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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.23 by root, Tue Dec 26 08:55:00 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.
43#include <object.h> 44#include <object.h>
44#include <sproto.h> 45#include <sproto.h>
45#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. */
46#include <spells.h> 47#include <spells.h>
47 48
48/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
49 * is also the list that we should try to use skills when 50 0, // SK_NONE
50 * automatically applying one for the player. 51# define def(uc, flags) flags,
51 */ 52# include "skillinc.h"
52static uint8 unarmed_skills[] = { 53# undef def
53 SK_KARATE,
54 SK_CLAWING,
55 SK_FLAME_TOUCH,
56 SK_SPARK_TOUCH,
57 SK_SHIVER,
58 SK_ACID_SPLASH,
59 SK_POISON_NAIL,
60 SK_PUNCHING,
61 (uint8)-1
62}; 54};
63 55
64static 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);
65static 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);
66 58
67/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
68 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
69 * subtypes. 61 * subtypes.
70 */ 62 */
71void 63void
72init_skills (void) 64init_skills ()
73{ 65{
74 int i; 66 for_all_archetypes (at)
75 archetype *at;
76
77 for (at = first_archetype; at != NULL; at = at->next)
78 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
79 { 68 {
80 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
81 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",
82 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
83 else 72 else
84 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
85 } 74 }
86 75
87 /* 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
88 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
89 */ 78 */
90 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
91 {
92 if (!skill_names[i]) 80 if (!skill_names[i])
93 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);
94 }
95} 82}
96 83
97/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
98 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
99 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
100 * mostly used for sending exp. 87 * mostly used for sending exp.
101 */ 88 */
102void 89void
103link_player_skills (object *op) 90player::link_skills ()
104{ 91{
105 object *tmp; 92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
106 94
107 for (tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
108 {
109 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)
110 { 101 {
111 /* This is really a warning, hence no else below */ 102 /* This is really a warning, hence no else below */
112 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 103 if (last_skill_ob [tmp->subtype])
113 {
114 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
115 &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;
116 } 110 }
117 if (tmp->subtype >= NUM_SKILLS)
118 {
119 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
120 }
121 else
122 {
123 op->contr->last_skill_ob[tmp->subtype] = tmp;
124 op->contr->last_skill_exp[tmp->subtype] = -1;
125 }
126 } 111 }
127 } 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);
128} 133}
129 134
130/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
131 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
132 * 137 *
133 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
134 * 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
135 * tool, this code will equip it. 140 * tool, this code will equip it.
136 */ 141 */
137object * 142object *
138find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
139{ 144{
140 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
141 146
142 if (!name)
143 return NULL;
144
145 /* We make sure the length of the string in the object is greater
146 * in length than the passed string. Eg, if we have a skill called
147 * 'hi', we don't want to match if the user passed 'high'
148 */
149 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
150 { 149 {
151 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]))
152 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
153 152 return splay (tmp);
154 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
155 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
156 */ 155 */
157 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)
158 {
159 if (QUERY_FLAG (tmp, FLAG_APPLIED))
160 skill_tool = tmp; 157 skill_tool = tmp;
161 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
162 skill_tool = tmp;
163 } 158 }
164 } 159
165 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
166 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
167 return skill; 161 return 0;
168 162
169 /* 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 -
170 * 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
171 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
172 */ 166 */
173 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
174 { 168
175 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
176 {
177 if (apply_special (who, skill_tool, 0))
178 return NULL;
179 }
180 if (!skill) 169 if (!skill)
181 {
182 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
183 link_player_skills (who); 171
184 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
185 return skill; 174 return 0;
186 } 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
187 return NULL; 189 return 0;
188} 190}
189
190 191
191/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
192 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
193 * 194 *
194 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
195 * 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
196 * tool, this code will equip it. 197 * tool, this code will equip it.
197 * 198 *
200 * this replaces find_skill. 201 * this replaces find_skill.
201 */ 202 */
202object * 203object *
203find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
204{ 205{
205 object *skill = NULL, *skill_tool = NULL, *tmp;
206
207 if (skillno < 1 || skillno >= NUM_SKILLS)
208 return NULL;
209
210 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
211 {
212 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
213 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
214
215 /* Try to find appropriate skilltool. If the player has one already
216 * applied, we try to keep using that one.
