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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.10 by root, Tue Sep 12 00:26:16 2006 UTC vs.
Revision 1.94 by root, Sun Apr 11 00:34:06 2010 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: skill_util.C,v 1.10 2006/09/12 00:26:16 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
43 38
44/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 43#include <global.h>
51#include <object.h> 44#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 45#include <sproto.h>
54#endif
55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56#include <spells.h> 47#include <spells.h>
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};
57 55
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60 58
61/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
62 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
63 * subtypes. 61 * subtypes.
64 */ 62 */
65void 63void
66init_skills (void) 64init_skills ()
67{ 65{
68 int i; 66 for_all_archetypes (at)
69 archetype *at;
70
71 for (at = first_archetype; at != NULL; at = at->next)
72 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
73 { 68 {
74 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
75 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",
76 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
77 else 72 else
78 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
79 } 74 }
80 75
81 /* 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
82 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
83 */ 78 */
84 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
85 {
86 if (!skill_names[i]) 80 if (!skill_names[i])
87 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);
88 }
89} 82}
90
91 83
92/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
93 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
94 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
95 * mostly used for sending exp. 87 * mostly used for sending exp.
96 */ 88 */
97void 89void
98link_player_skills (object *op) 90player::link_skills ()
99{ 91{
100 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
101 94
102 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
103 {
104 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)
105 { 101 {
106 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
107 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
108 {
109 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
110 &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;
111 } 110 }
112 if (tmp->subtype >= NUM_SKILLS)
113 {
114 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
115 }
116 else
117 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp;
119 op->contr->last_skill_exp[tmp->subtype] = -1;
120 }
121 } 111 }
122 } 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);
123} 133}
124 134
125/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
126 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
127 * 137 *
128 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
129 * 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
130 * tool, this code will equip it. 140 * tool, this code will equip it.
131 */ 141 */
132object * 142object *
133find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
134{ 144{
135 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
136 146
137 if (!name)
138 return NULL;
139
140 /* We make sure the length of the string in the object is greater
141 * in length than the passed string. Eg, if we have a skill called
142 * 'hi', we don't want to match if the user passed 'high'
143 */
144 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
145 { 149 {
146 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]))
147 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
148 152 return splay (tmp);
149 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
150 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
151 */ 155 */
152 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)
153 {
154 if (QUERY_FLAG (tmp, FLAG_APPLIED))
155 skill_tool = tmp; 157 skill_tool = tmp;
156 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 skill_tool = tmp;
158 } 158 }
159 } 159
160 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
161 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
162 return skill; 161 return 0;
163 162
164 /* 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 -
165 * 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
166 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
167 */ 166 */
168 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
169 { 168
170 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
171 {
172 if (apply_special (who, skill_tool, 0))
173 return NULL;
174 }
175 if (!skill) 169 if (!skill)
176 {
177 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
178 link_player_skills (who); 171
179 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
180 return skill; 174 return 0;
181 } 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
182 return NULL; 189 return 0;
183} 190}
184
185 191
186/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
187 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
188 * 194 *
189 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
190 * 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
191 * tool, this code will equip it. 197 * tool, this code will equip it.
192 * 198 *
195 * this replaces find_skill. 201 * this replaces find_skill.
196 */ 202 */
197object * 203object *
198find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
199{ 205{
200 object *skill = NULL, *skill_tool = NULL, *tmp;
201
202 if (skillno < 1 || skillno >= NUM_SKILLS)
203 return NULL;
204
205 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
206 {
207 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
208 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
209
210 /* Try to find appropriate skilltool. If the player has one already
211 * applied, we try to keep using that one.
212 */
213 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
214 {
215 if (QUERY_FLAG (tmp, FLAG_APPLIED))
216 skill_tool = tmp;
217 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 skill_tool = tmp;
219 }
220 }
221 /* If this is a skill that can be used without a tool, return it */
222 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
223 return skill;
224
225 /* Player has a tool to use the skill. IF not applied, apply it -
226 * if not successful, return null. If they do have the skill tool
227 * but not the skill itself, give it to them.
228 */
229 if (skill_tool)
230 {
231 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
232 {
233 if (apply_special (who, skill_tool, 0))
234 return NULL;
235 }
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241 return skill; 209 return skop;
242 }
243 return NULL;
244}
245 210
246/* This changes the objects skill to new_skill.
247 * note that this function doesn't always need to get used -
248 * you can now add skill exp to the player without the chosen_skill being
249 * set. This function is of most interest to players to update
250 * the various range information.
251 * if new_skill is null, this just unapplies the skill.
252 * flag has the current meaning:
253 * 0x1: If set, don't update the range pointer. This is useful when we
254 * need to ready a new skill, but don't want to clobber range.
