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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.10 by root, Tue Sep 12 00:26:16 2006 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: skill_util.C,v 1.10 2006/09/12 00:26:16 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
43 38
44/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 43#include <global.h>
51#include <object.h> 44#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 45#include <sproto.h>
54#endif
55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56#include <spells.h> 47#include <spells.h>
48
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
55
56vector<object_ptr> skillvec;
57 57
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60 60
61/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
62 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
63 * subtypes. 63 * subtypes.
64 */ 64 */
65void 65void
66init_skills (void) 66init_skills ()
67{ 67{
68 int i; 68 // nop
69 archetype *at; 69}
70 70
71 for (at = first_archetype; at != NULL; at = at->next) 71void
72 if (at->clone.type == SKILL) 72add_skill_archetype (object *o)
73{
74 printf ("<%s><%s>\n", &o->name, &o->skill);//D
75
76 assert (("skill name must equal skill skill", o->name == o->skill));
77
78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79 if ((*i)->name == o->name)
73 { 80 {
74 if (skill_names[at->clone.subtype] != NULL) 81 // replace existing entry
75 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 82 SKILL_INDEX (o) = i - skillvec.begin ();
76 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 83 *i = o;
77 else 84 return;
78 skill_names[at->clone.subtype] = at->clone.skill;
79 } 85 }
80 86
81 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
82 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
83 */ 89 SKILL_INDEX (o) = skillvec.size ();
84 for (i = 1; i < NUM_SKILLS; i++) 90 skillvec.push_back (o);
85 {
86 if (!skill_names[i])
87 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 }
89} 91}
90
91 92
92/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
93 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
94 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
95 * mostly used for sending exp. 96 * mostly used for sending exp.
96 */ 97 */
97void 98void
98link_player_skills (object *op) 99player::link_skills ()
99{ 100{
100 object *tmp; 101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 last_skill_ob [i] = 0;
101 103
102 for (tmp = op->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
103 {
104 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
105 { 106 {
106 /* This is really a warning, hence no else below */ 107 int idx = SKILL_INDEX (tmp);
107 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 108
109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
110
111 if (last_skill_ob [idx] != tmp)
108 { 112 {
109 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 113 last_skill_ob [idx] = tmp;
110 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 114 if (ns)
115 ns->last_skill_exp [idx] = -1;
111 } 116 }
112 if (tmp->subtype >= NUM_SKILLS)
113 {
114 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
115 }
116 else
117 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp;
119 op->contr->last_skill_exp[tmp->subtype] = -1;
120 }
121 } 117 }
122 } 118}
119
120static object *
121find_skill (object *who, shstr_cmp name)
122{
123 if (who->chosen_skill
124 && who->chosen_skill->skill == name
125 && who->chosen_skill->type == SKILL)
126 return who->chosen_skill;
127
128 for (object *tmp = who->inv; tmp; tmp = tmp->below)
129 if (tmp->skill == name && tmp->type == SKILL)
130 return splay (tmp);
131
132 return 0;
133}
134
135object *
136player::find_skill (shstr_cmp name) const
137{
138 // might want to use last_skill_obj at one point, or maybe not
139 return ::find_skill (ob, name);
123} 140}
124 141
125/* This returns the skill pointer of the given name (the 142/* This returns the skill pointer of the given name (the
126 * one that accumlates exp, has the level, etc). 143 * one that accumulates exp, has the level, etc).
127 * 144 *
128 * It is presumed that the player will be needing to actually 145 * It is presumed that the player will be needing to actually
129 * use the skill, so thus if use of the skill requires a skill 146 * use the skill, so thus if use of the skill requires a skill
130 * tool, this code will equip it. 147 * tool, this code will equip it.
131 */ 148 */
132object * 149object *
133find_skill_by_name (object *who, const char *name) 150find_skill_by_name (object *who, shstr_cmp sh)
134{ 151{
135 object *skill = NULL, *skill_tool = NULL, *tmp; 152 object *skill_tool = 0;
136 153
137 if (!name)
138 return NULL;
139
140 /* We make sure the length of the string in the object is greater
141 * in length than the passed string. Eg, if we have a skill called
142 * 'hi', we don't want to match if the user passed 'high'
143 */
144 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
155 if (tmp->skill == sh)
145 { 156 {
146 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 157 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
147 skill = tmp; 158 /* If this is a skill that can be used without applying tool, return it */
148 159 return splay (tmp);
149 /* Try to find appropriate skilltool. If the player has one already 160 /* Try to find appropriate skilltool. If the player has one already
150 * applied, we try to keep using that one. 161 * applied, we try to keep using that one.
151 */ 162 */
152 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 163 else if (tmp->type == SKILL_TOOL && !skill_tool)
153 {
154 if (QUERY_FLAG (tmp, FLAG_APPLIED))
155 skill_tool = tmp; 164 skill_tool = tmp;
156 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 skill_tool = tmp;
158 } 165 }
159 } 166
160 /* If this is a skill that can be used without a tool, return it */ 167 if (!skill_tool)
161 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
162 return skill; 168 return 0;
163 169
164 /* Player has a tool to use the skill. IF not applied, apply it - 170 /* Player has a tool to use the skill. If not applied, apply it -
165 * if not successful, return null. If they do have the skill tool 171 * if not successful, return null. If they do have the skill tool
166 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
167 */ 173 */
168 if (skill_tool) 174 object *skill = who->give_skill (skill_tool->skill);
169 { 175
170 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 176 if (!skill_tool->flag [FLAG_APPLIED])
171 { 177 if (!who->apply (splay (skill_tool)))
172 if (apply_special (who, skill_tool, 0))
173 return NULL;
174 }
175 if (!skill)
176 {
177 skill = give_skill_by_name (who, skill_tool->skill);
178 link_player_skills (who);
179 }
180 return skill; 178 return 0;
181 } 179
180 return splay (skill);
181}
182
183object *
184find_skill_by_name_fuzzy (object *who, const char *name)
185{
186 if (name)
187 for (object *tmp = who->inv; tmp; tmp = tmp->below)
188 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
189 && tmp->skill.starts_with (name))
190 if (object *skop = find_skill_by_name (who, tmp->skill))
191 return skop;
192
182 return NULL; 193 return 0;
183} 194}
184
185 195
186/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
187 * one that accumlates exp, has the level, etc). 197 * one that accumulates exp, has the level, etc).