217 */
218 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
219 {
220 if (QUERY_FLAG (tmp, FLAG_APPLIED))
221 skill_tool = tmp;
222 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
223 skill_tool = tmp;
224 }
225 }
226 /* If this is a skill that can be used without a tool, return it */
227 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
228 return skill;
229
230 /* Player has a tool to use the skill. IF not applied, apply it -
231 * if not successful, return null. If they do have the skill tool
232 * but not the skill itself, give it to them.
233 */
234 if (skill_tool)
235 {
236 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
237 {
238 if (apply_special (who, skill_tool, 0))
239 return NULL;
240 }
241
242 if (!skill)
243 {
244 skill = give_skill_by_name (who, skill_tool->skill);
245 link_player_skills (who);
246 }
247
248 return skill; 209 return skop;
249 }
250 210
251 return NULL;
252}
253
254/* This changes the objects skill to new_skill.
255 * note that this function doesn't always need to get used -
256 * you can now add skill exp to the player without the chosen_skill being
257 * set. This function is of most interest to players to update
258 * the various range information.
259 * if new_skill is null, this just unapplies the skill.
260 * flag has the current meaning:
261 * 0x1: If set, don't update the range pointer. This is useful when we
262 * need to ready a new skill, but don't want to clobber range.
263 * return 1 on success, 0 on error
264 */
265
266int
267change_skill (object *who, object *new_skill, int flag)
268{
269 int old_range;
270
271 if (who->type != PLAYER)
272 return 0; 211 return 0;
273
274 old_range = who->contr->shoottype;
275
276 if (who->chosen_skill && who->chosen_skill == new_skill)
277 {
278 /* optimization for changing skill to current skill */
279 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill;
281
282 return 1;
283 }
284
285 // move skill to front, so it will be preferred next time
286 new_skill->remove ();
287 who->insert (new_skill);
288
289 if (!new_skill || who->chosen_skill)
290 if (who->chosen_skill)
291 apply_special (who, who->chosen_skill, AP_UNAPPLY);
292
293 /* Only goal in this case was to unapply a skill */
294 if (!new_skill)
295 return 0;
296
297 if (apply_special (who, new_skill, AP_APPLY))
298 return 0;
299
300 if (flag & 0x1)
301 who->contr->shoottype = (rangetype)old_range;
302
303 return 1;
304}
305
306/* This function just clears the chosen_skill and range_skill values
307 * inthe player.
308 */
309void
310clear_skill (object *who)
311{
312 who->chosen_skill = NULL;
313 CLEAR_FLAG (who, FLAG_READY_SKILL);
314 if (who->type == PLAYER)
315 {
316 who->contr->ranges[range_skill] = NULL;
317 if (who->contr->shoottype == range_skill)
318 who->contr->shoottype = range_none;
319 }
320} 212}
321 213
322/* 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().
323 * 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.
324 * 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
327 * 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
328 * 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
329 * give any exp for their direct use (eg, throwing). 221 * give any exp for their direct use (eg, throwing).
330 * It returns 0 if no skill was used. 222 * It returns 0 if no skill was used.
331 */ 223 */
332
333int 224int
334do_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)
335{ 226{
336 int success = 0, exp = 0; 227 int success = 0, exp = 0;
337 int did_alc = 0;
338 object *tmp, *next;
339 228
340 if (!skill) 229 if (!skill)
341 return 0; 230 return 0;
342 231
343 /* 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
345 * 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
346 * the player doesn't have a bucket for that, create one. 235 * the player doesn't have a bucket for that, create one.
347 */ 236 */
348 if (skill->type != SKILL && op->type == PLAYER) 237 if (skill->type != SKILL && op->type == PLAYER)
349 { 238 {
350 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 239 for (object *tmp = op->inv; tmp; tmp = tmp->below)
351 {
352 if (tmp->type == SKILL && tmp->skill == skill->skill) 240 if (tmp->type == SKILL && tmp->skill == skill->skill)
353 break; 241 {
242 skill = tmp;
243 goto found;
354 } 244 }
355 if (!tmp) 245
356 tmp = give_skill_by_name (op, skill->skill); 246 skill = give_skill_by_name (op, skill->skill);
357 skill = tmp; 247found: ;
358 } 248 }
359 249
360 // skill, by_whom, on_which_object, which direction, skill_argument 250 // skill, by_whom, on_which_object, which direction, skill_argument
361 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)))
362 return 0; 252 return 0;
363 253
364 switch (skill->subtype) 254 switch (skill->subtype)
365 { 255 {
366 case SK_LEVITATION: 256 case SK_LEVITATION:
367 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
368 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
369 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
370 * shouldn't. 260 * shouldn't.