255 * return 1 on success, 0 on error
256 */
257
258int
259change_skill (object *who, object *new_skill, int flag)
260{
261 int old_range;
262
263 if (who->type != PLAYER)
264 return 0; 211 return 0;
265
266 old_range = who->contr->shoottype;
267
268 if (who->chosen_skill && who->chosen_skill == new_skill)
269 {
270 /* optimization for changing skill to current skill */
271 if (who->type == PLAYER && !(flag & 0x1))
272 who->contr->shoottype = range_skill;
273 return 1;
274 }
275
276 if (!new_skill || who->chosen_skill)
277 if (who->chosen_skill)
278 apply_special (who, who->chosen_skill, AP_UNAPPLY);
279
280 /* Only goal in this case was to unapply a skill */
281 if (!new_skill)
282 return 0;
283
284 if (apply_special (who, new_skill, AP_APPLY))
285 {
286 return 0;
287 }
288 if (flag & 0x1)
289 who->contr->shoottype = (rangetype) old_range;
290
291 return 1;
292}
293
294/* This function just clears the chosen_skill and range_skill values
295 * inthe player.
296 */
297void
298clear_skill (object *who)
299{
300 who->chosen_skill = NULL;
301 CLEAR_FLAG (who, FLAG_READY_SKILL);
302 if (who->type == PLAYER)
303 {
304 who->contr->ranges[range_skill] = NULL;
305 if (who->contr->shoottype == range_skill)
306 who->contr->shoottype = range_none;
307 }
308} 212}
309 213
310/* do_skill() - Main skills use function-similar in scope to cast_spell(). 214/* do_skill() - Main skills use function-similar in scope to cast_spell().
311 * We handle all requests for skill use outside of some combat here. 215 * We handle all requests for skill use outside of some combat here.
312 * We require a separate routine outside of fire() so as to allow monsters 216 * We require a separate routine outside of fire() so as to allow monsters
315 * exp - no caller needed that info, but it also prevented the callers 219 * exp - no caller needed that info, but it also prevented the callers
316 * from know if a skill was actually used, as many skills don't 220 * from know if a skill was actually used, as many skills don't
317 * give any exp for their direct use (eg, throwing). 221 * give any exp for their direct use (eg, throwing).
318 * It returns 0 if no skill was used. 222 * It returns 0 if no skill was used.
319 */ 223 */
320
321int 224int
322do_skill (object *op, object *part, object *skill, int dir, const char *string) 225do_skill (object *op, object *part, object *skill, int dir, const char *string)
323{ 226{
324 int success = 0, exp = 0; 227 int success = 0, exp = 0;
325 int did_alc = 0;
326 object *tmp, *next;
327 228
328 if (!skill) 229 if (!skill)
329 return 0; 230 return 0;
330 231
331 /* The code below presumes that the skill points to the object that 232 /* The code below presumes that the skill points to the object that
333 * go and try to find the actual real skill pointer, and if the 234 * go and try to find the actual real skill pointer, and if the
334 * the player doesn't have a bucket for that, create one. 235 * the player doesn't have a bucket for that, create one.
335 */ 236 */
336 if (skill->type != SKILL && op->type == PLAYER) 237 if (skill->type != SKILL && op->type == PLAYER)
337 { 238 {
338 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 239 for (object *tmp = op->inv; tmp; tmp = tmp->below)
339 {
340 if (tmp->type == SKILL && tmp->skill == skill->skill) 240 if (tmp->type == SKILL && tmp->skill == skill->skill)
341 break; 241 {
242 skill = tmp;
243 goto found;
342 } 244 }
343 if (!tmp) 245
344 tmp = give_skill_by_name (op, skill->skill); 246 skill = give_skill_by_name (op, skill->skill);
345 skill = tmp; 247found: ;
346 } 248 }
347 249
348 // skill, by_whom, on_which_object, which direction, skill_argument 250 // skill, by_whom, on_which_object, which direction, skill_argument
349 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 251 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
350 return 0; 252 return 0;
351 253
352 switch (skill->subtype) 254 switch (skill->subtype)
353 { 255 {
354 case SK_LEVITATION: 256 case SK_LEVITATION:
355 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
356 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
357 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
358 * shouldn't. 260 * shouldn't.
