ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.4 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skill_util.C,v 1.4 2006/08/29 05:03:55 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
10 7 *
11 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
12 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
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 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,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 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
22 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
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
27 24
28/* 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. */
29 26
30/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
31 * 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.
38 * experience. Calc_skill_exp() handles the gained experience using 35 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t. 36 * modifications in the skills[] table. - b.t.
40 */ 37 */
41 38
42/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
40
43/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
44
45#define WANT_UNARMED_SKILLS
46 42
47#include <global.h> 43#include <global.h>
48#include <object.h> 44#include <object.h>
49#ifndef __CEXTRACT__
50#include <sproto.h> 45#include <sproto.h>
51#endif
52#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. */
53#include <spells.h> 47#include <spells.h>
54 48
49const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51# define def(uc, flags) flags,
52# include "skillinc.h"
53# undef def
54};
55
56vector<object_ptr> skillvec;
57
55static 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);
56static 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);
57
58const char *skill_names[NUM_SKILLS];
59 60
60/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
62 * subtypes. 63 * subtypes.
63 */ 64 */
64void init_skills(void) { 65void
65 int i; 66init_skills ()
66 archetype *at; 67{
68 // nop
69}
67 70
68 for (i=0; i<NUM_SKILLS; i++) 71void
69 skill_names[i] = NULL; 72add_skill_archetype (object *o)
73{
74 printf ("<%s><%s>\n", &o->name, &o->skill);//D
70 75
71 for(at = first_archetype;at!=NULL;at=at->next) { 76 assert (("skill name must equal skill skill", o->name == o->skill));
72 if (at->clone.type == SKILL) { 77
73 if (skill_names[at->clone.subtype] != NULL) { 78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 79 if ((*i)->name == o->name)
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); 80 {
76 } else { 81 // replace existing entry
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill); 82 SKILL_INDEX (o) = i - skillvec.begin ();
78 } 83 *i = o;
79 } 84 return;
80 } 85 }
81 86
82 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
83 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
84 */ 89 SKILL_INDEX (o) = skillvec.size ();
85 for (i=1; i<NUM_SKILLS; i++) { 90 skillvec.push_back (o);
86 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n",
88 i);
89 }
90} 91}
91
92 92
93/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 96 * mostly used for sending exp.
97 */ 97 */
98void link_player_skills(object *op) 98void
99player::link_skills ()
99{ 100{
100 object *tmp; 101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 last_skill_ob [i] = 0;
101 103
102 for (tmp=op->inv; tmp; tmp=tmp->below) { 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
103 if (tmp->type == SKILL) { 105 if (tmp->type == SKILL)
104 /* This is really a warning, hence no else below */ 106 {
105 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { 107 int idx = SKILL_INDEX (tmp);
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", 108
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); 109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
108 } 110
109 if (tmp->subtype >= NUM_SKILLS) { 111 if (last_skill_ob [idx] != tmp)
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", 112 {
111 tmp->subtype, NUM_SKILLS); 113 last_skill_ob [idx] = tmp;
112 } else { 114 if (ns)
113 op->contr->last_skill_ob[tmp->subtype] = tmp; 115 ns->last_skill_exp [idx] = -1;
114 op->contr->last_skill_exp[tmp->subtype] = -1; 116 }
115 }
116 }
117 } 117 }
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);
118} 140}
119 141
120/* This returns the skill pointer of the given name (the 142/* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc). 143 * one that accumulates exp, has the level, etc).
122 * 144 *
123 * It is presumed that the player will be needing to actually 145 * It is presumed that the player will be needing to actually
124 * 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
125 * tool, this code will equip it. 147 * tool, this code will equip it.
126 */ 148 */
127object *find_skill_by_name(object *who, const char *name) 149object *
150find_skill_by_name (object *who, shstr_cmp sh)
128{ 151{
129 object *skill=NULL, *skill_tool=NULL, *tmp; 152 object *skill_tool = 0;
130 153
131 if (!name) return NULL;
132
133 /* We make sure the length of the string in the object is greater
134 * in length than the passed string. Eg, if we have a skill called
135 * 'hi', we don't want to match if the user passed 'high'
136 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && 155 if (tmp->skill == sh)
139 strlen(tmp->skill) >= strlen(name)) skill = tmp; 156 {
140 157 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
158 /* If this is a skill that can be used without applying tool, return it */
159 return splay (tmp);
141 /* Try to find appropriate skilltool. If the player has one already 160 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one. 161 * applied, we try to keep using that one.
143 */ 162 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && 163 else if (tmp->type == SKILL_TOOL && !skill_tool)
145 strlen(tmp->skill) >= strlen(name)) { 164 skill_tool = tmp;
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
148 skill_tool = tmp;
149 }
150 } 165 }
151 /* If this is a skill that can be used without a tool, return it */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
153 166
167 if (!skill_tool)
168 return 0;
169
154 /* 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 -
155 * 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
156 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
157 */ 173 */
158 if (skill_tool) { 174 object *skill = who->give_skill (skill_tool->skill);
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 175
160 if (apply_special(who, skill_tool, 0)) return NULL; 176 if (!skill_tool->flag [FLAG_APPLIED])
161 } 177 if (!who->apply (splay (skill_tool)))
162 if (!skill) {
163 skill = give_skill_by_name(who, skill_tool->skill);
164 link_player_skills(who);
165 }
166 return skill;
167 }
168 return NULL; 178 return 0;
169}
170 179
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
193 return 0;
194}
171 195
172/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 197 * one that accumulates exp, has the level, etc).
174 * 198 *
175 * It is presumed that the player will be needing to actually 199 * It is presumed that the player will be needing to actually
176 * 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
177 * tool, this code will equip it. 201 * tool, this code will equip it.
178 * 202 *
179 * 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,
180 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 205 * this replaces find_skill.
182 */ 206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
208 */
209object *
183object *find_skill_by_number(object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
184{ 211{
185 object *skill=NULL, *skill_tool=NULL, *tmp;
186
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
191
192 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one.
194 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { 213 if (tmp->type == SKILL && tmp->subtype == skillno)
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; 214 if (object *skop = find_skill_by_name (who, tmp->skill))
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) 215 return skop;
198 skill_tool = tmp;
199 }
200 }
201 /* If this is a skill that can be used without a tool, return it */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
203 216
204 /* Player has a tool to use the skill. IF not applied, apply it - 217 return 0;
205 * if not successful, return null. If they do have the skill tool 218}
206 * but not the skill itself, give it to them. 219
207 */ 220object *
208 if (skill_tool) { 221object::give_skill (shstr_cmp name, bool can_use)
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { 222{
210 if (apply_special(who, skill_tool, 0)) return NULL; 223 object *skill = find_skill (this, name);
211 } 224
212 if (!skill) { 225 if (!skill)
213 skill = give_skill_by_name(who, skill_tool->skill); 226 skill = give_skill_by_name (this, name);
214 link_player_skills(who); 227
215 } 228 if (skill && can_use)
229 skill->flag [FLAG_CAN_USE_SKILL] = true;
230
216 return skill; 231 return skill;
217 }
218 return NULL;
219}
220
221/* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used -
223 * you can now add skill exp to the player without the chosen_skill being
224 * set. This function is of most interest to players to update
225 * the various range information.
226 * if new_skill is null, this just unapplies the skill.
227 * flag has the current meaning:
228 * 0x1: If set, don't update the range pointer. This is useful when we
229 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error
231 */
232
233int change_skill (object *who, object *new_skill, int flag)
234{
235 int old_range;
236
237 if ( who->type != PLAYER )
238 return 0;
239
240 old_range = who->contr->shoottype;
241
242 if (who->chosen_skill && who->chosen_skill == new_skill)
243 {
244 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill;
247 return 1;
248 }
249
250 if (!new_skill || who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
252
253 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0;
255
256 if (apply_special (who, new_skill, AP_APPLY)) {
257 return 0;
258 }
259 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range;
261
262 return 1;
263}
264
265/* This function just clears the chosen_skill and range_skill values
266 * inthe player.
267 */
268void clear_skill(object *who)
269{
270 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) {
273 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none;
276 }
277} 232}
278 233
279/* 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().
280 * 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.
281 * 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
284 * 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
285 * 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
286 * give any exp for their direct use (eg, throwing). 241 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used. 242 * It returns 0 if no skill was used.
288 */ 243 */
289 244int
290int do_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)
246{
291 int success=0, exp=0; 247 int success = 0, exp = 0;
292 int did_alc = 0;
293 object *tmp, *next;
294 248
295 if (!skill) return 0; 249 if (!skill)
250 return 0;
296 251
297 /* 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
298 * holds the exp, level, etc of the skill. So if this is a player 253 * holds the exp, level, etc of the skill. So if this is a player
299 * 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
300 * the player doesn't have a bucket for that, create one. 255 * the player doesn't have a bucket for that, create one.
301 */ 256 */
302 if (skill->type != SKILL && op->type == PLAYER) { 257 if (skill->type != SKILL && op->type == PLAYER)
258 {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { 259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break; 260 if (tmp->type == SKILL && tmp->skill == skill->skill)
305 } 261 {
262 skill = tmp;
263 goto found;
264 }
265
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill); 266 skill = give_skill_by_name (op, skill->skill);
307 skill = tmp; 267found: ;
308 } 268 }
309 269
310 // skill, by_whom, on_which_object, which direction, skill_argument 270 // skill, by_whom, on_which_object, which direction, skill_argument
311 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)))
312 return 0; 272 return 0;
313 273
314 switch(skill->subtype) { 274 switch (skill->subtype)
275 {
315 case SK_LEVITATION: 276 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
319 * shouldn't. 280 * shouldn't.
320 */ 281 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) { 282 if (skill->flag [FLAG_APPLIED])
322 CLEAR_FLAG(skill,FLAG_APPLIED); 283 {
284 skill->clr_flag (FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
324 } 286 }
325 else { 287 else
326 SET_FLAG(skill,FLAG_APPLIED); 288 {
289 skill->set_flag (FLAG_APPLIED);
327 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!");
328 } 291 }
329 fix_player(op); 292
293 op->update_stats ();
330 success=1; 294 success = 1;
331 break; 295 break;
332 296
333 case SK_STEALING: 297 case SK_STEALING:
334 exp = success = steal(op, dir, skill); 298 exp = success = steal (op, dir, skill);
335 break; 299 break;
336 300
337 case SK_LOCKPICKING: 301 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill); 302 exp = success = pick_lock (op, dir, skill);
339 break; 303 break;
340 304
341 case SK_HIDING: 305 case SK_HIDING:
342 exp = success = hide(op, skill); 306 exp = success = hide (op, skill);
343 break; 307 break;
344 308
345 case SK_JUMPING: 309 case SK_JUMPING:
346 success = jump(op, dir, skill); 310 exp = success = jump (op, dir, skill);
347 break; 311 break;
348 312
349 case SK_INSCRIPTION: 313 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill); 314 exp = success = write_on_item (op, string, skill);
351 break; 315 break;
352 316
353 case SK_MEDITATION: 317 case SK_MEDITATION:
354 meditate(op, skill); 318 meditate (op, skill);
355 success=1; 319 success = 1;
356 break; 320 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */ 321 /* note that the following 'attack' skills gain exp through hit_player() */
358 322
359 case SK_KARATE: 323 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill); 324 attack_hth (op, dir, "karate-chopped", skill);
361 break; 325 break;
362 326
363 case SK_PUNCHING: 327 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill); 328 attack_hth (op, dir, "punched", skill);
365 break; 329 break;
366 330
367 case SK_FLAME_TOUCH: 331 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill); 332 attack_hth (op, dir, "flamed", skill);
369 break; 333 break;
370 334
371 case SK_SPARK_TOUCH: 335 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill); 336 attack_hth (op, dir, "zapped", skill);
373 break; 337 break;
374 338
375 case SK_SHIVER: 339 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill); 340 attack_hth (op, dir, "froze", skill);
377 break; 341 break;
378 342
379 case SK_ACID_SPLASH: 343 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill); 344 attack_hth (op, dir, "dissolved", skill);
381 break; 345 break;
382 346
383 case SK_POISON_NAIL: 347 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill); 348 attack_hth (op, dir, "injected poison into", skill);
385 break; 349 break;
386 350
387 case SK_CLAWING: 351 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill); 352 attack_hth (op, dir, "clawed", skill);
389 break; 353 break;
390 354
391 case SK_ONE_HANDED_WEAPON: 355 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON: 356 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill); 357 attack_melee_weapon (op, dir, NULL, skill);
394 break; 358 break;
395 359
396 case SK_FIND_TRAPS: 360 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill); 361 exp = success = find_traps (op, skill);
398 break; 362 break;
399 363
400 case SK_SINGING: 364 case SK_SINGING:
401 exp = success = singing(op,dir, skill); 365 exp = success = singing (op, dir, skill);
402 break; 366 break;
403 367
404 case SK_ORATORY: 368 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill); 369 exp = success = use_oratory (op, dir, skill);
406 break; 370 break;
407 371
408 case SK_SMITHERY: 372 case SK_SMITHERY:
409 case SK_BOWYER: 373 case SK_BOWYER:
410 case SK_JEWELER: 374 case SK_JEWELER:
411 case SK_ALCHEMY: 375 case SK_ALCHEMY:
412 case SK_THAUMATURGY: 376 case SK_THAUMATURGY:
413 case SK_LITERACY: 377 case SK_LITERACY:
414 case SK_WOODSMAN: 378 case SK_WOODSMAN:
415 /* 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.
416 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
417 */ 381 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { 382 {
419 next=tmp->above; 383 bool found_cauldron = false;
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 384
421 attempt_do_alchemy(op, tmp); 385 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
422 if (QUERY_FLAG(tmp, FLAG_APPLIED)) 386 {
423 esrv_send_inventory(op, tmp); 387 next = tmp->above;
424 did_alc=1; 388
425 } 389 if (tmp->flag [FLAG_IS_CAULDRON])
426 } 390 {
427 if (did_alc == 0) 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
401 attempt_do_alchemy (op, tmp, skill);
402
403 if (tmp->flag [FLAG_APPLIED])
404 esrv_send_inventory (op, tmp);
405 }
406 }
407
408 if (!found_cauldron)
428 exp = success = skill_ident(op,skill); 409 exp = success = skill_ident (op, skill);
410 }
429 break; 411 break;
430 412
431 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
432 case SK_DET_CURSE: 414 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill); 415 exp = success = skill_ident (op, skill);
434 break; 416 break;
435 417
436 case SK_DISARM_TRAPS: 418 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill); 419 exp = success = remove_trap (op, dir, skill);
438 break; 420 break;
439 421
440 case SK_THROWING: 422 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill); 423 success = skill_throw (op, part, dir, string, skill);
442 break; 424 break;
443 425
444 case SK_SET_TRAP: 426 case SK_SET_TRAP:
445 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.");
446 break; 428 break;
447 429
448 case SK_USE_MAGIC_ITEM: 430 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON: 431 case SK_MISSILE_WEAPON:
450 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.");
451 break; 433 break;
452 434
453 case SK_PRAYING: 435 case SK_PRAYING:
454 success = pray(op, skill); 436 success = pray (op, skill);
455 break; 437 break;
456 438
457 case SK_BARGAINING: 439 case SK_BARGAINING:
458 success = describe_shop(op); 440 success = describe_shop (op);
459 break; 441 break;
460 442
461 case SK_SORCERY: 443 case SK_SORCERY:
462 case SK_EVOCATION: 444 case SK_EVOCATION:
463 case SK_PYROMANCY: 445 case SK_PYROMANCY:
464 case SK_SUMMONING: 446 case SK_SUMMONING:
465 case SK_CLIMBING: 447 case SK_CLIMBING:
466 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.");
467 break; 449 break;
468 450
469 default: 451 case SK_MINING:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n" 452 success = skill_mining (op, part, skill, dir, string);
471 ,query_name(op), op->chosen_skill->stats.sp);
472 break; 453 break;
473 }
474 454
455 default:
456 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
457 break;
458 }
459
475 /* 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.
476 * 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
477 * which use_monster_skill is called already simulates this. 462 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be 463 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself. 464 * in the code for the skill itself.
480 */ 465 */
481 466 if (op->type == PLAYER)
482 if(op->type==PLAYER) op->speed_left -= 1.0; 467 op->speed_left -= 1.f;
483 468
484 /* 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.
485 * Note that add_exp() will figure out player/monster experience 470 * Note that add_exp() will figure out player/monster experience
486 * gain problems. 471 * gain problems.
487 */ 472 */
488 473
474 if (success && exp)
489 if(success && exp) change_exp(op,exp, skill->skill, 0); 475 change_exp (op, exp, skill->skill, 0);
490 476
491 return success; 477 return success;
492} 478}
493 479
494/* calc_skill_exp() - calculates amount of experience can be gained for 480/* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain. 481 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent' 482 * Here we take the view that a player must 'overcome an opponent'
514 * op is the object that was 'defeated'. 500 * op is the object that was 'defeated'.
515 * 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
516 * point back to who. 502 * point back to who.
517 * 503 *
518 */ 504 */
519 505int
520int calc_skill_exp(object *who, object *op, object *skill) { 506calc_skill_exp (object *who, object *op, object *skill)
507{
521 int op_exp=0,op_lvl= 0; 508 int op_exp = 0, op_lvl = 0;
522 float base,value,lvl_mult=0.0; 509 float base, value, lvl_mult = 0.0;
523 510
524 if (!skill) skill = who; 511 if (!skill)
512 skill = who;
525 513
526 /* Oct 95 - where we have an object, I expanded our treatment 514 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases: 515 * to 3 cases:
528 * non-living magic obj, runes and everything else. 516 * non-living magic obj, runes and everything else.
529 * 517 *
530 * 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
531 * help out exp awards for skill_ident skills. Also, if 519 * help out exp awards for skill_ident skills. Also, if
532 * 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
533 * and level (this was the old system) -b.t. 521 * and level (this was the old system) -b.t.
534 */ 522 */
535 523 if (!op)
536 if(!op) { /* no item/creature */ 524 { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; 525 op_lvl = max (1, who->map->difficulty);
538 op_exp = 0; 526 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that 527 }
540 * for the amount of experience */ 528 else if (op->type == RUNE || op->type == TRAP)
529 { /* all traps. If stats.Cha > 1 we use that
530 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; 531 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level; 532 op_lvl = op->level;
543 } else { /* all other items/living creatures */ 533 }
534 else
535 { /* all other items/living creatures */
544 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
545 op_lvl = op->level; 537 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ 538 if (!op->flag [FLAG_ALIVE])
547 op_lvl += 5 * abs(op->magic); 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
548 }
549 } 540 }
550 541
551 if(op_lvl<1) op_lvl = 1; 542 if (op_lvl < 1)
543 op_lvl = 1;
552 544
553 if(who->type!=PLAYER) { /* for monsters only */ 545 if (who->type != PLAYER)
546 { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ 547 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
548 }
549 else
555 } else { /* for players */ 550 { /* for players */
556 base = op_exp; 551 base = op_exp;
557 /* 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
558 * bse reward value (exp) and level multiplier factor. 553 * bse reward value (exp) and level multiplier factor.
559 */ 554 */
560 if (skill->type == SKILL) { 555 if (skill->type == SKILL)
556 {
561 base += skill->arch->clone.stats.exp; 557 base += skill->arch->stats.exp;
562 if (settings.simple_exp) { 558 if (settings.simple_exp)
563 if (skill->arch->clone.level) 559 {
560 if (skill->arch->level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0; 561 lvl_mult = (float) skill->arch->level / 100.0;
565 else 562 else
566 lvl_mult = 1.0; /* no adjustment */ 563 lvl_mult = 1.0; /* no adjustment */
567 } 564 }
568 else { 565 else
569 if (skill->level) 566 {
567 if (skill->level)
570 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);
571 else 569 else
572 lvl_mult = 1.0; 570 lvl_mult = 1.0;
573 } 571 }
574 } else { 572 }
573 else
574 {
575 /* Don't divide by zero here! */ 575 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); 576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
577 } 577 }
578 } 578 }
579 579
580 /* assemble the exp total, and return value */ 580 /* assemble the exp total, and return value */
581 581
582 value = base * lvl_mult; 582 value = base * lvl_mult;
583 if (value < 1)
583 if (value < 1) value=1; /* Always give at least 1 exp point */ 584 value = 1; /* Always give at least 1 exp point */
584 585
585#ifdef SKILL_UTIL_DEBUG 586#ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", 587 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
587 who->name,skill->level,op->name,op_lvl);
588#endif 588#endif
589 return ( (int) value); 589 return ((int) value);
590} 590}
591 591
592/* Learn skill. This inserts the requested skill in the player's 592/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 593 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 594 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 595 * This one actually teaches the player the skill as something
596 * they can equip. 596 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 597 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 598 * player learns the skill, 2 otherwise.
599 */ 599 */
600
601int 600int
602learn_skill (object *pl, object *scroll) { 601learn_skill (object *pl, object *scroll)
603 object *tmp; 602{
604
605 if (!scroll->skill) { 603 if (!scroll->skill)
604 {
606 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);
607 return 2; 606 return 2;
608 } 607 }
609 608
610 /* can't use find_skill_by_name because we want skills the player knows 609 object *tmp = find_skill (pl, scroll->skill);
611 * but can't use natively.
612 */
613 610
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
616
617 /* player already knows it */ 611 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
613 return 0;
619 614
620
621
622 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything. 617 * might never be able to learn anything.
625 */ 618 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) 619 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
627 return 2; /* failure :< */ 620 return 2; /* failure :< */
628 621
629 if (!tmp) 622 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill); 623 tmp = give_skill_by_name (pl, scroll->skill);
631 624
632 if (!tmp) { 625 if (!tmp)
626 {
633 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);
634 return 2; 628 return 2;
635 } 629 }
636 630
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
638 link_player_skills(pl); 632
639 return 1; 633 return 1;
640} 634}
641 635
642/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
643/* Probably belongs in some global utils-type file? */ 637/* Probably belongs in some global utils-type file? */
638static int
644static int clipped_percent(sint64 a, sint64 b) 639clipped_percent (sint64 a, sint64 b)
645{ 640{
646 int rv; 641 int rv;
647 642
648 if (b <= 0) 643 if (b <= 0)
649 return 0; 644 return 0;
650 645
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); 646 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
652 647
653 if (rv < 0) 648 if (rv < 0)
654 return 0; 649 return 0;
655 else if (rv > 100) 650 else if (rv > 100)
656 return 100; 651 return 100;
657 652
658 return rv; 653 return rv;
659} 654}
660 655
661/* show_skills() - Meant to allow players to examine 656/* show_skills() - Meant to allow players to examine
662 * their current skill list. 657 * their current skill list.
666 * Note this function is a bit more complicated becauase we 661 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we 662 * we want ot sort the skills before printing them. If we
668 * 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
669 * simpler. 664 * simpler.
670 */ 665 */
671 666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
667void
672void show_skills(object *op, const char* search) { 668show_skills (object *pl, const char *search)
673 object *tmp=NULL; 669{
674 char buf[MAX_BUF];
675 const char *cp; 670 const char *cp;
676 int i,num_skills_found=0; 671 int i, num_skills_found = 0;
677 static const char *const periods = "........................................"; 672 const char *const periods = ".............................."; // 30
673
678 /* 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 */
679 char skills[NUM_SKILLS][MAX_BUF]; 675 char skills[NUM_SKILLS][128]; // d'oh
680 676
677 object *op = pl->contr->ob;
681 678
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
680 {
683 if (tmp->type == SKILL) { 681 if (tmp->type == SKILL)
684 if ( search && strstr(tmp->name,search)==NULL ) continue; 682 {
683 if (search && !tmp->name.contains (search))
684 continue;
685
686 char buf[30];
687
685 /* Basically want to fill this out to 40 spaces with periods */ 688 /* Basically want to fill this out to 30 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods); 689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
687 buf[40] = 0;
688 690
689 if (settings.permanent_exp_ratio) { 691 if (settings.permanent_exp_ratio)
690#ifdef WIN32 692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", 693 buf, tmp->level, tmp->stats.exp,
692 buf,tmp->level, 694 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
693 tmp->stats.exp, 695 else
694 level_exp(tmp->level+1, op->expmul), 696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695 clipped_percent(tmp->perm_exp,tmp->stats.exp)); 697 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
696#else 698
697 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
698 buf,tmp->level,
699 tmp->stats.exp,
700 level_exp(tmp->level+1, op->expmul),
701 clipped_percent(tmp->perm_exp,tmp->stats.exp));
702#endif
703 } else {
704#ifdef WIN32
705 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)",
706 buf,tmp->level,
707 tmp->stats.exp,
708 level_exp(tmp->level+1, op->expmul));
709#else
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
711 buf,tmp->level,
712 tmp->stats.exp,
713 level_exp(tmp->level+1, op->expmul));
714#endif
715 }
716 /* 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
717 * it sometimes happens (maybe a leftover from bugier earlier code 700 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle 701 * and those character are still about). In any case, lets handle
719 * 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
720 * crash the server numerous times. 703 * crash the server numerous times.
721 */ 704 */
722 if (num_skills_found >= NUM_SKILLS) { 705 if (num_skills_found >= NUM_SKILLS)
706 {
723 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.");
724 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");
725 break; 709 break;
710 }
711 }
726 } 712 }
727 }
728 }
729 713
730 clear_win_info(op); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
732 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
733 715
716 msg << "T<Player skills:>\n\n";
717 if (num_skills_found > 1)
718 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
719
734 for (i=0; i<num_skills_found; i++) { 720 for (i = 0; i < num_skills_found; i++)
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]); 721 msg << " C<" << skills [i] << ">\n";
736 }
737 722
738 new_draw_info_format(NDI_UNIQUE, 0, op, 723 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
739 "You can handle %d weapon improvements.",op->level/5+5);
740 724
741 cp = determine_god(op); 725 cp = determine_god (op);
742 new_draw_info_format(NDI_UNIQUE, 0, op, 726 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
743 "You worship %s.", cp?cp:"no god at current time");
744 727
745 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
746 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);
747} 733}
748 734
749/* 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
750 * 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
751 * 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.
752 * This is tricky because skills can have spaces. We basically roll 738 * This is tricky because skills can have spaces. We basically roll
753 * 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.
754 */ 740 */
755 741int
756int use_skill(object *op, const char *string) { 742use_skill (object *op, const char *string)
743{
757 object *skop; 744 object *skop;
758 size_t len; 745 size_t len;
759 746
760 if (!string) return 0; 747 if (!string)
748 return 0;
761 749
762 for (skop = op->inv; skop != NULL; skop=skop->below) { 750 for (skop = op->inv; skop; skop = skop->below)
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) 752 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
753 {
754 skop = find_skill_by_name (op, skop->skill);
765 break; 755 break;
766 else if (skop->type == SKILL_TOOL &&
767 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
768 break;
769 } 756 }
757
770 if (!skop) { 758 if (!skop)
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 } 759 {
760 op->failmsgf ("Unable to find skill %s.", string);
761 return 0;
762 }
775 763
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 );
772 return 0;
773 }
774
776 len=strlen(skop->skill); 775 len = strlen (skop->skill);
777 776
778 /* All this logic goes and skips over the skill name to find any 777 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there 778 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we 779 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces. 780 * want to skip over any leading spaces.
782 */ 781 */
783 if(len>=strlen(string)) { 782 if (len >= strlen (string))
784 string=NULL; 783 string = NULL;
785 } else { 784 else
786 string += len;
787 while(*string==0x20) string++;
788 if(strlen(string)==0) string = NULL;
789 } 785 {
786 string += len;
787 while (*string == 0x20)
788 string++;
789
790 if (strlen (string) == 0)
791 string = NULL;
790 792 }
793
791#ifdef SKILL_UTIL_DEBUG 794#ifdef SKILL_UTIL_DEBUG
792 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");
793#endif 796#endif
794 797
795 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1; 798 if (do_skill (op, op, skop, op->facing, string))
797
798 return 0; 799 return 1;
799}
800 800
801 return 0;
802}
801 803
804static bool
805hth_skill_p (object *skill)
806{
807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
808}
802 809
803/* This finds the best unarmed skill the player has, and returns 810/* This finds the first unarmed skill the player has, and returns it.
804 * it. Best can vary a little - we consider clawing to always
805 * be the best for dragons.
806 * This could be more intelligent, eg, look at the skill level
807 * of the skill and go from there (eg, a level 40 puncher is
808 * is probably better than level 1 karate). OTOH, if you
809 * don't bother to set up your skill properly, that is the players
810 * problem (although, it might be nice to have a preferred skill
811 * field the player can set.
812 * Unlike the old code, we don't give out any skills - it is
813 * possible you just don't have any ability to get into unarmed
814 * combat. If everyone race/class should have one, this should
815 * be handled in the starting treasurelists, not in the code.
816 */ 811 */
812static object *
817static object *find_best_player_hth_skill(object *op) 813find_player_hth_skill (object *op)
818{ 814{
819 object *tmp, *best_skill=NULL;
820 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
821
822 for (tmp=op->inv; tmp; tmp=tmp->below) { 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
823 if (tmp->type == SKILL) { 816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp; 817 return tmp;
825 818
826 /* The order in the array is preferred order. So basically, 819 return 0;
827 * we just cut down the number to search - eg, if we find a skill
828 * early on in flame touch, then we only need to look into the unarmed_array
829 * to the entry before flame touch - don't care about the entries afterward,
830 * because they are infrerior skills.
831 * if we end up finding the best skill (i==0) might as well return
832 * right away - can't get any better than that.
833 */
834 for (i=0; i<last_skill; i++) {
835 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
836 best_skill = tmp;
837 last_skill = i;
838 if (i==0) return best_skill;
839 }
840 }
841 }
842 }
843 return best_skill;
844} 820}
845 821
846/* do_skill_attack() - We have got an appropriate opponent from either 822/* do_skill_attack() - We have got an appropriate opponent from either
847 * move_player_attack() or skill_attack(). In this part we get on with 823 * move_player_attack() or skill_attack(). In this part we get on with
848 * attacking, take care of messages from the attack and changes in invisible. 824 * attacking, take care of messages from the attack and changes in invisible.
850 * tmp is the targetted monster. 826 * tmp is the targetted monster.
851 * op is what is attacking 827 * op is what is attacking
852 * string is passed along to describe what messages to describe 828 * string is passed along to describe what messages to describe
853 * the damage. 829 * the damage.
854 */ 830 */
855 831static int
856static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { 832do_skill_attack (object *tmp, object *op, const char *string, object *skill)
857 int success; 833{
834 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
835 return RESULT_INT (0);
858 836
859 /* 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
860 * 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.
861 * 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,
862 * 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
863 * 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.
864 */ 842 */
865 if(op->type==PLAYER) { 843 if (player *pl = op->contr)
866 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { 844 {
867 size_t i;
868
869 if (!skill) { 845 if (skill)
846 {
847 if (!op->apply (skill))
848 return 0;
849 }
850 else
851 {
852 if (!pl->combat_ob)
853 {
854 if (op->flag [FLAG_READY_WEAPON])
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)
861 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
862
863 pl->combat_ob = tmp;
864 }
865
866 if (!pl->combat_ob)
867 {
870 /* See if the players chosen skill is a combat skill, and use 868 /* See if the players chosen skill is a combat skill, and use
871 * it if appropriate. 869 * it if appropriate.
872 */ 870 */
873 if (op->chosen_skill) { 871 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
874 for (i=0; i<sizeof(unarmed_skills); i++)
875 if (op->chosen_skill->subtype == unarmed_skills[i]) {
876 skill = op->chosen_skill; 872 skill = op->chosen_skill;
877 break; 873 else
878 } 874 {
879 }
880 /* If we didn't find a skill above, look harder for a good skill */
881 if (!skill) {
882 skill = find_best_player_hth_skill(op); 875 skill = find_player_hth_skill (op);
883 876
884 if (!skill) { 877 if (!skill)
885 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
886 return 0; 879 }
887 }
888 }
889 }
890 if (skill != op->chosen_skill) {
891 /* now try to ready the new skill */
892 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
893 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name);
894 return 0;
895 }
896 }
897 } else {
898 /* Seen some crashes below where current_weapon is not set,
899 * even though the flag says it is. So if current weapon isn't set,
900 * do some work in trying to find the object to use.
901 */
902 if (!op->current_weapon) {
903 object *tmp;
904 880
905 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", 881 op->apply (skill);
906 op->name); 882 }
907 for (tmp=op->inv; tmp; tmp=tmp->below)
908 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
909 883
910 if (!tmp) { 884 if (!pl->combat_ob)
911 LOG(llevError,"Could not find applied weapon on %s\n", 885 {
912 op->name); 886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
913 op->current_weapon=NULL; 887 return 0;
914 return 0; 888 }
915 } else { 889 }
916 op->current_weapon = tmp;
917 }
918 }
919 890
920 /* Has ready weapon - make sure chosen_skill is set up properly */ 891 if (!op->apply (pl->combat_ob))
921 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { 892 return 0;
922 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); 893 }
923 }
924 }
925 }
926 894
927 /* lose invisiblity/hiding status for running attacks */ 895 /* lose invisiblity/hiding status for running attacks */
928 896 if (pl->tmp_invis)
929 if(op->type==PLAYER && op->contr->tmp_invis) { 897 {
930 op->contr->tmp_invis=0; 898 pl->tmp_invis = 0;
931 op->invisible=0; 899 op->invisible = 0;
932 op->hide=0; 900 op->flag [FLAG_HIDDEN] = 0;
933 update_object(op,UP_OBJ_FACE); 901 update_object (op, UP_OBJ_CHANGE);
902 }
934 } 903 }
935 904
936 success = attack_ob(tmp,op); 905 int success = attack_ob (tmp, op);
937 906
938 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
939 908
940 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
910 {
941 if(op->type==PLAYER) 911 if (op->type == PLAYER)
942 new_draw_info_format(NDI_UNIQUE, 0,op, 912 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
943 "You %s %s!",string,query_name(tmp));
944 else if(tmp->type==PLAYER) 913 else if (tmp->type == PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,tmp, 914 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
946 "%s %s you!",query_name(op),string);
947 } 915 }
916
948 return success; 917 return success;
949} 918}
950
951 919
952/* 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
953 * system. In essence, this code handles 921 * system. In essence, this code handles
954 * 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
955 * treated here. If an opponent is already supplied by move_player(), 923 * treated here. If an opponent is already supplied by move_player(),
956 * 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
957 * appropriate opponent exists. 925 * appropriate opponent exists.
958 * 926 *
959 * This is called by move_player() and attack_hth() 927 * This is called by move_player() and attack_hth()
960 * 928 *
961 * Initial implementation by -bt thomas@astro.psu.edu 929 * Initial implementation by -bt thomas@astro.psu.edu
962 */ 930 */
963 931int
964int skill_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)
933{
965 sint16 tx,ty; 934 sint16 tx, ty;
966 mapstruct *m; 935 maptile *m;
967 int mflags; 936 int mflags;
968 937
938 if (!dir)
969 if(!dir) dir=pl->facing; 939 dir = pl->facing;
940
970 tx=freearr_x[dir]; 941 tx = freearr_x[dir];
971 ty=freearr_y[dir]; 942 ty = freearr_y[dir];
972 943
973 /* 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.
974 * Legal opponents are the same as outlined in move_player_attack() 945 * Legal opponents are the same as outlined in move_player_attack()
975 */ 946 */
976 947 if (!tmp)
977 if(tmp==NULL) { 948 {
978 m = pl->map; 949 m = pl->map;
979 tx = pl->x + freearr_x[dir]; 950 tx = pl->x + freearr_x[dir];
980 ty = pl->y + freearr_y[dir]; 951 ty = pl->y + freearr_y[dir];
981 952
982 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); 953 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
983 if (mflags & P_OUT_OF_MAP) return 0; 954 if (mflags & P_OUT_OF_MAP)
955 return 0;
984 956
985 /* 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 */
986 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; 958 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
959 return 0;
987 960
988 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)
989 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) 962 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
990 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 963 {
991 || tmp->type==LOCKED_DOOR ) {
992 /* Don't attack party members */ 964 /* Don't attack party members */
993 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL 965 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
994 && pl->contr->party==tmp->contr->party)) 966 return 0;
995 return 0; 967
996 break; 968 break;
969 }
997 } 970 }
998 } 971
999 if (!tmp) { 972 if (!tmp)
973 {
1000 if(pl->type==PLAYER) 974 if (pl->type == PLAYER)
1001 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!");
1002 return 0;
1003 }
1004 976
977 return 0;
978 }
979
1005 return do_skill_attack(tmp,pl,string, skill); 980 return do_skill_attack (tmp, pl, string, skill);
1006} 981}
1007
1008 982
1009/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 983/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
984
1010/* 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
1011 * (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
1012 * function skill_attack() we actually attack. 987 * function skill_attack() we actually attack.
1013 */ 988 */
1014 989static int
1015static int attack_hth(object *pl, int dir, const char *string, object *skill) { 990attack_hth (object *pl, int dir, const char *string, object *skill)
991{
1016 object *enemy=NULL,*weapon; 992 object *enemy = NULL, *weapon;
1017 993
1018 if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1019 for(weapon=pl->inv;weapon;weapon=weapon->below) { 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
996 {
1020 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1021 CLEAR_FLAG(weapon,FLAG_APPLIED); 998 {
1022 CLEAR_FLAG(pl,FLAG_READY_WEAPON); 999 weapon->clr_flag (FLAG_APPLIED);
1023 fix_player(pl); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1024 if(pl->type==PLAYER) { 1001 pl->update_stats ();
1002 if (pl->type == PLAYER)
1003 {
1025 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.");
1026 esrv_update_item(UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1027 } 1006 }
1028 break; 1007
1008 break;
1009 }
1029 } 1010 }
1030 } 1011
1031 return skill_attack(enemy,pl,dir,string, skill); 1012 return skill_attack (enemy, pl, dir, string, skill);
1032} 1013}
1033
1034 1014
1035/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1015/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1036 * 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.
1037 * 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
1038 * bears mentioning: 1018 * bears mentioning:
1039 * 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
1040 * we may make this routine handle 'special' melee weapons attacks 1020 * we may make this routine handle 'special' melee weapons attacks
1041 * (like disarming manuever with sai) based on player SK_level and 1021 * (like disarming manuever with sai) based on player SK_level and
1042 * weapon type. 1022 * weapon type.
1043 */ 1023 */
1044 1024static int
1045static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1026{
1046 1027
1047 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { 1028 if (!op->flag [FLAG_READY_WEAPON])
1029 {
1048 if(op->type==PLAYER) 1030 if (op->type == PLAYER)
1049 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!");
1050 return 0; 1032
1033 return 0;
1051 } 1034 }
1035
1052 return skill_attack(NULL,op,dir,string, skill); 1036 return skill_attack (NULL, op, dir, string, skill);
1053
1054} 1037}
1038

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines