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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.92 by root, Sat Apr 10 04:54:10 2010 UTC

1/* 1/*
2 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skill_util.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
10 7 *
11 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
12 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
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 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,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 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
22 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
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
27 24
28/* 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. */
29 26
30/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
31 * 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.
38 * experience. Calc_skill_exp() handles the gained experience using 35 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 36 * modifications in the skills[] table. - b.t.
40 */ 37 */
41 38
42/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
40
43/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 42
47#include <global.h> 43#include <global.h>
48#include <object.h> 44#include <object.h>
49#ifndef __CEXTRACT__
50#include <sproto.h> 45#include <sproto.h>
51#endif
52#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. */
53#include <spells.h> 47#include <spells.h>
54 48
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
55
55static 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);
56static 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);
57
58shstr skill_names[NUM_SKILLS];
59 58
60/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
62 * subtypes. 61 * subtypes.
63 */ 62 */
64void init_skills(void) { 63void
65 int i; 64init_skills ()
66 archetype *at; 65{
67 66 for_all_archetypes (at)
68 for(at = first_archetype;at!=NULL;at=at->next) {
69 if (at->clone.type == SKILL) { 67 if (at->type == SKILL)
68 {
70 if (skill_names[at->clone.subtype] != NULL) { 69 if (skill_names[at->subtype])
71 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",
72 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
73 } else { 72 else
74 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
75 }
76 } 74 }
77 }
78 75
79 /* 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
80 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
81 */ 78 */
82 for (i=1; i<NUM_SKILLS; i++) { 79 for (int i = 1; i < NUM_SKILLS; i++)
83 if (!skill_names[i]) 80 if (!skill_names[i])
84 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
85 i);
86 }
87} 82}
88
89 83
90/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
91 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
92 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
93 * mostly used for sending exp. 87 * mostly used for sending exp.
94 */ 88 */
95void link_player_skills(object *op) 89void
90player::link_skills ()
96{ 91{
97 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
98 94
99 for (tmp=op->inv; tmp; tmp=tmp->below) { 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
100 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)
101 {
101 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
102 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { 103 if (last_skill_ob [tmp->subtype])
103 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &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;
105 } 110 }
106 if (tmp->subtype >= NUM_SKILLS) {
107 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n",
108 tmp->subtype, NUM_SKILLS);
109 } else {
110 op->contr->last_skill_ob[tmp->subtype] = tmp;
111 op->contr->last_skill_exp[tmp->subtype] = -1;
112 }
113 } 111 }
114 } 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);
115} 133}
116 134
117/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
118 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
119 * 137 *
120 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
121 * 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
122 * tool, this code will equip it. 140 * tool, this code will equip it.
123 */ 141 */
124object *find_skill_by_name(object *who, const char *name) 142object *
143find_skill_by_name (object *who, shstr_cmp sh)
125{ 144{
126 object *skill=NULL, *skill_tool=NULL, *tmp; 145 object *skill_tool = 0;
127 146
128 if (!name) return NULL;
129
130 /* We make sure the length of the string in the object is greater
131 * in length than the passed string. Eg, if we have a skill called
132 * 'hi', we don't want to match if the user passed 'high'
133 */
134 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
135 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && 148 if (tmp->skill == sh)
136 strlen(tmp->skill) >= strlen(name)) skill = tmp; 149 {
137 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
151 /* If this is a skill that can be used without applying tool, return it */
152 return splay (tmp);
138 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
140 */ 155 */
141 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 strlen(tmp->skill) >= strlen(name)) {
143 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
144 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
145 skill_tool = tmp; 157 skill_tool = tmp;
146 } 158 }
147 }
148 /* If this is a skill that can be used without a tool, return it */
149 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
150 159
160 if (!skill_tool)
161 return 0;
162
151 /* 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 -
152 * 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
153 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
154 */ 166 */
155 if (skill_tool) { 167 object *skill = find_skill (who, skill_tool->skill);
156 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 168
157 if (apply_special(who, skill_tool, 0)) return NULL;
158 }
159 if (!skill) { 169 if (!skill)
160 skill = give_skill_by_name(who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
161 link_player_skills(who); 171
162 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
174 return 0;
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))
163 return skill; 187 return skop;
164 }
165 return NULL;
166}
167 188
189 return 0;
190}
168 191
169/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
170 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
171 * 194 *
172 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
173 * 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
174 * tool, this code will equip it. 197 * tool, this code will equip it.
175 * 198 *
176 * This code is basically the same as find_skill_by_name() above, 199 * This code is basically the same as find_skill_by_name() above,
177 * but instead a skill name, we search by matching number. 200 * but instead a skill name, we search by matching number.
178 * this replaces find_skill. 201 * this replaces find_skill.
179 */ 202 */
203object *
180object *find_skill_by_number(object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
181{ 205{
182 object *skill=NULL, *skill_tool=NULL, *tmp;
183
184 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
185
186 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
187 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
188
189 /* Try to find appropriate skilltool. If the player has one already
190 * applied, we try to keep using that one.
191 */
192 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { 207 if (tmp->type == SKILL && tmp->subtype == skillno)
193 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
194 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
195 skill_tool = tmp;
196 }
197 }
198 /* If this is a skill that can be used without a tool, return it */
199 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
200
201 /* Player has a tool to use the skill. IF not applied, apply it -
202 * if not successful, return null. If they do have the skill tool
203 * but not the skill itself, give it to them.