359 */ 261 */
360 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
361 { 263 {
362 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
363 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
364 } 266 }
365 else 267 else
366 { 268 {
367 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
368 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 270 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
369 } 271 }
370 fix_player (op); 272
273 op->update_stats ();
371 success = 1; 274 success = 1;
372 break; 275 break;
373 276
374 case SK_STEALING: 277 case SK_STEALING:
375 exp = success = steal (op, dir, skill); 278 exp = success = steal (op, dir, skill);
376 break; 279 break;
377 280
378 case SK_LOCKPICKING: 281 case SK_LOCKPICKING:
379 exp = success = pick_lock (op, dir, skill); 282 exp = success = pick_lock (op, dir, skill);
380 break; 283 break;
381 284
382 case SK_HIDING: 285 case SK_HIDING:
383 exp = success = hide (op, skill); 286 exp = success = hide (op, skill);
384 break; 287 break;
385 288
386 case SK_JUMPING: 289 case SK_JUMPING:
387 success = jump (op, dir, skill); 290 exp = success = jump (op, dir, skill);
388 break; 291 break;
389 292
390 case SK_INSCRIPTION: 293 case SK_INSCRIPTION:
391 exp = success = write_on_item (op, string, skill); 294 exp = success = write_on_item (op, string, skill);
392 break; 295 break;
393 296
394 case SK_MEDITATION: 297 case SK_MEDITATION:
395 meditate (op, skill); 298 meditate (op, skill);
396 success = 1; 299 success = 1;
397 break; 300 break;
398 /* note that the following 'attack' skills gain exp through hit_player() */ 301 /* note that the following 'attack' skills gain exp through hit_player() */
399 302
400 case SK_KARATE: 303 case SK_KARATE:
401 (void) attack_hth (op, dir, "karate-chopped", skill); 304 attack_hth (op, dir, "karate-chopped", skill);
402 break; 305 break;
403 306
404 case SK_PUNCHING: 307 case SK_PUNCHING:
405 (void) attack_hth (op, dir, "punched", skill); 308 attack_hth (op, dir, "punched", skill);
406 break; 309 break;
407 310
408 case SK_FLAME_TOUCH: 311 case SK_FLAME_TOUCH:
409 (void) attack_hth (op, dir, "flamed", skill); 312 attack_hth (op, dir, "flamed", skill);
410 break; 313 break;
411 314
412 case SK_SPARK_TOUCH: 315 case SK_SPARK_TOUCH:
413 (void) attack_hth (op, dir, "zapped", skill); 316 attack_hth (op, dir, "zapped", skill);
414 break; 317 break;
415 318
416 case SK_SHIVER: 319 case SK_SHIVER:
417 (void) attack_hth (op, dir, "froze", skill); 320 attack_hth (op, dir, "froze", skill);
418 break; 321 break;
419 322
420 case SK_ACID_SPLASH: 323 case SK_ACID_SPLASH:
421 (void) attack_hth (op, dir, "dissolved", skill); 324 attack_hth (op, dir, "dissolved", skill);
422 break; 325 break;
423 326
424 case SK_POISON_NAIL: 327 case SK_POISON_NAIL:
425 (void) attack_hth (op, dir, "injected poison into", skill); 328 attack_hth (op, dir, "injected poison into", skill);
426 break; 329 break;
427 330
428 case SK_CLAWING: 331 case SK_CLAWING:
429 (void) attack_hth (op, dir, "clawed", skill); 332 attack_hth (op, dir, "clawed", skill);
430 break; 333 break;
431 334
432 case SK_ONE_HANDED_WEAPON: 335 case SK_ONE_HANDED_WEAPON:
433 case SK_TWO_HANDED_WEAPON: 336 case SK_TWO_HANDED_WEAPON:
434 (void) attack_melee_weapon (op, dir, NULL, skill); 337 attack_melee_weapon (op, dir, NULL, skill);
435 break; 338 break;
436 339
437 case SK_FIND_TRAPS: 340 case SK_FIND_TRAPS:
438 exp = success = find_traps (op, skill); 341 exp = success = find_traps (op, skill);
439 break; 342 break;
440 343
441 case SK_SINGING: 344 case SK_SINGING:
442 exp = success = singing (op, dir, skill); 345 exp = success = singing (op, dir, skill);
443 break; 346 break;
444 347
445 case SK_ORATORY: 348 case SK_ORATORY:
446 exp = success = use_oratory (op, dir, skill); 349 exp = success = use_oratory (op, dir, skill);
447 break; 350 break;
448 351
449 case SK_SMITHERY: 352 case SK_SMITHERY:
450 case SK_BOWYER: 353 case SK_BOWYER:
451 case SK_JEWELER: 354 case SK_JEWELER:
452 case SK_ALCHEMY: 355 case SK_ALCHEMY:
453 case SK_THAUMATURGY: 356 case SK_THAUMATURGY:
454 case SK_LITERACY: 357 case SK_LITERACY:
455 case SK_WOODSMAN: 358 case SK_WOODSMAN:
456 /* first, we try to find a cauldron, and do the alchemy thing. 359 /* first, we try to find a cauldron, and do the alchemy thing.
457 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
458 */ 361 */
362 {
363 bool found_cauldron = false;
364
459 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 365 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
460 { 366 {
461 next = tmp->above; 367 next = tmp->above;
368
462 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 369 if (tmp->flag [FLAG_IS_CAULDRON])
463 { 370 {
371 found_cauldron = true;
372
373 if (tmp->skill != skill->skill)
374 {
375 op->failmsgf ("You can't use the %s with the %s skill!",
376 query_name (tmp),
377 query_name (skill));
378 break;
379 }
380
464 attempt_do_alchemy (op, tmp); 381 attempt_do_alchemy (op, tmp, skill);
382
465 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
466 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
467 did_alc = 1;
468 } 385 }
469 } 386 }
470 if (did_alc == 0) 387
388 if (!found_cauldron)
471 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
390 }
472 break; 391 break;
473 392
474 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
475 case SK_DET_CURSE: 394 case SK_DET_CURSE:
476 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
477 break; 396 break;
478 397
479 case SK_DISARM_TRAPS: 398 case SK_DISARM_TRAPS:
480 exp = success = remove_trap (op, dir, skill); 399 exp = success = remove_trap (op, dir, skill);
481 break; 400 break;
482 401
483 case SK_THROWING: 402 case SK_THROWING:
484 success = skill_throw (op, part, dir, string, skill); 403 success = skill_throw (op, part, dir, string, skill);
485 break; 404 break;
486 405
487 case SK_SET_TRAP: 406 case SK_SET_TRAP:
488 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 407 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
489 break; 408 break;
490 409
491 case SK_USE_MAGIC_ITEM: 410 case SK_USE_MAGIC_ITEM:
492 case SK_MISSILE_WEAPON: 411 case SK_MISSILE_WEAPON:
493 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 412 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
494 break; 413 break;
495 414
496 case SK_PRAYING: 415 case SK_PRAYING:
497 success = pray (op, skill); 416 success = pray (op, skill);
498 break; 417 break;
499 418
500 case SK_BARGAINING: 419 case SK_BARGAINING:
501 success = describe_shop (op); 420 success = describe_shop (op);
502 break; 421 break;
503 422
504 case SK_SORCERY: 423 case SK_SORCERY:
505 case SK_EVOCATION: 424 case SK_EVOCATION:
506 case SK_PYROMANCY: 425 case SK_PYROMANCY:
507 case SK_SUMMONING: 426 case SK_SUMMONING:
508 case SK_CLIMBING: 427 case SK_CLIMBING:
509 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 428 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
510 break; 429 break;
511 430
431 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string);
433 break;
434
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
437 break;
438
512 default: 439 default:
513 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 440 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
514 break; 441 break;
515 } 442 }
516 443
517 /* For players we now update the speed_left from using the skill. 444 /* For players we now update the speed_left from using the skill.
