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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.11 by root, Tue Sep 12 00:53:57 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 1.11 2006/09/12 00:53:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#include <global.h> 43#include <global.h>
49#include <object.h> 44#include <object.h>
50#ifndef __CEXTRACT__
51# include <sproto.h> 45#include <sproto.h>
52#endif
53#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. */
54#include <spells.h> 47#include <spells.h>
55 48
56/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
57 * is also the list that we should try to use skills when 50 0, // SK_NONE
58 * automatically applying one for the player. 51# define def(uc, flags) flags,
59 * Note it is hardcoded in the skill_util.c that dragons always 52# include "skillinc.h"
60 * want clawing if possible. 53# undef def
61 */
62static uint8 unarmed_skills[] = {
63 SK_KARATE,
64 SK_CLAWING,
65 SK_FLAME_TOUCH,
66 SK_SPARK_TOUCH,
67 SK_SHIVER,
68 SK_ACID_SPLASH,
69 SK_POISON_NAIL,
70 SK_PUNCHING,
71 (uint8)-1
72}; 54};
73 55
74static 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);
75static 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);
76 58
77/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
78 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
79 * subtypes. 61 * subtypes.
80 */ 62 */
81void 63void
82init_skills (void) 64init_skills ()
83{ 65{
84 int i; 66 for_all_archetypes (at)
85 archetype *at;
86
87 for (at = first_archetype; at != NULL; at = at->next)
88 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
89 { 68 {
90 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
91 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",
92 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
93 else 72 else
94 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
95 } 74 }
96 75
97 /* 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
98 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
99 */ 78 */
100 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
101 {
102 if (!skill_names[i]) 80 if (!skill_names[i])
103 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);
104 }
105} 82}
106
107 83
108/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
109 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
110 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
111 * mostly used for sending exp. 87 * mostly used for sending exp.
112 */ 88 */
113void 89void
114link_player_skills (object *op) 90player::link_skills ()
115{ 91{
116 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
117 94
118 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
119 {
120 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)
121 { 101 {
122 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
123 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
124 {
125 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
126 &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;
127 } 110 }
128 if (tmp->subtype >= NUM_SKILLS)
129 {
130 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
131 }
132 else
133 {
134 op->contr->last_skill_ob[tmp->subtype] = tmp;
135 op->contr->last_skill_exp[tmp->subtype] = -1;
136 }
137 } 111 }
138 } 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);
139} 133}
140 134
141/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
142 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
143 * 137 *
144 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
145 * 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
146 * tool, this code will equip it. 140 * tool, this code will equip it.
147 */ 141 */
148object * 142object *
149find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
150{ 144{
151 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
152 146
153 if (!name)
154 return NULL;
155
156 /* We make sure the length of the string in the object is greater
157 * in length than the passed string. Eg, if we have a skill called
158 * 'hi', we don't want to match if the user passed 'high'
159 */
160 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
161 { 149 {
162 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]))
163 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
164 152 return splay (tmp);
165 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
166 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
167 */ 155 */
168 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)
169 {
170 if (QUERY_FLAG (tmp, FLAG_APPLIED))
171 skill_tool = tmp; 157 skill_tool = tmp;
172 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
173 skill_tool = tmp;
174 } 158 }
175 } 159
176 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
177 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
178 return skill; 161 return 0;
179 162
180 /* 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 -
181 * 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
182 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
183 */ 166 */
184 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
185 { 168
186 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
187 {
188 if (apply_special (who, skill_tool, 0))
189 return NULL;
190 }
191 if (!skill) 169 if (!skill)
192 {
193 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
194 link_player_skills (who); 171
195 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
196 return skill; 174 return 0;
197 } 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
198 return NULL; 189 return 0;
199} 190}
200
201 191
202/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
203 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
204 * 194 *
205 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
206 * 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
207 * tool, this code will equip it. 197 * tool, this code will equip it.
208 * 198 *
211 * this replaces find_skill. 201 * this replaces find_skill.
212 */ 202 */
213object * 203object *
214find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
215{ 205{
216 object *skill = NULL, *skill_tool = NULL, *tmp;
217
218 if (skillno < 1 || skillno >= NUM_SKILLS)
219 return NULL;
220
221 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
222 {
223 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
224 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
225
226 /* Try to find appropriate skilltool. If the player has one already
227 * applied, we try to keep using that one.
228 */
229 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
230 {
231 if (QUERY_FLAG (tmp, FLAG_APPLIED))
232 skill_tool = tmp;
233 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
234 skill_tool = tmp;
235 }
236 }
237 /* If this is a skill that can be used without a tool, return it */
238 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
239 return skill;
240
241 /* Player has a tool to use the skill. IF not applied, apply it -
242 * if not successful, return null. If they do have the skill tool
243 * but not the skill itself, give it to them.
244 */
245 if (skill_tool)
246 {
247 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
248 {
249 if (apply_special (who, skill_tool, 0))
250 return NULL;
251 }
252 if (!skill)
253 {
254 skill = give_skill_by_name (who, skill_tool->skill);
255 link_player_skills (who);
256 }
257 return skill; 209 return skop;
258 }
259 return NULL;
260}
261 210
262/* This changes the objects skill to new_skill.
263 * note that this function doesn't always need to get used -
264 * you can now add skill exp to the player without the chosen_skill being
265 * set. This function is of most interest to players to update
266 * the various range information.
267 * if new_skill is null, this just unapplies the skill.
268 * flag has the current meaning:
269 * 0x1: If set, don't update the range pointer. This is useful when we
270 * need to ready a new skill, but don't want to clobber range.
271 * return 1 on success, 0 on error
272 */
273
274int
275change_skill (object *who, object *new_skill, int flag)
276{
277 int old_range;
278
279 if (who->type != PLAYER)
280 return 0; 211 return 0;
281
282 old_range = who->contr->shoottype;
283
284 if (who->chosen_skill && who->chosen_skill == new_skill)
285 {
286 /* optimization for changing skill to current skill */
287 if (who->type == PLAYER && !(flag & 0x1))
288 who->contr->shoottype = range_skill;
289 return 1;
290 }
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY);
295
296 /* Only goal in this case was to unapply a skill */
297 if (!new_skill)
298 return 0;
299
300 if (apply_special (who, new_skill, AP_APPLY))
301 {
302 return 0;
303 }
304 if (flag & 0x1)
305 who->contr->shoottype = (rangetype) old_range;
306
307 return 1;
308}
309
310/* This function just clears the chosen_skill and range_skill values
311 * inthe player.
312 */
313void
314clear_skill (object *who)
315{
316 who->chosen_skill = NULL;
317 CLEAR_FLAG (who, FLAG_READY_SKILL);
318 if (who->type == PLAYER)
319 {
320 who->contr->ranges[range_skill] = NULL;
321 if (who->contr->shoottype == range_skill)
322 who->contr->shoottype = range_none;
323 }
324} 212}
325 213
326/* 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().
327 * 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.
328 * 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
331 * 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
332 * 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
333 * give any exp for their direct use (eg, throwing). 221 * give any exp for their direct use (eg, throwing).
334 * It returns 0 if no skill was used. 222 * It returns 0 if no skill was used.
335 */ 223 */
336
337int 224int
338do_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)
339{ 226{
340 int success = 0, exp = 0; 227 int success = 0, exp = 0;
341 int did_alc = 0;
342 object *tmp, *next;
343 228
344 if (!skill) 229 if (!skill)
345 return 0; 230 return 0;
346 231
347 /* 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
349 * 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
350 * the player doesn't have a bucket for that, create one. 235 * the player doesn't have a bucket for that, create one.
351 */ 236 */
352 if (skill->type != SKILL && op->type == PLAYER) 237 if (skill->type != SKILL && op->type == PLAYER)
353 { 238 {
354 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 239 for (object *tmp = op->inv; tmp; tmp = tmp->below)
355 {
356 if (tmp->type == SKILL && tmp->skill == skill->skill) 240 if (tmp->type == SKILL && tmp->skill == skill->skill)
357 break; 241 {
242 skill = tmp;
243 goto found;
358 } 244 }
359 if (!tmp) 245
360 tmp = give_skill_by_name (op, skill->skill); 246 skill = give_skill_by_name (op, skill->skill);
361 skill = tmp; 247found: ;
362 } 248 }
363 249
364 // skill, by_whom, on_which_object, which direction, skill_argument 250 // skill, by_whom, on_which_object, which direction, skill_argument
365 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)))
366 return 0; 252 return 0;
367 253
368 switch (skill->subtype) 254 switch (skill->subtype)
369 { 255 {
370 case SK_LEVITATION: 256 case SK_LEVITATION:
371 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
372 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
373 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
374 * shouldn't. 260 * shouldn't.
375 */ 261 */
376 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
377 { 263 {
378 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
379 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
380 } 266 }
381 else 267 else
382 { 268 {
383 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
384 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!");
385 } 271 }
386 fix_player (op); 272
273 op->update_stats ();
387 success = 1; 274 success = 1;
388 break; 275 break;
389 276
390 case SK_STEALING: 277 case SK_STEALING:
391 exp = success = steal (op, dir, skill); 278 exp = success = steal (op, dir, skill);
392 break; 279 break;
393 280
394 case SK_LOCKPICKING: 281 case SK_LOCKPICKING:
395 exp = success = pick_lock (op, dir, skill); 282 exp = success = pick_lock (op, dir, skill);
396 break; 283 break;
397 284
398 case SK_HIDING: 285 case SK_HIDING:
399 exp = success = hide (op, skill); 286 exp = success = hide (op, skill);
400 break; 287 break;
401 288
402 case SK_JUMPING: 289 case SK_JUMPING:
403 success = jump (op, dir, skill); 290 exp = success = jump (op, dir, skill);
404 break; 291 break;
405 292
406 case SK_INSCRIPTION: 293 case SK_INSCRIPTION:
407 exp = success = write_on_item (op, string, skill); 294 exp = success = write_on_item (op, string, skill);
408 break; 295 break;
409 296
410 case SK_MEDITATION: 297 case SK_MEDITATION:
411 meditate (op, skill); 298 meditate (op, skill);
412 success = 1; 299 success = 1;
413 break; 300 break;
414 /* note that the following 'attack' skills gain exp through hit_player() */ 301 /* note that the following 'attack' skills gain exp through hit_player() */
415 302
416 case SK_KARATE: 303 case SK_KARATE:
417 (void) attack_hth (op, dir, "karate-chopped", skill); 304 attack_hth (op, dir, "karate-chopped", skill);
418 break; 305 break;
419 306
420 case SK_PUNCHING: 307 case SK_PUNCHING:
421 (void) attack_hth (op, dir, "punched", skill); 308 attack_hth (op, dir, "punched", skill);
422 break; 309 break;
423 310
424 case SK_FLAME_TOUCH: 311 case SK_FLAME_TOUCH:
425 (void) attack_hth (op, dir, "flamed", skill); 312 attack_hth (op, dir, "flamed", skill);
426 break; 313 break;
427 314
428 case SK_SPARK_TOUCH: 315 case SK_SPARK_TOUCH:
429 (void) attack_hth (op, dir, "zapped", skill); 316 attack_hth (op, dir, "zapped", skill);
430 break; 317 break;
431 318
432 case SK_SHIVER: 319 case SK_SHIVER:
433 (void) attack_hth (op, dir, "froze", skill); 320 attack_hth (op, dir, "froze", skill);
434 break; 321 break;
435 322
436 case SK_ACID_SPLASH: 323 case SK_ACID_SPLASH:
437 (void) attack_hth (op, dir, "dissolved", skill); 324 attack_hth (op, dir, "dissolved", skill);
438 break; 325 break;
439 326
440 case SK_POISON_NAIL: 327 case SK_POISON_NAIL:
441 (void) attack_hth (op, dir, "injected poison into", skill); 328 attack_hth (op, dir, "injected poison into", skill);
442 break; 329 break;
443 330
444 case SK_CLAWING: 331 case SK_CLAWING:
445 (void) attack_hth (op, dir, "clawed", skill); 332 attack_hth (op, dir, "clawed", skill);
446 break; 333 break;
447 334
448 case SK_ONE_HANDED_WEAPON: 335 case SK_ONE_HANDED_WEAPON:
449 case SK_TWO_HANDED_WEAPON: 336 case SK_TWO_HANDED_WEAPON:
450 (void) attack_melee_weapon (op, dir, NULL, skill); 337 attack_melee_weapon (op, dir, NULL, skill);
451 break; 338 break;
452 339
453 case SK_FIND_TRAPS: 340 case SK_FIND_TRAPS:
454 exp = success = find_traps (op, skill); 341 exp = success = find_traps (op, skill);
455 break; 342 break;
456 343
457 case SK_SINGING: 344 case SK_SINGING:
458 exp = success = singing (op, dir, skill); 345 exp = success = singing (op, dir, skill);
459 break; 346 break;
460 347
461 case SK_ORATORY: 348 case SK_ORATORY:
462 exp = success = use_oratory (op, dir, skill); 349 exp = success = use_oratory (op, dir, skill);
463 break; 350 break;
464 351
465 case SK_SMITHERY: 352 case SK_SMITHERY:
466 case SK_BOWYER: 353 case SK_BOWYER:
467 case SK_JEWELER: 354 case SK_JEWELER:
468 case SK_ALCHEMY: 355 case SK_ALCHEMY:
469 case SK_THAUMATURGY: 356 case SK_THAUMATURGY:
470 case SK_LITERACY: 357 case SK_LITERACY:
471 case SK_WOODSMAN: 358 case SK_WOODSMAN:
472 /* 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.