204 */
205 if (skill_tool) {
206 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
207 if (apply_special(who, skill_tool, 0)) return NULL;
208 }
209 if (!skill) {
210 skill = give_skill_by_name(who, skill_tool->skill);
211 link_player_skills(who);
212 }
213 return skill; 209 return skop;
214 }
215 return NULL;
216}
217 210
211 return 0;
212}
213
218/* This changes the objects skill to new_skill. 214/* This changes the objects chosen_skill to new_skill.
219 * note that this function doesn't always need to get used -
220 * you can now add skill exp to the player without the chosen_skill being
221 * set. This function is of most interest to players to update
222 * the various range information.
223 * if new_skill is null, this just unapplies the skill.
224 * flag has the current meaning:
225 * 0x1: If set, don't update the range pointer. This is useful when we
226 * need to ready a new skill, but don't want to clobber range.
227 * return 1 on success, 0 on error 215 * return 1 on success, 0 on error
228 */ 216 */
229 217bool
230int change_skill (object *who, object *new_skill, int flag) 218object::change_skill (object *new_skill)
231{ 219{
232 int old_range;
233
234 if ( who->type != PLAYER ) 220 if (type != PLAYER)
235 return 0; 221 return 0;
236
237 old_range = who->contr->shoottype;
238 222
239 if (who->chosen_skill && who->chosen_skill == new_skill) 223 // optimise this supposedly common case
240 {
241 /* optimization for changing skill to current skill */
242 if (who->type == PLAYER && !(flag & 0x1))
243 who->contr->shoottype = range_skill;
244 return 1;
245 }
246
247 if (!new_skill || who->chosen_skill) 224 if (new_skill == chosen_skill)
248 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
249
250 /* Only goal in this case was to unapply a skill */
251 if (!new_skill) return 0;
252
253 if (apply_special (who, new_skill, AP_APPLY)) {
254 return 0;
255 }
256 if (flag & 0x1)
257 who->contr->shoottype = (rangetype) old_range;
258
259 return 1; 225 return 1;
260}
261 226
262/* This function just clears the chosen_skill and range_skill values 227 if (chosen_skill)
263 * inthe player.
264 */
265void clear_skill(object *who)
266{
267 who->chosen_skill = NULL;
268 CLEAR_FLAG(who, FLAG_READY_SKILL);
269 if (who->type == PLAYER) {
270 who->contr->ranges[range_skill] = NULL;
271 if (who->contr->shoottype == range_skill)
272 who->contr->shoottype = range_none;
273 } 228 {
229 chosen_skill->flag [FLAG_APPLIED] = false;
230 change_abil (this, chosen_skill);
231 }
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 ();
247 return 1;
274} 248}
275 249
276/* 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().
277 * 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.
278 * 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
281 * 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
282 * 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
283 * give any exp for their direct use (eg, throwing). 257 * give any exp for their direct use (eg, throwing).
284 * It returns 0 if no skill was used. 258 * It returns 0 if no skill was used.
285 */ 259 */
286 260int
287int do_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)
262{
288 int success=0, exp=0; 263 int success = 0, exp = 0;
289 int did_alc = 0;
290 object *tmp, *next;
291 264
292 if (!skill) return 0; 265 if (!skill)
266 return 0;
293 267
294 /* 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
295 * holds the exp, level, etc of the skill. So if this is a player 269 * holds the exp, level, etc of the skill. So if this is a player
296 * 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
297 * the player doesn't have a bucket for that, create one. 271 * the player doesn't have a bucket for that, create one.
298 */ 272 */
299 if (skill->type != SKILL && op->type == PLAYER) { 273 if (skill->type != SKILL && op->type == PLAYER)
274 {
300 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
301 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 276 if (tmp->type == SKILL && tmp->skill == skill->skill)
302 } 277 {
303 if (!tmp) tmp=give_skill_by_name(op, skill->skill);
304 skill = tmp; 278 skill = tmp;
305 } 279 goto found;
280 }
306 281
282 skill = give_skill_by_name (op, skill->skill);
283found: ;
284 }
285
307 // skill, by_whom, on_which_object, which direction, skill_argument 286 // skill, by_whom, on_which_object, which direction, skill_argument
308 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)))
309 return 0; 288 return 0;
310 289
311 switch(skill->subtype) { 290 switch (skill->subtype)
291 {
312 case SK_LEVITATION: 292 case SK_LEVITATION:
313 /* Not 100% sure if this will work with new movement code - 293 /* Not 100% sure if this will work with new movement code -
314 * the levitation skill has move_type for flying, so when 294 * the levitation skill has move_type for flying, so when
315 * equipped, that should transfer to player, when not, 295 * equipped, that should transfer to player, when not,
316 * shouldn't. 296 * shouldn't.