518 * Monsters have no skill use time because of the random nature in 445 * Monsters have no skill use time because of the random nature in
519 * which use_monster_skill is called already simulates this. 446 * which use_monster_skill is called already simulates this.
520 * If certain skills should take more/less time, that should be 447 * If certain skills should take more/less time, that should be
521 * in the code for the skill itself. 448 * in the code for the skill itself.
522 */ 449 */
523
524 if (op->type == PLAYER) 450 if (op->type == PLAYER)
525 op->speed_left -= 1.0; 451 op->speed_left -= 1.f;
526 452
527 /* this is a good place to add experience for successfull use of skills. 453 /* this is a good place to add experience for successfull use of skills.
528 * Note that add_exp() will figure out player/monster experience 454 * Note that add_exp() will figure out player/monster experience
529 * gain problems. 455 * gain problems.
530 */ 456 */
558 * op is the object that was 'defeated'. 484 * op is the object that was 'defeated'.
559 * skill is the skill used. If no skill is used, it should just 485 * skill is the skill used. If no skill is used, it should just
560 * point back to who. 486 * point back to who.
561 * 487 *
562 */ 488 */
563
564int 489int
565calc_skill_exp (object *who, object *op, object *skill) 490calc_skill_exp (object *who, object *op, object *skill)
566{ 491{
567 int op_exp = 0, op_lvl = 0; 492 int op_exp = 0, op_lvl = 0;
568 float base, value, lvl_mult = 0.0; 493 float base, value, lvl_mult = 0.0;
577 * If an object is not alive and magical we set the base exp higher to 502 * If an object is not alive and magical we set the base exp higher to
578 * help out exp awards for skill_ident skills. Also, if 503 * help out exp awards for skill_ident skills. Also, if
579 * an item is type RUNE, we give out exp based on stats.Cha 504 * an item is type RUNE, we give out exp based on stats.Cha
580 * and level (this was the old system) -b.t. 505 * and level (this was the old system) -b.t.
581 */ 506 */
582
583 if (!op) 507 if (!op)
584 { /* no item/creature */ 508 { /* no item/creature */
585 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 509 op_lvl = max (1, who->map->difficulty);
586 op_exp = 0; 510 op_exp = 0;
587 } 511 }
588 else if (op->type == RUNE || op->type == TRAP) 512 else if (op->type == RUNE || op->type == TRAP)
589 { /* all traps. If stats.Cha > 1 we use that 513 { /* all traps. If stats.Cha > 1 we use that
590 * for the amount of experience */ 514 * for the amount of experience */
593 } 517 }
594 else 518 else
595 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
596 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
597 op_lvl = op->level; 521 op_lvl = op->level;
598 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
599 { /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
600 op_lvl += 5 * abs (op->magic);
601 }
602 } 524 }
603 525
604 if (op_lvl < 1) 526 if (op_lvl < 1)
605 op_lvl = 1; 527 op_lvl = 1;
606 528
614 /* if skill really is a skill, then we can look at the skill archetype for 536 /* if skill really is a skill, then we can look at the skill archetype for
615 * bse reward value (exp) and level multiplier factor. 537 * bse reward value (exp) and level multiplier factor.