473 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
474 */ 361 */
362 {
363 bool found_cauldron = false;
364
475 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)
476 { 366 {
477 next = tmp->above; 367 next = tmp->above;
368
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 369 if (tmp->flag [FLAG_IS_CAULDRON])
479 { 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
480 attempt_do_alchemy (op, tmp); 381 attempt_do_alchemy (op, tmp, skill);
382
481 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
482 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
483 did_alc = 1;
484 } 385 }
485 } 386 }
486 if (did_alc == 0) 387
388 if (!found_cauldron)
487 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
390 }
488 break; 391 break;
489 392
490 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
491 case SK_DET_CURSE: 394 case SK_DET_CURSE:
492 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
493 break; 396 break;
494 397
495 case SK_DISARM_TRAPS: 398 case SK_DISARM_TRAPS:
496 exp = success = remove_trap (op, dir, skill); 399 exp = success = remove_trap (op, dir, skill);
497 break; 400 break;
498 401
499 case SK_THROWING: 402 case SK_THROWING:
500 success = skill_throw (op, part, dir, string, skill); 403 success = skill_throw (op, part, dir, string, skill);
501 break; 404 break;
502 405
503 case SK_SET_TRAP: 406 case SK_SET_TRAP:
504 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.");
505 break; 408 break;
506 409
507 case SK_USE_MAGIC_ITEM: 410 case SK_USE_MAGIC_ITEM:
508 case SK_MISSILE_WEAPON: 411 case SK_MISSILE_WEAPON:
509 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.");
510 break; 413 break;
511 414
512 case SK_PRAYING: 415 case SK_PRAYING:
513 success = pray (op, skill); 416 success = pray (op, skill);
514 break; 417 break;
515 418
516 case SK_BARGAINING: 419 case SK_BARGAINING:
517 success = describe_shop (op); 420 success = describe_shop (op);
518 break; 421 break;
519 422
520 case SK_SORCERY: 423 case SK_SORCERY:
521 case SK_EVOCATION: 424 case SK_EVOCATION:
522 case SK_PYROMANCY: 425 case SK_PYROMANCY:
523 case SK_SUMMONING: 426 case SK_SUMMONING:
524 case SK_CLIMBING: 427 case SK_CLIMBING:
525 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.");
526 break; 429 break;
527 430
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
528 default: 439 default:
529 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);
530 break; 441 break;
531 } 442 }
532 443
533 /* 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.
534 * 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
535 * which use_monster_skill is called already simulates this. 446 * which use_monster_skill is called already simulates this.
536 * If certain skills should take more/less time, that should be 447 * If certain skills should take more/less time, that should be
537 * in the code for the skill itself. 448 * in the code for the skill itself.
538 */ 449 */
539
540 if (op->type == PLAYER) 450 if (op->type == PLAYER)
541 op->speed_left -= 1.0; 451 op->speed_left -= 1.f;
542 452
543 /* 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.
544 * Note that add_exp() will figure out player/monster experience 454 * Note that add_exp() will figure out player/monster experience
545 * gain problems. 455 * gain problems.
546 */ 456 */
574 * op is the object that was 'defeated'. 484 * op is the object that was 'defeated'.
575 * 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
576 * point back to who. 486 * point back to who.
577 * 487 *
578 */ 488 */
579
580int 489int
581calc_skill_exp (object *who, object *op, object *skill) 490calc_skill_exp (object *who, object *op, object *skill)
582{ 491{
583 int op_exp = 0, op_lvl = 0; 492 int op_exp = 0, op_lvl = 0;
584 float base, value, lvl_mult = 0.0; 493 float base, value, lvl_mult = 0.0;
593 * 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
594 * help out exp awards for skill_ident skills. Also, if 503 * help out exp awards for skill_ident skills. Also, if
595 * 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
596 * and level (this was the old system) -b.t. 505 * and level (this was the old system) -b.t.
597 */ 506 */
598
599 if (!op) 507 if (!op)
600 { /* no item/creature */ 508 { /* no item/creature */
601 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 509 op_lvl = max (1, who->map->difficulty);
602 op_exp = 0; 510 op_exp = 0;
603 } 511 }
604 else if (op->type == RUNE || op->type == TRAP) 512 else if (op->type == RUNE || op->type == TRAP)
605 { /* all traps. If stats.Cha > 1 we use that 513 { /* all traps. If stats.Cha > 1 we use that
606 * for the amount of experience */ 514 * for the amount of experience */
609 } 517 }
610 else 518 else
611 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
612 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
613 op_lvl = op->level; 521 op_lvl = op->level;
614 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
615 { /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
616 op_lvl += 5 * abs (op->magic);
617 }
618 } 524 }
619 525
620 if (op_lvl < 1) 526 if (op_lvl < 1)
621 op_lvl = 1; 527 op_lvl = 1;
622 528
630 /* 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
631 * bse reward value (exp) and level multiplier factor. 537 * bse reward value (exp) and level multiplier factor.
