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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.21 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.94 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
39 40
40/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
41 42
42#include <global.h> 43#include <global.h>
43#include <object.h> 44#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 45#include <sproto.h>
46#endif
47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48#include <spells.h> 47#include <spells.h>
49 48
50/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 50 0, // SK_NONE
52 * automatically applying one for the player. 51# define def(uc, flags) flags,
53 */ 52# include "skillinc.h"
54static uint8 unarmed_skills[] = { 53# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 54};
65 55
66static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
67static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
68 58
69/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
70 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
71 * subtypes. 61 * subtypes.
72 */ 62 */
73void 63void
74init_skills (void) 64init_skills ()
75{ 65{
76 int i; 66 for_all_archetypes (at)
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next)
80 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
81 { 68 {
82 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
85 else 72 else
86 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
87 } 74 }
88 75
89 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
91 */ 78 */
92 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i]) 80 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 82}
98
99 83
100/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 87 * mostly used for sending exp.
104 */ 88 */
105void 89void
106link_player_skills (object *op) 90player::link_skills ()
107{ 91{
108 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
109 94
110 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
97 {
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
99
100 if (last_skill_ob [tmp->subtype] != tmp)
113 { 101 {
114 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
107 last_skill_ob [tmp->subtype] = tmp;
108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
119 } 110 }
120 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else
125 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1;
128 }
129 } 111 }
130 } 112}
113
114static object *
115find_skill (object *who, shstr_cmp name)
116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
131} 133}
132 134
133/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
135 * 137 *
136 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 140 * tool, this code will equip it.
139 */ 141 */
140object * 142object *
141find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
142{ 144{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
144 146
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
153 { 149 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
156 152 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
159 */ 155 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 157 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 158 }
167 } 159
168 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 161 return 0;
171 162
172 /* Player has a tool to use the skill. IF not applied, apply it - 163 /* Player has a tool to use the skill. If not applied, apply it -
173 * if not successful, return null. If they do have the skill tool 164 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
175 */ 166 */
176 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
177 { 168
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill) 169 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who); 171
187 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
188 return skill; 174 return 0;
189 } 175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (name)
183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185 && tmp->skill.starts_with (name))
186 if (object *skop = find_skill_by_name (who, tmp->skill))
187 return skop;
188
190 return NULL; 189 return 0;
191} 190}
192
193 191
194/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
196 * 194 *
197 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 196 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 197 * tool, this code will equip it.
200 * 198 *
203 * this replaces find_skill. 201 * this replaces find_skill.
204 */ 202 */
205object * 203object *
206find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
207{ 205{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244
245 if (!skill)
246 {
247 skill = give_skill_by_name (who, skill_tool->skill);
248 link_player_skills (who);
249 }
250
251 return skill; 209 return skop;
252 }
253 210
254 return NULL;
255}
256
257/* This changes the objects skill to new_skill.
258 * note that this function doesn't always need to get used -
259 * you can now add skill exp to the player without the chosen_skill being
260 * set. This function is of most interest to players to update
261 * the various range information.
262 * if new_skill is null, this just unapplies the skill.
263 * flag has the current meaning:
264 * 0x1: If set, don't update the range pointer. This is useful when we
265 * need to ready a new skill, but don't want to clobber range.
266 * return 1 on success, 0 on error
267 */
268
269int
270change_skill (object *who, object *new_skill, int flag)
271{
272 int old_range;
273
274 if (who->type != PLAYER)
275 return 0; 211 return 0;
276
277 old_range = who->contr->shoottype;
278
279 if (who->chosen_skill && who->chosen_skill == new_skill)
280 {
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284
285 return 1;
286 }
287
288 // move skill to front, so it will be preferred next time
289 new_skill->remove ();
290 who->insert (new_skill);
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill)
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 return 0;
302
303 if (flag & 0x1)
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1;
307}
308
309/* This function just clears the chosen_skill and range_skill values
310 * inthe player.
311 */
312void
313clear_skill (object *who)
314{
315 who->chosen_skill = NULL;
316 CLEAR_FLAG (who, FLAG_READY_SKILL);
317 if (who->type == PLAYER)
318 {
319 who->contr->ranges[range_skill] = NULL;
320 if (who->contr->shoottype == range_skill)
321 who->contr->shoottype = range_none;
322 }
323} 212}
324 213
325/* 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().