616 */ 538 */
617 if (skill->type == SKILL) 539 if (skill->type == SKILL)
618 { 540 {
619 base += skill->arch->clone.stats.exp; 541 base += skill->arch->stats.exp;
620 if (settings.simple_exp) 542 if (settings.simple_exp)
621 { 543 {
622 if (skill->arch->clone.level) 544 if (skill->arch->level)
623 lvl_mult = (float) skill->arch->clone.level / 100.0; 545 lvl_mult = (float) skill->arch->level / 100.0;
624 else 546 else
625 lvl_mult = 1.0; /* no adjustment */ 547 lvl_mult = 1.0; /* no adjustment */
626 } 548 }
627 else 549 else
628 { 550 {
629 if (skill->level) 551 if (skill->level)
630 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 552 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
631 else 553 else
632 lvl_mult = 1.0; 554 lvl_mult = 1.0;
633 } 555 }
634 } 556 }
635 else 557 else
636 { 558 {
637 /* Don't divide by zero here! */ 559 /* Don't divide by zero here! */
638 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 560 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
639 } 561 }
640 } 562 }
641 563
642 /* assemble the exp total, and return value */ 564 /* assemble the exp total, and return value */
643 565
657 * This one actually teaches the player the skill as something 579 * This one actually teaches the player the skill as something
658 * they can equip. 580 * they can equip.
659 * Return 0 if the player knows the skill, 1 if the 581 * Return 0 if the player knows the skill, 1 if the
660 * player learns the skill, 2 otherwise. 582 * player learns the skill, 2 otherwise.
661 */ 583 */
662
663int 584int
664learn_skill (object *pl, object *scroll) 585learn_skill (object *pl, object *scroll)
665{ 586{
666 object *tmp;
667
668 if (!scroll->skill) 587 if (!scroll->skill)
669 { 588 {
670 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 589 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
671 return 2; 590 return 2;
672 } 591 }
673 592
674 /* can't use find_skill_by_name because we want skills the player knows 593 object *tmp = find_skill (pl, scroll->skill);
675 * but can't use natively.
676 */
677
678 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
679 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
680 break;
681 594
682 /* player already knows it */ 595 /* player already knows it */
683 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
684 return 0; 597 return 0;
685
686
687 598
688 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
689 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
690 * might never be able to learn anything. 601 * might never be able to learn anything.
691 */ 602 */
699 { 610 {
700 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 611 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
701 return 2; 612 return 2;
702 } 613 }
703 614
704 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
705 link_player_skills (pl); 616
706 return 1; 617 return 1;
707} 618}
708 619
709/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
710
711/* Probably belongs in some global utils-type file? */ 621/* Probably belongs in some global utils-type file? */
712static int 622static int
713clipped_percent (sint64 a, sint64 b) 623clipped_percent (sint64 a, sint64 b)
714{ 624{
715 int rv; 625 int rv;
735 * Note this function is a bit more complicated becauase we 645 * Note this function is a bit more complicated becauase we
736 * we want ot sort the skills before printing them. If we 646 * we want ot sort the skills before printing them. If we
737 * just dumped this as we found it, this would be a bit 647 * just dumped this as we found it, this would be a bit
738 * simpler. 648 * simpler.
739 */ 649 */
740 650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
741void 651void
742show_skills (object *op, const char *search) 652show_skills (object *pl, const char *search)
743{ 653{
744 object *tmp = NULL;
745 char buf[MAX_BUF];
746 const char *cp; 654 const char *cp;
747 int i, num_skills_found = 0; 655 int i, num_skills_found = 0;
748 static const char *const periods = "........................................"; 656 const char *const periods = ".............................."; // 30
749 657
750 /* Need to have a pointer and use strdup for qsort to work properly */ 658 /* Need to have a pointer and use strdup for qsort to work properly */
751 char skills[NUM_SKILLS][MAX_BUF]; 659 char skills[NUM_SKILLS][128]; // d'oh
752 660
661 object *op = pl->contr->ob;
753 662
754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
755 { 664 {
756 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
757 { 666 {
758 if (search && strstr (tmp->name, search) == NULL) 667 if (search && !tmp->name.contains (search))
759 continue; 668 continue;
669
670 char buf[30];
671
760 /* Basically want to fill this out to 40 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
761 sprintf (buf, "%s%s", &tmp->name, periods); 673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
762 buf[40] = 0;
763 674
764 if (settings.permanent_exp_ratio) 675 if (settings.permanent_exp_ratio)
765 {
766 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 676 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
767 buf, tmp->level, 677 buf, tmp->level, tmp->stats.exp,
768 (long long) tmp->stats.exp,
769 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 678 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
770 }
771 else 679 else
772 {
773 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
774 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 681 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
775 } 682
776 /* I don't know why some characters get a bunch of skills, but 683 /* I don't know why some characters get a bunch of skills, but
777 * it sometimes happens (maybe a leftover from bugier earlier code 684 * it sometimes happens (maybe a leftover from bugier earlier code
778 * and those character are still about). In any case, lets handle 685 * and those character are still about). In any case, lets handle
779 * it so it doesn't crash the server - otherwise, one character may 686 * it so it doesn't crash the server - otherwise, one character may
780 * crash the server numerous times. 687 * crash the server numerous times.
