ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.17 by root, Mon Dec 11 02:54:57 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 */ 52# include "skillinc.h"
54static uint8 unarmed_skills[] = { 53# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 54};
65 55
66static 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);
67static 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);
68 58
69/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
70 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
71 * subtypes. 61 * subtypes.
72 */ 62 */
73void 63void
74init_skills (void) 64init_skills ()
75{ 65{
76 int i; 66 for_all_archetypes (at)
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next)
80 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
81 { 68 {
82 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
83 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",
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
85 else 72 else
86 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
87 } 74 }
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 *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);
131} 133}
132 134
133/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
135 * 137 *
136 * It is presumed that the player will be needing to actually 138 * 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 139 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 140 * tool, this code will equip it.
139 */ 141 */
140object * 142object *
141find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
142{ 144{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
144 146
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) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
153 { 149 {
154 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]))
155 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
156 152 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
159 */ 155 */
160 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)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 157 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 158 }
167 } 159
168 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 161 return 0;
171 162
172 /* 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 -
173 * 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
174 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
175 */ 166 */
176 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
177 { 168
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill) 169 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 171
187 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
188 return skill; 174 return 0;
189 } 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
190 return NULL; 189 return 0;
191} 190}
192
193 191
194/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
196 * 194 *
197 * It is presumed that the player will be needing to actually 195 * 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 196 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 197 * tool, this code will equip it.
200 * 198 *
203 * this replaces find_skill. 201 * this replaces find_skill.
204 */ 202 */
205object * 203object *
206find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
207{ 205{
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) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244
245 if (!skill)
246 {
247 skill = give_skill_by_name (who, skill_tool->skill);
248 link_player_skills (who);
249 }
250
251 return skill; 209 return skop;
252 }
253 210
254 return NULL; 211 return 0;
255} 212}
256 213
257/* This changes the objects skill to new_skill. 214/* This changes the objects chosen_skill to new_skill.
258 * note that this function doesn't always need to get used -
259 * you can now add skill exp to the player without the chosen_skill being
260 * set. This function is of most interest to players to update
261 * the various range information.
262 * if new_skill is null, this just unapplies the skill.
263 * flag has the current meaning:
264 * 0x1: If set, don't update the range pointer. This is useful when we
265 * need to ready a new skill, but don't want to clobber range.
266 * return 1 on success, 0 on error 215 * return 1 on success, 0 on error
267 */ 216 */
268 217bool
269int 218object::change_skill (object *new_skill)
270change_skill (object *who, object *new_skill, int flag)
271{ 219{
272 int old_range;
273
274 if (who->type != PLAYER) 220 if (type != PLAYER)
275 return 0; 221 return 0;
276 222
277 old_range = who->contr->shoottype; 223 // optimise this supposedly common case
278 224 if (new_skill == chosen_skill)
279 if (who->chosen_skill && who->chosen_skill == new_skill)
280 {
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284
285 return 1; 225 return 1;
286 }
287 226
288 // move skill to front, so it will be preferred next time
289 new_skill->remove ();
290 who->insert (new_skill);
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill) 227 if (chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY); 228 {
229 chosen_skill->flag [FLAG_APPLIED] = false;
230 change_abil (this, chosen_skill);
231 }
295 232
296 /* Only goal in this case was to unapply a skill */ 233 chosen_skill = new_skill;
234
297 if (!new_skill) 235 if (chosen_skill)
298 return 0; 236 {
237 chosen_skill->flag [FLAG_APPLIED] = true;
238 change_abil (this, chosen_skill);
239 }
299 240
300 if (apply_special (who, new_skill, AP_APPLY)) 241 // always clear current weapon, as the selected skill could
301 return 0; 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;
302 245
303 if (flag & 0x1) 246 update_stats ();
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1; 247 return 1;
307}
308
309/* This function just clears the chosen_skill and range_skill values
310 * inthe player.