326 * 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.
327 * 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
330 * 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
331 * 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
332 * give any exp for their direct use (eg, throwing). 221 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 222 * It returns 0 if no skill was used.
334 */ 223 */
335
336int 224int
337do_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)
338{ 226{
339 int success = 0, exp = 0; 227 int success = 0, exp = 0;
340 int did_alc = 0;
341 object *tmp, *next;
342 228
343 if (!skill) 229 if (!skill)
344 return 0; 230 return 0;
345 231
346 /* 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
348 * 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
349 * the player doesn't have a bucket for that, create one. 235 * the player doesn't have a bucket for that, create one.
350 */ 236 */
351 if (skill->type != SKILL && op->type == PLAYER) 237 if (skill->type != SKILL && op->type == PLAYER)
352 { 238 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 239 for (object *tmp = op->inv; tmp; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 240 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 241 {
242 skill = tmp;
243 goto found;
357 } 244 }
358 if (!tmp) 245
359 tmp = give_skill_by_name (op, skill->skill); 246 skill = give_skill_by_name (op, skill->skill);
360 skill = tmp; 247found: ;
361 } 248 }
362 249
363 // skill, by_whom, on_which_object, which direction, skill_argument 250 // skill, by_whom, on_which_object, which direction, skill_argument
364 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 251 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
365 return 0; 252 return 0;
366 253
367 switch (skill->subtype) 254 switch (skill->subtype)
368 { 255 {
369 case SK_LEVITATION: 256 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
373 * shouldn't. 260 * shouldn't.
374 */ 261 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
376 { 263 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 266 }
380 else 267 else
381 { 268 {
382 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
383 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!");
384 } 271 }
385 fix_player (op); 272
273 op->update_stats ();
386 success = 1; 274 success = 1;
387 break; 275 break;
388 276
389 case SK_STEALING: 277 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 278 exp = success = steal (op, dir, skill);
391 break; 279 break;
392 280
393 case SK_LOCKPICKING: 281 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 282 exp = success = pick_lock (op, dir, skill);
395 break; 283 break;
396 284
397 case SK_HIDING: 285 case SK_HIDING:
398 exp = success = hide (op, skill); 286 exp = success = hide (op, skill);
399 break; 287 break;
400 288
401 case SK_JUMPING: 289 case SK_JUMPING:
402 success = jump (op, dir, skill); 290 exp = success = jump (op, dir, skill);
403 break; 291 break;
404 292
405 case SK_INSCRIPTION: 293 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 294 exp = success = write_on_item (op, string, skill);
407 break; 295 break;
408 296
409 case SK_MEDITATION: 297 case SK_MEDITATION:
410 meditate (op, skill); 298 meditate (op, skill);
411 success = 1; 299 success = 1;
412 break; 300 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 301 /* note that the following 'attack' skills gain exp through hit_player() */
414 302
415 case SK_KARATE: 303 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 304 attack_hth (op, dir, "karate-chopped", skill);
417 break; 305 break;
418 306
419 case SK_PUNCHING: 307 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 308 attack_hth (op, dir, "punched", skill);
421 break; 309 break;
422 310
423 case SK_FLAME_TOUCH: 311 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 312 attack_hth (op, dir, "flamed", skill);
425 break; 313 break;
426 314
427 case SK_SPARK_TOUCH: 315 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 316 attack_hth (op, dir, "zapped", skill);
429 break; 317 break;
430 318
431 case SK_SHIVER: 319 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 320 attack_hth (op, dir, "froze", skill);
433 break; 321 break;
434 322
435 case SK_ACID_SPLASH: 323 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 324 attack_hth (op, dir, "dissolved", skill);
437 break; 325 break;
438 326
439 case SK_POISON_NAIL: 327 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 328 attack_hth (op, dir, "injected poison into", skill);
441 break; 329 break;
442 330
443 case SK_CLAWING: 331 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 332 attack_hth (op, dir, "clawed", skill);
445 break; 333 break;
446 334
447 case SK_ONE_HANDED_WEAPON: 335 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 336 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 337 attack_melee_weapon (op, dir, NULL, skill);
450 break; 338 break;
451 339
452 case SK_FIND_TRAPS: 340 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 341 exp = success = find_traps (op, skill);
454 break; 342 break;
455 343
456 case SK_SINGING: 344 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 345 exp = success = singing (op, dir, skill);
458 break; 346 break;
459 347
460 case SK_ORATORY: 348 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 349 exp = success = use_oratory (op, dir, skill);
462 break; 350 break;
463 351
464 case SK_SMITHERY: 352 case SK_SMITHERY:
465 case SK_BOWYER: 353 case SK_BOWYER:
466 case SK_JEWELER: 354 case SK_JEWELER:
467 case SK_ALCHEMY: 355 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 356 case SK_THAUMATURGY:
469 case SK_LITERACY: 357 case SK_LITERACY:
470 case SK_WOODSMAN: 358 case SK_WOODSMAN:
471 /* 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.
472 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
473 */ 361 */
362 {
363 bool found_cauldron = false;
364
474 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)
475 { 366 {
476 next = tmp->above; 367 next = tmp->above;
477 368
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);
481 382
482 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
483 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
484
485 did_alc = 1;
486 } 385 }
487 } 386 }
488 387
489 if (did_alc == 0) 388 if (!found_cauldron)
490 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
491 390 }
492 break; 391 break;
493 392
494 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
495 case SK_DET_CURSE: 394 case SK_DET_CURSE:
496 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
497 break; 396 break;
498 397
499 case SK_DISARM_TRAPS: 398 case SK_DISARM_TRAPS:
500 exp = success = remove_trap (op, dir, skill); 399 exp = success = remove_trap (op, dir, skill);
501 break; 400 break;
502 401
503 case SK_THROWING: 402 case SK_THROWING:
504 success = skill_throw (op, part, dir, string, skill); 403 success = skill_throw (op, part, dir, string, skill);
505 break; 404 break;
506 405
507 case SK_SET_TRAP: 406 case SK_SET_TRAP:
508 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.");
509 break; 408 break;
510 409
511 case SK_USE_MAGIC_ITEM: 410 case SK_USE_MAGIC_ITEM:
512 case SK_MISSILE_WEAPON: 411 case SK_MISSILE_WEAPON:
513 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.");
514 break; 413 break;
515 414
516 case SK_PRAYING: 415 case SK_PRAYING:
517 success = pray (op, skill); 416 success = pray (op, skill);
518 break; 417 break;
519 418
520 case SK_BARGAINING: 419 case SK_BARGAINING:
521 success = describe_shop (op); 420 success = describe_shop (op);
522 break; 421 break;
523 422
524 case SK_SORCERY: 423 case SK_SORCERY:
525 case SK_EVOCATION: 424 case SK_EVOCATION:
526 case SK_PYROMANCY: 425 case SK_PYROMANCY:
527 case SK_SUMMONING: 426 case SK_SUMMONING:
528 case SK_CLIMBING: 427 case SK_CLIMBING:
529 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.");
530 break; 429 break;
531 430
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
532 default: 439 default:
533 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);
534 break; 441 break;
535 } 442 }
536 443
537 /* 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.
538 * 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
539 * which use_monster_skill is called already simulates this. 446 * which use_monster_skill is called already simulates this.
540 * If certain skills should take more/less time, that should be 447 * If certain skills should take more/less time, that should be
541 * in the code for the skill itself. 448 * in the code for the skill itself.
542 */ 449 */
543
544 if (op->type == PLAYER) 450 if (op->type == PLAYER)
545 op->speed_left -= 1.0; 451 op->speed_left -= 1.f;
546 452
547 /* 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.
548 * Note that add_exp() will figure out player/monster experience 454 * Note that add_exp() will figure out player/monster experience
549 * gain problems. 455 * gain problems.
550 */ 456 */
578 * op is the object that was 'defeated'. 484 * op is the object that was 'defeated'.
579 * 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
580 * point back to who. 486 * point back to who.
581 * 487 *
582 */ 488 */
583
584int 489int
585calc_skill_exp (object *who, object *op, object *skill) 490calc_skill_exp (object *who, object *op, object *skill)
586{ 491{
587 int op_exp = 0, op_lvl = 0; 492 int op_exp = 0, op_lvl = 0;
588 float base, value, lvl_mult = 0.0; 493 float base, value, lvl_mult = 0.0;
597 * 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
598 * help out exp awards for skill_ident skills. Also, if 503 * help out exp awards for skill_ident skills. Also, if
599 * 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
600 * and level (this was the old system) -b.t. 505 * and level (this was the old system) -b.t.
601 */ 506 */
602
603 if (!op) 507 if (!op)
604 { /* no item/creature */ 508 { /* no item/creature */
605 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 509 op_lvl = max (1, who->map->difficulty);
606 op_exp = 0; 510 op_exp = 0;
607 } 511 }
608 else if (op->type == RUNE || op->type == TRAP) 512 else if (op->type == RUNE || op->type == TRAP)
609 { /* all traps. If stats.Cha > 1 we use that 513 { /* all traps. If stats.Cha > 1 we use that
610 * for the amount of experience */ 514 * for the amount of experience */
613 } 517 }
614 else 518 else
615 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
616 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
617 op_lvl = op->level; 521 op_lvl = op->level;
618 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
619 { /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
620 op_lvl += 5 * abs (op->magic);
621 }
622 } 524 }
623 525
624 if (op_lvl < 1) 526 if (op_lvl < 1)
625 op_lvl = 1; 527 op_lvl = 1;
626 528
634 /* 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
635 * bse reward value (exp) and level multiplier factor. 537 * bse reward value (exp) and level multiplier factor.
636 */ 538 */
637 if (skill->type == SKILL) 539 if (skill->type == SKILL)
638 { 540 {
639 base += skill->arch->clone.stats.exp; 541 base += skill->arch->stats.exp;
640 if (settings.simple_exp) 542 if (settings.simple_exp)
641 { 543 {
642 if (skill->arch->clone.level) 544 if (skill->arch->level)
643 lvl_mult = (float) skill->arch->clone.level / 100.0; 545 lvl_mult = (float) skill->arch->level / 100.0;
644 else 546 else
645 lvl_mult = 1.0; /* no adjustment */ 547 lvl_mult = 1.0; /* no adjustment */
646 } 548 }
647 else 549 else
648 { 550 {
649 if (skill->level) 551 if (skill->level)
650 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);
651 else 553 else
652 lvl_mult = 1.0; 554 lvl_mult = 1.0;
653 } 555 }
654 } 556 }
655 else 557 else
656 { 558 {
657 /* Don't divide by zero here! */ 559 /* Don't divide by zero here! */
658 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 560 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
659 } 561 }
660 } 562 }
661 563
662 /* assemble the exp total, and return value */ 564 /* assemble the exp total, and return value */
663 565
677 * This one actually teaches the player the skill as something 579 * This one actually teaches the player the skill as something
678 * they can equip. 580 * they can equip.
679 * Return 0 if the player knows the skill, 1 if the 581 * Return 0 if the player knows the skill, 1 if the
680 * player learns the skill, 2 otherwise. 582 * player learns the skill, 2 otherwise.
681 */ 583 */
682
683int 584int
684learn_skill (object *pl, object *scroll) 585learn_skill (object *pl, object *scroll)
685{ 586{
686 object *tmp;
687
688 if (!scroll->skill) 587 if (!scroll->skill)
689 { 588 {
690 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);
691 return 2; 590 return 2;
692 } 591 }
693 592
694 /* can't use find_skill_by_name because we want skills the player knows 593 object *tmp = find_skill (pl, scroll->skill);
695 * but can't use natively.
696 */
697
698 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
699 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
700 break;
701 594
702 /* player already knows it */ 595 /* player already knows it */
703 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
704 return 0; 597 return 0;
705 598
706 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
707 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
708 * might never be able to learn anything. 601 * might never be able to learn anything.
717 { 610 {
718 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);
719 return 2; 612 return 2;
720 } 613 }
721 614
722 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
723 link_player_skills (pl); 616
724 return 1; 617 return 1;
725} 618}
726 619
727/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
728
729/* Probably belongs in some global utils-type file? */ 621/* Probably belongs in some global utils-type file? */
730static int 622static int
731clipped_percent (sint64 a, sint64 b) 623clipped_percent (sint64 a, sint64 b)
732{ 624{
733 int rv; 625 int rv;
753 * Note this function is a bit more complicated becauase we 645 * Note this function is a bit more complicated becauase we
754 * we want ot sort the skills before printing them. If we 646 * we want ot sort the skills before printing them. If we
755 * 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
756 * simpler. 648 * simpler.
757 */ 649 */
758 650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
759void 651void
760show_skills (object *op, const char *search) 652show_skills (object *pl, const char *search)
761{ 653{
762 object *tmp = NULL;
763 char buf[MAX_BUF];
764 const char *cp; 654 const char *cp;
765 int i, num_skills_found = 0; 655 int i, num_skills_found = 0;
766 static const char *const periods = "........................................"; 656 const char *const periods = ".............................."; // 30
767 657
768 /* 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 */
769 char skills[NUM_SKILLS][MAX_BUF]; 659 char skills[NUM_SKILLS][128]; // d'oh
770 660
661 object *op = pl->contr->ob;
771 662
772 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
773 { 664 {
774 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
775 { 666 {
776 if (search && strstr (tmp->name, search) == NULL) 667 if (search && !tmp->name.contains (search))
777 continue; 668 continue;
669
670 char buf[30];
671
778 /* Basically want to fill this out to 40 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
779 sprintf (buf, "%s%s", &tmp->name, periods); 673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
780 buf[40] = 0;
781 674
782 if (settings.permanent_exp_ratio) 675 if (settings.permanent_exp_ratio)
783 {
784 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 676 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
785 buf, tmp->level, tmp->stats.exp, 677 buf, tmp->level, tmp->stats.exp,
786 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));
787 }
788 else 679 else
789 {
790 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
791 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 681 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
792 } 682
793 /* 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
794 * it sometimes happens (maybe a leftover from bugier earlier code 684 * it sometimes happens (maybe a leftover from bugier earlier code
795 * and those character are still about). In any case, lets handle 685 * and those character are still about). In any case, lets handle
796 * 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
797 * crash the server numerous times. 687 * crash the server numerous times.
798 */ 688 */
799 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
800 { 690 {
801 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.");
802 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");
803 break; 693 break;
804 } 694 }
805 } 695 }
806 } 696 }
807 697
808 clear_win_info (op); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
809 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 699
700 msg << "T<Player skills:>\n\n";
810 if (num_skills_found > 1) 701 if (num_skills_found > 1)
811 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);
812 703
813 for (i = 0; i < num_skills_found; i++) 704 for (i = 0; i < num_skills_found; i++)
814 { 705 msg << " C<" << skills [i] << ">\n";
815 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
816 }
817 706
818 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";
819 708
820 cp = determine_god (op); 709 cp = determine_god (op);
821 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";
822 711
823 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
824 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);
825} 717}
826 718
827/* 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
828 * 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
829 * 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.
830 * This is tricky because skills can have spaces. We basically roll 722 * This is tricky because skills can have spaces. We basically roll
831 * 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.
832 */ 724 */
833
834int 725int
835use_skill (object *op, const char *string) 726use_skill (object *op, const char *string)
836{ 727{
837 object *skop; 728 object *skop;
838 size_t len; 729 size_t len;
839 730
840 if (!string) 731 if (!string)
841 return 0; 732 return 0;
842 733
843 for (skop = op->inv; skop != NULL; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
844 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
845 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
846 !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);
847 break; 739 break;
848 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
849 break;
850 } 740 }
741
851 if (!skop) 742 if (!skop)
852 { 743 {
853 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 );
854 return 0; 756 return 0;
855 } 757 }
856 758
857 len = strlen (skop->skill); 759 len = strlen (skop->skill);
858 760
860 * options given to the skill. Its pretty simple - if there 762 * options given to the skill. Its pretty simple - if there
861 * are extra parameters (as deteremined by string length), we 763 * are extra parameters (as deteremined by string length), we
862 * want to skip over any leading spaces. 764 * want to skip over any leading spaces.
863 */ 765 */
864 if (len >= strlen (string)) 766 if (len >= strlen (string))
865 {
866 string = NULL; 767 string = NULL;
867 }
868 else 768 else
869 { 769 {
870 string += len; 770 string += len;
871 while (*string == 0x20) 771 while (*string == 0x20)
872 string++; 772 string++;
773
873 if (strlen (string) == 0) 774 if (strlen (string) == 0)
874 string = NULL; 775 string = NULL;
875 } 776 }
876 777
877#ifdef SKILL_UTIL_DEBUG 778#ifdef SKILL_UTIL_DEBUG
878 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");
879#endif 780#endif
880 781
881 /* Change to the new skill, then execute it. */
882 if (do_skill (op, op, skop, op->facing, string)) 782 if (do_skill (op, op, skop, op->facing, string))
883 return 1; 783 return 1;
884 784
885 return 0; 785 return 0;
886} 786}
887 787
888static bool 788static bool
889hth_skill_p (object *skill) 789hth_skill_p (object *skill)
890{ 790{
891 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
892 if (skill->subtype == unarmed_skills[i])
893 return 1;
894
895 return 0;
896} 792}
897 793
898/* This finds the first unarmed skill the player has, and returns it. 794/* This finds the first unarmed skill the player has, and returns it.
899 */ 795 */
900static object * 796static object *
901find_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
902{ 798{
903 for (object *tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
904 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 800 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
905 return tmp; 801 return tmp;
906 802
907 return 0; 803 return 0;
908} 804}
909 805
914 * tmp is the targetted monster. 810 * tmp is the targetted monster.
915 * op is what is attacking 811 * op is what is attacking
916 * string is passed along to describe what messages to describe 812 * string is passed along to describe what messages to describe
917 * the damage. 813 * the damage.
918 */ 814 */
919
920static int 815static int
921do_skill_attack (object *tmp, object *op, const char *string, object *skill) 816do_skill_attack (object *tmp, object *op, const char *string, object *skill)
922{ 817{
923 int success;
924
925 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)))
926 return RESULT_INT (0); 819 return RESULT_INT (0);
927 820
928 /* 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
929 * 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.
930 * 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,
931 * 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
932 * 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.
933 */ 826 */
934 if (op->type == PLAYER) 827 if (player *pl = op->contr)
935 { 828 {
936 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 829 if (skill)
937 { 830 {
938 if (!skill) 831 if (!op->apply (skill))
939 {
940 /* See if the players chosen skill is a combat skill, and use
941 * it if appropriate.
942 */
943 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
944 skill = op->chosen_skill;
945 else
946 {
947 skill = find_player_hth_skill (op);
948
949 if (!skill)
950 {
951 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
952 return 0;
953 }
954 }
955 }
956
957 /* now try to ready the new skill */
958 if (!change_skill (op, skill, 0))
959 { /* oh oh, trouble! */
960 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
961 return 0; 832 return 0;
962 }
963 } 833 }
964 else 834 else
965 { 835 {
966 /* Seen some crashes below where current_weapon is not set, 836 if (!pl->combat_ob)
967 * even though the flag says it is. So if current weapon isn't set,
968 * do some work in trying to find the object to use.
969 */
970 if (!op->current_weapon)
971 { 837 {
972 object *tmp; 838 if (op->flag [FLAG_READY_WEAPON])
973
974 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
975 for (tmp = op->inv; tmp; tmp = tmp->below)
976 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
977 break;
978
979 if (!tmp)
980 { 839 {
840 for (tmp = op->inv; tmp; tmp = tmp->below)
841 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
842 break;
843
844 if (!tmp)
981 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 845 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
982 op->current_weapon = NULL; 846
847 pl->combat_ob = tmp;
848 }
849
850 if (!pl->combat_ob)
851 {
852 /* See if the players chosen skill is a combat skill, and use
853 * it if appropriate.
854 */
855 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = op->chosen_skill;
857 else
858 {
859 skill = find_player_hth_skill (op);
860
861 if (!skill)
862 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
863 }
864
865 op->apply (skill);
866 }
867
868 if (!pl->combat_ob)
869 {
870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
983 return 0; 871 return 0;
984 } 872 }
985 else
986 {
987 op->current_weapon = tmp;
988 }
989 } 873 }
990 874
991 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 875 if (!op->apply (pl->combat_ob))
876 return 0;
992 } 877 }
993 }
994 878
995 /* lose invisiblity/hiding status for running attacks */ 879 /* lose invisiblity/hiding status for running attacks */
996 880 if (pl->tmp_invis)
997 if (op->type == PLAYER && op->contr->tmp_invis) 881 {
998 {
999 op->contr->tmp_invis = 0; 882 pl->tmp_invis = 0;
1000 op->invisible = 0; 883 op->invisible = 0;
1001 op->hide = 0; 884 op->flag [FLAG_HIDDEN] = 0;
1002 update_object (op, UP_OBJ_FACE); 885 update_object (op, UP_OBJ_CHANGE);
886 }
1003 } 887 }
1004 888
1005 success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
1006 890
1007 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
1008 892
1009 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1010 { 894 {
1011 if (op->type == PLAYER) 895 if (op->type == PLAYER)
1012 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));
1013 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
1014 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);
1015 } 899 }
900
1016 return success; 901 return success;
1017} 902}
1018
1019 903
1020/* 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
1021 * system. In essence, this code handles 905 * system. In essence, this code handles
1022 * 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
1023 * treated here. If an opponent is already supplied by move_player(), 907 * treated here. If an opponent is already supplied by move_player(),
1024 * 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
1025 * appropriate opponent exists. 909 * appropriate opponent exists.
1026 * 910 *
1027 * This is called by move_player() and attack_hth() 911 * This is called by move_player() and attack_hth()
1028 * 912 *
1029 * Initial implementation by -bt thomas@astro.psu.edu 913 * Initial implementation by -bt thomas@astro.psu.edu
1030 */ 914 */
1031
1032int 915int
1033skill_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)
1034{ 917{
1035 sint16 tx, ty; 918 sint16 tx, ty;
1036 maptile *m; 919 maptile *m;
1043 ty = freearr_y[dir]; 926 ty = freearr_y[dir];
1044 927
1045 /* 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.
1046 * Legal opponents are the same as outlined in move_player_attack() 929 * Legal opponents are the same as outlined in move_player_attack()
1047 */ 930 */
1048 931 if (!tmp)
1049 if (tmp == NULL)
1050 { 932 {
1051 m = pl->map; 933 m = pl->map;
1052 tx = pl->x + freearr_x[dir]; 934 tx = pl->x + freearr_x[dir];
1053 ty = pl->y + freearr_y[dir]; 935 ty = pl->y + freearr_y[dir];
1054 936
1059 /* 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 */
1060 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)))
1061 return 0; 943 return 0;
1062 944
1063 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)
1064 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)
1065 { 947 {
1066 /* Don't attack party members */ 948 /* Don't attack party members */
1067 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))
1068 return 0; 950 return 0;
951
1069 break; 952 break;
1070 } 953 }
1071 } 954 }
955
1072 if (!tmp) 956 if (!tmp)
1073 { 957 {
1074 if (pl->type == PLAYER) 958 if (pl->type == PLAYER)
1075 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
1076 return 0; 961 return 0;
1077 } 962 }
1078 963
1079 return do_skill_attack (tmp, pl, string, skill); 964 return do_skill_attack (tmp, pl, string, skill);
1080} 965}
1081
1082 966
1083/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 967/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1084 968
1085/* 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
1086 * (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
1087 * function skill_attack() we actually attack. 971 * function skill_attack() we actually attack.
1088 */ 972 */
1089
1090static int 973static int
1091attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
1092{ 975{
1093 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
1094 977
1095 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
1096 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
1097 { 980 {
1098 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1099 { 982 {
1100 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
1101 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
1102 fix_player (pl); 985 pl->update_stats ();
1103 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
1104 { 987 {
1105 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.");
1106 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1107 } 990 }
991
1108 break; 992 break;
1109 } 993 }
1110 } 994 }
995
1111 return skill_attack (enemy, pl, dir, string, skill); 996 return skill_attack (enemy, pl, dir, string, skill);
1112} 997}
1113
1114 998
1115/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 999/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1116 * 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.
1117 * 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
1118 * bears mentioning: 1002 * bears mentioning:
1119 * 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
1120 * we may make this routine handle 'special' melee weapons attacks 1004 * we may make this routine handle 'special' melee weapons attacks
1121 * (like disarming manuever with sai) based on player SK_level and 1005 * (like disarming manuever with sai) based on player SK_level and
1122 * weapon type. 1006 * weapon type.
1123 */ 1007 */
1124
1125static int 1008static int
1126attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1127{ 1010{
1128 1011
1129 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1130 { 1013 {
1131 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1132 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
1133 return 0; 1017 return 0;
1134 } 1018 }
1019
1135 return skill_attack (NULL, op, dir, string, skill); 1020 return skill_attack (NULL, op, dir, string, skill);
1136
1137} 1021}
1022

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