781 */ 688 */
782 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
783 { 690 {
784 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 691 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
785 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 692 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
786 break; 693 break;
787 } 694 }
788 } 695 }
789 } 696 }
790 697
791 clear_win_info (op); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
792 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 699
700 msg << "T<Player skills:>\n\n";
793 if (num_skills_found > 1) 701 if (num_skills_found > 1)
794 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
795 703
796 for (i = 0; i < num_skills_found; i++) 704 for (i = 0; i < num_skills_found; i++)
797 { 705 msg << " C<" << skills [i] << ">\n";
798 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
799 }
800 706
801 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 707 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
802 708
803 cp = determine_god (op); 709 cp = determine_god (op);
804 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 710 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
805 711
806 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 712 msg << "Your equipped item power is " << (int)op->contr->item_power
807 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 713 << " out of " << int (op->level * settings.item_power_factor)
714 << ".\n";
715
716 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
808} 717}
809 718
810/* use_skill() - similar to invoke command, it executes the skill in the 719/* use_skill() - similar to invoke command, it executes the skill in the
811 * direction that the user is facing. Returns false if we are unable to 720 * direction that the user is facing. Returns false if we are unable to
812 * change to the requested skill, or were unable to use the skill properly. 721 * change to the requested skill, or were unable to use the skill properly.
813 * This is tricky because skills can have spaces. We basically roll 722 * This is tricky because skills can have spaces. We basically roll
814 * our own find_skill_by_name so we can try to do better string matching. 723 * our own find_skill_by_name so we can try to do better string matching.
815 */ 724 */
816
817int 725int
818use_skill (object *op, const char *string) 726use_skill (object *op, const char *string)
819{ 727{
820 object *skop; 728 object *skop;
821 size_t len; 729 size_t len;
822 730
823 if (!string) 731 if (!string)
824 return 0; 732 return 0;
825 733
826 for (skop = op->inv; skop != NULL; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
827 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
828 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
829 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 736 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
737 {
738 skop = find_skill_by_name (op, skop->skill);
830 break; 739 break;
831 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
832 break;
833 } 740 }
741
834 if (!skop) 742 if (!skop)
835 { 743 {
836 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 744 op->failmsgf ("Unable to find skill %s.", string);
745 return 0;
746 }
747
748 if (!(skill_flags [skop->subtype] & SF_USE))
749 {
750 op->failmsgf (
751 "You feel as if you wanted to do something funny, but you can't remember what. "
752 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
753 "use it with some item, or it's always active.>",
754 &skop->skill
755 );
837 return 0; 756 return 0;
838 } 757 }
839 758
840 len = strlen (skop->skill); 759 len = strlen (skop->skill);
841 760
843 * options given to the skill. Its pretty simple - if there 762 * options given to the skill. Its pretty simple - if there
844 * are extra parameters (as deteremined by string length), we 763 * are extra parameters (as deteremined by string length), we
845 * want to skip over any leading spaces. 764 * want to skip over any leading spaces.
846 */ 765 */
847 if (len >= strlen (string)) 766 if (len >= strlen (string))
848 {
849 string = NULL; 767 string = NULL;
850 }
851 else 768 else
852 { 769 {
853 string += len; 770 string += len;
854 while (*string == 0x20) 771 while (*string == 0x20)
855 string++; 772 string++;
773
856 if (strlen (string) == 0) 774 if (strlen (string) == 0)
857 string = NULL; 775 string = NULL;
858 } 776 }
859 777
860#ifdef SKILL_UTIL_DEBUG 778#ifdef SKILL_UTIL_DEBUG
861 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 779 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
862#endif 780#endif
863 781
864 /* Change to the new skill, then execute it. */
865 if (do_skill (op, op, skop, op->facing, string)) 782 if (do_skill (op, op, skop, op->facing, string))
866 return 1; 783 return 1;
867 784
868 return 0; 785 return 0;
869} 786}
870 787
788static bool
789hth_skill_p (object *skill)
790{
791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
792}
871 793
872
873/* This finds the best unarmed skill the player has, and returns 794/* This finds the first unarmed skill the player has, and returns it.
874 * it. Best can vary a little - we consider clawing to always
875 * be the best for dragons.
876 * This could be more intelligent, eg, look at the skill level
877 * of the skill and go from there (eg, a level 40 puncher is
878 * is probably better than level 1 karate). OTOH, if you
879 * don't bother to set up your skill properly, that is the players
880 * problem (although, it might be nice to have a preferred skill
881 * field the player can set.
882 * Unlike the old code, we don't give out any skills - it is
883 * possible you just don't have any ability to get into unarmed
884 * combat. If everyone race/class should have one, this should
885 * be handled in the starting treasurelists, not in the code.
886 */ 795 */
887static object * 796static object *
888find_best_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
889{ 798{
890 object *tmp, *best_skill = NULL;
891 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
892
893 for (tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894 { 800 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
895 if (tmp->type == SKILL)
896 {
897 if (dragon && tmp->subtype == SK_CLAWING)
898 return tmp; 801 return tmp;
899 802
900 /* The order in the array is preferred order. So basically, 803 return 0;
901 * we just cut down the number to search - eg, if we find a skill
902 * early on in flame touch, then we only need to look into the unarmed_array
903 * to the entry before flame touch - don't care about the entries afterward,
904 * because they are infrerior skills.
905 * if we end up finding the best skill (i==0) might as well return
906 * right away - can't get any better than that.