188 * 198 *
189 * It is presumed that the player will be needing to actually 199 * It is presumed that the player will be needing to actually
190 * use the skill, so thus if use of the skill requires a skill 200 * use the skill, so thus if use of the skill requires a skill
191 * tool, this code will equip it. 201 * tool, this code will equip it.
192 * 202 *
193 * This code is basically the same as find_skill_by_name() above, 203 * This code is basically the same as find_skill_by_name() above,
194 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
195 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
196 */ 208 */
197object * 209object *
198find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
199{ 211{
200 object *skill = NULL, *skill_tool = NULL, *tmp;
201
202 if (skillno < 1 || skillno >= NUM_SKILLS)
203 return NULL;
204
205 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
206 {
207 if (tmp->type == SKILL && tmp->subtype == skillno) 213 if (tmp->type == SKILL && tmp->subtype == skillno)
208 skill = tmp; 214 if (object *skop = find_skill_by_name (who, tmp->skill))
215 return skop;
209 216
210 /* Try to find appropriate skilltool. If the player has one already 217 return 0;
211 * applied, we try to keep using that one. 218}
212 */ 219
213 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 220object *
214 { 221object::give_skill (shstr_cmp name, bool can_use)
215 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 222{
216 skill_tool = tmp; 223 object *skill = find_skill (this, name);
217 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 224
218 skill_tool = tmp; 225 if (!skill)
219 } 226 skill = give_skill_by_name (this, name);
220 } 227
221 /* If this is a skill that can be used without a tool, return it */ 228 if (skill && can_use)
222 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 229 skill->flag [FLAG_CAN_USE_SKILL] = true;
230
223 return skill; 231 return skill;
224
225 /* Player has a tool to use the skill. IF not applied, apply it -
226 * if not successful, return null. If they do have the skill tool
227 * but not the skill itself, give it to them.
228 */
229 if (skill_tool)
230 {
231 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
232 {
233 if (apply_special (who, skill_tool, 0))
234 return NULL;
235 }
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241 return skill;
242 }
243 return NULL;
244}
245
246/* This changes the objects skill to new_skill.
247 * note that this function doesn't always need to get used -
248 * you can now add skill exp to the player without the chosen_skill being
249 * set. This function is of most interest to players to update
250 * the various range information.
251 * if new_skill is null, this just unapplies the skill.
252 * flag has the current meaning:
253 * 0x1: If set, don't update the range pointer. This is useful when we
254 * need to ready a new skill, but don't want to clobber range.
255 * return 1 on success, 0 on error
256 */
257
258int
259change_skill (object *who, object *new_skill, int flag)
260{
261 int old_range;
262
263 if (who->type != PLAYER)
264 return 0;
265
266 old_range = who->contr->shoottype;
267
268 if (who->chosen_skill && who->chosen_skill == new_skill)
269 {
270 /* optimization for changing skill to current skill */
271 if (who->type == PLAYER && !(flag & 0x1))
272 who->contr->shoottype = range_skill;
273 return 1;
274 }
275
276 if (!new_skill || who->chosen_skill)
277 if (who->chosen_skill)
278 apply_special (who, who->chosen_skill, AP_UNAPPLY);
279
280 /* Only goal in this case was to unapply a skill */
281 if (!new_skill)
282 return 0;
283
284 if (apply_special (who, new_skill, AP_APPLY))
285 {
286 return 0;
287 }
288 if (flag & 0x1)
289 who->contr->shoottype = (rangetype) old_range;
290
291 return 1;
292}
293
294/* This function just clears the chosen_skill and range_skill values
295 * inthe player.
296 */
297void
298clear_skill (object *who)
299{
300 who->chosen_skill = NULL;
301 CLEAR_FLAG (who, FLAG_READY_SKILL);
302 if (who->type == PLAYER)
303 {
304 who->contr->ranges[range_skill] = NULL;
305 if (who->contr->shoottype == range_skill)
306 who->contr->shoottype = range_none;
307 }
308} 232}
309 233
310/* do_skill() - Main skills use function-similar in scope to cast_spell(). 234/* do_skill() - Main skills use function-similar in scope to cast_spell().
311 * We handle all requests for skill use outside of some combat here. 235 * We handle all requests for skill use outside of some combat here.
312 * We require a separate routine outside of fire() so as to allow monsters 236 * We require a separate routine outside of fire() so as to allow monsters
315 * exp - no caller needed that info, but it also prevented the callers 239 * exp - no caller needed that info, but it also prevented the callers
316 * from know if a skill was actually used, as many skills don't 240 * from know if a skill was actually used, as many skills don't
317 * give any exp for their direct use (eg, throwing). 241 * give any exp for their direct use (eg, throwing).
318 * It returns 0 if no skill was used. 242 * It returns 0 if no skill was used.
319 */ 243 */
320
321int 244int
322do_skill (object *op, object *part, object *skill, int dir, const char *string) 245do_skill (object *op, object *part, object *skill, int dir, const char *string)
323{ 246{
324 int success = 0, exp = 0; 247 int success = 0, exp = 0;
325 int did_alc = 0;
326 object *tmp, *next;
327 248
328 if (!skill) 249 if (!skill)
329 return 0; 250 return 0;
330 251
331 /* The code below presumes that the skill points to the object that 252 /* The code below presumes that the skill points to the object that
333 * go and try to find the actual real skill pointer, and if the 254 * go and try to find the actual real skill pointer, and if the
334 * the player doesn't have a bucket for that, create one. 255 * the player doesn't have a bucket for that, create one.
335 */ 256 */
336 if (skill->type != SKILL && op->type == PLAYER) 257 if (skill->type != SKILL && op->type == PLAYER)
337 { 258 {
338 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
339 {
340 if (tmp->type == SKILL && tmp->skill == skill->skill) 260 if (tmp->type == SKILL && tmp->skill == skill->skill)
341 break; 261 {
262 skill = tmp;
263 goto found;
342 } 264 }
343 if (!tmp) 265
344 tmp = give_skill_by_name (op, skill->skill); 266 skill = give_skill_by_name (op, skill->skill);
345 skill = tmp; 267found: ;
346 } 268 }
347 269
348 // skill, by_whom, on_which_object, which direction, skill_argument 270 // skill, by_whom, on_which_object, which direction, skill_argument
349 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 271 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
350 return 0; 272 return 0;
351 273
352 switch (skill->subtype) 274 switch (skill->subtype)
353 { 275 {
354 case SK_LEVITATION: 276 case SK_LEVITATION:
355 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
356 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
357 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
358 * shouldn't. 280 * shouldn't.
359 */ 281 */
360 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
361 { 283 {
362 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
363 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
364 } 286 }
365 else 287 else
366 { 288 {
367 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
368 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 290 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
369 } 291 }
370 fix_player (op); 292
293 op->update_stats ();
371 success = 1; 294 success = 1;
372 break; 295 break;
373 296
374 case SK_STEALING: 297 case SK_STEALING:
375 exp = success = steal (op, dir, skill); 298 exp = success = steal (op, dir, skill);
376 break; 299 break;
377 300
378 case SK_LOCKPICKING: 301 case SK_LOCKPICKING:
379 exp = success = pick_lock (op, dir, skill); 302 exp = success = pick_lock (op, dir, skill);
380 break; 303 break;
381 304
382 case SK_HIDING: 305 case SK_HIDING:
383 exp = success = hide (op, skill); 306 exp = success = hide (op, skill);
384 break; 307 break;
385 308
386 case SK_JUMPING: 309 case SK_JUMPING:
387 success = jump (op, dir, skill); 310 exp = success = jump (op, dir, skill);
388 break; 311 break;
389 312
390 case SK_INSCRIPTION: 313 case SK_INSCRIPTION:
391 exp = success = write_on_item (op, string, skill); 314 exp = success = write_on_item (op, string, skill);
392 break; 315 break;
393 316
394 case SK_MEDITATION: 317 case SK_MEDITATION:
395 meditate (op, skill); 318 meditate (op, skill);
396 success = 1; 319 success = 1;
397 break; 320 break;
398 /* note that the following 'attack' skills gain exp through hit_player() */ 321 /* note that the following 'attack' skills gain exp through hit_player() */
399 322
400 case SK_KARATE: 323 case SK_KARATE:
401 (void) attack_hth (op, dir, "karate-chopped", skill); 324 attack_hth (op, dir, "karate-chopped", skill);
402 break; 325 break;
403 326
404 case SK_PUNCHING: 327 case SK_PUNCHING:
405 (void) attack_hth (op, dir, "punched", skill); 328 attack_hth (op, dir, "punched", skill);
406 break; 329 break;
407 330
408 case SK_FLAME_TOUCH: 331 case SK_FLAME_TOUCH:
409 (void) attack_hth (op, dir, "flamed", skill); 332 attack_hth (op, dir, "flamed", skill);
410 break; 333 break;
411 334
412 case SK_SPARK_TOUCH: 335 case SK_SPARK_TOUCH:
413 (void) attack_hth (op, dir, "zapped", skill); 336 attack_hth (op, dir, "zapped", skill);
414 break; 337 break;
415 338
416 case SK_SHIVER: 339 case SK_SHIVER:
417 (void) attack_hth (op, dir, "froze", skill); 340 attack_hth (op, dir, "froze", skill);
418 break; 341 break;
419 342
420 case SK_ACID_SPLASH: 343 case SK_ACID_SPLASH:
421 (void) attack_hth (op, dir, "dissolved", skill); 344 attack_hth (op, dir, "dissolved", skill);
422 break; 345 break;
423 346
424 case SK_POISON_NAIL: 347 case SK_POISON_NAIL:
425 (void) attack_hth (op, dir, "injected poison into", skill); 348 attack_hth (op, dir, "injected poison into", skill);
426 break; 349 break;
427 350
428 case SK_CLAWING: 351 case SK_CLAWING:
429 (void) attack_hth (op, dir, "clawed", skill); 352 attack_hth (op, dir, "clawed", skill);
430 break; 353 break;
431 354
432 case SK_ONE_HANDED_WEAPON: 355 case SK_ONE_HANDED_WEAPON:
433 case SK_TWO_HANDED_WEAPON: 356 case SK_TWO_HANDED_WEAPON:
434 (void) attack_melee_weapon (op, dir, NULL, skill); 357 attack_melee_weapon (op, dir, NULL, skill);
435 break; 358 break;
436 359
437 case SK_FIND_TRAPS: 360 case SK_FIND_TRAPS:
438 exp = success = find_traps (op, skill); 361 exp = success = find_traps (op, skill);
439 break; 362 break;
440 363
441 case SK_SINGING: 364 case SK_SINGING:
442 exp = success = singing (op, dir, skill); 365 exp = success = singing (op, dir, skill);
443 break; 366 break;
444 367
445 case SK_ORATORY: 368 case SK_ORATORY:
446 exp = success = use_oratory (op, dir, skill); 369 exp = success = use_oratory (op, dir, skill);
447 break; 370 break;
448 371
449 case SK_SMITHERY: 372 case SK_SMITHERY:
450 case SK_BOWYER: 373 case SK_BOWYER:
451 case SK_JEWELER: 374 case SK_JEWELER:
452 case SK_ALCHEMY: 375 case SK_ALCHEMY:
453 case SK_THAUMATURGY: 376 case SK_THAUMATURGY:
454 case SK_LITERACY: 377 case SK_LITERACY:
455 case SK_WOODSMAN: 378 case SK_WOODSMAN:
456 /* first, we try to find a cauldron, and do the alchemy thing. 379 /* first, we try to find a cauldron, and do the alchemy thing.
457 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
458 */ 381 */
382 {
383 bool found_cauldron = false;
384
459 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 385 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
460 { 386 {
461 next = tmp->above; 387 next = tmp->above;
388
462 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
463 { 390 {
391 found_cauldron = true;
392
393 if (tmp->skill != skill->skill)
394 {
395 op->failmsgf ("You can't use the %s with the %s skill!",
396 query_name (tmp),
397 query_name (skill));
398 break;
399 }
400
464 attempt_do_alchemy (op, tmp); 401 attempt_do_alchemy (op, tmp, skill);
402
465 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
466 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
467 did_alc = 1;
468 } 405 }
469 } 406 }
470 if (did_alc == 0) 407
408 if (!found_cauldron)
471 exp = success = skill_ident (op, skill); 409 exp = success = skill_ident (op, skill);
410 }
472 break; 411 break;
473 412
474 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
475 case SK_DET_CURSE: 414 case SK_DET_CURSE:
476 exp = success = skill_ident (op, skill); 415 exp = success = skill_ident (op, skill);
477 break; 416 break;
478 417
479 case SK_DISARM_TRAPS: 418 case SK_DISARM_TRAPS:
480 exp = success = remove_trap (op, dir, skill); 419 exp = success = remove_trap (op, dir, skill);
481 break; 420 break;
482 421
483 case SK_THROWING: 422 case SK_THROWING:
484 success = skill_throw (op, part, dir, string, skill); 423 success = skill_throw (op, part, dir, string, skill);
485 break; 424 break;
486 425
487 case SK_SET_TRAP: 426 case SK_SET_TRAP:
488 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 427 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
489 break; 428 break;
490 429
491 case SK_USE_MAGIC_ITEM: 430 case SK_USE_MAGIC_ITEM:
492 case SK_MISSILE_WEAPON: 431 case SK_MISSILE_WEAPON:
493 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 432 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
494 break; 433 break;
495 434
496 case SK_PRAYING: 435 case SK_PRAYING:
497 success = pray (op, skill); 436 success = pray (op, skill);
498 break; 437 break;
499 438
500 case SK_BARGAINING: 439 case SK_BARGAINING:
501 success = describe_shop (op); 440 success = describe_shop (op);
502 break; 441 break;
503 442
504 case SK_SORCERY: 443 case SK_SORCERY:
505 case SK_EVOCATION: 444 case SK_EVOCATION:
506 case SK_PYROMANCY: 445 case SK_PYROMANCY:
507 case SK_SUMMONING: 446 case SK_SUMMONING:
508 case SK_CLIMBING: 447 case SK_CLIMBING:
509 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 448 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
510 break; 449 break;
511 450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
453 break;
454
512 default: 455 default:
513 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 456 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
514 break; 457 break;
515 } 458 }
516 459
517 /* For players we now update the speed_left from using the skill. 460 /* For players we now update the speed_left from using the skill.
518 * Monsters have no skill use time because of the random nature in 461 * Monsters have no skill use time because of the random nature in
519 * which use_monster_skill is called already simulates this. 462 * which use_monster_skill is called already simulates this.
520 * If certain skills should take more/less time, that should be 463 * If certain skills should take more/less time, that should be
521 * in the code for the skill itself. 464 * in the code for the skill itself.
522 */ 465 */
523
524 if (op->type == PLAYER) 466 if (op->type == PLAYER)
525 op->speed_left -= 1.0; 467 op->speed_left -= 1.f;
526 468
527 /* this is a good place to add experience for successfull use of skills. 469 /* this is a good place to add experience for successfull use of skills.
528 * Note that add_exp() will figure out player/monster experience 470 * Note that add_exp() will figure out player/monster experience
529 * gain problems. 471 * gain problems.
530 */ 472 */
558 * op is the object that was 'defeated'. 500 * op is the object that was 'defeated'.
559 * skill is the skill used. If no skill is used, it should just 501 * skill is the skill used. If no skill is used, it should just
560 * point back to who. 502 * point back to who.
561 * 503 *
562 */ 504 */
563
564int 505int
565calc_skill_exp (object *who, object *op, object *skill) 506calc_skill_exp (object *who, object *op, object *skill)
566{ 507{
567 int op_exp = 0, op_lvl = 0; 508 int op_exp = 0, op_lvl = 0;
568 float base, value, lvl_mult = 0.0; 509 float base, value, lvl_mult = 0.0;
577 * If an object is not alive and magical we set the base exp higher to 518 * If an object is not alive and magical we set the base exp higher to
578 * help out exp awards for skill_ident skills. Also, if 519 * help out exp awards for skill_ident skills. Also, if
579 * an item is type RUNE, we give out exp based on stats.Cha 520 * an item is type RUNE, we give out exp based on stats.Cha
580 * and level (this was the old system) -b.t. 521 * and level (this was the old system) -b.t.
581 */ 522 */
582
583 if (!op) 523 if (!op)
584 { /* no item/creature */ 524 { /* no item/creature */
585 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 525 op_lvl = max (1, who->map->difficulty);
586 op_exp = 0; 526 op_exp = 0;
587 } 527 }
588 else if (op->type == RUNE || op->type == TRAP) 528 else if (op->type == RUNE || op->type == TRAP)
589 { /* all traps. If stats.Cha > 1 we use that 529 { /* all traps. If stats.Cha > 1 we use that
590 * for the amount of experience */ 530 * for the amount of experience */
593 } 533 }
594 else 534 else
595 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
596 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
597 op_lvl = op->level; 537 op_lvl = op->level;
598 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
599 { /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
600 op_lvl += 5 * abs (op->magic);
601 }
602 } 540 }
603 541
604 if (op_lvl < 1) 542 if (op_lvl < 1)
605 op_lvl = 1; 543 op_lvl = 1;
606 544
614 /* if skill really is a skill, then we can look at the skill archetype for 552 /* if skill really is a skill, then we can look at the skill archetype for
615 * bse reward value (exp) and level multiplier factor. 553 * bse reward value (exp) and level multiplier factor.
616 */ 554 */
617 if (skill->type == SKILL) 555 if (skill->type == SKILL)
618 { 556 {
619 base += skill->arch->clone.stats.exp; 557 base += skill->arch->stats.exp;
620 if (settings.simple_exp) 558 if (settings.simple_exp)
621 { 559 {
622 if (skill->arch->clone.level) 560 if (skill->arch->level)
623 lvl_mult = (float) skill->arch->clone.level / 100.0; 561 lvl_mult = (float) skill->arch->level / 100.0;
624 else 562 else
625 lvl_mult = 1.0; /* no adjustment */ 563 lvl_mult = 1.0; /* no adjustment */
626 } 564 }
627 else 565 else
628 { 566 {
629 if (skill->level) 567 if (skill->level)
630 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 568 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
631 else 569 else
632 lvl_mult = 1.0; 570 lvl_mult = 1.0;
633 } 571 }
634 } 572 }
635 else 573 else
636 { 574 {
637 /* Don't divide by zero here! */ 575 /* Don't divide by zero here! */
638 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
639 } 577 }
640 } 578 }
641 579
642 /* assemble the exp total, and return value */ 580 /* assemble the exp total, and return value */
643 581
657 * This one actually teaches the player the skill as something 595 * This one actually teaches the player the skill as something
658 * they can equip. 596 * they can equip.
659 * Return 0 if the player knows the skill, 1 if the 597 * Return 0 if the player knows the skill, 1 if the
660 * player learns the skill, 2 otherwise. 598 * player learns the skill, 2 otherwise.
661 */ 599 */
662
663int 600int
664learn_skill (object *pl, object *scroll) 601learn_skill (object *pl, object *scroll)
665{ 602{
666 object *tmp;
667
668 if (!scroll->skill) 603 if (!scroll->skill)
669 { 604 {
670 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 605 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
671 return 2; 606 return 2;
672 } 607 }
673 608
674 /* can't use find_skill_by_name because we want skills the player knows 609 object *tmp = find_skill (pl, scroll->skill);
675 * but can't use natively.
676 */
677
678 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
679 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
680 break;
681 610
682 /* player already knows it */ 611 /* player already knows it */
683 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
684 return 0; 613 return 0;
685
686
687 614
688 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
689 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
690 * might never be able to learn anything. 617 * might never be able to learn anything.
691 */ 618 */
699 { 626 {
700 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 627 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
701 return 2; 628 return 2;
702 } 629 }
703 630
704 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
705 link_player_skills (pl); 632
706 return 1; 633 return 1;
707} 634}
708 635
709/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
710
711/* Probably belongs in some global utils-type file? */ 637/* Probably belongs in some global utils-type file? */
712static int 638static int
713clipped_percent (sint64 a, sint64 b) 639clipped_percent (sint64 a, sint64 b)
714{ 640{
715 int rv; 641 int rv;
735 * Note this function is a bit more complicated becauase we 661 * Note this function is a bit more complicated becauase we
736 * we want ot sort the skills before printing them. If we 662 * we want ot sort the skills before printing them. If we
737 * just dumped this as we found it, this would be a bit 663 * just dumped this as we found it, this would be a bit
738 * simpler. 664 * simpler.
739 */ 665 */
740 666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
741void 667void
742show_skills (object *op, const char *search) 668show_skills (object *pl, const char *search)
743{ 669{
744 object *tmp = NULL;
745 char buf[MAX_BUF];
746 const char *cp; 670 const char *cp;
747 int i, num_skills_found = 0; 671 int i, num_skills_found = 0;
748 static const char *const periods = "........................................"; 672 const char *const periods = ".............................."; // 30
749 673
750 /* Need to have a pointer and use strdup for qsort to work properly */ 674 /* Need to have a pointer and use strdup for qsort to work properly */
751 char skills[NUM_SKILLS][MAX_BUF]; 675 char skills[NUM_SKILLS][128]; // d'oh
752 676
677 object *op = pl->contr->ob;
753 678
754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
755 { 680 {
756 if (tmp->type == SKILL) 681 if (tmp->type == SKILL)
757 { 682 {
758 if (search && strstr (tmp->name, search) == NULL) 683 if (search && !tmp->name.contains (search))
759 continue; 684 continue;
685
686 char buf[30];
687
760 /* Basically want to fill this out to 40 spaces with periods */ 688 /* Basically want to fill this out to 30 spaces with periods */
761 sprintf (buf, "%s%s", &tmp->name, periods); 689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
762 buf[40] = 0;
763 690
764 if (settings.permanent_exp_ratio) 691 if (settings.permanent_exp_ratio)
765 {
766 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
767 buf, tmp->level, 693 buf, tmp->level, tmp->stats.exp,
768 (long long) tmp->stats.exp,
769 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 694 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
770 }
771 else 695 else
772 {
773 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
774 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 697 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
775 } 698
776 /* I don't know why some characters get a bunch of skills, but 699 /* I don't know why some characters get a bunch of skills, but
777 * it sometimes happens (maybe a leftover from bugier earlier code 700 * it sometimes happens (maybe a leftover from bugier earlier code
778 * and those character are still about). In any case, lets handle 701 * and those character are still about). In any case, lets handle
779 * it so it doesn't crash the server - otherwise, one character may 702 * it so it doesn't crash the server - otherwise, one character may
780 * crash the server numerous times. 703 * crash the server numerous times.
781 */ 704 */
782 if (num_skills_found >= NUM_SKILLS) 705 if (num_skills_found >= NUM_SKILLS)
783 { 706 {
784 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 707 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
785 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 708 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
786 break; 709 break;
787 } 710 }
788 } 711 }
789 } 712 }
790 713
791 clear_win_info (op); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
792 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 715
716 msg << "T<Player skills:>\n\n";
793 if (num_skills_found > 1) 717 if (num_skills_found > 1)
794 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 718 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
795 719
796 for (i = 0; i < num_skills_found; i++) 720 for (i = 0; i < num_skills_found; i++)
797 { 721 msg << " C<" << skills [i] << ">\n";
798 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
799 }
800 722
801 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 723 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
802 724
803 cp = determine_god (op); 725 cp = determine_god (op);
804 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 726 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
805 727
806 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 728 msg << "Your equipped item power is " << (int)op->contr->item_power
807 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 729 << " out of " << int (op->level * settings.item_power_factor)
730 << ".\n";
731
732 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
808} 733}
809 734
810/* use_skill() - similar to invoke command, it executes the skill in the 735/* use_skill() - similar to invoke command, it executes the skill in the
811 * direction that the user is facing. Returns false if we are unable to 736 * direction that the user is facing. Returns false if we are unable to
812 * change to the requested skill, or were unable to use the skill properly. 737 * change to the requested skill, or were unable to use the skill properly.
813 * This is tricky because skills can have spaces. We basically roll 738 * This is tricky because skills can have spaces. We basically roll
814 * our own find_skill_by_name so we can try to do better string matching. 739 * our own find_skill_by_name so we can try to do better string matching.
815 */ 740 */
816
817int 741int
818use_skill (object *op, const char *string) 742use_skill (object *op, const char *string)
819{ 743{
820 object *skop; 744 object *skop;
821 size_t len; 745 size_t len;
822 746
823 if (!string) 747 if (!string)
824 return 0; 748 return 0;
825 749
826 for (skop = op->inv; skop != NULL; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
827 { 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
828 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
829 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 752 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
753 {
754 skop = find_skill_by_name (op, skop->skill);
830 break; 755 break;
831 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
832 break;
833 } 756 }
757
834 if (!skop) 758 if (!skop)
835 { 759 {
836 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 760 op->failmsgf ("Unable to find skill %s.", string);
761 return 0;
762 }
763
764 if (!(skill_flags [skop->subtype] & SF_USE))
765 {
766 op->failmsgf (
767 "You feel as if you wanted to do something funny, but you can't remember what. "
768 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
769 "use it with some item, or it's always active.>",
770 &skop->skill
771 );
837 return 0; 772 return 0;
838 } 773 }
839 774
840 len = strlen (skop->skill); 775 len = strlen (skop->skill);
841 776
843 * options given to the skill. Its pretty simple - if there 778 * options given to the skill. Its pretty simple - if there
844 * are extra parameters (as deteremined by string length), we 779 * are extra parameters (as deteremined by string length), we
845 * want to skip over any leading spaces. 780 * want to skip over any leading spaces.
846 */ 781 */
847 if (len >= strlen (string)) 782 if (len >= strlen (string))
848 {
849 string = NULL; 783 string = NULL;
850 }
851 else 784 else
852 { 785 {
853 string += len; 786 string += len;
854 while (*string == 0x20) 787 while (*string == 0x20)
855 string++; 788 string++;
789
856 if (strlen (string) == 0) 790 if (strlen (string) == 0)
857 string = NULL; 791 string = NULL;
858 } 792 }
859 793
860#ifdef SKILL_UTIL_DEBUG 794#ifdef SKILL_UTIL_DEBUG
861 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 795 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
862#endif 796#endif
863 797
864 /* Change to the new skill, then execute it. */
865 if (do_skill (op, op, skop, op->facing, string)) 798 if (do_skill (op, op, skop, op->facing, string))
866 return 1; 799 return 1;
867 800
868 return 0; 801 return 0;
869} 802}
870 803
804static bool
805hth_skill_p (object *skill)
806{
807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
808}
871 809
872
873/* This finds the best unarmed skill the player has, and returns 810/* This finds the first unarmed skill the player has, and returns it.
874 * it. Best can vary a little - we consider clawing to always
875 * be the best for dragons.
876 * This could be more intelligent, eg, look at the skill level
877 * of the skill and go from there (eg, a level 40 puncher is
878 * is probably better than level 1 karate). OTOH, if you
879 * don't bother to set up your skill properly, that is the players
880 * problem (although, it might be nice to have a preferred skill
881 * field the player can set.
882 * Unlike the old code, we don't give out any skills - it is
883 * possible you just don't have any ability to get into unarmed
884 * combat. If everyone race/class should have one, this should
885 * be handled in the starting treasurelists, not in the code.
886 */ 811 */
887static object * 812static object *
888find_best_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
889{ 814{
890 object *tmp, *best_skill = NULL;
891 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
892
893 for (tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894 { 816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
895 if (tmp->type == SKILL)
896 {
897 if (dragon && tmp->subtype == SK_CLAWING)
898 return tmp; 817 return tmp;
899 818
900 /* The order in the array is preferred order. So basically, 819 return 0;
901 * we just cut down the number to search - eg, if we find a skill
902 * early on in flame touch, then we only need to look into the unarmed_array
903 * to the entry before flame touch - don't care about the entries afterward,
904 * because they are infrerior skills.
905 * if we end up finding the best skill (i==0) might as well return
906 * right away - can't get any better than that.
907 */
908 for (i = 0; i < last_skill; i++)
909 {
910 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
911 {
912 best_skill = tmp;
913 last_skill = i;
914 if (i == 0)
915 return best_skill;
916 }
917 }
918 }
919 }
920 return best_skill;
921} 820}
922 821
923/* do_skill_attack() - We have got an appropriate opponent from either 822/* do_skill_attack() - We have got an appropriate opponent from either
924 * move_player_attack() or skill_attack(). In this part we get on with 823 * move_player_attack() or skill_attack(). In this part we get on with
925 * attacking, take care of messages from the attack and changes in invisible. 824 * attacking, take care of messages from the attack and changes in invisible.
927 * tmp is the targetted monster. 826 * tmp is the targetted monster.
928 * op is what is attacking 827 * op is what is attacking
929 * string is passed along to describe what messages to describe 828 * string is passed along to describe what messages to describe
930 * the damage. 829 * the damage.
931 */ 830 */
932
933static int 831static int
934do_skill_attack (object *tmp, object *op, const char *string, object *skill) 832do_skill_attack (object *tmp, object *op, const char *string, object *skill)
935{ 833{
936 int success;
937
938 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 834 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
939 return RESULT_INT (0); 835 return RESULT_INT (0);
940 836
941 /* For Players only: if there is no ready weapon, and no "attack" skill 837 /* For Players only: if there is no ready weapon, and no "attack" skill
942 * is readied either then try to find a skill for the player to use. 838 * is readied either then try to find a skill for the player to use.
943 * it is presumed that if skill is set, it is a valid attack skill (eg, 839 * it is presumed that if skill is set, it is a valid attack skill (eg,
944 * the caller should have set it appropriately). We still want to pass 840 * the caller should have set it appropriately). We still want to pass
945 * through that code if skill is set to change to the skill. 841 * through that code if skill is set to change to the skill.
946 */ 842 */
947 if (op->type == PLAYER) 843 if (player *pl = op->contr)
948 { 844 {
949 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 845 if (skill)
950 { 846 {
951 size_t i;
952
953 if (!skill) 847 if (!op->apply (skill))
848 return 0;
849 }
850 else
851 {
852 if (!pl->combat_ob)
954 { 853 {
955 /* See if the players chosen skill is a combat skill, and use 854 if (op->flag [FLAG_READY_WEAPON])
956 * it if appropriate.
957 */
958 if (op->chosen_skill)
959 { 855 {
960 for (i = 0; i < sizeof (unarmed_skills); i++) 856 for (tmp = op->inv; tmp; tmp = tmp->below)
961 if (op->chosen_skill->subtype == unarmed_skills[i]) 857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
962 {
963 skill = op->chosen_skill;
964 break; 858 break;
965 } 859
860 if (!tmp)
861 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
862
863 pl->combat_ob = tmp;
966 } 864 }
967 /* If we didn't find a skill above, look harder for a good skill */ 865
968 if (!skill) 866 if (!pl->combat_ob)
969 { 867 {
970 skill = find_best_player_hth_skill (op); 868 /* See if the players chosen skill is a combat skill, and use
971 869 * it if appropriate.
972 if (!skill) 870 */
871 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
872 skill = op->chosen_skill;
873 else
973 { 874 {
875 skill = find_player_hth_skill (op);
876
877 if (!skill)
974 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
975 return 0;
976 } 879 }
880
881 op->apply (skill);
977 } 882 }
978 } 883
979 if (skill != op->chosen_skill) 884 if (!pl->combat_ob)
980 { 885 {
981 /* now try to ready the new skill */ 886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
982 if (!change_skill (op, skill, 0))
983 { /* oh oh, trouble! */
984 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
985 return 0; 887 return 0;
986 } 888 }
987 } 889 }
890
891 if (!op->apply (pl->combat_ob))
892 return 0;
988 } 893 }
989 else 894
895 /* lose invisiblity/hiding status for running attacks */
896 if (pl->tmp_invis)
990 { 897 {
991 /* Seen some crashes below where current_weapon is not set, 898 pl->tmp_invis = 0;
992 * even though the flag says it is. So if current weapon isn't set, 899 op->invisible = 0;
993 * do some work in trying to find the object to use. 900 op->flag [FLAG_HIDDEN] = 0;
994 */ 901 update_object (op, UP_OBJ_CHANGE);
995 if (!op->current_weapon)
996 {
997 object *tmp;
998
999 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1000 for (tmp = op->inv; tmp; tmp = tmp->below)
1001 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1002 break;
1003
1004 if (!tmp)
1005 {
1006 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1007 op->current_weapon = NULL;
1008 return 0;
1009 }
1010 else
1011 {
1012 op->current_weapon = tmp;
1013 }
1014 }
1015
1016 /* Has ready weapon - make sure chosen_skill is set up properly */
1017 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1018 {
1019 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1020 }
1021 } 902 }
1022 } 903 }
1023 904
1024 /* lose invisiblity/hiding status for running attacks */
1025
1026 if (op->type == PLAYER && op->contr->tmp_invis)
1027 {
1028 op->contr->tmp_invis = 0;
1029 op->invisible = 0;
1030 op->hide = 0;
1031 update_object (op, UP_OBJ_FACE);
1032 }
1033
1034 success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
1035 906
1036 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
1037 908
1038 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1039 { 910 {
1040 if (op->type == PLAYER) 911 if (op->type == PLAYER)
1041 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 912 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1042 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
1043 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 914 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1044 } 915 }
916
1045 return success; 917 return success;
1046} 918}
1047
1048 919
1049/* skill_attack() - Core routine for use when we attack using a skills 920/* skill_attack() - Core routine for use when we attack using a skills
1050 * system. In essence, this code handles 921 * system. In essence, this code handles
1051 * all skill-based attacks, ie hth, missile and melee weapons should be 922 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1052 * treated here. If an opponent is already supplied by move_player(), 923 * treated here. If an opponent is already supplied by move_player(),
1053 * we move right onto do_skill_attack(), otherwise we find if an 924 * we move right onto do_skill_attack(), otherwise we find if an
1054 * appropriate opponent exists. 925 * appropriate opponent exists.
1055 * 926 *
1056 * This is called by move_player() and attack_hth() 927 * This is called by move_player() and attack_hth()
1057 * 928 *
1058 * Initial implementation by -bt thomas@astro.psu.edu 929 * Initial implementation by -bt thomas@astro.psu.edu
1059 */ 930 */
1060
1061int 931int
1062skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 932skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1063{ 933{
1064 sint16 tx, ty; 934 sint16 tx, ty;
1065 mapstruct *m; 935 maptile *m;
1066 int mflags; 936 int mflags;
1067 937
1068 if (!dir) 938 if (!dir)
1069 dir = pl->facing; 939 dir = pl->facing;
940
1070 tx = freearr_x[dir]; 941 tx = freearr_x[dir];
1071 ty = freearr_y[dir]; 942 ty = freearr_y[dir];
1072 943
1073 /* If we don't yet have an opponent, find if one exists, and attack. 944 /* If we don't yet have an opponent, find if one exists, and attack.
1074 * Legal opponents are the same as outlined in move_player_attack() 945 * Legal opponents are the same as outlined in move_player_attack()
1075 */ 946 */
1076 947 if (!tmp)
1077 if (tmp == NULL)
1078 { 948 {
1079 m = pl->map; 949 m = pl->map;
1080 tx = pl->x + freearr_x[dir]; 950 tx = pl->x + freearr_x[dir];
1081 ty = pl->y + freearr_y[dir]; 951 ty = pl->y + freearr_y[dir];
1082 952
1086 956
1087 /* space must be blocked for there to be anything interesting to do */ 957 /* space must be blocked for there to be anything interesting to do */
1088 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 958 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1089 return 0; 959 return 0;
1090 960
1091 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 961 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1092 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 962 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1093 { 963 {
1094 /* Don't attack party members */ 964 /* Don't attack party members */
1095 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 965 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1096 return 0; 966 return 0;
967
1097 break; 968 break;
1098 } 969 }
1099 } 970 }
971
1100 if (!tmp) 972 if (!tmp)
1101 { 973 {
1102 if (pl->type == PLAYER) 974 if (pl->type == PLAYER)
1103 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 975 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
976
1104 return 0; 977 return 0;
1105 } 978 }
1106 979
1107 return do_skill_attack (tmp, pl, string, skill); 980 return do_skill_attack (tmp, pl, string, skill);
1108} 981}
1109
1110 982
1111/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 983/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1112 984
1113/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 985/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1114 * (attack_hth) we check for weapon use, etc in the second (the new 986 * (attack_hth) we check for weapon use, etc in the second (the new
1115 * function skill_attack() we actually attack. 987 * function skill_attack() we actually attack.
1116 */ 988 */
1117
1118static int 989static int
1119attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
1120{ 991{
1121 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
1122 993
1123 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1124 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
1125 { 996 {
1126 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1127 { 998 {
1128 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
1129 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1130 fix_player (pl); 1001 pl->update_stats ();
1131 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
1132 { 1003 {
1133 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1004 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1134 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1135 } 1006 }
1007
1136 break; 1008 break;
1137 } 1009 }
1138 } 1010 }
1011
1139 return skill_attack (enemy, pl, dir, string, skill); 1012 return skill_attack (enemy, pl, dir, string, skill);
1140} 1013}
1141
1142 1014
1143/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1015/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1144 * For now we are just checking to see if we have a ready weapon here. 1016 * For now we are just checking to see if we have a ready weapon here.
1145 * But there is a real neato possible feature of this scheme which 1017 * But there is a real neato possible feature of this scheme which
1146 * bears mentioning: 1018 * bears mentioning:
1147 * Since we are only calling this from do_skill() in the future 1019 * Since we are only calling this from do_skill() in the future
1148 * we may make this routine handle 'special' melee weapons attacks 1020 * we may make this routine handle 'special' melee weapons attacks
1149 * (like disarming manuever with sai) based on player SK_level and 1021 * (like disarming manuever with sai) based on player SK_level and
1150 * weapon type. 1022 * weapon type.
1151 */ 1023 */
1152
1153static int 1024static int
1154attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1155{ 1026{
1156 1027
1157 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1158 { 1029 {
1159 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1160 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1031 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1032
1161 return 0; 1033 return 0;
1162 } 1034 }
1035
1163 return skill_attack (NULL, op, dir, string, skill); 1036 return skill_attack (NULL, op, dir, string, skill);
1164
1165} 1037}
1038

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