311 */
312void
313clear_skill (object *who)
314{
315 who->chosen_skill = NULL;
316 CLEAR_FLAG (who, FLAG_READY_SKILL);
317 if (who->type == PLAYER)
318 {
319 who->contr->ranges[range_skill] = NULL;
320 if (who->contr->shoottype == range_skill)
321 who->contr->shoottype = range_none;
322 }
323} 248}
324 249
325/* 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().
326 * 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.
327 * 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
330 * 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
331 * 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
332 * give any exp for their direct use (eg, throwing). 257 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 258 * It returns 0 if no skill was used.
334 */ 259 */
335
336int 260int
337do_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)
338{ 262{
339 int success = 0, exp = 0; 263 int success = 0, exp = 0;
340 int did_alc = 0;
341 object *tmp, *next;
342 264
343 if (!skill) 265 if (!skill)
344 return 0; 266 return 0;
345 267
346 /* 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
348 * 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
349 * the player doesn't have a bucket for that, create one. 271 * the player doesn't have a bucket for that, create one.
350 */ 272 */
351 if (skill->type != SKILL && op->type == PLAYER) 273 if (skill->type != SKILL && op->type == PLAYER)
352 { 274 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 276 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 277 {
278 skill = tmp;
279 goto found;
357 } 280 }
358 if (!tmp) 281
359 tmp = give_skill_by_name (op, skill->skill); 282 skill = give_skill_by_name (op, skill->skill);
360 skill = tmp; 283found: ;
361 } 284 }
362 285
363 // skill, by_whom, on_which_object, which direction, skill_argument 286 // skill, by_whom, on_which_object, which direction, skill_argument
364 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)))
365 return 0; 288 return 0;
366 289
367 switch (skill->subtype) 290 switch (skill->subtype)
368 { 291 {
369 case SK_LEVITATION: 292 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 293 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 294 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 295 * equipped, that should transfer to player, when not,
373 * shouldn't. 296 * shouldn't.
374 */ 297 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 298 if (QUERY_FLAG (skill, FLAG_APPLIED))
376 { 299 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 300 CLEAR_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 302 }
380 else 303 else
381 { 304 {
382 SET_FLAG (skill, FLAG_APPLIED); 305 SET_FLAG (skill, FLAG_APPLIED);
383 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!");
384 } 307 }
385 fix_player (op); 308
309 op->update_stats ();
386 success = 1; 310 success = 1;
387 break; 311 break;
388 312
389 case SK_STEALING: 313 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 314 exp = success = steal (op, dir, skill);
391 break; 315 break;
392 316
393 case SK_LOCKPICKING: 317 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 318 exp = success = pick_lock (op, dir, skill);
395 break; 319 break;
396 320
397 case SK_HIDING: 321 case SK_HIDING:
398 exp = success = hide (op, skill); 322 exp = success = hide (op, skill);
399 break; 323 break;
400 324
401 case SK_JUMPING: 325 case SK_JUMPING:
402 success = jump (op, dir, skill); 326 exp = success = jump (op, dir, skill);
403 break; 327 break;
404 328
405 case SK_INSCRIPTION: 329 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 330 exp = success = write_on_item (op, string, skill);
407 break; 331 break;
408 332
409 case SK_MEDITATION: 333 case SK_MEDITATION:
410 meditate (op, skill); 334 meditate (op, skill);
411 success = 1; 335 success = 1;
412 break; 336 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 337 /* note that the following 'attack' skills gain exp through hit_player() */
414 338
415 case SK_KARATE: 339 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 340 attack_hth (op, dir, "karate-chopped", skill);
417 break; 341 break;
418 342
419 case SK_PUNCHING: 343 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 344 attack_hth (op, dir, "punched", skill);
421 break; 345 break;
422 346
423 case SK_FLAME_TOUCH: 347 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 348 attack_hth (op, dir, "flamed", skill);
425 break; 349 break;
426 350