907 */
908 for (i = 0; i < last_skill; i++)
909 {
910 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
911 {
912 best_skill = tmp;
913 last_skill = i;
914 if (i == 0)
915 return best_skill;
916 }
917 }
918 }
919 }
920 return best_skill;
921} 804}
922 805
923/* do_skill_attack() - We have got an appropriate opponent from either 806/* do_skill_attack() - We have got an appropriate opponent from either
924 * move_player_attack() or skill_attack(). In this part we get on with 807 * move_player_attack() or skill_attack(). In this part we get on with
925 * attacking, take care of messages from the attack and changes in invisible. 808 * attacking, take care of messages from the attack and changes in invisible.
927 * tmp is the targetted monster. 810 * tmp is the targetted monster.
928 * op is what is attacking 811 * op is what is attacking
929 * string is passed along to describe what messages to describe 812 * string is passed along to describe what messages to describe
930 * the damage. 813 * the damage.
931 */ 814 */
932
933static int 815static int
934do_skill_attack (object *tmp, object *op, const char *string, object *skill) 816do_skill_attack (object *tmp, object *op, const char *string, object *skill)
935{ 817{
936 int success;
937
938 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 818 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
939 return RESULT_INT (0); 819 return RESULT_INT (0);
940 820
941 /* For Players only: if there is no ready weapon, and no "attack" skill 821 /* For Players only: if there is no ready weapon, and no "attack" skill
942 * is readied either then try to find a skill for the player to use. 822 * is readied either then try to find a skill for the player to use.
943 * it is presumed that if skill is set, it is a valid attack skill (eg, 823 * it is presumed that if skill is set, it is a valid attack skill (eg,
944 * the caller should have set it appropriately). We still want to pass 824 * the caller should have set it appropriately). We still want to pass
945 * through that code if skill is set to change to the skill. 825 * through that code if skill is set to change to the skill.
946 */ 826 */
947 if (op->type == PLAYER) 827 if (player *pl = op->contr)
948 { 828 {
949 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 829 if (skill)
950 { 830 {
951 size_t i;
952
953 if (!skill) 831 if (!op->apply (skill))
832 return 0;
833 }
834 else
835 {
836 if (!pl->combat_ob)
954 { 837 {
955 /* See if the players chosen skill is a combat skill, and use 838 if (op->flag [FLAG_READY_WEAPON])
956 * it if appropriate.
957 */
958 if (op->chosen_skill)
959 { 839 {
960 for (i = 0; i < sizeof (unarmed_skills); i++) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
961 if (op->chosen_skill->subtype == unarmed_skills[i]) 841 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
962 {
963 skill = op->chosen_skill;
964 break; 842 break;
965 } 843
844 if (!tmp)
845 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
846
847 pl->combat_ob = tmp;
966 } 848 }
967 /* If we didn't find a skill above, look harder for a good skill */ 849
968 if (!skill) 850 if (!pl->combat_ob)
969 { 851 {
970 skill = find_best_player_hth_skill (op); 852 /* See if the players chosen skill is a combat skill, and use
971 853 * it if appropriate.
972 if (!skill) 854 */
855 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = op->chosen_skill;
857 else
973 { 858 {
859 skill = find_player_hth_skill (op);
860
861 if (!skill)
974 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 862 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
975 return 0;
976 } 863 }
864
865 op->apply (skill);
977 } 866 }
978 } 867
979 if (skill != op->chosen_skill) 868 if (!pl->combat_ob)
980 { 869 {
981 /* now try to ready the new skill */ 870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
982 if (!change_skill (op, skill, 0))
983 { /* oh oh, trouble! */
984 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
985 return 0; 871 return 0;
986 } 872 }
987 } 873 }
874
875 if (!op->apply (pl->combat_ob))
876 return 0;
988 } 877 }
989 else 878
879 /* lose invisiblity/hiding status for running attacks */
880 if (pl->tmp_invis)
990 { 881 {
991 /* Seen some crashes below where current_weapon is not set, 882 pl->tmp_invis = 0;
992 * even though the flag says it is. So if current weapon isn't set, 883 op->invisible = 0;
993 * do some work in trying to find the object to use. 884 op->flag [FLAG_HIDDEN] = 0;
994 */ 885 update_object (op, UP_OBJ_CHANGE);
995 if (!op->current_weapon)
996 {
997 object *tmp;
998
999 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1000 for (tmp = op->inv; tmp; tmp = tmp->below)
1001 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1002 break;
1003
1004 if (!tmp)
1005 {
1006 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1007 op->current_weapon = NULL;
1008 return 0;
1009 }
1010 else
1011 {
1012 op->current_weapon = tmp;
1013 }
1014 }
1015
1016 /* Has ready weapon - make sure chosen_skill is set up properly */
1017 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1018 {
1019 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1020 }
1021 } 886 }
1022 } 887 }
1023 888
1024 /* lose invisiblity/hiding status for running attacks */
1025
1026 if (op->type == PLAYER && op->contr->tmp_invis)
1027 {
1028 op->contr->tmp_invis = 0;
1029 op->invisible = 0;
1030 op->hide = 0;
1031 update_object (op, UP_OBJ_FACE);
1032 }
1033
1034 success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
1035 890
1036 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
1037 892
1038 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1039 { 894 {
1040 if (op->type == PLAYER) 895 if (op->type == PLAYER)
1041 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 896 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1042 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
1043 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 898 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1044 } 899 }
900
1045 return success; 901 return success;
1046} 902}
1047
1048 903
1049/* skill_attack() - Core routine for use when we attack using a skills 904/* skill_attack() - Core routine for use when we attack using a skills
1050 * system. In essence, this code handles 905 * system. In essence, this code handles
1051 * all skill-based attacks, ie hth, missile and melee weapons should be 906 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1052 * treated here. If an opponent is already supplied by move_player(), 907 * treated here. If an opponent is already supplied by move_player(),
1053 * we move right onto do_skill_attack(), otherwise we find if an 908 * we move right onto do_skill_attack(), otherwise we find if an
1054 * appropriate opponent exists. 909 * appropriate opponent exists.