317 */ 297 */
318 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 298 if (QUERY_FLAG (skill, FLAG_APPLIED))
299 {
319 CLEAR_FLAG(skill,FLAG_APPLIED); 300 CLEAR_FLAG (skill, FLAG_APPLIED);
320 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
321 } 302 }
322 else { 303 else
304 {
323 SET_FLAG(skill,FLAG_APPLIED); 305 SET_FLAG (skill, FLAG_APPLIED);
324 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!");
325 } 307 }
326 fix_player(op); 308
309 op->update_stats ();
327 success=1; 310 success = 1;
328 break; 311 break;
329 312
330 case SK_STEALING: 313 case SK_STEALING:
331 exp = success = steal(op, dir, skill); 314 exp = success = steal (op, dir, skill);
332 break; 315 break;
333 316
334 case SK_LOCKPICKING: 317 case SK_LOCKPICKING:
335 exp = success = pick_lock(op, dir, skill); 318 exp = success = pick_lock (op, dir, skill);
336 break; 319 break;
337 320
338 case SK_HIDING: 321 case SK_HIDING:
339 exp = success = hide(op, skill); 322 exp = success = hide (op, skill);
340 break; 323 break;
341 324
342 case SK_JUMPING: 325 case SK_JUMPING:
343 success = jump(op, dir, skill); 326 exp = success = jump (op, dir, skill);
344 break; 327 break;
345 328
346 case SK_INSCRIPTION: 329 case SK_INSCRIPTION:
347 exp = success = write_on_item(op,string, skill); 330 exp = success = write_on_item (op, string, skill);
348 break; 331 break;
349 332
350 case SK_MEDITATION: 333 case SK_MEDITATION:
351 meditate(op, skill); 334 meditate (op, skill);
352 success=1; 335 success = 1;
353 break; 336 break;
354 /* note that the following 'attack' skills gain exp through hit_player() */ 337 /* note that the following 'attack' skills gain exp through hit_player() */
355 338
356 case SK_KARATE: 339 case SK_KARATE:
357 (void) attack_hth(op,dir,"karate-chopped", skill); 340 attack_hth (op, dir, "karate-chopped", skill);
358 break; 341 break;
359 342
360 case SK_PUNCHING: 343 case SK_PUNCHING:
361 (void) attack_hth(op,dir,"punched", skill); 344 attack_hth (op, dir, "punched", skill);
362 break; 345 break;
363 346
364 case SK_FLAME_TOUCH: 347 case SK_FLAME_TOUCH:
365 (void) attack_hth(op,dir,"flamed", skill); 348 attack_hth (op, dir, "flamed", skill);
366 break; 349 break;
367 350
368 case SK_SPARK_TOUCH: 351 case SK_SPARK_TOUCH:
369 (void) attack_hth(op,dir,"zapped", skill); 352 attack_hth (op, dir, "zapped", skill);
370 break; 353 break;
371 354
372 case SK_SHIVER: 355 case SK_SHIVER:
373 (void) attack_hth(op,dir,"froze", skill); 356 attack_hth (op, dir, "froze", skill);
374 break; 357 break;
375 358
376 case SK_ACID_SPLASH: 359 case SK_ACID_SPLASH:
377 (void) attack_hth(op,dir,"dissolved", skill); 360 attack_hth (op, dir, "dissolved", skill);
378 break; 361 break;
379 362
380 case SK_POISON_NAIL: 363 case SK_POISON_NAIL:
381 (void) attack_hth(op,dir,"injected poison into", skill); 364 attack_hth (op, dir, "injected poison into", skill);
382 break; 365 break;
383 366
384 case SK_CLAWING: 367 case SK_CLAWING:
385 (void) attack_hth(op,dir,"clawed", skill); 368 attack_hth (op, dir, "clawed", skill);
386 break; 369 break;
387 370
388 case SK_ONE_HANDED_WEAPON: 371 case SK_ONE_HANDED_WEAPON:
389 case SK_TWO_HANDED_WEAPON: 372 case SK_TWO_HANDED_WEAPON:
390 (void) attack_melee_weapon(op,dir,NULL, skill); 373 attack_melee_weapon (op, dir, NULL, skill);
391 break; 374 break;
392 375
393 case SK_FIND_TRAPS: 376 case SK_FIND_TRAPS:
394 exp = success = find_traps(op, skill); 377 exp = success = find_traps (op, skill);
395 break; 378 break;
396 379
397 case SK_SINGING: 380 case SK_SINGING:
398 exp = success = singing(op,dir, skill); 381 exp = success = singing (op, dir, skill);
399 break; 382 break;
400 383
401 case SK_ORATORY: 384 case SK_ORATORY:
402 exp = success = use_oratory(op,dir, skill); 385 exp = success = use_oratory (op, dir, skill);
403 break; 386 break;
404 387
405 case SK_SMITHERY: 388 case SK_SMITHERY:
406 case SK_BOWYER: 389 case SK_BOWYER:
407 case SK_JEWELER: 390 case SK_JEWELER:
408 case SK_ALCHEMY: 391 case SK_ALCHEMY:
409 case SK_THAUMATURGY: 392 case SK_THAUMATURGY:
410 case SK_LITERACY: 393 case SK_LITERACY:
411 case SK_WOODSMAN: 394 case SK_WOODSMAN:
412 /* 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.
413 * failing that, we go and identify stuff. 396 * failing that, we go and identify stuff.
397 */
398 {
399 bool found_cauldron = false;
400
401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
414 */ 402 {
415 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) {
416 next=tmp->above; 403 next = tmp->above;
404
417 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
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
418 attempt_do_alchemy(op, tmp); 417 attempt_do_alchemy (op, tmp, skill);
418
419 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 419 if (QUERY_FLAG (tmp, FLAG_APPLIED))
420 esrv_send_inventory(op, tmp); 420 esrv_send_inventory (op, tmp);
421 did_alc=1;
422 } 421 }
423 } 422 }
424 if (did_alc == 0)
425 exp = success = skill_ident(op,skill);
426 break;
427 423
428 case SK_DET_MAGIC: 424 if (!found_cauldron)
429 case SK_DET_CURSE:
430 exp = success = skill_ident(op,skill); 425 exp = success = skill_ident (op, skill);
426 }
431 break; 427 break;
432 428
429 case SK_DET_MAGIC:
430 case SK_DET_CURSE:
431 exp = success = skill_ident (op, skill);
432 break;
433
433 case SK_DISARM_TRAPS: 434 case SK_DISARM_TRAPS:
434 exp = success = remove_trap(op,dir, skill); 435 exp = success = remove_trap (op, dir, skill);
435 break; 436 break;
436 437
437 case SK_THROWING: 438 case SK_THROWING:
438 success = skill_throw(op,part,dir,string, skill); 439 success = skill_throw (op, part, dir, string, skill);
439 break; 440 break;
440 441
441 case SK_SET_TRAP: 442 case SK_SET_TRAP:
442 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.");
443 break; 444 break;
444 445
445 case SK_USE_MAGIC_ITEM: 446 case SK_USE_MAGIC_ITEM:
446 case SK_MISSILE_WEAPON: 447 case SK_MISSILE_WEAPON:
447 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.");
448 break; 449 break;
449 450
450 case SK_PRAYING: 451 case SK_PRAYING:
451 success = pray(op, skill); 452 success = pray (op, skill);
452 break; 453 break;
453 454
454 case SK_BARGAINING: 455 case SK_BARGAINING:
455 success = describe_shop(op); 456 success = describe_shop (op);
456 break; 457 break;
457 458
458 case SK_SORCERY: 459 case SK_SORCERY:
459 case SK_EVOCATION: 460 case SK_EVOCATION:
460 case SK_PYROMANCY: 461 case SK_PYROMANCY:
461 case SK_SUMMONING: 462 case SK_SUMMONING:
462 case SK_CLIMBING: 463 case SK_CLIMBING:
463 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.");
464 break; 465 break;
465 466
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
466 default: 475 default:
467 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
468 ,query_name(op), op->chosen_skill->stats.sp);
469 break; 477 break;
470 } 478 }
471 479
472 /* 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.
473 * 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
474 * which use_monster_skill is called already simulates this. 482 * which use_monster_skill is called already simulates this.
475 * If certain skills should take more/less time, that should be 483 * If certain skills should take more/less time, that should be
476 * in the code for the skill itself. 484 * in the code for the skill itself.
477 */ 485 */
478 486 if (op->type == PLAYER)
479 if(op->type==PLAYER) op->speed_left -= 1.0; 487 op->speed_left -= 1.f;
480 488
481 /* 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.
482 * Note that add_exp() will figure out player/monster experience 490 * Note that add_exp() will figure out player/monster experience
483 * gain problems. 491 * gain problems.
484 */ 492 */
485 493
494 if (success && exp)
486 if(success && exp) change_exp(op,exp, skill->skill, 0); 495 change_exp (op, exp, skill->skill, 0);
487 496
488 return success; 497 return success;
489} 498}
490 499
491/* calc_skill_exp() - calculates amount of experience can be gained for 500/* calc_skill_exp() - calculates amount of experience can be gained for
492 * successfull use of a skill. Returns value of experience gain. 501 * successfull use of a skill. Returns value of experience gain.
493 * Here we take the view that a player must 'overcome an opponent' 502 * Here we take the view that a player must 'overcome an opponent'
511 * op is the object that was 'defeated'. 520 * op is the object that was 'defeated'.
512 * 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
513 * point back to who. 522 * point back to who.
514 * 523 *
515 */ 524 */
516 525int
517int calc_skill_exp(object *who, object *op, object *skill) { 526calc_skill_exp (object *who, object *op, object *skill)
527{
518 int op_exp=0,op_lvl= 0; 528 int op_exp = 0, op_lvl = 0;
519 float base,value,lvl_mult=0.0; 529 float base, value, lvl_mult = 0.0;
520 530
521 if (!skill) skill = who; 531 if (!skill)
532 skill = who;
522 533
523 /* Oct 95 - where we have an object, I expanded our treatment 534 /* Oct 95 - where we have an object, I expanded our treatment
524 * to 3 cases: 535 * to 3 cases:
525 * non-living magic obj, runes and everything else. 536 * non-living magic obj, runes and everything else.
526 * 537 *
527 * 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
528 * help out exp awards for skill_ident skills. Also, if 539 * help out exp awards for skill_ident skills. Also, if
529 * 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
530 * and level (this was the old system) -b.t. 541 * and level (this was the old system) -b.t.
531 */ 542 */
532 543 if (!op)
533 if(!op) { /* no item/creature */ 544 { /* no item/creature */
534 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 545 op_lvl = max (1, who->map->difficulty);
535 op_exp = 0; 546 op_exp = 0;
536 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 547 }
548 else if (op->type == RUNE || op->type == TRAP)
549 { /* all traps. If stats.Cha > 1 we use that
537 * for the amount of experience */ 550 * for the amount of experience */
538 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 551 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
539 op_lvl = op->level; 552 op_lvl = op->level;
540 } else { /* all other items/living creatures */ 553 }
554 else
555 { /* all other items/living creatures */
541 op_exp = op->stats.exp; 556 op_exp = op->stats.exp;
542 op_lvl = op->level; 557 op_lvl = op->level;
543 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 558 if (!QUERY_FLAG (op, FLAG_ALIVE))
544 op_lvl += 5 * abs(op->magic); 559 op_lvl += 5 * abs (op->magic); /* for ident/make items */
545 }
546 } 560 }
547 561
548 if(op_lvl<1) op_lvl = 1; 562 if (op_lvl < 1)
563 op_lvl = 1;
549 564
550 if(who->type!=PLAYER) { /* for monsters only */ 565 if (who->type != PLAYER)
566 { /* for monsters only */
551 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 567 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
568 }
569 else
552 } else { /* for players */ 570 { /* for players */
553 base = op_exp; 571 base = op_exp;
554 /* 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
555 * bse reward value (exp) and level multiplier factor. 573 * bse reward value (exp) and level multiplier factor.
556 */ 574 */
557 if (skill->type == SKILL) { 575 if (skill->type == SKILL)
576 {
558 base += skill->arch->clone.stats.exp; 577 base += skill->arch->stats.exp;
559 if (settings.simple_exp) { 578 if (settings.simple_exp)
579 {
560 if (skill->arch->clone.level) 580 if (skill->arch->level)
561 lvl_mult = (float) skill->arch->clone.level / 100.0; 581 lvl_mult = (float) skill->arch->level / 100.0;
562 else 582 else
563 lvl_mult = 1.0; /* no adjustment */ 583 lvl_mult = 1.0; /* no adjustment */
564 } 584 }
565 else { 585 else
586 {
566 if (skill->level) 587 if (skill->level)
567 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);
568 else 589 else
569 lvl_mult = 1.0; 590 lvl_mult = 1.0;
570 } 591 }
571 } else {
572 /* Don't divide by zero here! */
573 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1);
574 } 592 }
593 else
594 {
595 /* Don't divide by zero here! */
596 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
597 }
575 } 598 }
576 599
577 /* assemble the exp total, and return value */ 600 /* assemble the exp total, and return value */
578 601
579 value = base * lvl_mult; 602 value = base * lvl_mult;
603 if (value < 1)
580 if (value < 1) value=1; /* Always give at least 1 exp point */ 604 value = 1; /* Always give at least 1 exp point */
581 605
582#ifdef SKILL_UTIL_DEBUG 606#ifdef SKILL_UTIL_DEBUG
583 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 607 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
584 who->name,skill->level,op->name,op_lvl);
585#endif 608#endif
586 return ( (int) value); 609 return ((int) value);
587} 610}
588 611
589/* Learn skill. This inserts the requested skill in the player's 612/* Learn skill. This inserts the requested skill in the player's
590 * inventory. The skill field of the scroll should have the 613 * inventory. The skill field of the scroll should have the
591 * exact name of the requested skill. 614 * exact name of the requested skill.
592 * This one actually teaches the player the skill as something 615 * This one actually teaches the player the skill as something
593 * they can equip. 616 * they can equip.
594 * Return 0 if the player knows the skill, 1 if the 617 * Return 0 if the player knows the skill, 1 if the
595 * player learns the skill, 2 otherwise. 618 * player learns the skill, 2 otherwise.
596 */ 619 */
597
598int 620int
599learn_skill (object *pl, object *scroll) { 621learn_skill (object *pl, object *scroll)
600 object *tmp; 622{
601
602 if (!scroll->skill) { 623 if (!scroll->skill)
624 {
603 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);
604 return 2; 626 return 2;
605 } 627 }
606 628
607 /* can't use find_skill_by_name because we want skills the player knows 629 object *tmp = find_skill (pl, scroll->skill);
608 * but can't use natively.
609 */
610 630
611 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
612 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
613
614 /* player already knows it */ 631 /* player already knows it */
615 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 632 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
633 return 0;
616 634
617
618
619 /* now a random change to learn, based on player Int. 635 /* now a random change to learn, based on player Int.
620 * give bonus based on level - otherwise stupid characters 636 * give bonus based on level - otherwise stupid characters
621 * might never be able to learn anything. 637 * might never be able to learn anything.
622 */ 638 */
623 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 639 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
624 return 2; /* failure :< */ 640 return 2; /* failure :< */
625 641
626 if (!tmp) 642 if (!tmp)
627 tmp = give_skill_by_name(pl, scroll->skill); 643 tmp = give_skill_by_name (pl, scroll->skill);
628 644
629 if (!tmp) { 645 if (!tmp)
646 {
630 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);
631 return 2; 648 return 2;
632 } 649 }
633 650
634 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
635 link_player_skills(pl); 652
636 return 1; 653 return 1;
637} 654}
638 655
639/* Gives a percentage clipped to 0% -> 100% of a/b. */ 656/* Gives a percentage clipped to 0% -> 100% of a/b. */
640/* Probably belongs in some global utils-type file? */ 657/* Probably belongs in some global utils-type file? */
658static int
641static int clipped_percent(sint64 a, sint64 b) 659clipped_percent (sint64 a, sint64 b)
642{ 660{
643 int rv; 661 int rv;
644 662
645 if (b <= 0) 663 if (b <= 0)
646 return 0; 664 return 0;
647 665
648 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 666 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
649 667
650 if (rv < 0) 668 if (rv < 0)
651 return 0; 669 return 0;
652 else if (rv > 100) 670 else if (rv > 100)
653 return 100; 671 return 100;
654 672
655 return rv; 673 return rv;
656} 674}
657 675
658/* show_skills() - Meant to allow players to examine 676/* show_skills() - Meant to allow players to examine
659 * their current skill list. 677 * their current skill list.
663 * Note this function is a bit more complicated becauase we 681 * Note this function is a bit more complicated becauase we
664 * we want ot sort the skills before printing them. If we 682 * we want ot sort the skills before printing them. If we
665 * 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
666 * simpler. 684 * simpler.
667 */ 685 */
668 686//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
687void
669void show_skills(object *op, const char* search) { 688show_skills (object *pl, const char *search)
670 object *tmp=NULL; 689{
671 char buf[MAX_BUF];
672 const char *cp; 690 const char *cp;
673 int i,num_skills_found=0; 691 int i, num_skills_found = 0;
674 static const char *const periods = "........................................"; 692 const char *const periods = ".............................."; // 30
693
675 /* 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 */
676 char skills[NUM_SKILLS][MAX_BUF]; 695 char skills[NUM_SKILLS][128]; // d'oh
677 696
697 object *op = pl->contr->ob;
678 698
679 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 699 for (object *tmp = op->inv; tmp; tmp = tmp->below)
700 {
680 if (tmp->type == SKILL) { 701 if (tmp->type == SKILL)
681 if ( search && strstr(tmp->name,search)==NULL ) continue; 702 {
703 if (search && !tmp->name.contains (search))
704 continue;
705
706 char buf[30];
707
682 /* Basically want to fill this out to 40 spaces with periods */ 708 /* Basically want to fill this out to 30 spaces with periods */
683 sprintf(buf,"%s%s", &tmp->name, periods); 709 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 710
686 if (settings.permanent_exp_ratio) { 711 if (settings.permanent_exp_ratio)
687 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%%)",
688 buf,tmp->level, 713 buf, tmp->level, tmp->stats.exp,
689 (long long)tmp->stats.exp,
690 (long long)level_exp(tmp->level+1, op->expmul),
691 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 714 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
692 } else { 715 else
693 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 716 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
694 buf,tmp->level, 717 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
695 (long long)tmp->stats.exp, 718
696 (long long)level_exp(tmp->level+1, op->expmul));
697 }
698 /* 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
699 * it sometimes happens (maybe a leftover from bugier earlier code 720 * it sometimes happens (maybe a leftover from bugier earlier code
700 * and those character are still about). In any case, lets handle 721 * and those character are still about). In any case, lets handle
701 * 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
702 * crash the server numerous times. 723 * crash the server numerous times.
703 */ 724 */
704 if (num_skills_found >= NUM_SKILLS) { 725 if (num_skills_found >= NUM_SKILLS)
726 {
705 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.");
706 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");
707 break; 729 break;
708 } 730 }
709 } 731 }
710 } 732 }
711 733
712 clear_win_info(op); 734 dynbuf_text &msg = msg_dynbuf; msg.clear ();
713 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
714 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
715 735
736 msg << "T<Player skills:>\n\n";
737 if (num_skills_found > 1)
738 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
739
716 for (i=0; i<num_skills_found; i++) { 740 for (i = 0; i < num_skills_found; i++)
717 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 741 msg << " C<" << skills [i] << ">\n";
718 }
719 742
720 new_draw_info_format(NDI_UNIQUE, 0, op, 743 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
721 "You can handle %d weapon improvements.",op->level/5+5);
722 744
723 cp = determine_god(op); 745 cp = determine_god (op);
724 new_draw_info_format(NDI_UNIQUE, 0, op, 746 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
725 "You worship %s.", cp?cp:"no god at current time");
726 747
727 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
728 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);
729} 753}
730 754
731/* 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
732 * 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
733 * 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.
734 * This is tricky because skills can have spaces. We basically roll 758 * This is tricky because skills can have spaces. We basically roll
735 * 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.
736 */ 760 */
737 761int
738int use_skill(object *op, const char *string) { 762use_skill (object *op, const char *string)
763{
739 object *skop; 764 object *skop;
740 size_t len; 765 size_t len;
741 766
742 if (!string) return 0; 767 if (!string)
768 return 0;
743 769
744 for (skop = op->inv; skop != NULL; skop=skop->below) { 770 for (skop = op->inv; skop; skop = skop->below)
745 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 771 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
746 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 772 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
773 {
774 skop = find_skill_by_name (op, skop->skill);
747 break; 775 break;
748 else if (skop->type == SKILL_TOOL &&
749 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
750 break;
751 } 776 }
777
752 if (!skop) { 778 if (!skop)
753 new_draw_info_format(NDI_UNIQUE, 0, op, 779 {
754 "Unable to find skill %s", string); 780 op->failmsgf ("Unable to find skill %s.", string);
755 return 0; 781 return 0;
782 }
783
784 if (!(skill_flags [skop->subtype] & SF_USE))
756 } 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 );
792 return 0;
793 }
757 794
758 len=strlen(skop->skill); 795 len = strlen (skop->skill);
759 796
760 /* All this logic goes and skips over the skill name to find any 797 /* All this logic goes and skips over the skill name to find any
761 * options given to the skill. Its pretty simple - if there 798 * options given to the skill. Its pretty simple - if there
762 * are extra parameters (as deteremined by string length), we 799 * are extra parameters (as deteremined by string length), we
763 * want to skip over any leading spaces. 800 * want to skip over any leading spaces.
764 */ 801 */
765 if(len>=strlen(string)) { 802 if (len >= strlen (string))
766 string=NULL; 803 string = NULL;
767 } else { 804 else
805 {
768 string += len; 806 string += len;
769 while(*string==0x20) string++; 807 while (*string == 0x20)
770 if(strlen(string)==0) string = NULL; 808 string++;
771 } 809
810 if (strlen (string) == 0)
811 string = NULL;
772 812 }
813
773#ifdef SKILL_UTIL_DEBUG 814#ifdef SKILL_UTIL_DEBUG
774 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");
775#endif 816#endif
776 817
777 /* Change to the new skill, then execute it. */
778 if(do_skill(op,op,skop, op->facing,string)) return 1; 818 if (do_skill (op, op, skop, op->facing, string))
779
780 return 0; 819 return 1;
781}
782 820
821 return 0;
822}
783 823
824static bool
825hth_skill_p (object *skill)
826{
827 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
828}
784 829
785/* This finds the best unarmed skill the player has, and returns 830/* This finds the first unarmed skill the player has, and returns it.
786 * it. Best can vary a little - we consider clawing to always
787 * be the best for dragons.
788 * This could be more intelligent, eg, look at the skill level
789 * of the skill and go from there (eg, a level 40 puncher is
790 * is probably better than level 1 karate). OTOH, if you
791 * don't bother to set up your skill properly, that is the players
792 * problem (although, it might be nice to have a preferred skill
793 * field the player can set.
794 * Unlike the old code, we don't give out any skills - it is
795 * possible you just don't have any ability to get into unarmed
796 * combat. If everyone race/class should have one, this should
797 * be handled in the starting treasurelists, not in the code.
798 */ 831 */
832static object *
799static object *find_best_player_hth_skill(object *op) 833find_player_hth_skill (object *op)
800{ 834{
801 object *tmp, *best_skill=NULL;
802 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
803
804 for (tmp=op->inv; tmp; tmp=tmp->below) { 835 for (object *tmp = op->inv; tmp; tmp = tmp->below)
805 if (tmp->type == SKILL) { 836 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
806 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 837 return tmp;
807 838
808 /* The order in the array is preferred order. So basically, 839 return 0;
809 * we just cut down the number to search - eg, if we find a skill
810 * early on in flame touch, then we only need to look into the unarmed_array
811 * to the entry before flame touch - don't care about the entries afterward,
812 * because they are infrerior skills.
813 * if we end up finding the best skill (i==0) might as well return
814 * right away - can't get any better than that.
815 */
816 for (i=0; i<last_skill; i++) {
817 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
818 best_skill = tmp;
819 last_skill = i;
820 if (i==0) return best_skill;
821 }
822 }
823 }
824 }
825 return best_skill;
826} 840}
827 841
828/* do_skill_attack() - We have got an appropriate opponent from either 842/* do_skill_attack() - We have got an appropriate opponent from either
829 * 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
830 * 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.
832 * tmp is the targetted monster. 846 * tmp is the targetted monster.
833 * op is what is attacking 847 * op is what is attacking
834 * string is passed along to describe what messages to describe 848 * string is passed along to describe what messages to describe
835 * the damage. 849 * the damage.
836 */ 850 */
837 851static int
838static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 852do_skill_attack (object *tmp, object *op, const char *string, object *skill)
839 int success; 853{
840
841 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)))
842 return RESULT_INT (0); 855 return RESULT_INT (0);
843 856
844 /* 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
845 * 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.
846 * 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,
847 * 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
848 * 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.
849 */ 862 */
850 if(op->type==PLAYER) { 863 if (player *pl = op->contr)
864 {
865 if (skill)
866 {
867 if (!op->apply (skill))
868 return 0;
869 }
870 else
871 {
872 if (!pl->combat_ob)
873 {
851 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 874 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
852 size_t i;
853
854 if (!skill) {
855 /* See if the players chosen skill is a combat skill, and use
856 * it if appropriate.
857 */ 875 {
858 if (op->chosen_skill) { 876 for (tmp = op->inv; tmp; tmp = tmp->below)
859 for (i=0; i<sizeof(unarmed_skills); i++) 877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
860 if (op->chosen_skill->subtype == unarmed_skills[i]) {
861 skill = op->chosen_skill;
862 break; 878 break;
863 } 879
880 if (!tmp)
881 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
882
883 pl->combat_ob = tmp;
864 } 884 }
865 /* If we didn't find a skill above, look harder for a good skill */ 885
866 if (!skill) { 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 {
867 skill = find_best_player_hth_skill(op); 895 skill = find_player_hth_skill (op);
868 896
869 if (!skill) { 897 if (!skill)
870 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!");
871 return 0;
872 } 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);
907 return 0;
873 } 908 }
874 } 909 }
875 if (skill != op->chosen_skill) { 910
876 /* now try to ready the new skill */ 911 if (!op->apply (pl->combat_ob))
877 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
878 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
879 return 0; 912 return 0;
880 }
881 }
882 } else {
883 /* Seen some crashes below where current_weapon is not set,
884 * even though the flag says it is. So if current weapon isn't set,
885 * do some work in trying to find the object to use.
886 */
887 if (!op->current_weapon) {
888 object *tmp;
889
890 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
891 &op->name);
892 for (tmp=op->inv; tmp; tmp=tmp->below)
893 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
894
895 if (!tmp) {
896 LOG(llevError,"Could not find applied weapon on %s\n",
897 &op->name);
898 op->current_weapon=NULL;
899 return 0;
900 } else {
901 op->current_weapon = tmp;
902 }
903 }
904
905 /* Has ready weapon - make sure chosen_skill is set up properly */
906 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
907 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
908 }
909 } 913 }
910 }
911 914
912 /* lose invisiblity/hiding status for running attacks */ 915 /* lose invisiblity/hiding status for running attacks */
913 916 if (pl->tmp_invis)
914 if(op->type==PLAYER && op->contr->tmp_invis) { 917 {
915 op->contr->tmp_invis=0; 918 pl->tmp_invis = 0;
916 op->invisible=0; 919 op->invisible = 0;
917 op->hide=0; 920 op->flag [FLAG_HIDDEN] = 0;
918 update_object(op,UP_OBJ_FACE); 921 update_object (op, UP_OBJ_CHANGE);
922 }
919 } 923 }
920 924
921 success = attack_ob(tmp,op); 925 int success = attack_ob (tmp, op);
922 926
923 /* print appropriate messages to the player */ 927 /* print appropriate messages to the player */
924 928
925 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 929 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
930 {
926 if(op->type==PLAYER) 931 if (op->type == PLAYER)
927 new_draw_info_format(NDI_UNIQUE, 0,op, 932 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
928 "You %s %s!",string,query_name(tmp));
929 else if(tmp->type==PLAYER) 933 else if (tmp->type == PLAYER)
930 new_draw_info_format(NDI_UNIQUE, 0,tmp, 934 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
931 "%s %s you!",query_name(op),string);
932 } 935 }
936
933 return success; 937 return success;
934} 938}
935
936 939
937/* 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
938 * system. In essence, this code handles 941 * system. In essence, this code handles
939 * 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
940 * treated here. If an opponent is already supplied by move_player(), 943 * treated here. If an opponent is already supplied by move_player(),
941 * 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
942 * appropriate opponent exists. 945 * appropriate opponent exists.
943 * 946 *
944 * This is called by move_player() and attack_hth() 947 * This is called by move_player() and attack_hth()
945 * 948 *
946 * Initial implementation by -bt thomas@astro.psu.edu 949 * Initial implementation by -bt thomas@astro.psu.edu
947 */ 950 */
948 951int
949int skill_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)
953{
950 sint16 tx,ty; 954 sint16 tx, ty;
951 mapstruct *m; 955 maptile *m;
952 int mflags; 956 int mflags;
953 957
958 if (!dir)
954 if(!dir) dir=pl->facing; 959 dir = pl->facing;
960
955 tx=freearr_x[dir]; 961 tx = freearr_x[dir];
956 ty=freearr_y[dir]; 962 ty = freearr_y[dir];
957 963
958 /* 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.
959 * Legal opponents are the same as outlined in move_player_attack() 965 * Legal opponents are the same as outlined in move_player_attack()
960 */ 966 */
961 967 if (!tmp)
962 if(tmp==NULL) { 968 {
963 m = pl->map; 969 m = pl->map;
964 tx = pl->x + freearr_x[dir]; 970 tx = pl->x + freearr_x[dir];
965 ty = pl->y + freearr_y[dir]; 971 ty = pl->y + freearr_y[dir];
966 972
967 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 973 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
968 if (mflags & P_OUT_OF_MAP) return 0; 974 if (mflags & P_OUT_OF_MAP)
969
970 /* space must be blocked for there to be anything interesting to do */
971 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0;
972
973 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
974 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
975 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
976 || tmp->type==LOCKED_DOOR ) {
977 /* Don't attack party members */
978 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
979 && pl->contr->party==tmp->contr->party))
980 return 0;
981 break;
982 }
983 }
984 if (!tmp) {
985 if(pl->type==PLAYER)
986 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
987 return 0; 975 return 0;
976
977 /* space must be blocked for there to be anything interesting to do */
978 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
979 return 0;
980
981 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
982 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
983 {
984 /* Don't attack party members */
985 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
986 return 0;
987
988 break;
989 }
990 }
991
992 if (!tmp)
988 } 993 {
994 if (pl->type == PLAYER)
995 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
989 996
997 return 0;
998 }
999
990 return do_skill_attack(tmp,pl,string, skill); 1000 return do_skill_attack (tmp, pl, string, skill);
991} 1001}
992
993 1002
994/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1003/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1004
995/* 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
996 * (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
997 * function skill_attack() we actually attack. 1007 * function skill_attack() we actually attack.
998 */ 1008 */
999 1009static int
1000static int attack_hth(object *pl, int dir, const char *string, object *skill) { 1010attack_hth (object *pl, int dir, const char *string, object *skill)
1011{
1001 object *enemy=NULL,*weapon; 1012 object *enemy = NULL, *weapon;
1002 1013
1003 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 1014 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1004 for(weapon=pl->inv;weapon;weapon=weapon->below) { 1015 for (weapon = pl->inv; weapon; weapon = weapon->below)
1016 {
1005 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 1017 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1018 {
1006 CLEAR_FLAG(weapon,FLAG_APPLIED); 1019 CLEAR_FLAG (weapon, FLAG_APPLIED);
1007 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 1020 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1008 fix_player(pl); 1021 pl->update_stats ();
1009 if(pl->type==PLAYER) { 1022 if (pl->type == PLAYER)
1023 {
1010 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.");
1011 esrv_update_item(UPD_FLAGS, pl, weapon); 1025 esrv_update_item (UPD_FLAGS, pl, weapon);
1012 } 1026 }
1027
1013 break; 1028 break;
1014 } 1029 }
1015 } 1030 }
1031
1016 return skill_attack(enemy,pl,dir,string, skill); 1032 return skill_attack (enemy, pl, dir, string, skill);
1017} 1033}
1018
1019 1034
1020/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1035/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1021 * 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.
1022 * 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
1023 * bears mentioning: 1038 * bears mentioning:
1024 * 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
1025 * we may make this routine handle 'special' melee weapons attacks 1040 * we may make this routine handle 'special' melee weapons attacks
1026 * (like disarming manuever with sai) based on player SK_level and 1041 * (like disarming manuever with sai) based on player SK_level and
1027 * weapon type. 1042 * weapon type.
1028 */ 1043 */
1029 1044static int
1030static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1045attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1046{
1031 1047
1032 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1048 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1049 {
1033 if(op->type==PLAYER) 1050 if (op->type == PLAYER)
1034 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
1035 return 0; 1053 return 0;
1036 } 1054 }
1055
1037 return skill_attack(NULL,op,dir,string, skill); 1056 return skill_attack (NULL, op, dir, string, skill);
1038
1039} 1057}
1058

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