427 case SK_SPARK_TOUCH: 351 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 352 attack_hth (op, dir, "zapped", skill);
429 break; 353 break;
430 354
431 case SK_SHIVER: 355 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 356 attack_hth (op, dir, "froze", skill);
433 break; 357 break;
434 358
435 case SK_ACID_SPLASH: 359 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 360 attack_hth (op, dir, "dissolved", skill);
437 break; 361 break;
438 362
439 case SK_POISON_NAIL: 363 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 364 attack_hth (op, dir, "injected poison into", skill);
441 break; 365 break;
442 366
443 case SK_CLAWING: 367 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 368 attack_hth (op, dir, "clawed", skill);
445 break; 369 break;
446 370
447 case SK_ONE_HANDED_WEAPON: 371 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 372 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 373 attack_melee_weapon (op, dir, NULL, skill);
450 break; 374 break;
451 375
452 case SK_FIND_TRAPS: 376 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 377 exp = success = find_traps (op, skill);
454 break; 378 break;
455 379
456 case SK_SINGING: 380 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 381 exp = success = singing (op, dir, skill);
458 break; 382 break;
459 383
460 case SK_ORATORY: 384 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 385 exp = success = use_oratory (op, dir, skill);
462 break; 386 break;
463 387
464 case SK_SMITHERY: 388 case SK_SMITHERY:
465 case SK_BOWYER: 389 case SK_BOWYER:
466 case SK_JEWELER: 390 case SK_JEWELER:
467 case SK_ALCHEMY: 391 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 392 case SK_THAUMATURGY:
469 case SK_LITERACY: 393 case SK_LITERACY:
470 case SK_WOODSMAN: 394 case SK_WOODSMAN:
471 /* 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.
472 * failing that, we go and identify stuff. 396 * failing that, we go and identify stuff.
473 */ 397 */
398 {
399 bool found_cauldron = false;
400
474 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)
475 { 402 {
476 next = tmp->above; 403 next = tmp->above;
477 404
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 { 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
480 attempt_do_alchemy (op, tmp); 417 attempt_do_alchemy (op, tmp, skill);
481 418
482 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 419 if (QUERY_FLAG (tmp, FLAG_APPLIED))
483 esrv_send_inventory (op, tmp); 420 esrv_send_inventory (op, tmp);
484
485 did_alc = 1;
486 } 421 }
487 } 422 }
488 423
489 if (did_alc == 0) 424 if (!found_cauldron)
490 exp = success = skill_ident (op, skill); 425 exp = success = skill_ident (op, skill);
491 426 }
492 break; 427 break;
493 428
494 case SK_DET_MAGIC: 429 case SK_DET_MAGIC:
495 case SK_DET_CURSE: 430 case SK_DET_CURSE:
496 exp = success = skill_ident (op, skill); 431 exp = success = skill_ident (op, skill);
497 break; 432 break;
498 433
499 case SK_DISARM_TRAPS: 434 case SK_DISARM_TRAPS:
500 exp = success = remove_trap (op, dir, skill); 435 exp = success = remove_trap (op, dir, skill);
501 break; 436 break;
502 437
503 case SK_THROWING: 438 case SK_THROWING:
504 success = skill_throw (op, part, dir, string, skill); 439 success = skill_throw (op, part, dir, string, skill);
505 break; 440 break;
506 441
507 case SK_SET_TRAP: 442 case SK_SET_TRAP:
508 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.");
509 break; 444 break;
510 445
511 case SK_USE_MAGIC_ITEM: 446 case SK_USE_MAGIC_ITEM:
512 case SK_MISSILE_WEAPON: 447 case SK_MISSILE_WEAPON:
513 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.");
514 break; 449 break;
515 450
516 case SK_PRAYING: 451 case SK_PRAYING:
517 success = pray (op, skill); 452 success = pray (op, skill);
518 break; 453 break;
519 454
520 case SK_BARGAINING: 455 case SK_BARGAINING:
521 success = describe_shop (op); 456 success = describe_shop (op);
522 break; 457 break;
523 458
524 case SK_SORCERY: 459 case SK_SORCERY:
525 case SK_EVOCATION: 460 case SK_EVOCATION:
526 case SK_PYROMANCY: 461 case SK_PYROMANCY:
527 case SK_SUMMONING: 462 case SK_SUMMONING:
528 case SK_CLIMBING: 463 case SK_CLIMBING:
529 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.");
530 break; 465 break;
531 466
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
532 default: 475 default:
533 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);
534 break; 477 break;
535 } 478 }
536 479
537 /* 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.
