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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.18 by pippijn, Mon Dec 11 14:28:13 2006 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
39 40
40/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
41 42
42#include <global.h> 43#include <global.h>
43#include <object.h> 44#include <object.h>
44#ifndef __CEXTRACT__
45# include <sproto.h> 45#include <sproto.h>
46#endif
47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48#include <spells.h> 47#include <spells.h>
49 48
50/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
51 * is also the list that we should try to use skills when 50 0, // SK_NONE
52 * automatically applying one for the player. 51# define def(uc, flags) flags,
53 */ 52# include "skillinc.h"
54static uint8 unarmed_skills[] = { 53# undef def
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64}; 54};
55
56vector<object_ptr> skillvec;
65 57
66static 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);
67static 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);
68 60
69/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
70 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
71 * subtypes. 63 * subtypes.
72 */ 64 */
73void 65void
74init_skills (void) 66init_skills ()
75{ 67{
76 int i; 68 // nop
77 archetype *at; 69}
78 70
79 for (at = first_archetype; at != NULL; at = at->next) 71void
80 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)
81 { 80 {
82 if (skill_names[at->clone.subtype] != NULL) 81 // replace existing entry
83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 82 SKILL_INDEX (o) = i - skillvec.begin ();
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 83 *i = o;
85 else 84 return;
86 skill_names[at->clone.subtype] = at->clone.skill;
87 } 85 }
88 86
89 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
90 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
91 */ 89 SKILL_INDEX (o) = skillvec.size ();
92 for (i = 1; i < NUM_SKILLS; i++) 90 skillvec.push_back (o);
93 {
94 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 91}
98
99 92
100/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 96 * mostly used for sending exp.
104 */ 97 */
105void 98void
106link_player_skills (object *op) 99player::link_skills ()
107{ 100{
108 object *tmp; 101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 last_skill_ob [i] = 0;
109 103
110 for (tmp = op->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
113 { 106 {
114 /* This is really a warning, hence no else below */ 107 int idx = SKILL_INDEX (tmp);
115 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)
116 { 112 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 113 last_skill_ob [idx] = tmp;
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 114 if (ns)
115 ns->last_skill_exp [idx] = -1;
119 } 116 }
120 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else
125 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1;
128 }
129 } 117 }
130 } 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);
131} 140}
132 141
133/* This returns the skill pointer of the given name (the 142/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 143 * one that accumulates exp, has the level, etc).
135 * 144 *
136 * It is presumed that the player will be needing to actually 145 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill 146 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 147 * tool, this code will equip it.
139 */ 148 */
140object * 149object *
141find_skill_by_name (object *who, const char *name) 150find_skill_by_name (object *who, shstr_cmp sh)
142{ 151{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 152 object *skill_tool = 0;
144 153
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
155 if (tmp->skill == sh)
153 { 156 {
154 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]))
155 skill = tmp; 158 /* If this is a skill that can be used without applying tool, return it */
156 159 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 160 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 161 * applied, we try to keep using that one.
159 */ 162 */
160 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)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 164 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 165 }
167 } 166
168 /* If this is a skill that can be used without a tool, return it */ 167 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 168 return 0;
171 169
172 /* 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 -
173 * 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
174 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
175 */ 173 */
176 if (skill_tool) 174 object *skill = who->give_skill (skill_tool->skill);
177 { 175
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 176 if (!skill_tool->flag [FLAG_APPLIED])
179 { 177 if (!who->apply (splay (skill_tool)))
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who);
187 }
188 return skill; 178 return 0;
189 } 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
190 return NULL; 193 return 0;
191} 194}
192
193 195
194/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 197 * one that accumulates exp, has the level, etc).
196 * 198 *
197 * It is presumed that the player will be needing to actually 199 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 200 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 201 * tool, this code will equip it.
200 * 202 *
201 * 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,
202 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
203 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
204 */ 208 */
205object * 209object *
206find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
207{ 211{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 213 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 214 if (object *skop = find_skill_by_name (who, tmp->skill))
215 return skop;
217 216
218 /* Try to find appropriate skilltool. If the player has one already 217 return 0;
219 * applied, we try to keep using that one. 218}
220 */ 219
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 220object *
222 { 221object::give_skill (shstr_cmp name, bool can_use)
223 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 222{
224 skill_tool = tmp; 223 object *skill = find_skill (this, name);
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 224
226 skill_tool = tmp; 225 if (!skill)
227 } 226 skill = give_skill_by_name (this, name);
228 } 227
229 /* If this is a skill that can be used without a tool, return it */ 228 if (skill && can_use)
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 229 skill->flag [FLAG_CAN_USE_SKILL] = true;
230
231 return skill; 231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244
245 if (!skill)
246 {
247 skill = give_skill_by_name (who, skill_tool->skill);
248 link_player_skills (who);
249 }
250
251 return skill;
252 }
253
254 return NULL;
255}
256
257/* This changes the objects skill to new_skill.
258 * note that this function doesn't always need to get used -
259 * you can now add skill exp to the player without the chosen_skill being
260 * set. This function is of most interest to players to update
261 * the various range information.
262 * if new_skill is null, this just unapplies the skill.
263 * flag has the current meaning:
264 * 0x1: If set, don't update the range pointer. This is useful when we
265 * need to ready a new skill, but don't want to clobber range.
266 * return 1 on success, 0 on error
267 */
268
269int
270change_skill (object *who, object *new_skill, int flag)
271{
272 int old_range;
273
274 if (who->type != PLAYER)
275 return 0;
276
277 old_range = who->contr->shoottype;
278
279 if (who->chosen_skill && who->chosen_skill == new_skill)
280 {
281 /* optimization for changing skill to current skill */
282 if (who->type == PLAYER && !(flag & 0x1))
283 who->contr->shoottype = range_skill;
284
285 return 1;
286 }
287
288 // move skill to front, so it will be preferred next time
289 new_skill->remove ();
290 who->insert (new_skill);
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY);
295
296 /* Only goal in this case was to unapply a skill */
297 if (!new_skill)
298 return 0;
299
300 if (apply_special (who, new_skill, AP_APPLY))
301 return 0;
302
303 if (flag & 0x1)
304 who->contr->shoottype = (rangetype)old_range;
305
306 return 1;
307}
308
309/* This function just clears the chosen_skill and range_skill values
310 * inthe player.
311 */
312void
313clear_skill (object *who)
314{
315 who->chosen_skill = NULL;
316 CLEAR_FLAG (who, FLAG_READY_SKILL);
317 if (who->type == PLAYER)
318 {
319 who->contr->ranges[range_skill] = NULL;
320 if (who->contr->shoottype == range_skill)
321 who->contr->shoottype = range_none;
322 }
323} 232}
324 233
325/* 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().
326 * 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.
327 * 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
330 * 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
331 * 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
332 * give any exp for their direct use (eg, throwing). 241 * give any exp for their direct use (eg, throwing).
333 * It returns 0 if no skill was used. 242 * It returns 0 if no skill was used.
334 */ 243 */
335
336int 244int
337do_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)
338{ 246{
339 int success = 0, exp = 0; 247 int success = 0, exp = 0;
340 int did_alc = 0;
341 object *tmp, *next;
342 248
343 if (!skill) 249 if (!skill)
344 return 0; 250 return 0;
345 251
346 /* 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
348 * 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
349 * the player doesn't have a bucket for that, create one. 255 * the player doesn't have a bucket for that, create one.
350 */ 256 */
351 if (skill->type != SKILL && op->type == PLAYER) 257 if (skill->type != SKILL && op->type == PLAYER)
352 { 258 {
353 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
354 {
355 if (tmp->type == SKILL && tmp->skill == skill->skill) 260 if (tmp->type == SKILL && tmp->skill == skill->skill)
356 break; 261 {
262 skill = tmp;
263 goto found;
357 } 264 }
358 if (!tmp) 265
359 tmp = give_skill_by_name (op, skill->skill); 266 skill = give_skill_by_name (op, skill->skill);
360 skill = tmp; 267found: ;
361 } 268 }
362 269
363 // skill, by_whom, on_which_object, which direction, skill_argument 270 // skill, by_whom, on_which_object, which direction, skill_argument
364 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 271 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
365 return 0; 272 return 0;
366 273
367 switch (skill->subtype) 274 switch (skill->subtype)
368 { 275 {
369 case SK_LEVITATION: 276 case SK_LEVITATION:
370 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
371 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
372 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
373 * shouldn't. 280 * shouldn't.
374 */ 281 */
375 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
376 { 283 {
377 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 } 286 }
380 else 287 else
381 { 288 {
382 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
383 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!");
384 } 291 }
385 fix_player (op); 292
293 op->update_stats ();
386 success = 1; 294 success = 1;
387 break; 295 break;
388 296
389 case SK_STEALING: 297 case SK_STEALING:
390 exp = success = steal (op, dir, skill); 298 exp = success = steal (op, dir, skill);
391 break; 299 break;
392 300
393 case SK_LOCKPICKING: 301 case SK_LOCKPICKING:
394 exp = success = pick_lock (op, dir, skill); 302 exp = success = pick_lock (op, dir, skill);
395 break; 303 break;
396 304
397 case SK_HIDING: 305 case SK_HIDING:
398 exp = success = hide (op, skill); 306 exp = success = hide (op, skill);
399 break; 307 break;
400 308
401 case SK_JUMPING: 309 case SK_JUMPING:
402 success = jump (op, dir, skill); 310 exp = success = jump (op, dir, skill);
403 break; 311 break;
404 312
405 case SK_INSCRIPTION: 313 case SK_INSCRIPTION:
406 exp = success = write_on_item (op, string, skill); 314 exp = success = write_on_item (op, string, skill);
407 break; 315 break;
408 316
409 case SK_MEDITATION: 317 case SK_MEDITATION:
410 meditate (op, skill); 318 meditate (op, skill);
411 success = 1; 319 success = 1;
412 break; 320 break;
413 /* note that the following 'attack' skills gain exp through hit_player() */ 321 /* note that the following 'attack' skills gain exp through hit_player() */
414 322
415 case SK_KARATE: 323 case SK_KARATE:
416 (void) attack_hth (op, dir, "karate-chopped", skill); 324 attack_hth (op, dir, "karate-chopped", skill);
417 break; 325 break;
418 326
419 case SK_PUNCHING: 327 case SK_PUNCHING:
420 (void) attack_hth (op, dir, "punched", skill); 328 attack_hth (op, dir, "punched", skill);
421 break; 329 break;
422 330
423 case SK_FLAME_TOUCH: 331 case SK_FLAME_TOUCH:
424 (void) attack_hth (op, dir, "flamed", skill); 332 attack_hth (op, dir, "flamed", skill);
425 break; 333 break;
426 334
427 case SK_SPARK_TOUCH: 335 case SK_SPARK_TOUCH:
428 (void) attack_hth (op, dir, "zapped", skill); 336 attack_hth (op, dir, "zapped", skill);
429 break; 337 break;
430 338
431 case SK_SHIVER: 339 case SK_SHIVER:
432 (void) attack_hth (op, dir, "froze", skill); 340 attack_hth (op, dir, "froze", skill);
433 break; 341 break;
434 342
435 case SK_ACID_SPLASH: 343 case SK_ACID_SPLASH:
436 (void) attack_hth (op, dir, "dissolved", skill); 344 attack_hth (op, dir, "dissolved", skill);
437 break; 345 break;
438 346
439 case SK_POISON_NAIL: 347 case SK_POISON_NAIL:
440 (void) attack_hth (op, dir, "injected poison into", skill); 348 attack_hth (op, dir, "injected poison into", skill);
441 break; 349 break;
442 350
443 case SK_CLAWING: 351 case SK_CLAWING:
444 (void) attack_hth (op, dir, "clawed", skill); 352 attack_hth (op, dir, "clawed", skill);
445 break; 353 break;
446 354
447 case SK_ONE_HANDED_WEAPON: 355 case SK_ONE_HANDED_WEAPON:
448 case SK_TWO_HANDED_WEAPON: 356 case SK_TWO_HANDED_WEAPON:
449 (void) attack_melee_weapon (op, dir, NULL, skill); 357 attack_melee_weapon (op, dir, NULL, skill);
450 break; 358 break;
451 359
452 case SK_FIND_TRAPS: 360 case SK_FIND_TRAPS:
453 exp = success = find_traps (op, skill); 361 exp = success = find_traps (op, skill);
454 break; 362 break;
455 363
456 case SK_SINGING: 364 case SK_SINGING:
457 exp = success = singing (op, dir, skill); 365 exp = success = singing (op, dir, skill);
458 break; 366 break;
459 367
460 case SK_ORATORY: 368 case SK_ORATORY:
461 exp = success = use_oratory (op, dir, skill); 369 exp = success = use_oratory (op, dir, skill);
462 break; 370 break;
463 371
464 case SK_SMITHERY: 372 case SK_SMITHERY:
465 case SK_BOWYER: 373 case SK_BOWYER:
466 case SK_JEWELER: 374 case SK_JEWELER:
467 case SK_ALCHEMY: 375 case SK_ALCHEMY:
468 case SK_THAUMATURGY: 376 case SK_THAUMATURGY:
469 case SK_LITERACY: 377 case SK_LITERACY:
470 case SK_WOODSMAN: 378 case SK_WOODSMAN:
471 /* 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.
472 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
473 */ 381 */
382 {
383 bool found_cauldron = false;
384
474 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)
475 { 386 {
476 next = tmp->above; 387 next = tmp->above;
477 388
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
479 { 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
480 attempt_do_alchemy (op, tmp); 401 attempt_do_alchemy (op, tmp, skill);
481 402
482 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
483 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
484
485 did_alc = 1;
486 } 405 }
487 } 406 }
488 407
489 if (did_alc == 0) 408 if (!found_cauldron)
490 exp = success = skill_ident (op, skill); 409 exp = success = skill_ident (op, skill);
491 410 }
492 break; 411 break;
493 412
494 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
495 case SK_DET_CURSE: 414 case SK_DET_CURSE:
496 exp = success = skill_ident (op, skill); 415 exp = success = skill_ident (op, skill);
497 break; 416 break;
498 417
499 case SK_DISARM_TRAPS: 418 case SK_DISARM_TRAPS:
500 exp = success = remove_trap (op, dir, skill); 419 exp = success = remove_trap (op, dir, skill);
501 break; 420 break;
502 421
503 case SK_THROWING: 422 case SK_THROWING:
504 success = skill_throw (op, part, dir, string, skill); 423 success = skill_throw (op, part, dir, string, skill);
505 break; 424 break;
506 425
507 case SK_SET_TRAP: 426 case SK_SET_TRAP:
508 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.");
509 break; 428 break;
510 429
511 case SK_USE_MAGIC_ITEM: 430 case SK_USE_MAGIC_ITEM:
512 case SK_MISSILE_WEAPON: 431 case SK_MISSILE_WEAPON:
513 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.");
514 break; 433 break;
515 434
516 case SK_PRAYING: 435 case SK_PRAYING:
517 success = pray (op, skill); 436 success = pray (op, skill);
518 break; 437 break;
519 438
520 case SK_BARGAINING: 439 case SK_BARGAINING:
521 success = describe_shop (op); 440 success = describe_shop (op);
522 break; 441 break;
523 442
524 case SK_SORCERY: 443 case SK_SORCERY:
525 case SK_EVOCATION: 444 case SK_EVOCATION:
526 case SK_PYROMANCY: 445 case SK_PYROMANCY:
527 case SK_SUMMONING: 446 case SK_SUMMONING:
528 case SK_CLIMBING: 447 case SK_CLIMBING:
529 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.");
530 break; 449 break;
531 450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
453 break;
454
532 default: 455 default:
533 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);
534 break; 457 break;
535 } 458 }
536 459
537 /* 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.
538 * 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
539 * which use_monster_skill is called already simulates this. 462 * which use_monster_skill is called already simulates this.
540 * If certain skills should take more/less time, that should be 463 * If certain skills should take more/less time, that should be
541 * in the code for the skill itself. 464 * in the code for the skill itself.
542 */ 465 */
543
544 if (op->type == PLAYER) 466 if (op->type == PLAYER)
545 op->speed_left -= 1.0; 467 op->speed_left -= 1.f;
546 468
547 /* 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.
548 * Note that add_exp() will figure out player/monster experience 470 * Note that add_exp() will figure out player/monster experience
549 * gain problems. 471 * gain problems.
550 */ 472 */
578 * op is the object that was 'defeated'. 500 * op is the object that was 'defeated'.
579 * 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
580 * point back to who. 502 * point back to who.
581 * 503 *
582 */ 504 */
583
584int 505int
585calc_skill_exp (object *who, object *op, object *skill) 506calc_skill_exp (object *who, object *op, object *skill)
586{ 507{
587 int op_exp = 0, op_lvl = 0; 508 int op_exp = 0, op_lvl = 0;
588 float base, value, lvl_mult = 0.0; 509 float base, value, lvl_mult = 0.0;
597 * 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
598 * help out exp awards for skill_ident skills. Also, if 519 * help out exp awards for skill_ident skills. Also, if
599 * 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
600 * and level (this was the old system) -b.t. 521 * and level (this was the old system) -b.t.
601 */ 522 */
602
603 if (!op) 523 if (!op)
604 { /* no item/creature */ 524 { /* no item/creature */
605 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 525 op_lvl = max (1, who->map->difficulty);
606 op_exp = 0; 526 op_exp = 0;
607 } 527 }
608 else if (op->type == RUNE || op->type == TRAP) 528 else if (op->type == RUNE || op->type == TRAP)
609 { /* all traps. If stats.Cha > 1 we use that 529 { /* all traps. If stats.Cha > 1 we use that
610 * for the amount of experience */ 530 * for the amount of experience */
613 } 533 }
614 else 534 else
615 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
616 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
617 op_lvl = op->level; 537 op_lvl = op->level;
618 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
619 { /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
620 op_lvl += 5 * abs (op->magic);
621 }
622 } 540 }
623 541
624 if (op_lvl < 1) 542 if (op_lvl < 1)
625 op_lvl = 1; 543 op_lvl = 1;
626 544
634 /* 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
635 * bse reward value (exp) and level multiplier factor. 553 * bse reward value (exp) and level multiplier factor.
636 */ 554 */
637 if (skill->type == SKILL) 555 if (skill->type == SKILL)
638 { 556 {
639 base += skill->arch->clone.stats.exp; 557 base += skill->arch->stats.exp;
640 if (settings.simple_exp) 558 if (settings.simple_exp)
641 { 559 {
642 if (skill->arch->clone.level) 560 if (skill->arch->level)
643 lvl_mult = (float) skill->arch->clone.level / 100.0; 561 lvl_mult = (float) skill->arch->level / 100.0;
644 else 562 else
645 lvl_mult = 1.0; /* no adjustment */ 563 lvl_mult = 1.0; /* no adjustment */
646 } 564 }
647 else 565 else
648 { 566 {
649 if (skill->level) 567 if (skill->level)
650 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);
651 else 569 else
652 lvl_mult = 1.0; 570 lvl_mult = 1.0;
653 } 571 }
654 } 572 }
655 else 573 else
656 { 574 {
657 /* Don't divide by zero here! */ 575 /* Don't divide by zero here! */
658 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
659 } 577 }
660 } 578 }
661 579
662 /* assemble the exp total, and return value */ 580 /* assemble the exp total, and return value */
663 581
677 * This one actually teaches the player the skill as something 595 * This one actually teaches the player the skill as something
678 * they can equip. 596 * they can equip.
679 * Return 0 if the player knows the skill, 1 if the 597 * Return 0 if the player knows the skill, 1 if the
680 * player learns the skill, 2 otherwise. 598 * player learns the skill, 2 otherwise.
681 */ 599 */
682
683int 600int
684learn_skill (object *pl, object *scroll) 601learn_skill (object *pl, object *scroll)
685{ 602{
686 object *tmp;
687
688 if (!scroll->skill) 603 if (!scroll->skill)
689 { 604 {
690 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);
691 return 2; 606 return 2;
692 } 607 }
693 608
694 /* can't use find_skill_by_name because we want skills the player knows 609 object *tmp = find_skill (pl, scroll->skill);
695 * but can't use natively.
696 */
697
698 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
699 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
700 break;
701 610
702 /* player already knows it */ 611 /* player already knows it */
703 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
704 return 0; 613 return 0;
705 614
706 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
707 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
708 * might never be able to learn anything. 617 * might never be able to learn anything.
717 { 626 {
718 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);
719 return 2; 628 return 2;
720 } 629 }
721 630
722 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
723 link_player_skills (pl); 632
724 return 1; 633 return 1;
725} 634}
726 635
727/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
728
729/* Probably belongs in some global utils-type file? */ 637/* Probably belongs in some global utils-type file? */
730static int 638static int
731clipped_percent (sint64 a, sint64 b) 639clipped_percent (sint64 a, sint64 b)
732{ 640{
733 int rv; 641 int rv;
753 * Note this function is a bit more complicated becauase we 661 * Note this function is a bit more complicated becauase we
754 * we want ot sort the skills before printing them. If we 662 * we want ot sort the skills before printing them. If we
755 * 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
756 * simpler. 664 * simpler.
757 */ 665 */
758 666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
759void 667void
760show_skills (object *op, const char *search) 668show_skills (object *pl, const char *search)
761{ 669{
762 object *tmp = NULL;
763 char buf[MAX_BUF];
764 const char *cp; 670 const char *cp;
765 int i, num_skills_found = 0; 671 int i, num_skills_found = 0;
766 static const char *const periods = "........................................"; 672 const char *const periods = ".............................."; // 30
767 673
768 /* 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 */
769 char skills[NUM_SKILLS][MAX_BUF]; 675 char skills[NUM_SKILLS][128]; // d'oh
770 676
677 object *op = pl->contr->ob;
771 678
772 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
773 { 680 {
774 if (tmp->type == SKILL) 681 if (tmp->type == SKILL)
775 { 682 {
776 if (search && strstr (tmp->name, search) == NULL) 683 if (search && !tmp->name.contains (search))
777 continue; 684 continue;
685
686 char buf[30];
687
778 /* Basically want to fill this out to 40 spaces with periods */ 688 /* Basically want to fill this out to 30 spaces with periods */
779 sprintf (buf, "%s%s", &tmp->name, periods); 689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
780 buf[40] = 0;
781 690
782 if (settings.permanent_exp_ratio) 691 if (settings.permanent_exp_ratio)
783 {
784 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%%)",
785 buf, tmp->level, 693 buf, tmp->level, tmp->stats.exp,
786 (long long) tmp->stats.exp,
787 (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));
788 }
789 else 695 else
790 {
791 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
792 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));
793 } 698
794 /* 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
795 * it sometimes happens (maybe a leftover from bugier earlier code 700 * it sometimes happens (maybe a leftover from bugier earlier code
796 * and those character are still about). In any case, lets handle 701 * and those character are still about). In any case, lets handle
797 * 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
798 * crash the server numerous times. 703 * crash the server numerous times.
799 */ 704 */
800 if (num_skills_found >= NUM_SKILLS) 705 if (num_skills_found >= NUM_SKILLS)
801 { 706 {
802 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.");
803 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");
804 break; 709 break;
805 } 710 }
806 } 711 }
807 } 712 }
808 713
809 clear_win_info (op); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
810 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 715
716 msg << "T<Player skills:>\n\n";
811 if (num_skills_found > 1) 717 if (num_skills_found > 1)
812 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);
813 719
814 for (i = 0; i < num_skills_found; i++) 720 for (i = 0; i < num_skills_found; i++)
815 { 721 msg << " C<" << skills [i] << ">\n";
816 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
817 }
818 722
819 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";
820 724
821 cp = determine_god (op); 725 cp = determine_god (op);
822 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";
823 727
824 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
825 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);
826} 733}
827 734
828/* 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
829 * 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
830 * 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.
831 * This is tricky because skills can have spaces. We basically roll 738 * This is tricky because skills can have spaces. We basically roll
832 * 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.
833 */ 740 */
834
835int 741int
836use_skill (object *op, const char *string) 742use_skill (object *op, const char *string)
837{ 743{
838 object *skop; 744 object *skop;
839 size_t len; 745 size_t len;
840 746
841 if (!string) 747 if (!string)
842 return 0; 748 return 0;
843 749
844 for (skop = op->inv; skop != NULL; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
845 { 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
846 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
847 !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);
848 break; 755 break;
849 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
850 break;
851 } 756 }
757
852 if (!skop) 758 if (!skop)
853 { 759 {
854 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 );
855 return 0; 772 return 0;
856 } 773 }
857 774
858 len = strlen (skop->skill); 775 len = strlen (skop->skill);
859 776
861 * options given to the skill. Its pretty simple - if there 778 * options given to the skill. Its pretty simple - if there
862 * are extra parameters (as deteremined by string length), we 779 * are extra parameters (as deteremined by string length), we
863 * want to skip over any leading spaces. 780 * want to skip over any leading spaces.
864 */ 781 */
865 if (len >= strlen (string)) 782 if (len >= strlen (string))
866 {
867 string = NULL; 783 string = NULL;
868 }
869 else 784 else
870 { 785 {
871 string += len; 786 string += len;
872 while (*string == 0x20) 787 while (*string == 0x20)
873 string++; 788 string++;
789
874 if (strlen (string) == 0) 790 if (strlen (string) == 0)
875 string = NULL; 791 string = NULL;
876 } 792 }
877 793
878#ifdef SKILL_UTIL_DEBUG 794#ifdef SKILL_UTIL_DEBUG
879 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");
880#endif 796#endif
881 797
882 /* Change to the new skill, then execute it. */
883 if (do_skill (op, op, skop, op->facing, string)) 798 if (do_skill (op, op, skop, op->facing, string))
884 return 1; 799 return 1;
885 800
886 return 0; 801 return 0;
887} 802}
888 803
889static bool 804static bool
890hth_skill_p (object *skill) 805hth_skill_p (object *skill)
891{ 806{
892 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
893 if (skill->subtype == unarmed_skills[i])
894 return 1;
895
896 return 0;
897} 808}
898 809
899/* This finds the first unarmed skill the player has, and returns it. 810/* This finds the first unarmed skill the player has, and returns it.
900 */ 811 */
901static object * 812static object *
902find_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
903{ 814{
904 for (object *tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
905 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
906 return tmp; 817 return tmp;
907 818
908 return 0; 819 return 0;
909} 820}
910 821
915 * tmp is the targetted monster. 826 * tmp is the targetted monster.
916 * op is what is attacking 827 * op is what is attacking
917 * string is passed along to describe what messages to describe 828 * string is passed along to describe what messages to describe
918 * the damage. 829 * the damage.
919 */ 830 */
920
921static int 831static int
922do_skill_attack (object *tmp, object *op, const char *string, object *skill) 832do_skill_attack (object *tmp, object *op, const char *string, object *skill)
923{ 833{
924 int success;
925
926 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)))
927 return RESULT_INT (0); 835 return RESULT_INT (0);
928 836
929 /* 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
930 * 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.
931 * 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,
932 * 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
933 * 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.
934 */ 842 */
935 if (op->type == PLAYER) 843 if (player *pl = op->contr)
936 { 844 {
937 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 845 if (skill)
938 { 846 {
939 if (!skill) 847 if (!op->apply (skill))
940 {
941 /* See if the players chosen skill is a combat skill, and use
942 * it if appropriate.
943 */
944 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
945 skill = op->chosen_skill;
946 else
947 {
948 skill = find_player_hth_skill (op);
949
950 if (!skill)
951 {
952 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
953 return 0;
954 }
955 }
956 }
957
958 /* now try to ready the new skill */
959 if (!change_skill (op, skill, 0))
960 { /* oh oh, trouble! */
961 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
962 return 0; 848 return 0;
963 }
964 } 849 }
965 else 850 else
966 { 851 {
967 /* Seen some crashes below where current_weapon is not set, 852 if (!pl->combat_ob)
968 * even though the flag says it is. So if current weapon isn't set,
969 * do some work in trying to find the object to use.
970 */
971 if (!op->current_weapon)
972 { 853 {
973 object *tmp; 854 if (op->flag [FLAG_READY_WEAPON])
974
975 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
976 for (tmp = op->inv; tmp; tmp = tmp->below)
977 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
978 break;
979
980 if (!tmp)
981 { 855 {
856 for (tmp = op->inv; tmp; tmp = tmp->below)
857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
858 break;
859
860 if (!tmp)
982 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 861 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
983 op->current_weapon = NULL; 862
863 pl->combat_ob = tmp;
864 }
865
866 if (!pl->combat_ob)
867 {
868 /* See if the players chosen skill is a combat skill, and use
869 * it if appropriate.
870 */
871 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
872 skill = op->chosen_skill;
873 else
874 {
875 skill = find_player_hth_skill (op);
876
877 if (!skill)
878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
879 }
880
881 op->apply (skill);
882 }
883
884 if (!pl->combat_ob)
885 {
886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
984 return 0; 887 return 0;
985 } 888 }
986 else
987 {
988 op->current_weapon = tmp;
989 }
990 } 889 }
991 890
992 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 891 if (!op->apply (pl->combat_ob))
892 return 0;
993 } 893 }
994 }
995 894
996 /* lose invisiblity/hiding status for running attacks */ 895 /* lose invisiblity/hiding status for running attacks */
997 896 if (pl->tmp_invis)
998 if (op->type == PLAYER && op->contr->tmp_invis) 897 {
999 {
1000 op->contr->tmp_invis = 0; 898 pl->tmp_invis = 0;
1001 op->invisible = 0; 899 op->invisible = 0;
1002 op->hide = 0; 900 op->flag [FLAG_HIDDEN] = 0;
1003 update_object (op, UP_OBJ_FACE); 901 update_object (op, UP_OBJ_CHANGE);
902 }
1004 } 903 }
1005 904
1006 success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
1007 906
1008 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
1009 908
1010 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1011 { 910 {
1012 if (op->type == PLAYER) 911 if (op->type == PLAYER)
1013 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));
1014 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
1015 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);
1016 } 915 }
916
1017 return success; 917 return success;
1018} 918}
1019
1020 919
1021/* 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
1022 * system. In essence, this code handles 921 * system. In essence, this code handles
1023 * 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
1024 * treated here. If an opponent is already supplied by move_player(), 923 * treated here. If an opponent is already supplied by move_player(),
1025 * 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
1026 * appropriate opponent exists. 925 * appropriate opponent exists.
1027 * 926 *
1028 * This is called by move_player() and attack_hth() 927 * This is called by move_player() and attack_hth()
1029 * 928 *
1030 * Initial implementation by -bt thomas@astro.psu.edu 929 * Initial implementation by -bt thomas@astro.psu.edu
1031 */ 930 */
1032
1033int 931int
1034skill_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)
1035{ 933{
1036 sint16 tx, ty; 934 sint16 tx, ty;
1037 maptile *m; 935 maptile *m;
1044 ty = freearr_y[dir]; 942 ty = freearr_y[dir];
1045 943
1046 /* 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.
1047 * Legal opponents are the same as outlined in move_player_attack() 945 * Legal opponents are the same as outlined in move_player_attack()
1048 */ 946 */
1049 947 if (!tmp)
1050 if (tmp == NULL)
1051 { 948 {
1052 m = pl->map; 949 m = pl->map;
1053 tx = pl->x + freearr_x[dir]; 950 tx = pl->x + freearr_x[dir];
1054 ty = pl->y + freearr_y[dir]; 951 ty = pl->y + freearr_y[dir];
1055 952
1059 956
1060 /* 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 */
1061 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)))
1062 return 0; 959 return 0;
1063 960
1064 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)
1065 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)
1066 { 963 {
1067 /* Don't attack party members */ 964 /* Don't attack party members */
1068 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))
1069 return 0; 966 return 0;
967
1070 break; 968 break;
1071 } 969 }
1072 } 970 }
971
1073 if (!tmp) 972 if (!tmp)
1074 { 973 {
1075 if (pl->type == PLAYER) 974 if (pl->type == PLAYER)
1076 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
1077 return 0; 977 return 0;
1078 } 978 }
1079 979
1080 return do_skill_attack (tmp, pl, string, skill); 980 return do_skill_attack (tmp, pl, string, skill);
1081} 981}
1082
1083 982
1084/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 983/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1085 984
1086/* 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
1087 * (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
1088 * function skill_attack() we actually attack. 987 * function skill_attack() we actually attack.
1089 */ 988 */
1090
1091static int 989static int
1092attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
1093{ 991{
1094 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
1095 993
1096 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1097 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
1098 { 996 {
1099 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1100 { 998 {
1101 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
1102 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1103 fix_player (pl); 1001 pl->update_stats ();
1104 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
1105 { 1003 {
1106 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.");
1107 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1108 } 1006 }
1007
1109 break; 1008 break;
1110 } 1009 }
1111 } 1010 }
1011
1112 return skill_attack (enemy, pl, dir, string, skill); 1012 return skill_attack (enemy, pl, dir, string, skill);
1113} 1013}
1114
1115 1014
1116/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1015/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1117 * 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.
1118 * 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
1119 * bears mentioning: 1018 * bears mentioning:
1120 * 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
1121 * we may make this routine handle 'special' melee weapons attacks 1020 * we may make this routine handle 'special' melee weapons attacks
1122 * (like disarming manuever with sai) based on player SK_level and 1021 * (like disarming manuever with sai) based on player SK_level and
1123 * weapon type. 1022 * weapon type.
1124 */ 1023 */
1125
1126static int 1024static int
1127attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1128{ 1026{
1129 1027
1130 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1131 { 1029 {
1132 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1133 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
1134 return 0; 1033 return 0;
1135 } 1034 }
1035
1136 return skill_attack (NULL, op, dir, string, skill); 1036 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1037}
1038

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