371 */ 261 */
372 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
373 { 263 {
374 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
375 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
376 } 266 }
377 else 267 else
378 { 268 {
379 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
380 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!");
381 } 271 }
272
382 op->update_stats (); 273 op->update_stats ();
383 success = 1; 274 success = 1;
384 break; 275 break;
385 276
386 case SK_STEALING: 277 case SK_STEALING:
387 exp = success = steal (op, dir, skill); 278 exp = success = steal (op, dir, skill);
388 break; 279 break;
389 280
390 case SK_LOCKPICKING: 281 case SK_LOCKPICKING:
391 exp = success = pick_lock (op, dir, skill); 282 exp = success = pick_lock (op, dir, skill);
392 break; 283 break;
393 284
394 case SK_HIDING: 285 case SK_HIDING:
395 exp = success = hide (op, skill); 286 exp = success = hide (op, skill);
396 break; 287 break;
397 288
398 case SK_JUMPING: 289 case SK_JUMPING:
399 success = jump (op, dir, skill); 290 exp = success = jump (op, dir, skill);
400 break; 291 break;
401 292
402 case SK_INSCRIPTION: 293 case SK_INSCRIPTION:
403 exp = success = write_on_item (op, string, skill); 294 exp = success = write_on_item (op, string, skill);
404 break; 295 break;
405 296
406 case SK_MEDITATION: 297 case SK_MEDITATION:
407 meditate (op, skill); 298 meditate (op, skill);
408 success = 1; 299 success = 1;
409 break; 300 break;
410 /* note that the following 'attack' skills gain exp through hit_player() */ 301 /* note that the following 'attack' skills gain exp through hit_player() */
411 302
412 case SK_KARATE: 303 case SK_KARATE:
413 (void) attack_hth (op, dir, "karate-chopped", skill); 304 attack_hth (op, dir, "karate-chopped", skill);
414 break; 305 break;
415 306
416 case SK_PUNCHING: 307 case SK_PUNCHING:
417 (void) attack_hth (op, dir, "punched", skill); 308 attack_hth (op, dir, "punched", skill);
418 break; 309 break;
419 310
420 case SK_FLAME_TOUCH: 311 case SK_FLAME_TOUCH:
421 (void) attack_hth (op, dir, "flamed", skill); 312 attack_hth (op, dir, "flamed", skill);
422 break; 313 break;
423 314
424 case SK_SPARK_TOUCH: 315 case SK_SPARK_TOUCH:
425 (void) attack_hth (op, dir, "zapped", skill); 316 attack_hth (op, dir, "zapped", skill);
426 break; 317 break;
427 318
428 case SK_SHIVER: 319 case SK_SHIVER:
429 (void) attack_hth (op, dir, "froze", skill); 320 attack_hth (op, dir, "froze", skill);
430 break; 321 break;
431 322
432 case SK_ACID_SPLASH: 323 case SK_ACID_SPLASH:
433 (void) attack_hth (op, dir, "dissolved", skill); 324 attack_hth (op, dir, "dissolved", skill);
434 break; 325 break;
435 326
436 case SK_POISON_NAIL: 327 case SK_POISON_NAIL:
437 (void) attack_hth (op, dir, "injected poison into", skill); 328 attack_hth (op, dir, "injected poison into", skill);
438 break; 329 break;
439 330
440 case SK_CLAWING: 331 case SK_CLAWING:
441 (void) attack_hth (op, dir, "clawed", skill); 332 attack_hth (op, dir, "clawed", skill);
442 break; 333 break;
443 334
444 case SK_ONE_HANDED_WEAPON: 335 case SK_ONE_HANDED_WEAPON:
445 case SK_TWO_HANDED_WEAPON: 336 case SK_TWO_HANDED_WEAPON:
446 (void) attack_melee_weapon (op, dir, NULL, skill); 337 attack_melee_weapon (op, dir, NULL, skill);
447 break; 338 break;
448 339
449 case SK_FIND_TRAPS: 340 case SK_FIND_TRAPS:
450 exp = success = find_traps (op, skill); 341 exp = success = find_traps (op, skill);
451 break; 342 break;
452 343
453 case SK_SINGING: 344 case SK_SINGING:
454 exp = success = singing (op, dir, skill); 345 exp = success = singing (op, dir, skill);
455 break; 346 break;
456 347
457 case SK_ORATORY: 348 case SK_ORATORY:
458 exp = success = use_oratory (op, dir, skill); 349 exp = success = use_oratory (op, dir, skill);
459 break; 350 break;
460 351
461 case SK_SMITHERY: 352 case SK_SMITHERY:
462 case SK_BOWYER: 353 case SK_BOWYER:
463 case SK_JEWELER: 354 case SK_JEWELER:
464 case SK_ALCHEMY: 355 case SK_ALCHEMY:
465 case SK_THAUMATURGY: 356 case SK_THAUMATURGY:
466 case SK_LITERACY: 357 case SK_LITERACY:
467 case SK_WOODSMAN: 358 case SK_WOODSMAN:
468 /* 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.
