919 op->invisible = 0;
994 * do some work in trying to find the object to use. 920 op->flag [FLAG_HIDDEN] = 0;
995 */ 921 update_object (op, UP_OBJ_CHANGE);
996 if (!op->current_weapon)
997 {
998 object *tmp;
999
1000 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1001 for (tmp = op->inv; tmp; tmp = tmp->below)
1002 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1003 break;
1004
1005 if (!tmp)
1006 {
1007 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1008 op->current_weapon = NULL;
1009 return 0;
1010 }
1011 else
1012 {
1013 op->current_weapon = tmp;
1014 }
1015 }
1016
1017 /* Has ready weapon - make sure chosen_skill is set up properly */
1018 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1019 {
1020 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1021 }
1022 } 922 }
1023 } 923 }
1024 924
1025 /* lose invisiblity/hiding status for running attacks */
1026
1027 if (op->type == PLAYER && op->contr->tmp_invis)
1028 {
1029 op->contr->tmp_invis = 0;
1030 op->invisible = 0;
1031 op->hide = 0;
1032 update_object (op, UP_OBJ_FACE);
1033 }
1034
1035 success = attack_ob (tmp, op); 925 int success = attack_ob (tmp, op);
1036 926
1037 /* print appropriate messages to the player */ 927 /* print appropriate messages to the player */
1038 928
1039 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 929 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1040 { 930 {
1041 if (op->type == PLAYER) 931 if (op->type == PLAYER)
1042 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 932 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1043 else if (tmp->type == PLAYER) 933 else if (tmp->type == PLAYER)
1044 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 934 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1045 } 935 }
936
1046 return success; 937 return success;
1047} 938}
1048
1049 939
1050/* skill_attack() - Core routine for use when we attack using a skills 940/* skill_attack() - Core routine for use when we attack using a skills
1051 * system. In essence, this code handles 941 * system. In essence, this code handles
1052 * all skill-based attacks, ie hth, missile and melee weapons should be 942 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1053 * treated here. If an opponent is already supplied by move_player(), 943 * treated here. If an opponent is already supplied by move_player(),
1054 * we move right onto do_skill_attack(), otherwise we find if an 944 * we move right onto do_skill_attack(), otherwise we find if an
1055 * appropriate opponent exists. 945 * appropriate opponent exists.
1056 * 946 *
1057 * This is called by move_player() and attack_hth() 947 * This is called by move_player() and attack_hth()
1058 * 948 *
1059 * Initial implementation by -bt thomas@astro.psu.edu 949 * Initial implementation by -bt thomas@astro.psu.edu
1060 */ 950 */
1061
1062int 951int
1063skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 952skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1064{ 953{
1065 sint16 tx, ty; 954 sint16 tx, ty;
1066 maptile *m; 955 maptile *m;
1067 int mflags; 956 int mflags;
1068 957
1069 if (!dir) 958 if (!dir)
1070 dir = pl->facing; 959 dir = pl->facing;
960
1071 tx = freearr_x[dir]; 961 tx = freearr_x[dir];
1072 ty = freearr_y[dir]; 962 ty = freearr_y[dir];
1073 963
1074 /* If we don't yet have an opponent, find if one exists, and attack. 964 /* If we don't yet have an opponent, find if one exists, and attack.
1075 * Legal opponents are the same as outlined in move_player_attack() 965 * Legal opponents are the same as outlined in move_player_attack()
1076 */ 966 */
1077 967 if (!tmp)
1078 if (tmp == NULL)
1079 { 968 {
1080 m = pl->map; 969 m = pl->map;
1081 tx = pl->x + freearr_x[dir]; 970 tx = pl->x + freearr_x[dir];
1082 ty = pl->y + freearr_y[dir]; 971 ty = pl->y + freearr_y[dir];
1083 972
1087 976
1088 /* space must be blocked for there to be anything interesting to do */ 977 /* space must be blocked for there to be anything interesting to do */
1089 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 978 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1090 return 0; 979 return 0;
1091 980
1092 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 981 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1093 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 982 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1094 { 983 {
1095 /* Don't attack party members */ 984 /* Don't attack party members */
1096 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 985 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1097 return 0; 986 return 0;
987
1098 break; 988 break;
1099 } 989 }
1100 } 990 }
991
1101 if (!tmp) 992 if (!tmp)
1102 { 993 {
1103 if (pl->type == PLAYER) 994 if (pl->type == PLAYER)
1104 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 995 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
996
1105 return 0; 997 return 0;
1106 } 998 }
1107 999
1108 return do_skill_attack (tmp, pl, string, skill); 1000 return do_skill_attack (tmp, pl, string, skill);
1109} 1001}
1110
1111 1002
1112/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1003/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1113 1004
1114/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1005/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1115 * (attack_hth) we check for weapon use, etc in the second (the new 1006 * (attack_hth) we check for weapon use, etc in the second (the new
1116 * function skill_attack() we actually attack. 1007 * function skill_attack() we actually attack.
1117 */ 1008 */
1118
1119static int 1009static int
1120attack_hth (object *pl, int dir, const char *string, object *skill) 1010attack_hth (object *pl, int dir, const char *string, object *skill)
1121{ 1011{
1122 object *enemy = NULL, *weapon; 1012 object *enemy = NULL, *weapon;
1123 1013
1126 { 1016 {
1127 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1017 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1128 { 1018 {
1129 CLEAR_FLAG (weapon, FLAG_APPLIED); 1019 CLEAR_FLAG (weapon, FLAG_APPLIED);
1130 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1020 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1131 fix_player (pl); 1021 pl->update_stats ();
1132 if (pl->type == PLAYER) 1022 if (pl->type == PLAYER)
1133 { 1023 {
1134 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1024 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1135 esrv_update_item (UPD_FLAGS, pl, weapon); 1025 esrv_update_item (UPD_FLAGS, pl, weapon);
1136 } 1026 }
1027
1137 break; 1028 break;
1138 } 1029 }
1139 } 1030 }
1031
1140 return skill_attack (enemy, pl, dir, string, skill); 1032 return skill_attack (enemy, pl, dir, string, skill);
1141} 1033}
1142
1143 1034
1144/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1035/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1145 * For now we are just checking to see if we have a ready weapon here. 1036 * For now we are just checking to see if we have a ready weapon here.
1146 * But there is a real neato possible feature of this scheme which 1037 * But there is a real neato possible feature of this scheme which
1147 * bears mentioning: 1038 * bears mentioning:
1148 * Since we are only calling this from do_skill() in the future 1039 * Since we are only calling this from do_skill() in the future
1149 * we may make this routine handle 'special' melee weapons attacks 1040 * we may make this routine handle 'special' melee weapons attacks
1150 * (like disarming manuever with sai) based on player SK_level and 1041 * (like disarming manuever with sai) based on player SK_level and
1151 * weapon type. 1042 * weapon type.
1152 */ 1043 */
1153
1154static int 1044static int
1155attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1045attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1156{ 1046{
1157 1047
1158 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1048 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1159 { 1049 {
1160 if (op->type == PLAYER) 1050 if (op->type == PLAYER)
1161 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1051 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1052
1162 return 0; 1053 return 0;
1163 } 1054 }
1055
1164 return skill_attack (NULL, op, dir, string, skill); 1056 return skill_attack (NULL, op, dir, string, skill);
1165
1166} 1057}
1058

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