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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.29 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.97 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
44#include <object.h> 44#include <object.h>
45#include <sproto.h> 45#include <sproto.h>
46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47#include <spells.h> 47#include <spells.h>
48 48
49/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 50 0, // SK_NONE
51 * automatically applying one for the player. 51# define def(uc, flags) flags,
52 */ 52# include "skillinc.h"
53static uint8 unarmed_skills[] = { 53# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 54};
55
56vector<object_ptr> skillvec;
64 57
65static 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);
66static 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);
67 60
68/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
69 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
70 * subtypes. 63 * subtypes.
71 */ 64 */
72void 65void
73init_skills (void) 66init_skills ()
74{ 67{
75 int i; 68 // nop
76 archetype *at; 69}
77 70
78 for (at = first_archetype; at != NULL; at = at->next) 71void
79 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)
80 { 80 {
81 if (skill_names[at->clone.subtype] != NULL) 81 // replace existing entry
82 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 82 SKILL_INDEX (o) = i - skillvec.begin ();
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 83 *i = o;
84 else 84 return;
85 skill_names[at->clone.subtype] = at->clone.skill;
86 } 85 }
87 86
88 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
89 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
90 */ 89 SKILL_INDEX (o) = skillvec.size ();
91 for (i = 1; i < NUM_SKILLS; i++) 90 skillvec.push_back (o);
92 {
93 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96} 91}
97 92
98/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp. 96 * mostly used for sending exp.
102 */ 97 */
103void 98void
104link_player_skills (object *op) 99player::link_skills ()
105{ 100{
101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 last_skill_ob [i] = 0;
103
106 for (object *tmp = op->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
107 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
108 { 106 {
109 /* This is really a warning, hence no else below */ 107 int idx = SKILL_INDEX (tmp);
110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
113 108
114 if (tmp->subtype >= NUM_SKILLS) 109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 110
116 else 111 if (last_skill_ob [idx] != tmp)
117 { 112 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 113 last_skill_ob [idx] = tmp;
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 114 if (ns)
115 ns->last_skill_exp [idx] = -1;
120 } 116 }
121 } 117 }
122} 118}
123 119
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);
140}
141
124/* This returns the skill pointer of the given name (the 142/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 143 * one that accumulates exp, has the level, etc).
126 * 144 *
127 * It is presumed that the player will be needing to actually 145 * It is presumed that the player will be needing to actually
128 * use the skill, so thus if use of the skill requires a skill 146 * use the skill, so thus if use of the skill requires a skill
129 * tool, this code will equip it. 147 * tool, this code will equip it.
130 */ 148 */
131object * 149object *
132find_skill_by_name (object *who, const char *name) 150find_skill_by_name (object *who, shstr_cmp sh)
133{ 151{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 152 object *skill_tool = 0;
135 153
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
155 if (tmp->skill == sh)
144 { 156 {
145 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]))
146 skill = tmp; 158 /* If this is a skill that can be used without applying tool, return it */
147 159 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 160 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 161 * applied, we try to keep using that one.
150 */ 162 */
151 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)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 164 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 165 }
158 } 166
159 /* If this is a skill that can be used without a tool, return it */ 167 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 168 return 0;
162 169
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
166 */ 173 */
167 if (skill_tool) 174 object *skill = who->give_skill (skill_tool->skill);
168 { 175
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 176 if (!skill_tool->flag [FLAG_APPLIED])
170 { 177 if (!who->apply (splay (skill_tool)))
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who);
178 }
179 return skill; 178 return 0;
180 } 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
181 return NULL; 193 return 0;
182} 194}
183
184 195
185/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 197 * one that accumulates exp, has the level, etc).
187 * 198 *
188 * It is presumed that the player will be needing to actually 199 * It is presumed that the player will be needing to actually
189 * use the skill, so thus if use of the skill requires a skill 200 * use the skill, so thus if use of the skill requires a skill
190 * tool, this code will equip it. 201 * tool, this code will equip it.
191 * 202 *
192 * 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,
193 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
194 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
195 */ 208 */
196object * 209object *
197find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
198{ 211{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 213 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 214 if (object *skop = find_skill_by_name (who, tmp->skill))
215 return skop;
208 216
209 /* Try to find appropriate skilltool. If the player has one already 217 return 0;
210 * applied, we try to keep using that one. 218}
211 */ 219
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 220object *
213 { 221object::give_skill (shstr_cmp name, bool can_use)
214 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 222{
215 skill_tool = tmp; 223 object *skill = find_skill (this, name);
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 224
217 skill_tool = tmp; 225 if (!skill)
218 } 226 skill = give_skill_by_name (this, name);
219 } 227
220 /* If this is a skill that can be used without a tool, return it */ 228 if (skill && can_use)
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 229 skill->flag [FLAG_CAN_USE_SKILL] = true;
230
222 return skill; 231 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill;
243 }
244
245 return NULL;
246}
247
248/* This changes the objects skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error
258 */
259
260int
261change_skill (object *who, object *new_skill, int flag)
262{
263 int old_range;
264
265 if (who->type != PLAYER)
266 return 0;
267
268 old_range = who->contr->shoottype;
269
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1;
277 }
278
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY);
286
287 /* Only goal in this case was to unapply a skill */
288 if (!new_skill)
289 return 0;
290
291 if (apply_special (who, new_skill, AP_APPLY))
292 return 0;
293
294 if (flag & 0x1)
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 232}
315 233
316/* 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().
317 * 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.
318 * 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
321 * 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
322 * 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
323 * give any exp for their direct use (eg, throwing). 241 * give any exp for their direct use (eg, throwing).
324 * It returns 0 if no skill was used. 242 * It returns 0 if no skill was used.
325 */ 243 */
326
327int 244int
328do_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)
329{ 246{
330 int success = 0, exp = 0; 247 int success = 0, exp = 0;
331 int did_alc = 0;
332 object *tmp, *next;
333 248
334 if (!skill) 249 if (!skill)
335 return 0; 250 return 0;
336 251
337 /* 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
339 * 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
340 * the player doesn't have a bucket for that, create one. 255 * the player doesn't have a bucket for that, create one.
341 */ 256 */
342 if (skill->type != SKILL && op->type == PLAYER) 257 if (skill->type != SKILL && op->type == PLAYER)
343 { 258 {
344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
345 if (tmp->type == SKILL && tmp->skill == skill->skill) 260 if (tmp->type == SKILL && tmp->skill == skill->skill)
346 break; 261 {
262 skill = tmp;
263 goto found;
264 }
347 265
348 if (!tmp)
349 tmp = give_skill_by_name (op, skill->skill); 266 skill = give_skill_by_name (op, skill->skill);
350 267found: ;
351 skill = tmp;
352 } 268 }
353 269
354 // skill, by_whom, on_which_object, which direction, skill_argument 270 // skill, by_whom, on_which_object, which direction, skill_argument
355 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 271 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
356 return 0; 272 return 0;
361 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
362 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
363 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
364 * shouldn't. 280 * shouldn't.
365 */ 281 */
366 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
367 { 283 {
368 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
370 } 286 }
371 else 287 else
372 { 288 {
373 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
374 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!");
375 } 291 }
376 292
377 op->update_stats (); 293 op->update_stats ();
378 success = 1; 294 success = 1;
379 break; 295 break;
389 case SK_HIDING: 305 case SK_HIDING:
390 exp = success = hide (op, skill); 306 exp = success = hide (op, skill);
391 break; 307 break;
392 308
393 case SK_JUMPING: 309 case SK_JUMPING:
394 success = jump (op, dir, skill); 310 exp = success = jump (op, dir, skill);
395 break; 311 break;
396 312
397 case SK_INSCRIPTION: 313 case SK_INSCRIPTION:
398 exp = success = write_on_item (op, string, skill); 314 exp = success = write_on_item (op, string, skill);
399 break; 315 break;
403 success = 1; 319 success = 1;
404 break; 320 break;
405 /* note that the following 'attack' skills gain exp through hit_player() */ 321 /* note that the following 'attack' skills gain exp through hit_player() */
406 322
407 case SK_KARATE: 323 case SK_KARATE:
408 (void) attack_hth (op, dir, "karate-chopped", skill); 324 attack_hth (op, dir, "karate-chopped", skill);
409 break; 325 break;
410 326
411 case SK_PUNCHING: 327 case SK_PUNCHING:
412 (void) attack_hth (op, dir, "punched", skill); 328 attack_hth (op, dir, "punched", skill);
413 break; 329 break;
414 330
415 case SK_FLAME_TOUCH: 331 case SK_FLAME_TOUCH:
416 (void) attack_hth (op, dir, "flamed", skill); 332 attack_hth (op, dir, "flamed", skill);
417 break; 333 break;
418 334
419 case SK_SPARK_TOUCH: 335 case SK_SPARK_TOUCH:
420 (void) attack_hth (op, dir, "zapped", skill); 336 attack_hth (op, dir, "zapped", skill);
421 break; 337 break;
422 338
423 case SK_SHIVER: 339 case SK_SHIVER:
424 (void) attack_hth (op, dir, "froze", skill); 340 attack_hth (op, dir, "froze", skill);
425 break; 341 break;
426 342
427 case SK_ACID_SPLASH: 343 case SK_ACID_SPLASH:
428 (void) attack_hth (op, dir, "dissolved", skill); 344 attack_hth (op, dir, "dissolved", skill);
429 break; 345 break;
430 346
431 case SK_POISON_NAIL: 347 case SK_POISON_NAIL:
432 (void) attack_hth (op, dir, "injected poison into", skill); 348 attack_hth (op, dir, "injected poison into", skill);
433 break; 349 break;
434 350
435 case SK_CLAWING: 351 case SK_CLAWING:
436 (void) attack_hth (op, dir, "clawed", skill); 352 attack_hth (op, dir, "clawed", skill);
437 break; 353 break;
438 354
439 case SK_ONE_HANDED_WEAPON: 355 case SK_ONE_HANDED_WEAPON:
440 case SK_TWO_HANDED_WEAPON: 356 case SK_TWO_HANDED_WEAPON:
441 (void) attack_melee_weapon (op, dir, NULL, skill); 357 attack_melee_weapon (op, dir, NULL, skill);
442 break; 358 break;
443 359
444 case SK_FIND_TRAPS: 360 case SK_FIND_TRAPS:
445 exp = success = find_traps (op, skill); 361 exp = success = find_traps (op, skill);
446 break; 362 break;
461 case SK_LITERACY: 377 case SK_LITERACY:
462 case SK_WOODSMAN: 378 case SK_WOODSMAN:
463 /* 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.
464 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
465 */ 381 */
382 {
383 bool found_cauldron = false;
384
466 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)
467 { 386 {
468 next = tmp->above; 387 next = tmp->above;
469 388
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
471 { 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
472 attempt_do_alchemy (op, tmp); 401 attempt_do_alchemy (op, tmp, skill);
473 402
474 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
475 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
476
477 did_alc = 1;
478 } 405 }
479 } 406 }
480 407
481 if (did_alc == 0) 408 if (!found_cauldron)
482 exp = success = skill_ident (op, skill); 409 exp = success = skill_ident (op, skill);
483 410 }
484 break; 411 break;
485 412
486 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
487 case SK_DET_CURSE: 414 case SK_DET_CURSE:
488 exp = success = skill_ident (op, skill); 415 exp = success = skill_ident (op, skill);
519 case SK_SUMMONING: 446 case SK_SUMMONING:
520 case SK_CLIMBING: 447 case SK_CLIMBING:
521 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.");
522 break; 449 break;
523 450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
453 break;
454
524 default: 455 default:
525 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);
526 break; 457 break;
527 } 458 }
528 459
530 * 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
531 * which use_monster_skill is called already simulates this. 462 * which use_monster_skill is called already simulates this.
532 * If certain skills should take more/less time, that should be 463 * If certain skills should take more/less time, that should be
533 * in the code for the skill itself. 464 * in the code for the skill itself.
534 */ 465 */
535
536 if (op->type == PLAYER) 466 if (op->type == PLAYER)
537 op->speed_left -= 1.0; 467 op->speed_left -= 1.f;
538 468
539 /* 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.
540 * Note that add_exp() will figure out player/monster experience 470 * Note that add_exp() will figure out player/monster experience
541 * gain problems. 471 * gain problems.
542 */ 472 */
570 * op is the object that was 'defeated'. 500 * op is the object that was 'defeated'.
571 * 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
572 * point back to who. 502 * point back to who.
573 * 503 *
574 */ 504 */
575
576int 505int
577calc_skill_exp (object *who, object *op, object *skill) 506calc_skill_exp (object *who, object *op, object *skill)
578{ 507{
579 int op_exp = 0, op_lvl = 0; 508 int op_exp = 0, op_lvl = 0;
580 float base, value, lvl_mult = 0.0; 509 float base, value, lvl_mult = 0.0;
589 * 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
590 * help out exp awards for skill_ident skills. Also, if 519 * help out exp awards for skill_ident skills. Also, if
591 * 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
592 * and level (this was the old system) -b.t. 521 * and level (this was the old system) -b.t.
593 */ 522 */
594
595 if (!op) 523 if (!op)
596 { /* no item/creature */ 524 { /* no item/creature */
597 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 525 op_lvl = max (1, who->map->difficulty);
598 op_exp = 0; 526 op_exp = 0;
599 } 527 }
600 else if (op->type == RUNE || op->type == TRAP) 528 else if (op->type == RUNE || op->type == TRAP)
601 { /* all traps. If stats.Cha > 1 we use that 529 { /* all traps. If stats.Cha > 1 we use that
602 * for the amount of experience */ 530 * for the amount of experience */
605 } 533 }
606 else 534 else
607 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
608 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
609 op_lvl = op->level; 537 op_lvl = op->level;
610 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
611 { /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
612 op_lvl += 5 * abs (op->magic);
613 }
614 } 540 }
615 541
616 if (op_lvl < 1) 542 if (op_lvl < 1)
617 op_lvl = 1; 543 op_lvl = 1;
618 544
626 /* 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
627 * bse reward value (exp) and level multiplier factor. 553 * bse reward value (exp) and level multiplier factor.
628 */ 554 */
629 if (skill->type == SKILL) 555 if (skill->type == SKILL)
630 { 556 {
631 base += skill->arch->clone.stats.exp; 557 base += skill->arch->stats.exp;
632 if (settings.simple_exp) 558 if (settings.simple_exp)
633 { 559 {
634 if (skill->arch->clone.level) 560 if (skill->arch->level)
635 lvl_mult = (float) skill->arch->clone.level / 100.0; 561 lvl_mult = (float) skill->arch->level / 100.0;
636 else 562 else
637 lvl_mult = 1.0; /* no adjustment */ 563 lvl_mult = 1.0; /* no adjustment */
638 } 564 }
639 else 565 else
640 { 566 {
641 if (skill->level) 567 if (skill->level)
642 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);
643 else 569 else
644 lvl_mult = 1.0; 570 lvl_mult = 1.0;
645 } 571 }
646 } 572 }
647 else 573 else
648 { 574 {
649 /* Don't divide by zero here! */ 575 /* Don't divide by zero here! */
650 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
651 } 577 }
652 } 578 }
653 579
654 /* assemble the exp total, and return value */ 580 /* assemble the exp total, and return value */
655 581
669 * This one actually teaches the player the skill as something 595 * This one actually teaches the player the skill as something
670 * they can equip. 596 * they can equip.
671 * Return 0 if the player knows the skill, 1 if the 597 * Return 0 if the player knows the skill, 1 if the
672 * player learns the skill, 2 otherwise. 598 * player learns the skill, 2 otherwise.
673 */ 599 */
674
675int 600int
676learn_skill (object *pl, object *scroll) 601learn_skill (object *pl, object *scroll)
677{ 602{
678 object *tmp;
679
680 if (!scroll->skill) 603 if (!scroll->skill)
681 { 604 {
682 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);
683 return 2; 606 return 2;
684 } 607 }
685 608
686 /* can't use find_skill_by_name because we want skills the player knows 609 object *tmp = find_skill (pl, scroll->skill);
687 * but can't use natively.
688 */
689
690 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
691 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
692 break;
693 610
694 /* player already knows it */ 611 /* player already knows it */
695 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
696 return 0; 613 return 0;
697 614
698 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
699 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
700 * might never be able to learn anything. 617 * might never be able to learn anything.
709 { 626 {
710 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);
711 return 2; 628 return 2;
712 } 629 }
713 630
714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
715 link_player_skills (pl); 632
716 return 1; 633 return 1;
717} 634}
718 635
719/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721/* Probably belongs in some global utils-type file? */ 637/* Probably belongs in some global utils-type file? */
722static int 638static int
723clipped_percent (sint64 a, sint64 b) 639clipped_percent (sint64 a, sint64 b)
724{ 640{
725 int rv; 641 int rv;
745 * Note this function is a bit more complicated becauase we 661 * Note this function is a bit more complicated becauase we
746 * we want ot sort the skills before printing them. If we 662 * we want ot sort the skills before printing them. If we
747 * 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
748 * simpler. 664 * simpler.
749 */ 665 */
750 666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
751void 667void
752show_skills (object *op, const char *search) 668show_skills (object *pl, const char *search)
753{ 669{
754 object *tmp = NULL;
755 char buf[MAX_BUF];
756 const char *cp; 670 const char *cp;
757 int i, num_skills_found = 0; 671 int i, num_skills_found = 0;
758 static const char *const periods = "........................................"; 672 const char *const periods = ".............................."; // 30
759 673
760 /* 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 */
761 char skills[NUM_SKILLS][MAX_BUF]; 675 char skills[NUM_SKILLS][128]; // d'oh
762 676
677 object *op = pl->contr->ob;
763 678
764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
765 { 680 {
766 if (tmp->type == SKILL) 681 if (tmp->type == SKILL)
767 { 682 {
768 if (search && strstr (tmp->name, search) == NULL) 683 if (search && !tmp->name.contains (search))
769 continue; 684 continue;
685
686 char buf[30];
687
770 /* Basically want to fill this out to 40 spaces with periods */ 688 /* Basically want to fill this out to 30 spaces with periods */
771 sprintf (buf, "%s%s", &tmp->name, periods); 689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
772 buf[40] = 0;
773 690
774 if (settings.permanent_exp_ratio) 691 if (settings.permanent_exp_ratio)
775 {
776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
777 buf, tmp->level, tmp->stats.exp, 693 buf, tmp->level, tmp->stats.exp,
778 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));
779 }
780 else 695 else
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
783 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 697 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
784 } 698
785 /* 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
786 * it sometimes happens (maybe a leftover from bugier earlier code 700 * it sometimes happens (maybe a leftover from bugier earlier code
787 * and those character are still about). In any case, lets handle 701 * and those character are still about). In any case, lets handle
788 * 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
789 * crash the server numerous times. 703 * crash the server numerous times.
790 */ 704 */
791 if (num_skills_found >= NUM_SKILLS) 705 if (num_skills_found >= NUM_SKILLS)
792 { 706 {
793 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.");
794 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");
795 break; 709 break;
796 } 710 }
797 } 711 }
798 } 712 }
799 713
800 clear_win_info (op); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
801 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 715
716 msg << "T<Player skills:>\n\n";
802 if (num_skills_found > 1) 717 if (num_skills_found > 1)
803 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 718 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
804 719
805 for (i = 0; i < num_skills_found; i++) 720 for (i = 0; i < num_skills_found; i++)
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 721 msg << " C<" << skills [i] << ">\n";
807 722
808 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";
809 724
810 cp = determine_god (op); 725 cp = determine_god (op);
811 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";
812 727
813 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
814 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);
815} 733}
816 734
817/* 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
818 * 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
819 * 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.
820 * This is tricky because skills can have spaces. We basically roll 738 * This is tricky because skills can have spaces. We basically roll
821 * our own find_skill_by_name so we can try to do better string matching. 739 * our own find_skill_by_name so we can try to do better string matching.
822 */ 740 */
823
824int 741int
825use_skill (object *op, const char *string) 742use_skill (object *op, const char *string)
826{ 743{
827 object *skop; 744 object *skop;
828 size_t len; 745 size_t len;
829 746
830 if (!string) 747 if (!string)
831 return 0; 748 return 0;
832 749
833 for (skop = op->inv; skop != NULL; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
834 { 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
835 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
836 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 752 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
753 {
754 skop = find_skill_by_name (op, skop->skill);
837 break; 755 break;
838 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
839 break;
840 } 756 }
757
841 if (!skop) 758 if (!skop)
842 { 759 {
843 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 );
844 return 0; 772 return 0;
845 } 773 }
846 774
847 len = strlen (skop->skill); 775 len = strlen (skop->skill);
848 776
850 * options given to the skill. Its pretty simple - if there 778 * options given to the skill. Its pretty simple - if there
851 * are extra parameters (as deteremined by string length), we 779 * are extra parameters (as deteremined by string length), we
852 * want to skip over any leading spaces. 780 * want to skip over any leading spaces.
853 */ 781 */
854 if (len >= strlen (string)) 782 if (len >= strlen (string))
855 {
856 string = NULL; 783 string = NULL;
857 }
858 else 784 else
859 { 785 {
860 string += len; 786 string += len;
861 while (*string == 0x20) 787 while (*string == 0x20)
862 string++; 788 string++;
789
863 if (strlen (string) == 0) 790 if (strlen (string) == 0)
864 string = NULL; 791 string = NULL;
865 } 792 }
866 793
867#ifdef SKILL_UTIL_DEBUG 794#ifdef SKILL_UTIL_DEBUG
868 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");
869#endif 796#endif
870 797
871 /* Change to the new skill, then execute it. */
872 if (do_skill (op, op, skop, op->facing, string)) 798 if (do_skill (op, op, skop, op->facing, string))
873 return 1; 799 return 1;
874 800
875 return 0; 801 return 0;
876} 802}
877 803
878static bool 804static bool
879hth_skill_p (object *skill) 805hth_skill_p (object *skill)
880{ 806{
881 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
882 if (skill->subtype == unarmed_skills[i])
883 return 1;
884
885 return 0;
886} 808}
887 809
888/* 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.
889 */ 811 */
890static object * 812static object *
891find_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
892{ 814{
893 for (object *tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
895 return tmp; 817 return tmp;
896 818
897 return 0; 819 return 0;
898} 820}
899 821
904 * tmp is the targetted monster. 826 * tmp is the targetted monster.
905 * op is what is attacking 827 * op is what is attacking
906 * string is passed along to describe what messages to describe 828 * string is passed along to describe what messages to describe
907 * the damage. 829 * the damage.
908 */ 830 */
909
910static int 831static int
911do_skill_attack (object *tmp, object *op, const char *string, object *skill) 832do_skill_attack (object *tmp, object *op, const char *string, object *skill)
912{ 833{
913 int success;
914
915 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)))
916 return RESULT_INT (0); 835 return RESULT_INT (0);
917 836
918 /* 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
919 * 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.
920 * 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,
921 * 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
922 * 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.
923 */ 842 */
924 if (op->type == PLAYER) 843 if (player *pl = op->contr)
925 { 844 {
926 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 845 if (skill)
927 { 846 {
928 if (!skill) 847 if (!op->apply (skill))
929 {
930 /* See if the players chosen skill is a combat skill, and use
931 * it if appropriate.
932 */
933 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
934 skill = op->chosen_skill;
935 else
936 {
937 skill = find_player_hth_skill (op);
938
939 if (!skill)
940 {
941 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
942 return 0;
943 }
944 }
945 }
946
947 /* now try to ready the new skill */
948 if (!change_skill (op, skill, 0))
949 { /* oh oh, trouble! */
950 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
951 return 0; 848 return 0;
952 }
953 } 849 }
954 else 850 else
955 { 851 {
956 /* Seen some crashes below where current_weapon is not set, 852 if (!pl->combat_ob)
957 * even though the flag says it is. So if current weapon isn't set,
958 * do some work in trying to find the object to use.
959 */
960 if (!op->current_weapon)
961 { 853 {
962 object *tmp; 854 if (op->flag [FLAG_READY_WEAPON])
963
964 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
965 for (tmp = op->inv; tmp; tmp = tmp->below)
966 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
967 break;
968
969 if (!tmp)
970 { 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)
971 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);
972 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);
973 return 0; 887 return 0;
974 } 888 }
975 else
976 {
977 op->current_weapon = tmp;
978 }
979 } 889 }
980 890
981 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 891 if (!op->apply (pl->combat_ob))
892 return 0;
982 } 893 }
983 }
984 894
985 /* lose invisiblity/hiding status for running attacks */ 895 /* lose invisiblity/hiding status for running attacks */
986 896 if (pl->tmp_invis)
987 if (op->type == PLAYER && op->contr->tmp_invis) 897 {
988 {
989 op->contr->tmp_invis = 0; 898 pl->tmp_invis = 0;
990 op->invisible = 0; 899 op->invisible = 0;
991 op->hide = 0; 900 op->flag [FLAG_HIDDEN] = 0;
992 update_object (op, UP_OBJ_CHANGE); 901 update_object (op, UP_OBJ_CHANGE);
902 }
993 } 903 }
994 904
995 success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
996 906
997 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
998 908
999 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1000 { 910 {
1001 if (op->type == PLAYER) 911 if (op->type == PLAYER)
1002 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));
1003 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
1004 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);
1005 } 915 }
916
1006 return success; 917 return success;
1007} 918}
1008
1009 919
1010/* 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
1011 * system. In essence, this code handles 921 * system. In essence, this code handles
1012 * 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
1013 * treated here. If an opponent is already supplied by move_player(), 923 * treated here. If an opponent is already supplied by move_player(),
1014 * 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
1015 * appropriate opponent exists. 925 * appropriate opponent exists.
1016 * 926 *
1017 * This is called by move_player() and attack_hth() 927 * This is called by move_player() and attack_hth()
1018 * 928 *
1019 * Initial implementation by -bt thomas@astro.psu.edu 929 * Initial implementation by -bt thomas@astro.psu.edu
1020 */ 930 */
1021
1022int 931int
1023skill_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)
1024{ 933{
1025 sint16 tx, ty; 934 sint16 tx, ty;
1026 maptile *m; 935 maptile *m;
1033 ty = freearr_y[dir]; 942 ty = freearr_y[dir];
1034 943
1035 /* 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.
1036 * Legal opponents are the same as outlined in move_player_attack() 945 * Legal opponents are the same as outlined in move_player_attack()
1037 */ 946 */
1038 947 if (!tmp)
1039 if (tmp == NULL)
1040 { 948 {
1041 m = pl->map; 949 m = pl->map;
1042 tx = pl->x + freearr_x[dir]; 950 tx = pl->x + freearr_x[dir];
1043 ty = pl->y + freearr_y[dir]; 951 ty = pl->y + freearr_y[dir];
1044 952
1049 /* 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 */
1050 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)))
1051 return 0; 959 return 0;
1052 960
1053 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)
1054 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)
1055 { 963 {
1056 /* Don't attack party members */ 964 /* Don't attack party members */
1057 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))
1058 return 0; 966 return 0;
967
1059 break; 968 break;
1060 } 969 }
1061 } 970 }
971
1062 if (!tmp) 972 if (!tmp)
1063 { 973 {
1064 if (pl->type == PLAYER) 974 if (pl->type == PLAYER)
1065 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
1066 return 0; 977 return 0;
1067 } 978 }
1068 979
1069 return do_skill_attack (tmp, pl, string, skill); 980 return do_skill_attack (tmp, pl, string, skill);
1070} 981}
1071
1072 982
1073/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 983/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1074 984
1075/* 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
1076 * (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
1077 * function skill_attack() we actually attack. 987 * function skill_attack() we actually attack.
1078 */ 988 */
1079
1080static int 989static int
1081attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
1082{ 991{
1083 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
1084 993
1085 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1086 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
1087 { 996 {
1088 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1089 { 998 {
1090 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
1091 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1092 pl->update_stats (); 1001 pl->update_stats ();
1093 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
1094 { 1003 {
1095 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.");
1096 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1097 } 1006 }
1007
1098 break; 1008 break;
1099 } 1009 }
1100 } 1010 }
1011
1101 return skill_attack (enemy, pl, dir, string, skill); 1012 return skill_attack (enemy, pl, dir, string, skill);
1102} 1013}
1103
1104 1014
1105/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1015/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1106 * For now we are just checking to see if we have a ready weapon here. 1016 * For now we are just checking to see if we have a ready weapon here.
1107 * But there is a real neato possible feature of this scheme which 1017 * But there is a real neato possible feature of this scheme which
1108 * bears mentioning: 1018 * bears mentioning:
1109 * 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
1110 * we may make this routine handle 'special' melee weapons attacks 1020 * we may make this routine handle 'special' melee weapons attacks
1111 * (like disarming manuever with sai) based on player SK_level and 1021 * (like disarming manuever with sai) based on player SK_level and
1112 * weapon type. 1022 * weapon type.
1113 */ 1023 */
1114
1115static int 1024static int
1116attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1117{ 1026{
1118 1027
1119 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1120 { 1029 {
1121 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1122 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
1123 return 0; 1033 return 0;
1124 } 1034 }
1035
1125 return skill_attack (NULL, op, dir, string, skill); 1036 return skill_attack (NULL, op, dir, string, skill);
1126
1127} 1037}
1038

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