469 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
470 */ 361 */
362 {
363 bool found_cauldron = false;
364
471 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)
472 { 366 {
473 next = tmp->above; 367 next = tmp->above;
474 368
475 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 369 if (tmp->flag [FLAG_IS_CAULDRON])
476 { 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
477 attempt_do_alchemy (op, tmp); 381 attempt_do_alchemy (op, tmp, skill);
478 382
479 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
480 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
481
482 did_alc = 1;
483 } 385 }
484 } 386 }
485 387
486 if (did_alc == 0) 388 if (!found_cauldron)
487 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
488 390 }
489 break; 391 break;
490 392
491 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
492 case SK_DET_CURSE: 394 case SK_DET_CURSE:
493 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
494 break; 396 break;
495 397
496 case SK_DISARM_TRAPS: 398 case SK_DISARM_TRAPS:
497 exp = success = remove_trap (op, dir, skill); 399 exp = success = remove_trap (op, dir, skill);
498 break; 400 break;
499 401
500 case SK_THROWING: 402 case SK_THROWING:
501 success = skill_throw (op, part, dir, string, skill); 403 success = skill_throw (op, part, dir, string, skill);
502 break; 404 break;
503 405
504 case SK_SET_TRAP: 406 case SK_SET_TRAP:
505 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.");
506 break; 408 break;
507 409
508 case SK_USE_MAGIC_ITEM: 410 case SK_USE_MAGIC_ITEM:
509 case SK_MISSILE_WEAPON: 411 case SK_MISSILE_WEAPON:
510 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.");
511 break; 413 break;
512 414
513 case SK_PRAYING: 415 case SK_PRAYING:
514 success = pray (op, skill); 416 success = pray (op, skill);
515 break; 417 break;
516 418
517 case SK_BARGAINING: 419 case SK_BARGAINING:
518 success = describe_shop (op); 420 success = describe_shop (op);
519 break; 421 break;
520 422
521 case SK_SORCERY: 423 case SK_SORCERY:
522 case SK_EVOCATION: 424 case SK_EVOCATION:
523 case SK_PYROMANCY: 425 case SK_PYROMANCY:
524 case SK_SUMMONING: 426 case SK_SUMMONING:
525 case SK_CLIMBING: 427 case SK_CLIMBING:
526 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.");
527 break; 429 break;
528 430
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
529 default: 439 default:
530 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);
531 break; 441 break;
532 } 442 }
533 443
534 /* 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.
535 * 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
536 * which use_monster_skill is called already simulates this. 446 * which use_monster_skill is called already simulates this.
537 * If certain skills should take more/less time, that should be 447 * If certain skills should take more/less time, that should be
538 * in the code for the skill itself. 448 * in the code for the skill itself.
539 */ 449 */
540
541 if (op->type == PLAYER) 450 if (op->type == PLAYER)
542 op->speed_left -= 1.0; 451 op->speed_left -= 1.f;
543 452
544 /* 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.
545 * Note that add_exp() will figure out player/monster experience 454 * Note that add_exp() will figure out player/monster experience
546 * gain problems. 455 * gain problems.
547 */ 456 */
575 * op is the object that was 'defeated'. 484 * op is the object that was 'defeated'.
576 * 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
577 * point back to who. 486 * point back to who.
578 * 487 *
579 */ 488 */
580
581int 489int
582calc_skill_exp (object *who, object *op, object *skill) 490calc_skill_exp (object *who, object *op, object *skill)
583{ 491{
584 int op_exp = 0, op_lvl = 0; 492 int op_exp = 0, op_lvl = 0;
585 float base, value, lvl_mult = 0.0; 493 float base, value, lvl_mult = 0.0;
594 * 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
595 * help out exp awards for skill_ident skills. Also, if 503 * help out exp awards for skill_ident skills. Also, if
596 * 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
597 * and level (this was the old system) -b.t. 505 * and level (this was the old system) -b.t.
598 */ 506 */
599
600 if (!op) 507 if (!op)
601 { /* no item/creature */ 508 { /* no item/creature */
602 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 509 op_lvl = max (1, who->map->difficulty);
603 op_exp = 0; 510 op_exp = 0;
604 } 511 }
605 else if (op->type == RUNE || op->type == TRAP) 512 else if (op->type == RUNE || op->type == TRAP)
606 { /* all traps. If stats.Cha > 1 we use that 513 { /* all traps. If stats.Cha > 1 we use that
607 * for the amount of experience */ 514 * for the amount of experience */
610 } 517 }
611 else 518 else
612 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
613 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
614 op_lvl = op->level; 521 op_lvl = op->level;
615 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
616 { /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
617 op_lvl += 5 * abs (op->magic);
618 }
619 } 524 }
620 525
621 if (op_lvl < 1) 526 if (op_lvl < 1)
622 op_lvl = 1; 527 op_lvl = 1;
623 528
631 /* 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
632 * bse reward value (exp) and level multiplier factor. 537 * bse reward value (exp) and level multiplier factor.
633 */ 538 */
634 if (skill->type == SKILL) 539 if (skill->type == SKILL)
635 { 540 {
636 base += skill->arch->clone.stats.exp; 541 base += skill->arch->stats.exp;
637 if (settings.simple_exp) 542 if (settings.simple_exp)
638 { 543 {
639 if (skill->arch->clone.level) 544 if (skill->arch->level)
640 lvl_mult = (float) skill->arch->clone.level / 100.0; 545 lvl_mult = (float) skill->arch->level / 100.0;
641 else 546 else
642 lvl_mult = 1.0; /* no adjustment */ 547 lvl_mult = 1.0; /* no adjustment */
643 } 548 }
644 else 549 else
645 { 550 {
646 if (skill->level) 551 if (skill->level)
647 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);
648 else 553 else
649 lvl_mult = 1.0; 554 lvl_mult = 1.0;
650 } 555 }
651 } 556 }
652 else 557 else
653 { 558 {
654 /* Don't divide by zero here! */ 559 /* Don't divide by zero here! */
655 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 560 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
656 } 561 }
657 } 562 }
658 563
659 /* assemble the exp total, and return value */ 564 /* assemble the exp total, and return value */
660 565
674 * This one actually teaches the player the skill as something 579 * This one actually teaches the player the skill as something
675 * they can equip. 580 * they can equip.
676 * Return 0 if the player knows the skill, 1 if the 581 * Return 0 if the player knows the skill, 1 if the
677 * player learns the skill, 2 otherwise. 582 * player learns the skill, 2 otherwise.
678 */ 583 */
679
680int 584int
681learn_skill (object *pl, object *scroll) 585learn_skill (object *pl, object *scroll)
682{ 586{
683 object *tmp;
684
685 if (!scroll->skill) 587 if (!scroll->skill)
686 { 588 {
687 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);
688 return 2; 590 return 2;
689 } 591 }
690 592
691 /* can't use find_skill_by_name because we want skills the player knows 593 object *tmp = find_skill (pl, scroll->skill);
692 * but can't use natively.
693 */
694
695 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
696 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
697 break;
698 594
699 /* player already knows it */ 595 /* player already knows it */
700 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
701 return 0; 597 return 0;
702 598
703 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
704 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
705 * might never be able to learn anything. 601 * might never be able to learn anything.