632 */ 538 */
633 if (skill->type == SKILL) 539 if (skill->type == SKILL)
634 { 540 {
635 base += skill->arch->clone.stats.exp; 541 base += skill->arch->stats.exp;
636 if (settings.simple_exp) 542 if (settings.simple_exp)
637 { 543 {
638 if (skill->arch->clone.level) 544 if (skill->arch->level)
639 lvl_mult = (float) skill->arch->clone.level / 100.0; 545 lvl_mult = (float) skill->arch->level / 100.0;
640 else 546 else
641 lvl_mult = 1.0; /* no adjustment */ 547 lvl_mult = 1.0; /* no adjustment */
642 } 548 }
643 else 549 else
644 { 550 {
645 if (skill->level) 551 if (skill->level)
646 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);
647 else 553 else
648 lvl_mult = 1.0; 554 lvl_mult = 1.0;
649 } 555 }
650 } 556 }
651 else 557 else
652 { 558 {
653 /* Don't divide by zero here! */ 559 /* Don't divide by zero here! */
654 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 560 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
655 } 561 }
656 } 562 }
657 563
658 /* assemble the exp total, and return value */ 564 /* assemble the exp total, and return value */
659 565
673 * This one actually teaches the player the skill as something 579 * This one actually teaches the player the skill as something
674 * they can equip. 580 * they can equip.
675 * Return 0 if the player knows the skill, 1 if the 581 * Return 0 if the player knows the skill, 1 if the
676 * player learns the skill, 2 otherwise. 582 * player learns the skill, 2 otherwise.
677 */ 583 */
678
679int 584int
680learn_skill (object *pl, object *scroll) 585learn_skill (object *pl, object *scroll)
681{ 586{
682 object *tmp;
683
684 if (!scroll->skill) 587 if (!scroll->skill)
685 { 588 {
686 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);
687 return 2; 590 return 2;
688 } 591 }
689 592
690 /* can't use find_skill_by_name because we want skills the player knows 593 object *tmp = find_skill (pl, scroll->skill);
691 * but can't use natively.
692 */
693
694 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
695 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
696 break;
697 594
698 /* player already knows it */ 595 /* player already knows it */
699 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
700 return 0; 597 return 0;
701
702
703 598
704 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
705 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
706 * might never be able to learn anything. 601 * might never be able to learn anything.
707 */ 602 */
715 { 610 {
716 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);
717 return 2; 612 return 2;
718 } 613 }
719 614
720 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
721 link_player_skills (pl); 616
722 return 1; 617 return 1;
723} 618}
724 619
725/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
726
727/* Probably belongs in some global utils-type file? */ 621/* Probably belongs in some global utils-type file? */
728static int 622static int
729clipped_percent (sint64 a, sint64 b) 623clipped_percent (sint64 a, sint64 b)
730{ 624{
731 int rv; 625 int rv;
751 * Note this function is a bit more complicated becauase we 645 * Note this function is a bit more complicated becauase we
752 * we want ot sort the skills before printing them. If we 646 * we want ot sort the skills before printing them. If we
753 * 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
754 * simpler. 648 * simpler.
755 */ 649 */
756 650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
757void 651void
758show_skills (object *op, const char *search) 652show_skills (object *pl, const char *search)
759{ 653{
760 object *tmp = NULL;
761 char buf[MAX_BUF];
762 const char *cp; 654 const char *cp;
763 int i, num_skills_found = 0; 655 int i, num_skills_found = 0;
764 static const char *const periods = "........................................"; 656 const char *const periods = ".............................."; // 30
765 657
766 /* 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 */
767 char skills[NUM_SKILLS][MAX_BUF]; 659 char skills[NUM_SKILLS][128]; // d'oh
768 660
661 object *op = pl->contr->ob;
769 662
770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
771 { 664 {
772 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
773 { 666 {
774 if (search && strstr (tmp->name, search) == NULL) 667 if (search && !tmp->name.contains (search))
775 continue; 668 continue;
669
670 char buf[30];
671
776 /* Basically want to fill this out to 40 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
777 sprintf (buf, "%s%s", &tmp->name, periods); 673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
778 buf[40] = 0;
779 674
780 if (settings.permanent_exp_ratio) 675 if (settings.permanent_exp_ratio)
781 {
782 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%%)",
783 buf, tmp->level, 677 buf, tmp->level, tmp->stats.exp,
784 (long long) tmp->stats.exp,
785 (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));
786 }
787 else 679 else
788 {
789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
790 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));
791 } 682
792 /* 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
793 * it sometimes happens (maybe a leftover from bugier earlier code 684 * it sometimes happens (maybe a leftover from bugier earlier code
794 * and those character are still about). In any case, lets handle 685 * and those character are still about). In any case, lets handle
795 * 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
796 * crash the server numerous times. 687 * crash the server numerous times.
797 */ 688 */
798 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
799 { 690 {
800 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.");
801 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");
802 break; 693 break;
803 } 694 }
804 } 695 }
805 } 696 }
806 697
807 clear_win_info (op); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
808 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 699
700 msg << "T<Player skills:>\n\n";
809 if (num_skills_found > 1) 701 if (num_skills_found > 1)
810 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);
811 703
812 for (i = 0; i < num_skills_found; i++) 704 for (i = 0; i < num_skills_found; i++)
813 { 705 msg << " C<" << skills [i] << ">\n";
814 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
815 }
816 706
817 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";
818 708
819 cp = determine_god (op); 709 cp = determine_god (op);
820 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";
821 711
822 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
823 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);
824} 717}
825 718
826/* 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
827 * 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
828 * 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.
829 * This is tricky because skills can have spaces. We basically roll 722 * This is tricky because skills can have spaces. We basically roll
830 * 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.
831 */ 724 */
832
833int 725int
834use_skill (object *op, const char *string) 726use_skill (object *op, const char *string)
835{ 727{
836 object *skop; 728 object *skop;
837 size_t len; 729 size_t len;
838 730
839 if (!string) 731 if (!string)
840 return 0; 732 return 0;
841 733
842 for (skop = op->inv; skop != NULL; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
843 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
844 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
845 !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);
846 break; 739 break;
847 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
848 break;
849 } 740 }
741
850 if (!skop) 742 if (!skop)
851 { 743 {
852 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 );
853 return 0; 756 return 0;
854 } 757 }
855 758
856 len = strlen (skop->skill); 759 len = strlen (skop->skill);
857 760
859 * options given to the skill. Its pretty simple - if there 762 * options given to the skill. Its pretty simple - if there
860 * are extra parameters (as deteremined by string length), we 763 * are extra parameters (as deteremined by string length), we
861 * want to skip over any leading spaces. 764 * want to skip over any leading spaces.
862 */ 765 */
863 if (len >= strlen (string)) 766 if (len >= strlen (string))
864 {
865 string = NULL; 767 string = NULL;
866 }
867 else 768 else
868 { 769 {
869 string += len; 770 string += len;
870 while (*string == 0x20) 771 while (*string == 0x20)
871 string++; 772 string++;
773
872 if (strlen (string) == 0) 774 if (strlen (string) == 0)
873 string = NULL; 775 string = NULL;
874 } 776 }
875 777
876#ifdef SKILL_UTIL_DEBUG 778#ifdef SKILL_UTIL_DEBUG
877 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");
878#endif 780#endif
879 781
880 /* Change to the new skill, then execute it. */
881 if (do_skill (op, op, skop, op->facing, string)) 782 if (do_skill (op, op, skop, op->facing, string))
882 return 1; 783 return 1;
883 784
884 return 0; 785 return 0;
885} 786}
886 787
788static bool
789hth_skill_p (object *skill)
790{
791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
792}
887 793
888
889/* This finds the best unarmed skill the player has, and returns 794/* This finds the first unarmed skill the player has, and returns it.
890 * it. Best can vary a little - we consider clawing to always
891 * be the best for dragons.
892 * This could be more intelligent, eg, look at the skill level
893 * of the skill and go from there (eg, a level 40 puncher is
894 * is probably better than level 1 karate). OTOH, if you
895 * don't bother to set up your skill properly, that is the players
896 * problem (although, it might be nice to have a preferred skill
897 * field the player can set.
898 * Unlike the old code, we don't give out any skills - it is
899 * possible you just don't have any ability to get into unarmed
900 * combat. If everyone race/class should have one, this should
901 * be handled in the starting treasurelists, not in the code.
902 */ 795 */
903static object * 796static object *
904find_best_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
905{ 798{
906 object *tmp, *best_skill = NULL;
907 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
908
909 for (tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
910 { 800 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
911 if (tmp->type == SKILL)
912 {
913 if (dragon && tmp->subtype == SK_CLAWING)
914 return tmp; 801 return tmp;
915 802
916 /* The order in the array is preferred order. So basically, 803 return 0;
917 * we just cut down the number to search - eg, if we find a skill
918 * early on in flame touch, then we only need to look into the unarmed_array
919 * to the entry before flame touch - don't care about the entries afterward,
920 * because they are infrerior skills.
921 * if we end up finding the best skill (i==0) might as well return
922 * right away - can't get any better than that.
923 */
924 for (i = 0; i < last_skill; i++)
925 {
926 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
927 {
928 best_skill = tmp;
929 last_skill = i;
930 if (i == 0)
931 return best_skill;
932 }
933 }
934 }
935 }
936 return best_skill;
937} 804}
938 805
939/* do_skill_attack() - We have got an appropriate opponent from either 806/* do_skill_attack() - We have got an appropriate opponent from either
940 * 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
941 * 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.
943 * tmp is the targetted monster. 810 * tmp is the targetted monster.
944 * op is what is attacking 811 * op is what is attacking
945 * string is passed along to describe what messages to describe 812 * string is passed along to describe what messages to describe
946 * the damage. 813 * the damage.
947 */ 814 */
948
949static int 815static int
950do_skill_attack (object *tmp, object *op, const char *string, object *skill) 816do_skill_attack (object *tmp, object *op, const char *string, object *skill)
951{ 817{
952 int success;
953
954 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)))
955 return RESULT_INT (0); 819 return RESULT_INT (0);
956 820
957 /* 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
958 * 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.
959 * 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,
960 * 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
961 * 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.
962 */ 826 */
963 if (op->type == PLAYER) 827 if (player *pl = op->contr)
964 { 828 {
965 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 829 if (skill)
966 { 830 {
967 size_t i;
968
969 if (!skill) 831 if (!op->apply (skill))
832 return 0;
833 }
834 else
835 {
836 if (!pl->combat_ob)
970 { 837 {
971 /* See if the players chosen skill is a combat skill, and use 838 if (op->flag [FLAG_READY_WEAPON])
972 * it if appropriate.
973 */
974 if (op->chosen_skill)
975 { 839 {
976 for (i = 0; i < sizeof (unarmed_skills); i++) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
977 if (op->chosen_skill->subtype == unarmed_skills[i]) 841 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
978 {
979 skill = op->chosen_skill;
980 break; 842 break;
981 } 843
844 if (!tmp)
845 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
846
847 pl->combat_ob = tmp;
982 } 848 }
983 /* If we didn't find a skill above, look harder for a good skill */ 849
984 if (!skill) 850 if (!pl->combat_ob)
985 { 851 {
986 skill = find_best_player_hth_skill (op); 852 /* See if the players chosen skill is a combat skill, and use
987 853 * it if appropriate.
988 if (!skill) 854 */
855 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = op->chosen_skill;
857 else
989 { 858 {
859 skill = find_player_hth_skill (op);
860
861 if (!skill)
990 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!");
991 return 0;
992 } 863 }
864
865 op->apply (skill);
993 } 866 }
994 } 867
995 if (skill != op->chosen_skill) 868 if (!pl->combat_ob)
996 { 869 {
997 /* now try to ready the new skill */ 870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
998 if (!change_skill (op, skill, 0))
999 { /* oh oh, trouble! */
1000 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
1001 return 0; 871 return 0;
1002 } 872 }
1003 } 873 }
874
875 if (!op->apply (pl->combat_ob))
876 return 0;
1004 } 877 }
1005 else 878
879 /* lose invisiblity/hiding status for running attacks */
880 if (pl->tmp_invis)
1006 { 881 {
1007 /* Seen some crashes below where current_weapon is not set, 882 pl->tmp_invis = 0;
1008 * even though the flag says it is. So if current weapon isn't set, 883 op->invisible = 0;
1009 * do some work in trying to find the object to use. 884 op->flag [FLAG_HIDDEN] = 0;
1010 */ 885 update_object (op, UP_OBJ_CHANGE);
1011 if (!op->current_weapon)
1012 {
1013 object *tmp;
1014
1015 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1016 for (tmp = op->inv; tmp; tmp = tmp->below)
1017 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1018 break;
1019
1020 if (!tmp)
1021 {
1022 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1023 op->current_weapon = NULL;
1024 return 0;
1025 }
1026 else
1027 {
1028 op->current_weapon = tmp;
1029 }
1030 }
1031
1032 /* Has ready weapon - make sure chosen_skill is set up properly */
1033 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1034 {
1035 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1036 }
1037 } 886 }
1038 } 887 }
1039 888
1040 /* lose invisiblity/hiding status for running attacks */
1041
1042 if (op->type == PLAYER && op->contr->tmp_invis)
1043 {
1044 op->contr->tmp_invis = 0;
1045 op->invisible = 0;
1046 op->hide = 0;
1047 update_object (op, UP_OBJ_FACE);
1048 }
1049
1050 success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
1051 890
1052 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
1053 892
1054 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1055 { 894 {
1056 if (op->type == PLAYER) 895 if (op->type == PLAYER)
1057 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));
1058 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
1059 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);
1060 } 899 }
900
1061 return success; 901 return success;
1062} 902}
1063
1064 903
1065/* 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
1066 * system. In essence, this code handles 905 * system. In essence, this code handles
1067 * 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
1068 * treated here. If an opponent is already supplied by move_player(), 907 * treated here. If an opponent is already supplied by move_player(),
1069 * 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
1070 * appropriate opponent exists. 909 * appropriate opponent exists.
1071 * 910 *
1072 * This is called by move_player() and attack_hth() 911 * This is called by move_player() and attack_hth()
1073 * 912 *
1074 * Initial implementation by -bt thomas@astro.psu.edu 913 * Initial implementation by -bt thomas@astro.psu.edu
1075 */ 914 */
1076
1077int 915int
1078skill_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)
1079{ 917{
1080 sint16 tx, ty; 918 sint16 tx, ty;
1081 mapstruct *m; 919 maptile *m;
1082 int mflags; 920 int mflags;
1083 921
1084 if (!dir) 922 if (!dir)
1085 dir = pl->facing; 923 dir = pl->facing;
924
1086 tx = freearr_x[dir]; 925 tx = freearr_x[dir];
1087 ty = freearr_y[dir]; 926 ty = freearr_y[dir];
1088 927
1089 /* 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.
1090 * Legal opponents are the same as outlined in move_player_attack() 929 * Legal opponents are the same as outlined in move_player_attack()
1091 */ 930 */
1092 931 if (!tmp)
1093 if (tmp == NULL)
1094 { 932 {
1095 m = pl->map; 933 m = pl->map;
1096 tx = pl->x + freearr_x[dir]; 934 tx = pl->x + freearr_x[dir];
1097 ty = pl->y + freearr_y[dir]; 935 ty = pl->y + freearr_y[dir];
1098 936
1102 940
1103 /* 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 */
1104 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)))
1105 return 0; 943 return 0;
1106 944
1107 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)
1108 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)
1109 { 947 {
1110 /* Don't attack party members */ 948 /* Don't attack party members */
1111 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))
1112 return 0; 950 return 0;
951
1113 break; 952 break;
1114 } 953 }
1115 } 954 }
955
1116 if (!tmp) 956 if (!tmp)
1117 { 957 {
1118 if (pl->type == PLAYER) 958 if (pl->type == PLAYER)
1119 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
1120 return 0; 961 return 0;
1121 } 962 }
1122 963
1123 return do_skill_attack (tmp, pl, string, skill); 964 return do_skill_attack (tmp, pl, string, skill);
1124} 965}
1125
1126 966
1127/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 967/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1128 968
1129/* 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
1130 * (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
1131 * function skill_attack() we actually attack. 971 * function skill_attack() we actually attack.
1132 */ 972 */
1133
1134static int 973static int
1135attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
1136{ 975{
1137 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
1138 977
1139 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
1140 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
1141 { 980 {
1142 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1143 { 982 {
1144 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
1145 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
1146 fix_player (pl); 985 pl->update_stats ();
1147 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
1148 { 987 {
1149 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.");
1150 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1151 } 990 }
991
1152 break; 992 break;
1153 } 993 }
1154 } 994 }
995
1155 return skill_attack (enemy, pl, dir, string, skill); 996 return skill_attack (enemy, pl, dir, string, skill);
1156} 997}
1157
1158 998
1159/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 999/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1160 * 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.
1161 * 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
1162 * bears mentioning: 1002 * bears mentioning:
1163 * 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
1164 * we may make this routine handle 'special' melee weapons attacks 1004 * we may make this routine handle 'special' melee weapons attacks
1165 * (like disarming manuever with sai) based on player SK_level and 1005 * (like disarming manuever with sai) based on player SK_level and
1166 * weapon type. 1006 * weapon type.
1167 */ 1007 */
1168
1169static int 1008static int
1170attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1171{ 1010{
1172 1011
1173 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1174 { 1013 {
1175 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1176 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
1177 return 0; 1017 return 0;
1178 } 1018 }
1019
1179 return skill_attack (NULL, op, dir, string, skill); 1020 return skill_attack (NULL, op, dir, string, skill);
1180
1181} 1021}
1022

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