1055 * 910 *
1056 * This is called by move_player() and attack_hth() 911 * This is called by move_player() and attack_hth()
1057 * 912 *
1058 * Initial implementation by -bt thomas@astro.psu.edu 913 * Initial implementation by -bt thomas@astro.psu.edu
1059 */ 914 */
1060
1061int 915int
1062skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 916skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1063{ 917{
1064 sint16 tx, ty; 918 sint16 tx, ty;
1065 mapstruct *m; 919 maptile *m;
1066 int mflags; 920 int mflags;
1067 921
1068 if (!dir) 922 if (!dir)
1069 dir = pl->facing; 923 dir = pl->facing;
924
1070 tx = freearr_x[dir]; 925 tx = freearr_x[dir];
1071 ty = freearr_y[dir]; 926 ty = freearr_y[dir];
1072 927
1073 /* If we don't yet have an opponent, find if one exists, and attack. 928 /* If we don't yet have an opponent, find if one exists, and attack.
1074 * Legal opponents are the same as outlined in move_player_attack() 929 * Legal opponents are the same as outlined in move_player_attack()
1075 */ 930 */
1076 931 if (!tmp)
1077 if (tmp == NULL)
1078 { 932 {
1079 m = pl->map; 933 m = pl->map;
1080 tx = pl->x + freearr_x[dir]; 934 tx = pl->x + freearr_x[dir];
1081 ty = pl->y + freearr_y[dir]; 935 ty = pl->y + freearr_y[dir];
1082 936
1086 940
1087 /* space must be blocked for there to be anything interesting to do */ 941 /* space must be blocked for there to be anything interesting to do */
1088 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 942 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1089 return 0; 943 return 0;
1090 944
1091 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 945 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1092 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 946 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1093 { 947 {
1094 /* Don't attack party members */ 948 /* Don't attack party members */
1095 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 949 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1096 return 0; 950 return 0;
951
1097 break; 952 break;
1098 } 953 }
1099 } 954 }
955
1100 if (!tmp) 956 if (!tmp)
1101 { 957 {
1102 if (pl->type == PLAYER) 958 if (pl->type == PLAYER)
1103 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 959 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
960
1104 return 0; 961 return 0;
1105 } 962 }
1106 963
1107 return do_skill_attack (tmp, pl, string, skill); 964 return do_skill_attack (tmp, pl, string, skill);
1108} 965}
1109
1110 966
1111/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 967/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1112 968
1113/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 969/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1114 * (attack_hth) we check for weapon use, etc in the second (the new 970 * (attack_hth) we check for weapon use, etc in the second (the new
1115 * function skill_attack() we actually attack. 971 * function skill_attack() we actually attack.
1116 */ 972 */
1117
1118static int 973static int
1119attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
1120{ 975{
1121 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
1122 977
1123 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
1124 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
1125 { 980 {
1126 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1127 { 982 {
1128 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
1129 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
1130 fix_player (pl); 985 pl->update_stats ();
1131 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
1132 { 987 {
1133 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 988 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1134 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1135 } 990 }
991
1136 break; 992 break;
1137 } 993 }
1138 } 994 }
995
1139 return skill_attack (enemy, pl, dir, string, skill); 996 return skill_attack (enemy, pl, dir, string, skill);
1140} 997}
1141
1142 998
1143/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 999/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1144 * For now we are just checking to see if we have a ready weapon here. 1000 * For now we are just checking to see if we have a ready weapon here.
1145 * But there is a real neato possible feature of this scheme which 1001 * But there is a real neato possible feature of this scheme which
1146 * bears mentioning: 1002 * bears mentioning:
1147 * Since we are only calling this from do_skill() in the future 1003 * Since we are only calling this from do_skill() in the future
1148 * we may make this routine handle 'special' melee weapons attacks 1004 * we may make this routine handle 'special' melee weapons attacks
1149 * (like disarming manuever with sai) based on player SK_level and 1005 * (like disarming manuever with sai) based on player SK_level and
1150 * weapon type. 1006 * weapon type.
1151 */ 1007 */
1152
1153static int 1008static int
1154attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1155{ 1010{
1156 1011
1157 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1158 { 1013 {
1159 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1160 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1015 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1016
1161 return 0; 1017 return 0;
1162 } 1018 }
1019
1163 return skill_attack (NULL, op, dir, string, skill); 1020 return skill_attack (NULL, op, dir, string, skill);
1164
1165} 1021}
1022

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