714 { 610 {
715 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);
716 return 2; 612 return 2;
717 } 613 }
718 614
719 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
720 link_player_skills (pl); 616
721 return 1; 617 return 1;
722} 618}
723 619
724/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
725
726/* Probably belongs in some global utils-type file? */ 621/* Probably belongs in some global utils-type file? */
727static int 622static int
728clipped_percent (sint64 a, sint64 b) 623clipped_percent (sint64 a, sint64 b)
729{ 624{
730 int rv; 625 int rv;
750 * Note this function is a bit more complicated becauase we 645 * Note this function is a bit more complicated becauase we
751 * we want ot sort the skills before printing them. If we 646 * we want ot sort the skills before printing them. If we
752 * 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
753 * simpler. 648 * simpler.
754 */ 649 */
755 650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
756void 651void
757show_skills (object *op, const char *search) 652show_skills (object *pl, const char *search)
758{ 653{
759 object *tmp = NULL;
760 char buf[MAX_BUF];
761 const char *cp; 654 const char *cp;
762 int i, num_skills_found = 0; 655 int i, num_skills_found = 0;
763 static const char *const periods = "........................................"; 656 const char *const periods = ".............................."; // 30
764 657
765 /* 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 */
766 char skills[NUM_SKILLS][MAX_BUF]; 659 char skills[NUM_SKILLS][128]; // d'oh
767 660
661 object *op = pl->contr->ob;
768 662
769 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
770 { 664 {
771 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
772 { 666 {
773 if (search && strstr (tmp->name, search) == NULL) 667 if (search && !tmp->name.contains (search))
774 continue; 668 continue;
669
670 char buf[30];
671
775 /* Basically want to fill this out to 40 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
776 sprintf (buf, "%s%s", &tmp->name, periods); 673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
777 buf[40] = 0;
778 674
779 if (settings.permanent_exp_ratio) 675 if (settings.permanent_exp_ratio)
780 {
781 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%%)",
782 buf, tmp->level, tmp->stats.exp, 677 buf, tmp->level, tmp->stats.exp,
783 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));
784 }
785 else 679 else
786 {
787 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
788 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));
789 } 682
790 /* 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
791 * it sometimes happens (maybe a leftover from bugier earlier code 684 * it sometimes happens (maybe a leftover from bugier earlier code
792 * and those character are still about). In any case, lets handle 685 * and those character are still about). In any case, lets handle
793 * 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
794 * crash the server numerous times. 687 * crash the server numerous times.
795 */ 688 */
796 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
797 { 690 {
798 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.");
799 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");
800 break; 693 break;
801 } 694 }
802 } 695 }
803 } 696 }
804 697
805 clear_win_info (op); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
806 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 699
700 msg << "T<Player skills:>\n\n";
807 if (num_skills_found > 1) 701 if (num_skills_found > 1)
808 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);
809 703
810 for (i = 0; i < num_skills_found; i++) 704 for (i = 0; i < num_skills_found; i++)
811 { 705 msg << " C<" << skills [i] << ">\n";
812 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
813 }
814 706
815 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";
816 708
817 cp = determine_god (op); 709 cp = determine_god (op);
818 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";
819 711
820 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
821 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);
822} 717}
823 718
824/* 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
825 * 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
826 * 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.
827 * This is tricky because skills can have spaces. We basically roll 722 * This is tricky because skills can have spaces. We basically roll
828 * 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.
829 */ 724 */
830
831int 725int
832use_skill (object *op, const char *string) 726use_skill (object *op, const char *string)
833{ 727{
834 object *skop; 728 object *skop;
835 size_t len; 729 size_t len;
836 730
837 if (!string) 731 if (!string)
838 return 0; 732 return 0;
839 733
840 for (skop = op->inv; skop != NULL; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
841 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
842 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
843 !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);
844 break; 739 break;
845 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
846 break;
847 } 740 }
741
848 if (!skop) 742 if (!skop)
849 { 743 {
850 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 );
851 return 0; 756 return 0;
852 } 757 }
853 758
854 len = strlen (skop->skill); 759 len = strlen (skop->skill);
855 760
857 * options given to the skill. Its pretty simple - if there 762 * options given to the skill. Its pretty simple - if there
858 * are extra parameters (as deteremined by string length), we 763 * are extra parameters (as deteremined by string length), we
859 * want to skip over any leading spaces. 764 * want to skip over any leading spaces.
860 */ 765 */
861 if (len >= strlen (string)) 766 if (len >= strlen (string))
862 {
863 string = NULL; 767 string = NULL;
864 }
865 else 768 else
866 { 769 {
867 string += len; 770 string += len;
868 while (*string == 0x20) 771 while (*string == 0x20)
869 string++; 772 string++;
773
870 if (strlen (string) == 0) 774 if (strlen (string) == 0)
871 string = NULL; 775 string = NULL;
872 } 776 }
873 777
874#ifdef SKILL_UTIL_DEBUG 778#ifdef SKILL_UTIL_DEBUG
875 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");
876#endif 780#endif
877 781
878 /* Change to the new skill, then execute it. */
879 if (do_skill (op, op, skop, op->facing, string)) 782 if (do_skill (op, op, skop, op->facing, string))
880 return 1; 783 return 1;
881 784
882 return 0; 785 return 0;
883} 786}
884 787
885static bool 788static bool
886hth_skill_p (object *skill) 789hth_skill_p (object *skill)
887{ 790{
888 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
889 if (skill->subtype == unarmed_skills[i])
890 return 1;
891
892 return 0;
893} 792}
894 793
895/* 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.
896 */ 795 */
897static object * 796static object *
898find_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
899{ 798{
900 for (object *tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
901 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))
902 return tmp; 801 return tmp;
903 802
904 return 0; 803 return 0;
905} 804}
906 805
911 * tmp is the targetted monster. 810 * tmp is the targetted monster.
912 * op is what is attacking 811 * op is what is attacking
913 * string is passed along to describe what messages to describe 812 * string is passed along to describe what messages to describe
914 * the damage. 813 * the damage.
915 */ 814 */
916
917static int 815static int
918do_skill_attack (object *tmp, object *op, const char *string, object *skill) 816do_skill_attack (object *tmp, object *op, const char *string, object *skill)
919{ 817{
920 int success;
921
922 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)))
923 return RESULT_INT (0); 819 return RESULT_INT (0);
924 820
925 /* 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
926 * 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.
927 * 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,
928 * 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
929 * 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.
930 */ 826 */
931 if (op->type == PLAYER) 827 if (player *pl = op->contr)
932 { 828 {
933 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 829 if (skill)
934 { 830 {
935 if (!skill) 831 if (!op->apply (skill))
936 {
937 /* See if the players chosen skill is a combat skill, and use
938 * it if appropriate.
939 */
940 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
941 skill = op->chosen_skill;
942 else
943 {
944 skill = find_player_hth_skill (op);
945
946 if (!skill)
947 {
948 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
949 return 0;
950 }
951 }
952 }
953
954 /* now try to ready the new skill */
955 if (!change_skill (op, skill, 0))
956 { /* oh oh, trouble! */
957 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
958 return 0; 832 return 0;
959 }
960 } 833 }
961 else 834 else
962 { 835 {
963 /* Seen some crashes below where current_weapon is not set, 836 if (!pl->combat_ob)
964 * even though the flag says it is. So if current weapon isn't set,
965 * do some work in trying to find the object to use.
966 */
967 if (!op->current_weapon)
968 { 837 {
969 object *tmp; 838 if (op->flag [FLAG_READY_WEAPON])
970
971 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
972 for (tmp = op->inv; tmp; tmp = tmp->below)
973 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
974 break;
975
976 if (!tmp)
977 { 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)
978 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);
979 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);
980 return 0; 871 return 0;
981 } 872 }
982 else
983 {
984 op->current_weapon = tmp;
985 }
986 } 873 }
987 874
988 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 875 if (!op->apply (pl->combat_ob))
876 return 0;
989 } 877 }
990 }
991 878
992 /* lose invisiblity/hiding status for running attacks */ 879 /* lose invisiblity/hiding status for running attacks */
993 880 if (pl->tmp_invis)
994 if (op->type == PLAYER && op->contr->tmp_invis) 881 {
995 {
996 op->contr->tmp_invis = 0; 882 pl->tmp_invis = 0;
997 op->invisible = 0; 883 op->invisible = 0;
998 op->hide = 0; 884 op->flag [FLAG_HIDDEN] = 0;
999 update_object (op, UP_OBJ_FACE); 885 update_object (op, UP_OBJ_CHANGE);
886 }
1000 } 887 }
1001 888
1002 success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
1003 890
1004 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
1005 892
1006 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1007 { 894 {
1008 if (op->type == PLAYER) 895 if (op->type == PLAYER)
1009 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));
1010 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
1011 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);
1012 } 899 }
900
1013 return success; 901 return success;
1014} 902}
1015
1016 903
1017/* 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
1018 * system. In essence, this code handles 905 * system. In essence, this code handles
1019 * 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
1020 * treated here. If an opponent is already supplied by move_player(), 907 * treated here. If an opponent is already supplied by move_player(),
1021 * 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
1022 * appropriate opponent exists. 909 * appropriate opponent exists.
1023 * 910 *
1024 * This is called by move_player() and attack_hth() 911 * This is called by move_player() and attack_hth()
1025 * 912 *
1026 * Initial implementation by -bt thomas@astro.psu.edu 913 * Initial implementation by -bt thomas@astro.psu.edu
1027 */ 914 */
1028
1029int 915int
1030skill_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)
1031{ 917{
1032 sint16 tx, ty; 918 sint16 tx, ty;
1033 maptile *m; 919 maptile *m;
1040 ty = freearr_y[dir]; 926 ty = freearr_y[dir];
1041 927
1042 /* 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.
1043 * Legal opponents are the same as outlined in move_player_attack() 929 * Legal opponents are the same as outlined in move_player_attack()
1044 */ 930 */
1045 931 if (!tmp)
1046 if (tmp == NULL)
1047 { 932 {
1048 m = pl->map; 933 m = pl->map;
1049 tx = pl->x + freearr_x[dir]; 934 tx = pl->x + freearr_x[dir];
1050 ty = pl->y + freearr_y[dir]; 935 ty = pl->y + freearr_y[dir];
1051 936
1056 /* 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 */
1057 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)))
1058 return 0; 943 return 0;
1059 944
1060 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)
1061 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)
1062 { 947 {
1063 /* Don't attack party members */ 948 /* Don't attack party members */
1064 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))
1065 return 0; 950 return 0;
951
1066 break; 952 break;
1067 } 953 }
1068 } 954 }
955
1069 if (!tmp) 956 if (!tmp)
1070 { 957 {
1071 if (pl->type == PLAYER) 958 if (pl->type == PLAYER)
1072 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
1073 return 0; 961 return 0;
1074 } 962 }
1075 963
1076 return do_skill_attack (tmp, pl, string, skill); 964 return do_skill_attack (tmp, pl, string, skill);
1077} 965}
1078
1079 966
1080/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 967/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1081 968
1082/* 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
1083 * (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
1084 * function skill_attack() we actually attack. 971 * function skill_attack() we actually attack.
1085 */ 972 */
1086
1087static int 973static int
1088attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
1089{ 975{
1090 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
1091 977
1092 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
1093 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
1094 { 980 {
1095 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1096 { 982 {
1097 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
1098 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
1099 pl->update_stats (); 985 pl->update_stats ();
1100 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
1101 { 987 {
1102 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.");
1103 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1104 } 990 }
991
1105 break; 992 break;
1106 } 993 }
1107 } 994 }
995
1108 return skill_attack (enemy, pl, dir, string, skill); 996 return skill_attack (enemy, pl, dir, string, skill);
1109} 997}
1110
1111 998
1112/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 999/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1113 * 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.
1114 * 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
1115 * bears mentioning: 1002 * bears mentioning:
1116 * 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
1117 * we may make this routine handle 'special' melee weapons attacks 1004 * we may make this routine handle 'special' melee weapons attacks
1118 * (like disarming manuever with sai) based on player SK_level and 1005 * (like disarming manuever with sai) based on player SK_level and
1119 * weapon type. 1006 * weapon type.
1120 */ 1007 */
1121
1122static int 1008static int
1123attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1124{ 1010{
1125 1011
1126 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1127 { 1013 {
1128 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1129 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
1130 return 0; 1017 return 0;
1131 } 1018 }
1019
1132 return skill_attack (NULL, op, dir, string, skill); 1020 return skill_attack (NULL, op, dir, string, skill);
1133
1134} 1021}
1022

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