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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.29 by root, Wed Mar 14 04:12:29 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 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. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
44#include <object.h> 44#include <object.h>
45#include <sproto.h> 45#include <sproto.h>
46#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. */
47#include <spells.h> 47#include <spells.h>
48 48
49/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 50 0, // SK_NONE
51 * automatically applying one for the player. 51# define def(uc, flags) flags,
52 */ 52# include "skillinc.h"
53static uint8 unarmed_skills[] = { 53# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 54};
64 55
65static 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);
66static 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);
67 58
68/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
69 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
70 * subtypes. 61 * subtypes.
71 */ 62 */
72void 63void
73init_skills (void) 64init_skills ()
74{ 65{
75 int i; 66 for_all_archetypes (at)
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
80 { 68 {
81 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
82 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",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
84 else 72 else
85 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
86 } 74 }
87 75
88 /* 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
89 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
90 */ 78 */
91 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i]) 80 if (!skill_names[i])
94 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);
95 }
96} 82}
97 83
98/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp. 87 * mostly used for sending exp.
102 */ 88 */
103void 89void
104link_player_skills (object *op) 90player::link_skills ()
105{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
106 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
107 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
108 { 97 {
109 /* This is really a warning, hence no else below */ 98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
113 99
114 if (tmp->subtype >= NUM_SKILLS) 100 if (last_skill_ob [tmp->subtype] != tmp)
115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
116 else
117 { 101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
120 } 110 }
121 } 111 }
122} 112}
123 113
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);
133}
134
124/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
126 * 137 *
127 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
128 * 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
129 * tool, this code will equip it. 140 * tool, this code will equip it.
130 */ 141 */
131object * 142object *
132find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
133{ 144{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
135 146
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
144 { 149 {
145 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]))
146 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
147 152 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
150 */ 155 */
151 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)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 157 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 158 }
158 } 159
159 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 161 return 0;
162 162
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
166 */ 166 */
167 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
168 { 168
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill) 169 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who); 171
178 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
179 return skill; 174 return 0;
180 } 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
181 return NULL; 189 return 0;
182} 190}
183
184 191
185/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
187 * 194 *
188 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
189 * 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
190 * tool, this code will equip it. 197 * tool, this code will equip it.
191 * 198 *
194 * this replaces find_skill. 201 * this replaces find_skill.
195 */ 202 */
196object * 203object *
197find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
198{ 205{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill; 209 return skop;
243 }
244 210
245 return NULL;
246}
247
248/* This changes the objects skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error
258 */
259
260int
261change_skill (object *who, object *new_skill, int flag)
262{
263 int old_range;
264
265 if (who->type != PLAYER)
266 return 0; 211 return 0;
267
268 old_range = who->contr->shoottype;
269
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1;
277 }
278
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY);
286
287 /* Only goal in this case was to unapply a skill */
288 if (!new_skill)
289 return 0;
290
291 if (apply_special (who, new_skill, AP_APPLY))
292 return 0;
293
294 if (flag & 0x1)
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 212}
315 213
316/* 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().
317 * 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.
318 * 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
321 * 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
322 * 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
323 * give any exp for their direct use (eg, throwing). 221 * give any exp for their direct use (eg, throwing).
324 * It returns 0 if no skill was used. 222 * It returns 0 if no skill was used.
325 */ 223 */
326
327int 224int
328do_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)
329{ 226{
330 int success = 0, exp = 0; 227 int success = 0, exp = 0;
331 int did_alc = 0;
332 object *tmp, *next;
333 228
334 if (!skill) 229 if (!skill)
335 return 0; 230 return 0;
336 231
337 /* 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
339 * 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
340 * the player doesn't have a bucket for that, create one. 235 * the player doesn't have a bucket for that, create one.
341 */ 236 */
342 if (skill->type != SKILL && op->type == PLAYER) 237 if (skill->type != SKILL && op->type == PLAYER)
343 { 238 {
344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 239 for (object *tmp = op->inv; tmp; tmp = tmp->below)
345 if (tmp->type == SKILL && tmp->skill == skill->skill) 240 if (tmp->type == SKILL && tmp->skill == skill->skill)
346 break; 241 {
242 skill = tmp;
243 goto found;
244 }
347 245
348 if (!tmp)
349 tmp = give_skill_by_name (op, skill->skill); 246 skill = give_skill_by_name (op, skill->skill);
350 247found: ;
351 skill = tmp;
352 } 248 }
353 249
354 // skill, by_whom, on_which_object, which direction, skill_argument 250 // skill, by_whom, on_which_object, which direction, skill_argument
355 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)))
356 return 0; 252 return 0;
361 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
362 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
363 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
364 * shouldn't. 260 * shouldn't.
365 */ 261 */
366 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
367 { 263 {
368 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
370 } 266 }
371 else 267 else
372 { 268 {
373 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
374 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!");
375 } 271 }
376 272
377 op->update_stats (); 273 op->update_stats ();
378 success = 1; 274 success = 1;
379 break; 275 break;
389 case SK_HIDING: 285 case SK_HIDING:
390 exp = success = hide (op, skill); 286 exp = success = hide (op, skill);
391 break; 287 break;
392 288
393 case SK_JUMPING: 289 case SK_JUMPING:
394 success = jump (op, dir, skill); 290 exp = success = jump (op, dir, skill);
395 break; 291 break;
396 292
397 case SK_INSCRIPTION: 293 case SK_INSCRIPTION:
398 exp = success = write_on_item (op, string, skill); 294 exp = success = write_on_item (op, string, skill);
399 break; 295 break;
403 success = 1; 299 success = 1;
404 break; 300 break;
405 /* note that the following 'attack' skills gain exp through hit_player() */ 301 /* note that the following 'attack' skills gain exp through hit_player() */
406 302
407 case SK_KARATE: 303 case SK_KARATE:
408 (void) attack_hth (op, dir, "karate-chopped", skill); 304 attack_hth (op, dir, "karate-chopped", skill);
409 break; 305 break;
410 306
411 case SK_PUNCHING: 307 case SK_PUNCHING:
412 (void) attack_hth (op, dir, "punched", skill); 308 attack_hth (op, dir, "punched", skill);
413 break; 309 break;
414 310
415 case SK_FLAME_TOUCH: 311 case SK_FLAME_TOUCH:
416 (void) attack_hth (op, dir, "flamed", skill); 312 attack_hth (op, dir, "flamed", skill);
417 break; 313 break;
418 314
419 case SK_SPARK_TOUCH: 315 case SK_SPARK_TOUCH:
420 (void) attack_hth (op, dir, "zapped", skill); 316 attack_hth (op, dir, "zapped", skill);
421 break; 317 break;
422 318
423 case SK_SHIVER: 319 case SK_SHIVER:
424 (void) attack_hth (op, dir, "froze", skill); 320 attack_hth (op, dir, "froze", skill);
425 break; 321 break;
426 322
427 case SK_ACID_SPLASH: 323 case SK_ACID_SPLASH:
428 (void) attack_hth (op, dir, "dissolved", skill); 324 attack_hth (op, dir, "dissolved", skill);
429 break; 325 break;
430 326
431 case SK_POISON_NAIL: 327 case SK_POISON_NAIL:
432 (void) attack_hth (op, dir, "injected poison into", skill); 328 attack_hth (op, dir, "injected poison into", skill);
433 break; 329 break;
434 330
435 case SK_CLAWING: 331 case SK_CLAWING:
436 (void) attack_hth (op, dir, "clawed", skill); 332 attack_hth (op, dir, "clawed", skill);
437 break; 333 break;
438 334
439 case SK_ONE_HANDED_WEAPON: 335 case SK_ONE_HANDED_WEAPON:
440 case SK_TWO_HANDED_WEAPON: 336 case SK_TWO_HANDED_WEAPON:
441 (void) attack_melee_weapon (op, dir, NULL, skill); 337 attack_melee_weapon (op, dir, NULL, skill);
442 break; 338 break;
443 339
444 case SK_FIND_TRAPS: 340 case SK_FIND_TRAPS:
445 exp = success = find_traps (op, skill); 341 exp = success = find_traps (op, skill);
446 break; 342 break;
461 case SK_LITERACY: 357 case SK_LITERACY:
462 case SK_WOODSMAN: 358 case SK_WOODSMAN:
463 /* 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.
464 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
465 */ 361 */
362 {
363 bool found_cauldron = false;
364
466 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)
467 { 366 {
468 next = tmp->above; 367 next = tmp->above;
469 368
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 369 if (tmp->flag [FLAG_IS_CAULDRON])
471 { 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
472 attempt_do_alchemy (op, tmp); 381 attempt_do_alchemy (op, tmp, skill);
473 382
474 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
475 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
476
477 did_alc = 1;
478 } 385 }
479 } 386 }
480 387
481 if (did_alc == 0) 388 if (!found_cauldron)
482 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
483 390 }
484 break; 391 break;
485 392
486 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
487 case SK_DET_CURSE: 394 case SK_DET_CURSE:
488 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
519 case SK_SUMMONING: 426 case SK_SUMMONING:
520 case SK_CLIMBING: 427 case SK_CLIMBING:
521 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.");
522 break; 429 break;
523 430
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
524 default: 439 default:
525 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);
526 break; 441 break;
527 } 442 }
528 443
530 * 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
531 * which use_monster_skill is called already simulates this. 446 * which use_monster_skill is called already simulates this.
532 * If certain skills should take more/less time, that should be 447 * If certain skills should take more/less time, that should be
533 * in the code for the skill itself. 448 * in the code for the skill itself.
534 */ 449 */
535
536 if (op->type == PLAYER) 450 if (op->type == PLAYER)
537 op->speed_left -= 1.0; 451 op->speed_left -= 1.f;
538 452
539 /* 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.
540 * Note that add_exp() will figure out player/monster experience 454 * Note that add_exp() will figure out player/monster experience
541 * gain problems. 455 * gain problems.
542 */ 456 */
570 * op is the object that was 'defeated'. 484 * op is the object that was 'defeated'.
571 * 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
572 * point back to who. 486 * point back to who.
573 * 487 *
574 */ 488 */
575
576int 489int
577calc_skill_exp (object *who, object *op, object *skill) 490calc_skill_exp (object *who, object *op, object *skill)
578{ 491{
579 int op_exp = 0, op_lvl = 0; 492 int op_exp = 0, op_lvl = 0;
580 float base, value, lvl_mult = 0.0; 493 float base, value, lvl_mult = 0.0;
589 * 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
590 * help out exp awards for skill_ident skills. Also, if 503 * help out exp awards for skill_ident skills. Also, if
591 * 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
592 * and level (this was the old system) -b.t. 505 * and level (this was the old system) -b.t.
593 */ 506 */
594
595 if (!op) 507 if (!op)
596 { /* no item/creature */ 508 { /* no item/creature */
597 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 509 op_lvl = max (1, who->map->difficulty);
598 op_exp = 0; 510 op_exp = 0;
599 } 511 }
600 else if (op->type == RUNE || op->type == TRAP) 512 else if (op->type == RUNE || op->type == TRAP)
601 { /* all traps. If stats.Cha > 1 we use that 513 { /* all traps. If stats.Cha > 1 we use that
602 * for the amount of experience */ 514 * for the amount of experience */
605 } 517 }
606 else 518 else
607 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
608 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
609 op_lvl = op->level; 521 op_lvl = op->level;
610 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
611 { /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
612 op_lvl += 5 * abs (op->magic);
613 }
614 } 524 }
615 525
616 if (op_lvl < 1) 526 if (op_lvl < 1)
617 op_lvl = 1; 527 op_lvl = 1;
618 528
626 /* 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
627 * bse reward value (exp) and level multiplier factor. 537 * bse reward value (exp) and level multiplier factor.
628 */ 538 */
629 if (skill->type == SKILL) 539 if (skill->type == SKILL)
630 { 540 {
631 base += skill->arch->clone.stats.exp; 541 base += skill->arch->stats.exp;
632 if (settings.simple_exp) 542 if (settings.simple_exp)
633 { 543 {
634 if (skill->arch->clone.level) 544 if (skill->arch->level)
635 lvl_mult = (float) skill->arch->clone.level / 100.0; 545 lvl_mult = (float) skill->arch->level / 100.0;
636 else 546 else
637 lvl_mult = 1.0; /* no adjustment */ 547 lvl_mult = 1.0; /* no adjustment */
638 } 548 }
639 else 549 else
640 { 550 {
641 if (skill->level) 551 if (skill->level)
642 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);
643 else 553 else
644 lvl_mult = 1.0; 554 lvl_mult = 1.0;
645 } 555 }
646 } 556 }
647 else 557 else
648 { 558 {
649 /* Don't divide by zero here! */ 559 /* Don't divide by zero here! */
650 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 560 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
651 } 561 }
652 } 562 }
653 563
654 /* assemble the exp total, and return value */ 564 /* assemble the exp total, and return value */
655 565
669 * This one actually teaches the player the skill as something 579 * This one actually teaches the player the skill as something
670 * they can equip. 580 * they can equip.
671 * Return 0 if the player knows the skill, 1 if the 581 * Return 0 if the player knows the skill, 1 if the
672 * player learns the skill, 2 otherwise. 582 * player learns the skill, 2 otherwise.
673 */ 583 */
674
675int 584int
676learn_skill (object *pl, object *scroll) 585learn_skill (object *pl, object *scroll)
677{ 586{
678 object *tmp;
679
680 if (!scroll->skill) 587 if (!scroll->skill)
681 { 588 {
682 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);
683 return 2; 590 return 2;
684 } 591 }
685 592
686 /* can't use find_skill_by_name because we want skills the player knows 593 object *tmp = find_skill (pl, scroll->skill);
687 * but can't use natively.
688 */
689
690 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
691 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
692 break;
693 594
694 /* player already knows it */ 595 /* player already knows it */
695 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
696 return 0; 597 return 0;
697 598
698 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
699 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
700 * might never be able to learn anything. 601 * might never be able to learn anything.
709 { 610 {
710 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);
711 return 2; 612 return 2;
712 } 613 }
713 614
714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
715 link_player_skills (pl); 616
716 return 1; 617 return 1;
717} 618}
718 619
719/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721/* Probably belongs in some global utils-type file? */ 621/* Probably belongs in some global utils-type file? */
722static int 622static int
723clipped_percent (sint64 a, sint64 b) 623clipped_percent (sint64 a, sint64 b)
724{ 624{
725 int rv; 625 int rv;
745 * Note this function is a bit more complicated becauase we 645 * Note this function is a bit more complicated becauase we
746 * we want ot sort the skills before printing them. If we 646 * we want ot sort the skills before printing them. If we
747 * 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
748 * simpler. 648 * simpler.
749 */ 649 */
750 650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
751void 651void
752show_skills (object *op, const char *search) 652show_skills (object *pl, const char *search)
753{ 653{
754 object *tmp = NULL;
755 char buf[MAX_BUF];
756 const char *cp; 654 const char *cp;
757 int i, num_skills_found = 0; 655 int i, num_skills_found = 0;
758 static const char *const periods = "........................................"; 656 const char *const periods = ".............................."; // 30
759 657
760 /* 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 */
761 char skills[NUM_SKILLS][MAX_BUF]; 659 char skills[NUM_SKILLS][128]; // d'oh
762 660
661 object *op = pl->contr->ob;
763 662
764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
765 { 664 {
766 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
767 { 666 {
768 if (search && strstr (tmp->name, search) == NULL) 667 if (search && !tmp->name.contains (search))
769 continue; 668 continue;
669
670 char buf[30];
671
770 /* Basically want to fill this out to 40 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
771 sprintf (buf, "%s%s", &tmp->name, periods); 673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
772 buf[40] = 0;
773 674
774 if (settings.permanent_exp_ratio) 675 if (settings.permanent_exp_ratio)
775 {
776 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%%)",
777 buf, tmp->level, tmp->stats.exp, 677 buf, tmp->level, tmp->stats.exp,
778 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));
779 }
780 else 679 else
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
783 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));
784 } 682
785 /* 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
786 * it sometimes happens (maybe a leftover from bugier earlier code 684 * it sometimes happens (maybe a leftover from bugier earlier code
787 * and those character are still about). In any case, lets handle 685 * and those character are still about). In any case, lets handle
788 * 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
789 * crash the server numerous times. 687 * crash the server numerous times.
790 */ 688 */
791 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
792 { 690 {
793 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.");
794 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");
795 break; 693 break;
796 } 694 }
797 } 695 }
798 } 696 }
799 697
800 clear_win_info (op); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
801 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 699
700 msg << "T<Player skills:>\n\n";
802 if (num_skills_found > 1) 701 if (num_skills_found > 1)
803 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
804 703
805 for (i = 0; i < num_skills_found; i++) 704 for (i = 0; i < num_skills_found; i++)
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 705 msg << " C<" << skills [i] << ">\n";
807 706
808 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";
809 708
810 cp = determine_god (op); 709 cp = determine_god (op);
811 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";
812 711
813 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
814 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);
815} 717}
816 718
817/* 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
818 * 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
819 * 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.
820 * This is tricky because skills can have spaces. We basically roll 722 * This is tricky because skills can have spaces. We basically roll
821 * 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.
822 */ 724 */
823
824int 725int
825use_skill (object *op, const char *string) 726use_skill (object *op, const char *string)
826{ 727{
827 object *skop; 728 object *skop;
828 size_t len; 729 size_t len;
829 730
830 if (!string) 731 if (!string)
831 return 0; 732 return 0;
832 733
833 for (skop = op->inv; skop != NULL; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
834 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
835 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
836 !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);
837 break; 739 break;
838 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
839 break;
840 } 740 }
741
841 if (!skop) 742 if (!skop)
842 { 743 {
843 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 );
844 return 0; 756 return 0;
845 } 757 }
846 758
847 len = strlen (skop->skill); 759 len = strlen (skop->skill);
848 760
850 * options given to the skill. Its pretty simple - if there 762 * options given to the skill. Its pretty simple - if there
851 * are extra parameters (as deteremined by string length), we 763 * are extra parameters (as deteremined by string length), we
852 * want to skip over any leading spaces. 764 * want to skip over any leading spaces.
853 */ 765 */
854 if (len >= strlen (string)) 766 if (len >= strlen (string))
855 {
856 string = NULL; 767 string = NULL;
857 }
858 else 768 else
859 { 769 {
860 string += len; 770 string += len;
861 while (*string == 0x20) 771 while (*string == 0x20)
862 string++; 772 string++;
773
863 if (strlen (string) == 0) 774 if (strlen (string) == 0)
864 string = NULL; 775 string = NULL;
865 } 776 }
866 777
867#ifdef SKILL_UTIL_DEBUG 778#ifdef SKILL_UTIL_DEBUG
868 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");
869#endif 780#endif
870 781
871 /* Change to the new skill, then execute it. */
872 if (do_skill (op, op, skop, op->facing, string)) 782 if (do_skill (op, op, skop, op->facing, string))
873 return 1; 783 return 1;
874 784
875 return 0; 785 return 0;
876} 786}
877 787
878static bool 788static bool
879hth_skill_p (object *skill) 789hth_skill_p (object *skill)
880{ 790{
881 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
882 if (skill->subtype == unarmed_skills[i])
883 return 1;
884
885 return 0;
886} 792}
887 793
888/* 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.
889 */ 795 */
890static object * 796static object *
891find_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
892{ 798{
893 for (object *tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894 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))
895 return tmp; 801 return tmp;
896 802
897 return 0; 803 return 0;
898} 804}
899 805
904 * tmp is the targetted monster. 810 * tmp is the targetted monster.
905 * op is what is attacking 811 * op is what is attacking
906 * string is passed along to describe what messages to describe 812 * string is passed along to describe what messages to describe
907 * the damage. 813 * the damage.
908 */ 814 */
909
910static int 815static int
911do_skill_attack (object *tmp, object *op, const char *string, object *skill) 816do_skill_attack (object *tmp, object *op, const char *string, object *skill)
912{ 817{
913 int success;
914
915 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)))
916 return RESULT_INT (0); 819 return RESULT_INT (0);
917 820
918 /* 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
919 * 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.
920 * 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,
921 * 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
922 * 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.
923 */ 826 */
924 if (op->type == PLAYER) 827 if (player *pl = op->contr)
925 { 828 {
926 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 829 if (skill)
927 { 830 {
928 if (!skill) 831 if (!op->apply (skill))
929 {
930 /* See if the players chosen skill is a combat skill, and use
931 * it if appropriate.
932 */
933 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
934 skill = op->chosen_skill;
935 else
936 {
937 skill = find_player_hth_skill (op);
938
939 if (!skill)
940 {
941 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
942 return 0;
943 }
944 }
945 }
946
947 /* now try to ready the new skill */
948 if (!change_skill (op, skill, 0))
949 { /* oh oh, trouble! */
950 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
951 return 0; 832 return 0;
952 }
953 } 833 }
954 else 834 else
955 { 835 {
956 /* Seen some crashes below where current_weapon is not set, 836 if (!pl->combat_ob)
957 * even though the flag says it is. So if current weapon isn't set,
958 * do some work in trying to find the object to use.
959 */
960 if (!op->current_weapon)
961 { 837 {
962 object *tmp; 838 if (op->flag [FLAG_READY_WEAPON])
963
964 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
965 for (tmp = op->inv; tmp; tmp = tmp->below)
966 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
967 break;
968
969 if (!tmp)
970 { 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)
971 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);
972 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);
973 return 0; 871 return 0;
974 } 872 }
975 else
976 {
977 op->current_weapon = tmp;
978 }
979 } 873 }
980 874
981 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 875 if (!op->apply (pl->combat_ob))
876 return 0;
982 } 877 }
983 }
984 878
985 /* lose invisiblity/hiding status for running attacks */ 879 /* lose invisiblity/hiding status for running attacks */
986 880 if (pl->tmp_invis)
987 if (op->type == PLAYER && op->contr->tmp_invis) 881 {
988 {
989 op->contr->tmp_invis = 0; 882 pl->tmp_invis = 0;
990 op->invisible = 0; 883 op->invisible = 0;
991 op->hide = 0; 884 op->flag [FLAG_HIDDEN] = 0;
992 update_object (op, UP_OBJ_CHANGE); 885 update_object (op, UP_OBJ_CHANGE);
886 }
993 } 887 }
994 888
995 success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
996 890
997 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
998 892
999 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1000 { 894 {
1001 if (op->type == PLAYER) 895 if (op->type == PLAYER)
1002 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));
1003 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
1004 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);
1005 } 899 }
900
1006 return success; 901 return success;
1007} 902}
1008
1009 903
1010/* 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
1011 * system. In essence, this code handles 905 * system. In essence, this code handles
1012 * 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
1013 * treated here. If an opponent is already supplied by move_player(), 907 * treated here. If an opponent is already supplied by move_player(),
1014 * 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
1015 * appropriate opponent exists. 909 * appropriate opponent exists.
1016 * 910 *
1017 * This is called by move_player() and attack_hth() 911 * This is called by move_player() and attack_hth()
1018 * 912 *
1019 * Initial implementation by -bt thomas@astro.psu.edu 913 * Initial implementation by -bt thomas@astro.psu.edu
1020 */ 914 */
1021
1022int 915int
1023skill_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)
1024{ 917{
1025 sint16 tx, ty; 918 sint16 tx, ty;
1026 maptile *m; 919 maptile *m;
1033 ty = freearr_y[dir]; 926 ty = freearr_y[dir];
1034 927
1035 /* 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.
1036 * Legal opponents are the same as outlined in move_player_attack() 929 * Legal opponents are the same as outlined in move_player_attack()
1037 */ 930 */
1038 931 if (!tmp)
1039 if (tmp == NULL)
1040 { 932 {
1041 m = pl->map; 933 m = pl->map;
1042 tx = pl->x + freearr_x[dir]; 934 tx = pl->x + freearr_x[dir];
1043 ty = pl->y + freearr_y[dir]; 935 ty = pl->y + freearr_y[dir];
1044 936
1049 /* 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 */
1050 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)))
1051 return 0; 943 return 0;
1052 944
1053 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)
1054 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)
1055 { 947 {
1056 /* Don't attack party members */ 948 /* Don't attack party members */
1057 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))
1058 return 0; 950 return 0;
951
1059 break; 952 break;
1060 } 953 }
1061 } 954 }
955
1062 if (!tmp) 956 if (!tmp)
1063 { 957 {
1064 if (pl->type == PLAYER) 958 if (pl->type == PLAYER)
1065 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
1066 return 0; 961 return 0;
1067 } 962 }
1068 963
1069 return do_skill_attack (tmp, pl, string, skill); 964 return do_skill_attack (tmp, pl, string, skill);
1070} 965}
1071
1072 966
1073/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 967/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1074 968
1075/* 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
1076 * (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
1077 * function skill_attack() we actually attack. 971 * function skill_attack() we actually attack.
1078 */ 972 */
1079
1080static int 973static int
1081attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
1082{ 975{
1083 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
1084 977
1085 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
1086 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
1087 { 980 {
1088 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1089 { 982 {
1090 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
1091 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
1092 pl->update_stats (); 985 pl->update_stats ();
1093 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
1094 { 987 {
1095 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.");
1096 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1097 } 990 }
991
1098 break; 992 break;
1099 } 993 }
1100 } 994 }
995
1101 return skill_attack (enemy, pl, dir, string, skill); 996 return skill_attack (enemy, pl, dir, string, skill);
1102} 997}
1103
1104 998
1105/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 999/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1106 * 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.
1107 * 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
1108 * bears mentioning: 1002 * bears mentioning:
1109 * 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
1110 * we may make this routine handle 'special' melee weapons attacks 1004 * we may make this routine handle 'special' melee weapons attacks
1111 * (like disarming manuever with sai) based on player SK_level and 1005 * (like disarming manuever with sai) based on player SK_level and
1112 * weapon type. 1006 * weapon type.
1113 */ 1007 */
1114
1115static int 1008static int
1116attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1117{ 1010{
1118 1011
1119 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1120 { 1013 {
1121 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1122 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
1123 return 0; 1017 return 0;
1124 } 1018 }
1019
1125 return skill_attack (NULL, op, dir, string, skill); 1020 return skill_attack (NULL, op, dir, string, skill);
1126
1127} 1021}
1022

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