538 * 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
539 * which use_monster_skill is called already simulates this. 482 * which use_monster_skill is called already simulates this.
540 * If certain skills should take more/less time, that should be 483 * If certain skills should take more/less time, that should be
541 * in the code for the skill itself. 484 * in the code for the skill itself.
542 */ 485 */
543
544 if (op->type == PLAYER) 486 if (op->type == PLAYER)
545 op->speed_left -= 1.0; 487 op->speed_left -= 1.f;
546 488
547 /* 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.
548 * Note that add_exp() will figure out player/monster experience 490 * Note that add_exp() will figure out player/monster experience
549 * gain problems. 491 * gain problems.
550 */ 492 */
578 * op is the object that was 'defeated'. 520 * op is the object that was 'defeated'.
579 * 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
580 * point back to who. 522 * point back to who.
581 * 523 *
582 */ 524 */
583
584int 525int
585calc_skill_exp (object *who, object *op, object *skill) 526calc_skill_exp (object *who, object *op, object *skill)
586{ 527{
587 int op_exp = 0, op_lvl = 0; 528 int op_exp = 0, op_lvl = 0;
588 float base, value, lvl_mult = 0.0; 529 float base, value, lvl_mult = 0.0;
597 * 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
598 * help out exp awards for skill_ident skills. Also, if 539 * help out exp awards for skill_ident skills. Also, if
599 * 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
600 * and level (this was the old system) -b.t. 541 * and level (this was the old system) -b.t.
601 */ 542 */
602
603 if (!op) 543 if (!op)
604 { /* no item/creature */ 544 { /* no item/creature */
605 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 545 op_lvl = max (1, who->map->difficulty);
606 op_exp = 0; 546 op_exp = 0;
607 } 547 }
608 else if (op->type == RUNE || op->type == TRAP) 548 else if (op->type == RUNE || op->type == TRAP)
609 { /* all traps. If stats.Cha > 1 we use that 549 { /* all traps. If stats.Cha > 1 we use that
610 * for the amount of experience */ 550 * for the amount of experience */
614 else 554 else
615 { /* all other items/living creatures */ 555 { /* all other items/living creatures */
616 op_exp = op->stats.exp; 556 op_exp = op->stats.exp;
617 op_lvl = op->level; 557 op_lvl = op->level;
618 if (!QUERY_FLAG (op, FLAG_ALIVE)) 558 if (!QUERY_FLAG (op, FLAG_ALIVE))
619 { /* for ident/make items */ 559 op_lvl += 5 * abs (op->magic); /* for ident/make items */
620 op_lvl += 5 * abs (op->magic);
621 }
622 } 560 }
623 561
624 if (op_lvl < 1) 562 if (op_lvl < 1)
625 op_lvl = 1; 563 op_lvl = 1;
626 564
634 /* 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
635 * bse reward value (exp) and level multiplier factor. 573 * bse reward value (exp) and level multiplier factor.
636 */ 574 */
637 if (skill->type == SKILL) 575 if (skill->type == SKILL)
638 { 576 {
639 base += skill->arch->clone.stats.exp; 577 base += skill->arch->stats.exp;
640 if (settings.simple_exp) 578 if (settings.simple_exp)
641 { 579 {
642 if (skill->arch->clone.level) 580 if (skill->arch->level)
643 lvl_mult = (float) skill->arch->clone.level / 100.0; 581 lvl_mult = (float) skill->arch->level / 100.0;
644 else 582 else
645 lvl_mult = 1.0; /* no adjustment */ 583 lvl_mult = 1.0; /* no adjustment */
646 } 584 }
647 else 585 else
648 { 586 {
649 if (skill->level) 587 if (skill->level)
650 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);
651 else 589 else
652 lvl_mult = 1.0; 590 lvl_mult = 1.0;
653 } 591 }
654 } 592 }
655 else 593 else
656 { 594 {
657 /* Don't divide by zero here! */ 595 /* Don't divide by zero here! */
658 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 596 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
659 } 597 }
660 } 598 }
661 599
662 /* assemble the exp total, and return value */ 600 /* assemble the exp total, and return value */
663 601
677 * This one actually teaches the player the skill as something 615 * This one actually teaches the player the skill as something
678 * they can equip. 616 * they can equip.
679 * Return 0 if the player knows the skill, 1 if the 617 * Return 0 if the player knows the skill, 1 if the
680 * player learns the skill, 2 otherwise. 618 * player learns the skill, 2 otherwise.
681 */ 619 */
682
683int 620int
684learn_skill (object *pl, object *scroll) 621learn_skill (object *pl, object *scroll)
685{ 622{
686 object *tmp;
687
688 if (!scroll->skill) 623 if (!scroll->skill)
689 { 624 {
690 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);
691 return 2; 626 return 2;
692 } 627 }
693 628
694 /* can't use find_skill_by_name because we want skills the player knows 629 object *tmp = find_skill (pl, scroll->skill);
695 * but can't use natively.
696 */
697
698 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
699 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
700 break;
701 630
702 /* player already knows it */ 631 /* player already knows it */
703 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 632 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
704 return 0; 633 return 0;
705 634
718 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);
719 return 2; 648 return 2;
720 } 649 }
721 650
722 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
723 link_player_skills (pl); 652
724 return 1; 653 return 1;
725} 654}
726 655
727/* Gives a percentage clipped to 0% -> 100% of a/b. */ 656/* Gives a percentage clipped to 0% -> 100% of a/b. */
728
729/* Probably belongs in some global utils-type file? */ 657/* Probably belongs in some global utils-type file? */
730static int 658static int
731clipped_percent (sint64 a, sint64 b) 659clipped_percent (sint64 a, sint64 b)
732{ 660{
733 int rv; 661 int rv;
753 * Note this function is a bit more complicated becauase we 681 * Note this function is a bit more complicated becauase we
754 * we want ot sort the skills before printing them. If we 682 * we want ot sort the skills before printing them. If we
755 * 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
756 * simpler. 684 * simpler.
757 */ 685 */
758 686//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
759void 687void
760show_skills (object *op, const char *search) 688show_skills (object *pl, const char *search)
761{ 689{
762 object *tmp = NULL;
763 char buf[MAX_BUF];
764 const char *cp; 690 const char *cp;
765 int i, num_skills_found = 0; 691 int i, num_skills_found = 0;
766 static const char *const periods = "........................................"; 692 const char *const periods = ".............................."; // 30
767 693
768 /* 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 */
769 char skills[NUM_SKILLS][MAX_BUF]; 695 char skills[NUM_SKILLS][128]; // d'oh
770 696
697 object *op = pl->contr->ob;
771 698
772 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 699 for (object *tmp = op->inv; tmp; tmp = tmp->below)
773 { 700 {
774 if (tmp->type == SKILL) 701 if (tmp->type == SKILL)
775 { 702 {
776 if (search && strstr (tmp->name, search) == NULL) 703 if (search && !tmp->name.contains (search))
777 continue; 704 continue;
705
706 char buf[30];
707
778 /* Basically want to fill this out to 40 spaces with periods */ 708 /* Basically want to fill this out to 30 spaces with periods */
779 sprintf (buf, "%s%s", &tmp->name, periods); 709 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
780 buf[40] = 0;
781 710
782 if (settings.permanent_exp_ratio) 711 if (settings.permanent_exp_ratio)
783 {
784 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%%)",
785 buf, tmp->level, 713 buf, tmp->level, tmp->stats.exp,
786 (long long) tmp->stats.exp,
787 (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));
788 }
789 else 715 else
790 {
791 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 716 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
792 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));
793 } 718
794 /* 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
795 * it sometimes happens (maybe a leftover from bugier earlier code 720 * it sometimes happens (maybe a leftover from bugier earlier code
796 * and those character are still about). In any case, lets handle 721 * and those character are still about). In any case, lets handle
797 * 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
798 * crash the server numerous times. 723 * crash the server numerous times.
799 */ 724 */
800 if (num_skills_found >= NUM_SKILLS) 725 if (num_skills_found >= NUM_SKILLS)
801 { 726 {
802 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.");
803 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");
804 break; 729 break;
805 } 730 }
806 } 731 }
807 } 732 }
808 733
809 clear_win_info (op); 734 dynbuf_text &msg = msg_dynbuf; msg.clear ();
810 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 735
736 msg << "T<Player skills:>\n\n";
811 if (num_skills_found > 1) 737 if (num_skills_found > 1)
812 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);
813 739
814 for (i = 0; i < num_skills_found; i++) 740 for (i = 0; i < num_skills_found; i++)
815 { 741 msg << " C<" << skills [i] << ">\n";
816 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
817 }
818 742
819 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";
820 744
821 cp = determine_god (op); 745 cp = determine_god (op);
822 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";
823 747
824 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
825 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);
826} 753}
827 754
828/* 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
829 * 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
830 * 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.
831 * This is tricky because skills can have spaces. We basically roll 758 * This is tricky because skills can have spaces. We basically roll
832 * 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.
833 */ 760 */
834
835int 761int
836use_skill (object *op, const char *string) 762use_skill (object *op, const char *string)
837{ 763{
838 object *skop; 764 object *skop;
839 size_t len; 765 size_t len;
840 766
841 if (!string) 767 if (!string)
842 return 0; 768 return 0;
843 769
844 for (skop = op->inv; skop != NULL; skop = skop->below) 770 for (skop = op->inv; skop; skop = skop->below)
845 { 771 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
846 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
847 !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);
848 break; 775 break;
849 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
850 break;
851 } 776 }
777
852 if (!skop) 778 if (!skop)
853 { 779 {
854 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 );
855 return 0; 792 return 0;
856 } 793 }
857 794
858 len = strlen (skop->skill); 795 len = strlen (skop->skill);
859 796
861 * options given to the skill. Its pretty simple - if there 798 * options given to the skill. Its pretty simple - if there
862 * are extra parameters (as deteremined by string length), we 799 * are extra parameters (as deteremined by string length), we
863 * want to skip over any leading spaces. 800 * want to skip over any leading spaces.
864 */ 801 */
865 if (len >= strlen (string)) 802 if (len >= strlen (string))
866 {
867 string = NULL; 803 string = NULL;
868 }
869 else 804 else
870 { 805 {
871 string += len; 806 string += len;
872 while (*string == 0x20) 807 while (*string == 0x20)
873 string++; 808 string++;
809
874 if (strlen (string) == 0) 810 if (strlen (string) == 0)
875 string = NULL; 811 string = NULL;
876 } 812 }
877 813
878#ifdef SKILL_UTIL_DEBUG 814#ifdef SKILL_UTIL_DEBUG
879 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");
880#endif 816#endif
881 817
882 /* Change to the new skill, then execute it. */
883 if (do_skill (op, op, skop, op->facing, string)) 818 if (do_skill (op, op, skop, op->facing, string))
884 return 1; 819 return 1;
885 820
886 return 0; 821 return 0;
887} 822}
888 823
889static bool 824static bool
890hth_skill_p (object *skill) 825hth_skill_p (object *skill)
891{ 826{
892 for (int i = 0; i < sizeof (unarmed_skills); ++i) 827 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
893 if (skill->subtype == unarmed_skills[i])
894 return 1;
895
896 return 0;
897} 828}
898 829
899/* This finds the first unarmed skill the player has, and returns it. 830/* This finds the first unarmed skill the player has, and returns it.
900 */ 831 */
901static object * 832static object *
915 * tmp is the targetted monster. 846 * tmp is the targetted monster.
916 * op is what is attacking 847 * op is what is attacking
917 * string is passed along to describe what messages to describe 848 * string is passed along to describe what messages to describe
918 * the damage. 849 * the damage.
919 */ 850 */
920
921static int 851static int
922do_skill_attack (object *tmp, object *op, const char *string, object *skill) 852do_skill_attack (object *tmp, object *op, const char *string, object *skill)
923{ 853{
924 int success;
925
926 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)))
927 return RESULT_INT (0); 855 return RESULT_INT (0);
928 856
929 /* 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
930 * 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.
931 * 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,
932 * 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
933 * 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.
934 */ 862 */
935 if (op->type == PLAYER) 863 if (player *pl = op->contr)
936 { 864 {
937 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 865 if (skill)
938 { 866 {
939 if (!skill) 867 if (!op->apply (skill))
940 {
941 /* See if the players chosen skill is a combat skill, and use
942 * it if appropriate.
943 */
944 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
945 skill = op->chosen_skill;
946 else
947 {
948 skill = find_player_hth_skill (op);
949
950 if (!skill)
951 {
952 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
953 return 0;
954 }
955 }
956 }
957
958 /* now try to ready the new skill */
959 if (!change_skill (op, skill, 0))
960 { /* oh oh, trouble! */
961 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
962 return 0; 868 return 0;
963 }
964 } 869 }
965 else 870 else
966 { 871 {
967 /* Seen some crashes below where current_weapon is not set, 872 if (!pl->combat_ob)
968 * even though the flag says it is. So if current weapon isn't set,
969 * do some work in trying to find the object to use.
970 */
971 if (!op->current_weapon)
972 { 873 {
973 object *tmp; 874 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
974
975 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
976 for (tmp = op->inv; tmp; tmp = tmp->below)
977 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
978 break;
979
980 if (!tmp)
981 { 875 {
876 for (tmp = op->inv; tmp; tmp = tmp->below)
877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
878 break;
879
880 if (!tmp)
982 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 881 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
983 op->current_weapon = NULL; 882
883 pl->combat_ob = tmp;
884 }
885
886 if (!pl->combat_ob)
887 {
888 /* See if the players chosen skill is a combat skill, and use
889 * it if appropriate.
890 */
891 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
892 skill = op->chosen_skill;
893 else
894 {
895 skill = find_player_hth_skill (op);
896
897 if (!skill)
898 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
899 }
900
901 op->apply (skill);
902 }
903
904 if (!pl->combat_ob)
905 {
906 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
984 return 0; 907 return 0;
985 } 908 }
986 else
987 {
988 op->current_weapon = tmp;
989 }
990 } 909 }
991 910
992 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 911 if (!op->apply (pl->combat_ob))
912 return 0;
993 } 913 }
994 }
995 914
996 /* lose invisiblity/hiding status for running attacks */ 915 /* lose invisiblity/hiding status for running attacks */
997 916 if (pl->tmp_invis)
998 if (op->type == PLAYER && op->contr->tmp_invis) 917 {
999 {
1000 op->contr->tmp_invis = 0; 918 pl->tmp_invis = 0;
1001 op->invisible = 0; 919 op->invisible = 0;
1002 op->hide = 0; 920 op->flag [FLAG_HIDDEN] = 0;
1003 update_object (op, UP_OBJ_FACE); 921 update_object (op, UP_OBJ_CHANGE);
922 }
1004 } 923 }
1005 924
1006 success = attack_ob (tmp, op); 925 int success = attack_ob (tmp, op);
1007 926
1008 /* print appropriate messages to the player */ 927 /* print appropriate messages to the player */
1009 928
1010 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 929 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1011 { 930 {
1012 if (op->type == PLAYER) 931 if (op->type == PLAYER)
1013 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));
1014 else if (tmp->type == PLAYER) 933 else if (tmp->type == PLAYER)
1015 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);
1016 } 935 }
936
1017 return success; 937 return success;
1018} 938}
1019
1020 939
1021/* 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
1022 * system. In essence, this code handles 941 * system. In essence, this code handles
1023 * 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
1024 * treated here. If an opponent is already supplied by move_player(), 943 * treated here. If an opponent is already supplied by move_player(),
1025 * 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
1026 * appropriate opponent exists. 945 * appropriate opponent exists.
1027 * 946 *
1028 * This is called by move_player() and attack_hth() 947 * This is called by move_player() and attack_hth()
1029 * 948 *
1030 * Initial implementation by -bt thomas@astro.psu.edu 949 * Initial implementation by -bt thomas@astro.psu.edu
1031 */ 950 */
1032
1033int 951int
1034skill_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)
1035{ 953{
1036 sint16 tx, ty; 954 sint16 tx, ty;
1037 maptile *m; 955 maptile *m;
1044 ty = freearr_y[dir]; 962 ty = freearr_y[dir];
1045 963
1046 /* 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.
1047 * Legal opponents are the same as outlined in move_player_attack() 965 * Legal opponents are the same as outlined in move_player_attack()
1048 */ 966 */
1049 967 if (!tmp)
1050 if (tmp == NULL)
1051 { 968 {
1052 m = pl->map; 969 m = pl->map;
1053 tx = pl->x + freearr_x[dir]; 970 tx = pl->x + freearr_x[dir];
1054 ty = pl->y + freearr_y[dir]; 971 ty = pl->y + freearr_y[dir];
1055 972
1059 976
1060 /* 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 */
1061 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)))
1062 return 0; 979 return 0;
1063 980
1064 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)
1065 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)
1066 { 983 {
1067 /* Don't attack party members */ 984 /* Don't attack party members */
1068 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))
1069 return 0; 986 return 0;
987
1070 break; 988 break;
1071 } 989 }
1072 } 990 }
991
1073 if (!tmp) 992 if (!tmp)
1074 { 993 {
1075 if (pl->type == PLAYER) 994 if (pl->type == PLAYER)
1076 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
1077 return 0; 997 return 0;
1078 } 998 }
1079 999
1080 return do_skill_attack (tmp, pl, string, skill); 1000 return do_skill_attack (tmp, pl, string, skill);
1081} 1001}
1082
1083 1002
1084/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1003/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1085 1004
1086/* 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
1087 * (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
1088 * function skill_attack() we actually attack. 1007 * function skill_attack() we actually attack.
1089 */ 1008 */
1090
1091static int 1009static int
1092attack_hth (object *pl, int dir, const char *string, object *skill) 1010attack_hth (object *pl, int dir, const char *string, object *skill)
1093{ 1011{
1094 object *enemy = NULL, *weapon; 1012 object *enemy = NULL, *weapon;
1095 1013
1098 { 1016 {
1099 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1017 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1100 { 1018 {
1101 CLEAR_FLAG (weapon, FLAG_APPLIED); 1019 CLEAR_FLAG (weapon, FLAG_APPLIED);
1102 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1020 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1103 fix_player (pl); 1021 pl->update_stats ();
1104 if (pl->type == PLAYER) 1022 if (pl->type == PLAYER)
1105 { 1023 {
1106 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.");
1107 esrv_update_item (UPD_FLAGS, pl, weapon); 1025 esrv_update_item (UPD_FLAGS, pl, weapon);
1108 } 1026 }
1027
1109 break; 1028 break;
1110 } 1029 }
1111 } 1030 }
1031
1112 return skill_attack (enemy, pl, dir, string, skill); 1032 return skill_attack (enemy, pl, dir, string, skill);
1113} 1033}
1114
1115 1034
1116/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1035/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1117 * 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.
1118 * 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
1119 * bears mentioning: 1038 * bears mentioning:
1120 * 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
1121 * we may make this routine handle 'special' melee weapons attacks 1040 * we may make this routine handle 'special' melee weapons attacks
1122 * (like disarming manuever with sai) based on player SK_level and 1041 * (like disarming manuever with sai) based on player SK_level and
1123 * weapon type. 1042 * weapon type.
1124 */ 1043 */
1125
1126static int 1044static int
1127attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1045attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1128{ 1046{
1129 1047
1130 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1048 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1131 { 1049 {
1132 if (op->type == PLAYER) 1050 if (op->type == PLAYER)
1133 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
1134 return 0; 1053 return 0;
1135 } 1054 }
1055
1136 return skill_attack (NULL, op, dir, string, skill); 1056 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1057}
1058

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines