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 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC

1
2/* 1/*
3 * static char *rcsid_skill_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
31 26
32/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
43 38
44/* define the following for skills utility debuging */ 39/* define the following for skills utility debuging */
45 40
46/* #define SKILL_UTIL_DEBUG */ 41/* #define SKILL_UTIL_DEBUG */
47 42
48#define WANT_UNARMED_SKILLS
49
50#include <global.h> 43#include <global.h>
51#include <object.h> 44#include <object.h>
52#ifndef __CEXTRACT__
53# include <sproto.h> 45#include <sproto.h>
54#endif
55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56#include <spells.h> 47#include <spells.h>
57 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
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61shstr skill_names[NUM_SKILLS];
62 60
63/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
64 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
65 * subtypes. 63 * subtypes.
66 */ 64 */
67void 65void
68init_skills (void) 66init_skills ()
69{ 67{
70 int i; 68 // nop
71 archetype *at; 69}
72 70
73 for (at = first_archetype; at != NULL; at = at->next) 71void
74 { 72add_skill_archetype (object *o)
75 if (at->clone.type == SKILL) 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)
76 { 80 {
77 if (skill_names[at->clone.subtype] != NULL) 81 // replace existing entry
78 { 82 SKILL_INDEX (o) = i - skillvec.begin ();
79 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 83 *i = o;
80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 84 return;
81 }
82 else
83 {
84 skill_names[at->clone.subtype] = at->clone.skill;
85 }
86 } 85 }
87 }
88 86
89 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
90 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
91 */ 89 SKILL_INDEX (o) = skillvec.size ();
92 for (i = 1; i < NUM_SKILLS; i++) 90 skillvec.push_back (o);
93 {
94 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97} 91}
98
99 92
100/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 96 * mostly used for sending exp.
104 */ 97 */
105void 98void
106link_player_skills (object *op) 99player::link_skills ()
107{ 100{
108 object *tmp; 101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 last_skill_ob [i] = 0;
109 103
110 for (tmp = op->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
113 { 106 {
114 /* This is really a warning, hence no else below */ 107 int idx = SKILL_INDEX (tmp);
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 108
109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
110
111 if (last_skill_ob [idx] != tmp)
116 { 112 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 113 last_skill_ob [idx] = tmp;
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 114 if (ns)
115 ns->last_skill_exp [idx] = -1;
119 } 116 }
120 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else
125 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1;
128 }
129 } 117 }
130 } 118}
119
120static object *
121find_skill (object *who, shstr_cmp name)
122{
123 if (who->chosen_skill
124 && who->chosen_skill->skill == name
125 && who->chosen_skill->type == SKILL)
126 return who->chosen_skill;
127
128 for (object *tmp = who->inv; tmp; tmp = tmp->below)
129 if (tmp->skill == name && tmp->type == SKILL)
130 return splay (tmp);
131
132 return 0;
133}
134
135object *
136player::find_skill (shstr_cmp name) const
137{
138 // might want to use last_skill_obj at one point, or maybe not
139 return ::find_skill (ob, name);
131} 140}
132 141
133/* This returns the skill pointer of the given name (the 142/* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc). 143 * one that accumulates exp, has the level, etc).
135 * 144 *
136 * It is presumed that the player will be needing to actually 145 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill 146 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it. 147 * tool, this code will equip it.
139 */ 148 */
140object * 149object *
141find_skill_by_name (object *who, const char *name) 150find_skill_by_name (object *who, shstr_cmp sh)
142{ 151{
143 object *skill = NULL, *skill_tool = NULL, *tmp; 152 object *skill_tool = 0;
144 153
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
155 if (tmp->skill == sh)
153 { 156 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 157 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 skill = tmp; 158 /* If this is a skill that can be used without applying tool, return it */
156 159 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already 160 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one. 161 * applied, we try to keep using that one.
159 */ 162 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 163 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp; 164 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 } 165 }
167 } 166
168 /* If this is a skill that can be used without a tool, return it */ 167 if (!skill_tool)
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill; 168 return 0;
171 169
172 /* Player has a tool to use the skill. IF not applied, apply it - 170 /* Player has a tool to use the skill. If not applied, apply it -
173 * if not successful, return null. If they do have the skill tool 171 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
175 */ 173 */
176 if (skill_tool) 174 object *skill = who->give_skill (skill_tool->skill);
177 { 175
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 176 if (!skill_tool->flag [FLAG_APPLIED])
179 { 177 if (!who->apply (splay (skill_tool)))
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who);
187 }
188 return skill; 178 return 0;
189 } 179
180 return splay (skill);
181}
182
183object *
184find_skill_by_name_fuzzy (object *who, const char *name)
185{
186 if (name)
187 for (object *tmp = who->inv; tmp; tmp = tmp->below)
188 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
189 && tmp->skill.starts_with (name))
190 if (object *skop = find_skill_by_name (who, tmp->skill))
191 return skop;
192
190 return NULL; 193 return 0;
191} 194}
192
193 195
194/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc). 197 * one that accumulates exp, has the level, etc).
196 * 198 *
197 * It is presumed that the player will be needing to actually 199 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 200 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 201 * tool, this code will equip it.
200 * 202 *
201 * This code is basically the same as find_skill_by_name() above, 203 * This code is basically the same as find_skill_by_name() above,
202 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
203 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
204 */ 208 */
205object * 209object *
206find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
207{ 211{
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno) 213 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp; 214 if (object *skop = find_skill_by_name (who, tmp->skill))
215 return skop;
217 216
218 /* Try to find appropriate skilltool. If the player has one already 217 return 0;
219 * applied, we try to keep using that one. 218}
220 */ 219
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 220object *
222 { 221object::give_skill (shstr_cmp name, bool can_use)
223 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 222{
224 skill_tool = tmp; 223 object *skill = find_skill (this, name);
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 224
226 skill_tool = tmp; 225 if (!skill)
227 } 226 skill = give_skill_by_name (this, name);
228 } 227
229 /* If this is a skill that can be used without a tool, return it */ 228 if (skill && can_use)
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 229 skill->flag [FLAG_CAN_USE_SKILL] = true;
230
231 return skill; 231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244 if (!skill)
245 {
246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who);
248 }
249 return skill;
250 }
251 return NULL;
252}
253
254/* This changes the objects skill to new_skill.
255 * note that this function doesn't always need to get used -
256 * you can now add skill exp to the player without the chosen_skill being
257 * set. This function is of most interest to players to update
258 * the various range information.
259 * if new_skill is null, this just unapplies the skill.
260 * flag has the current meaning:
261 * 0x1: If set, don't update the range pointer. This is useful when we
262 * need to ready a new skill, but don't want to clobber range.
263 * return 1 on success, 0 on error
264 */
265
266int
267change_skill (object *who, object *new_skill, int flag)
268{
269 int old_range;
270
271 if (who->type != PLAYER)
272 return 0;
273
274 old_range = who->contr->shoottype;
275
276 if (who->chosen_skill && who->chosen_skill == new_skill)
277 {
278 /* optimization for changing skill to current skill */
279 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill;
281 return 1;
282 }
283
284 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill)
286 apply_special (who, who->chosen_skill, AP_UNAPPLY);
287
288 /* Only goal in this case was to unapply a skill */
289 if (!new_skill)
290 return 0;
291
292 if (apply_special (who, new_skill, AP_APPLY))
293 {
294 return 0;
295 }
296 if (flag & 0x1)
297 who->contr->shoottype = (rangetype) old_range;
298
299 return 1;
300}
301
302/* This function just clears the chosen_skill and range_skill values
303 * inthe player.
304 */
305void
306clear_skill (object *who)
307{
308 who->chosen_skill = NULL;
309 CLEAR_FLAG (who, FLAG_READY_SKILL);
310 if (who->type == PLAYER)
311 {
312 who->contr->ranges[range_skill] = NULL;
313 if (who->contr->shoottype == range_skill)
314 who->contr->shoottype = range_none;
315 }
316} 232}
317 233
318/* 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().
319 * 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.
320 * 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
323 * 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
324 * 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
325 * give any exp for their direct use (eg, throwing). 241 * give any exp for their direct use (eg, throwing).
326 * It returns 0 if no skill was used. 242 * It returns 0 if no skill was used.
327 */ 243 */
328
329int 244int
330do_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)
331{ 246{
332 int success = 0, exp = 0; 247 int success = 0, exp = 0;
333 int did_alc = 0;
334 object *tmp, *next;
335 248
336 if (!skill) 249 if (!skill)
337 return 0; 250 return 0;
338 251
339 /* 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
341 * 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
342 * the player doesn't have a bucket for that, create one. 255 * the player doesn't have a bucket for that, create one.
343 */ 256 */
344 if (skill->type != SKILL && op->type == PLAYER) 257 if (skill->type != SKILL && op->type == PLAYER)
345 { 258 {
346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
347 {
348 if (tmp->type == SKILL && tmp->skill == skill->skill) 260 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break; 261 {
262 skill = tmp;
263 goto found;
350 } 264 }
351 if (!tmp) 265
352 tmp = give_skill_by_name (op, skill->skill); 266 skill = give_skill_by_name (op, skill->skill);
353 skill = tmp; 267found: ;
354 } 268 }
355 269
356 // skill, by_whom, on_which_object, which direction, skill_argument 270 // skill, by_whom, on_which_object, which direction, skill_argument
357 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)))
358 return 0; 272 return 0;
359 273
360 switch (skill->subtype) 274 switch (skill->subtype)
361 { 275 {
362 case SK_LEVITATION: 276 case SK_LEVITATION:
363 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
364 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
365 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
366 * shouldn't. 280 * shouldn't.
367 */ 281 */
368 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
369 { 283 {
370 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 } 286 }
373 else 287 else
374 { 288 {
375 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
376 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!");
377 } 291 }
378 fix_player (op); 292
293 op->update_stats ();
379 success = 1; 294 success = 1;
380 break; 295 break;
381 296
382 case SK_STEALING: 297 case SK_STEALING:
383 exp = success = steal (op, dir, skill); 298 exp = success = steal (op, dir, skill);
384 break; 299 break;
385 300
386 case SK_LOCKPICKING: 301 case SK_LOCKPICKING:
387 exp = success = pick_lock (op, dir, skill); 302 exp = success = pick_lock (op, dir, skill);
388 break; 303 break;
389 304
390 case SK_HIDING: 305 case SK_HIDING:
391 exp = success = hide (op, skill); 306 exp = success = hide (op, skill);
392 break; 307 break;
393 308
394 case SK_JUMPING: 309 case SK_JUMPING:
395 success = jump (op, dir, skill); 310 exp = success = jump (op, dir, skill);
396 break; 311 break;
397 312
398 case SK_INSCRIPTION: 313 case SK_INSCRIPTION:
399 exp = success = write_on_item (op, string, skill); 314 exp = success = write_on_item (op, string, skill);
400 break; 315 break;
401 316
402 case SK_MEDITATION: 317 case SK_MEDITATION:
403 meditate (op, skill); 318 meditate (op, skill);
404 success = 1; 319 success = 1;
405 break; 320 break;
406 /* note that the following 'attack' skills gain exp through hit_player() */ 321 /* note that the following 'attack' skills gain exp through hit_player() */
407 322
408 case SK_KARATE: 323 case SK_KARATE:
409 (void) attack_hth (op, dir, "karate-chopped", skill); 324 attack_hth (op, dir, "karate-chopped", skill);
410 break; 325 break;
411 326
412 case SK_PUNCHING: 327 case SK_PUNCHING:
413 (void) attack_hth (op, dir, "punched", skill); 328 attack_hth (op, dir, "punched", skill);
414 break; 329 break;
415 330
416 case SK_FLAME_TOUCH: 331 case SK_FLAME_TOUCH:
417 (void) attack_hth (op, dir, "flamed", skill); 332 attack_hth (op, dir, "flamed", skill);
418 break; 333 break;
419 334
420 case SK_SPARK_TOUCH: 335 case SK_SPARK_TOUCH:
421 (void) attack_hth (op, dir, "zapped", skill); 336 attack_hth (op, dir, "zapped", skill);
422 break; 337 break;
423 338
424 case SK_SHIVER: 339 case SK_SHIVER:
425 (void) attack_hth (op, dir, "froze", skill); 340 attack_hth (op, dir, "froze", skill);
426 break; 341 break;
427 342
428 case SK_ACID_SPLASH: 343 case SK_ACID_SPLASH:
429 (void) attack_hth (op, dir, "dissolved", skill); 344 attack_hth (op, dir, "dissolved", skill);
430 break; 345 break;
431 346
432 case SK_POISON_NAIL: 347 case SK_POISON_NAIL:
433 (void) attack_hth (op, dir, "injected poison into", skill); 348 attack_hth (op, dir, "injected poison into", skill);
434 break; 349 break;
435 350
436 case SK_CLAWING: 351 case SK_CLAWING:
437 (void) attack_hth (op, dir, "clawed", skill); 352 attack_hth (op, dir, "clawed", skill);
438 break; 353 break;
439 354
440 case SK_ONE_HANDED_WEAPON: 355 case SK_ONE_HANDED_WEAPON:
441 case SK_TWO_HANDED_WEAPON: 356 case SK_TWO_HANDED_WEAPON:
442 (void) attack_melee_weapon (op, dir, NULL, skill); 357 attack_melee_weapon (op, dir, NULL, skill);
443 break; 358 break;
444 359
445 case SK_FIND_TRAPS: 360 case SK_FIND_TRAPS:
446 exp = success = find_traps (op, skill); 361 exp = success = find_traps (op, skill);
447 break; 362 break;
448 363
449 case SK_SINGING: 364 case SK_SINGING:
450 exp = success = singing (op, dir, skill); 365 exp = success = singing (op, dir, skill);
451 break; 366 break;
452 367
453 case SK_ORATORY: 368 case SK_ORATORY:
454 exp = success = use_oratory (op, dir, skill); 369 exp = success = use_oratory (op, dir, skill);
455 break; 370 break;
456 371
457 case SK_SMITHERY: 372 case SK_SMITHERY:
458 case SK_BOWYER: 373 case SK_BOWYER:
459 case SK_JEWELER: 374 case SK_JEWELER:
460 case SK_ALCHEMY: 375 case SK_ALCHEMY:
461 case SK_THAUMATURGY: 376 case SK_THAUMATURGY:
462 case SK_LITERACY: 377 case SK_LITERACY:
463 case SK_WOODSMAN: 378 case SK_WOODSMAN:
464 /* 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.
465 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
466 */ 381 */
382 {
383 bool found_cauldron = false;
384
467 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)
468 { 386 {
469 next = tmp->above; 387 next = tmp->above;
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);
402
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
474 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
475 did_alc = 1;
476 } 405 }
477 } 406 }
478 if (did_alc == 0) 407
408 if (!found_cauldron)
479 exp = success = skill_ident (op, skill); 409 exp = success = skill_ident (op, skill);
410 }
480 break; 411 break;
481 412
482 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
483 case SK_DET_CURSE: 414 case SK_DET_CURSE:
484 exp = success = skill_ident (op, skill); 415 exp = success = skill_ident (op, skill);
485 break; 416 break;
486 417
487 case SK_DISARM_TRAPS: 418 case SK_DISARM_TRAPS:
488 exp = success = remove_trap (op, dir, skill); 419 exp = success = remove_trap (op, dir, skill);
489 break; 420 break;
490 421
491 case SK_THROWING: 422 case SK_THROWING:
492 success = skill_throw (op, part, dir, string, skill); 423 success = skill_throw (op, part, dir, string, skill);
493 break; 424 break;
494 425
495 case SK_SET_TRAP: 426 case SK_SET_TRAP:
496 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.");
497 break; 428 break;
498 429
499 case SK_USE_MAGIC_ITEM: 430 case SK_USE_MAGIC_ITEM:
500 case SK_MISSILE_WEAPON: 431 case SK_MISSILE_WEAPON:
501 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.");
502 break; 433 break;
503 434
504 case SK_PRAYING: 435 case SK_PRAYING:
505 success = pray (op, skill); 436 success = pray (op, skill);
506 break; 437 break;
507 438
508 case SK_BARGAINING: 439 case SK_BARGAINING:
509 success = describe_shop (op); 440 success = describe_shop (op);
510 break; 441 break;
511 442
512 case SK_SORCERY: 443 case SK_SORCERY:
513 case SK_EVOCATION: 444 case SK_EVOCATION:
514 case SK_PYROMANCY: 445 case SK_PYROMANCY:
515 case SK_SUMMONING: 446 case SK_SUMMONING:
516 case SK_CLIMBING: 447 case SK_CLIMBING:
517 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.");
518 break; 449 break;
519 450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
453 break;
454
520 default: 455 default:
521 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);
522 break; 457 break;
523 } 458 }
524 459
525 /* 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.
526 * 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
527 * which use_monster_skill is called already simulates this. 462 * which use_monster_skill is called already simulates this.
528 * If certain skills should take more/less time, that should be 463 * If certain skills should take more/less time, that should be
529 * in the code for the skill itself. 464 * in the code for the skill itself.
530 */ 465 */
531
532 if (op->type == PLAYER) 466 if (op->type == PLAYER)
533 op->speed_left -= 1.0; 467 op->speed_left -= 1.f;
534 468
535 /* 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.
536 * Note that add_exp() will figure out player/monster experience 470 * Note that add_exp() will figure out player/monster experience
537 * gain problems. 471 * gain problems.
538 */ 472 */
566 * op is the object that was 'defeated'. 500 * op is the object that was 'defeated'.
567 * 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
568 * point back to who. 502 * point back to who.
569 * 503 *
570 */ 504 */
571
572int 505int
573calc_skill_exp (object *who, object *op, object *skill) 506calc_skill_exp (object *who, object *op, object *skill)
574{ 507{
575 int op_exp = 0, op_lvl = 0; 508 int op_exp = 0, op_lvl = 0;
576 float base, value, lvl_mult = 0.0; 509 float base, value, lvl_mult = 0.0;
585 * 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
586 * help out exp awards for skill_ident skills. Also, if 519 * help out exp awards for skill_ident skills. Also, if
587 * 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
588 * and level (this was the old system) -b.t. 521 * and level (this was the old system) -b.t.
589 */ 522 */
590
591 if (!op) 523 if (!op)
592 { /* no item/creature */ 524 { /* no item/creature */
593 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 525 op_lvl = max (1, who->map->difficulty);
594 op_exp = 0; 526 op_exp = 0;
595 } 527 }
596 else if (op->type == RUNE || op->type == TRAP) 528 else if (op->type == RUNE || op->type == TRAP)
597 { /* all traps. If stats.Cha > 1 we use that 529 { /* all traps. If stats.Cha > 1 we use that
598 * for the amount of experience */ 530 * for the amount of experience */
601 } 533 }
602 else 534 else
603 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
604 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
605 op_lvl = op->level; 537 op_lvl = op->level;
606 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
607 { /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
608 op_lvl += 5 * abs (op->magic);
609 }
610 } 540 }
611 541
612 if (op_lvl < 1) 542 if (op_lvl < 1)
613 op_lvl = 1; 543 op_lvl = 1;
614 544
622 /* 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
623 * bse reward value (exp) and level multiplier factor. 553 * bse reward value (exp) and level multiplier factor.
624 */ 554 */
625 if (skill->type == SKILL) 555 if (skill->type == SKILL)
626 { 556 {
627 base += skill->arch->clone.stats.exp; 557 base += skill->arch->stats.exp;
628 if (settings.simple_exp) 558 if (settings.simple_exp)
629 { 559 {
630 if (skill->arch->clone.level) 560 if (skill->arch->level)
631 lvl_mult = (float) skill->arch->clone.level / 100.0; 561 lvl_mult = (float) skill->arch->level / 100.0;
632 else 562 else
633 lvl_mult = 1.0; /* no adjustment */ 563 lvl_mult = 1.0; /* no adjustment */
634 } 564 }
635 else 565 else
636 { 566 {
637 if (skill->level) 567 if (skill->level)
638 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);
639 else 569 else
640 lvl_mult = 1.0; 570 lvl_mult = 1.0;
641 } 571 }
642 } 572 }
643 else 573 else
644 { 574 {
645 /* Don't divide by zero here! */ 575 /* Don't divide by zero here! */
646 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
647 } 577 }
648 } 578 }
649 579
650 /* assemble the exp total, and return value */ 580 /* assemble the exp total, and return value */
651 581
665 * This one actually teaches the player the skill as something 595 * This one actually teaches the player the skill as something
666 * they can equip. 596 * they can equip.
667 * Return 0 if the player knows the skill, 1 if the 597 * Return 0 if the player knows the skill, 1 if the
668 * player learns the skill, 2 otherwise. 598 * player learns the skill, 2 otherwise.
669 */ 599 */
670
671int 600int
672learn_skill (object *pl, object *scroll) 601learn_skill (object *pl, object *scroll)
673{ 602{
674 object *tmp;
675
676 if (!scroll->skill) 603 if (!scroll->skill)
677 { 604 {
678 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);
679 return 2; 606 return 2;
680 } 607 }
681 608
682 /* can't use find_skill_by_name because we want skills the player knows 609 object *tmp = find_skill (pl, scroll->skill);
683 * but can't use natively.
684 */
685
686 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
687 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
688 break;
689 610
690 /* player already knows it */ 611 /* player already knows it */
691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
692 return 0; 613 return 0;
693
694
695 614
696 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
697 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
698 * might never be able to learn anything. 617 * might never be able to learn anything.
699 */ 618 */
707 { 626 {
708 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);
709 return 2; 628 return 2;
710 } 629 }
711 630
712 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
713 link_player_skills (pl); 632
714 return 1; 633 return 1;
715} 634}
716 635
717/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
718
719/* Probably belongs in some global utils-type file? */ 637/* Probably belongs in some global utils-type file? */
720static int 638static int
721clipped_percent (sint64 a, sint64 b) 639clipped_percent (sint64 a, sint64 b)
722{ 640{
723 int rv; 641 int rv;
743 * Note this function is a bit more complicated becauase we 661 * Note this function is a bit more complicated becauase we
744 * we want ot sort the skills before printing them. If we 662 * we want ot sort the skills before printing them. If we
745 * 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
746 * simpler. 664 * simpler.
747 */ 665 */
748 666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
749void 667void
750show_skills (object *op, const char *search) 668show_skills (object *pl, const char *search)
751{ 669{
752 object *tmp = NULL;
753 char buf[MAX_BUF];
754 const char *cp; 670 const char *cp;
755 int i, num_skills_found = 0; 671 int i, num_skills_found = 0;
756 static const char *const periods = "........................................"; 672 const char *const periods = ".............................."; // 30
757 673
758 /* 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 */
759 char skills[NUM_SKILLS][MAX_BUF]; 675 char skills[NUM_SKILLS][128]; // d'oh
760 676
677 object *op = pl->contr->ob;
761 678
762 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
763 { 680 {
764 if (tmp->type == SKILL) 681 if (tmp->type == SKILL)
765 { 682 {
766 if (search && strstr (tmp->name, search) == NULL) 683 if (search && !tmp->name.contains (search))
767 continue; 684 continue;
685
686 char buf[30];
687
768 /* Basically want to fill this out to 40 spaces with periods */ 688 /* Basically want to fill this out to 30 spaces with periods */
769 sprintf (buf, "%s%s", &tmp->name, periods); 689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
770 buf[40] = 0;
771 690
772 if (settings.permanent_exp_ratio) 691 if (settings.permanent_exp_ratio)
773 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
775 buf, tmp->level, 693 buf, tmp->level, tmp->stats.exp,
776 (long long) tmp->stats.exp,
777 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 694 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 }
779 else 695 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
782 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 697 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 698
784 /* 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
785 * it sometimes happens (maybe a leftover from bugier earlier code 700 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 701 * and those character are still about). In any case, lets handle
787 * 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
788 * crash the server numerous times. 703 * crash the server numerous times.
789 */ 704 */
790 if (num_skills_found >= NUM_SKILLS) 705 if (num_skills_found >= NUM_SKILLS)
791 { 706 {
792 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.");
793 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");
794 break; 709 break;
795 } 710 }
796 } 711 }
797 } 712 }
798 713
799 clear_win_info (op); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 715
716 msg << "T<Player skills:>\n\n";
801 if (num_skills_found > 1) 717 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 718 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
803 719
804 for (i = 0; i < num_skills_found; i++) 720 for (i = 0; i < num_skills_found; i++)
805 { 721 msg << " C<" << skills [i] << ">\n";
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808 722
809 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";
810 724
811 cp = determine_god (op); 725 cp = determine_god (op);
812 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";
813 727
814 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
815 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);
816} 733}
817 734
818/* 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
819 * 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
820 * 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.
821 * This is tricky because skills can have spaces. We basically roll 738 * This is tricky because skills can have spaces. We basically roll
822 * 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.
823 */ 740 */
824
825int 741int
826use_skill (object *op, const char *string) 742use_skill (object *op, const char *string)
827{ 743{
828 object *skop; 744 object *skop;
829 size_t len; 745 size_t len;
830 746
831 if (!string) 747 if (!string)
832 return 0; 748 return 0;
833 749
834 for (skop = op->inv; skop != NULL; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
835 { 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
836 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
837 !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);
838 break; 755 break;
839 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
840 break;
841 } 756 }
757
842 if (!skop) 758 if (!skop)
843 { 759 {
844 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 );
845 return 0; 772 return 0;
846 } 773 }
847 774
848 len = strlen (skop->skill); 775 len = strlen (skop->skill);
849 776
851 * options given to the skill. Its pretty simple - if there 778 * options given to the skill. Its pretty simple - if there
852 * are extra parameters (as deteremined by string length), we 779 * are extra parameters (as deteremined by string length), we
853 * want to skip over any leading spaces. 780 * want to skip over any leading spaces.
854 */ 781 */
855 if (len >= strlen (string)) 782 if (len >= strlen (string))
856 {
857 string = NULL; 783 string = NULL;
858 }
859 else 784 else
860 { 785 {
861 string += len; 786 string += len;
862 while (*string == 0x20) 787 while (*string == 0x20)
863 string++; 788 string++;
789
864 if (strlen (string) == 0) 790 if (strlen (string) == 0)
865 string = NULL; 791 string = NULL;
866 } 792 }
867 793
868#ifdef SKILL_UTIL_DEBUG 794#ifdef SKILL_UTIL_DEBUG
869 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");
870#endif 796#endif
871 797
872 /* Change to the new skill, then execute it. */
873 if (do_skill (op, op, skop, op->facing, string)) 798 if (do_skill (op, op, skop, op->facing, string))
874 return 1; 799 return 1;
875 800
876 return 0; 801 return 0;
877} 802}
878 803
804static bool
805hth_skill_p (object *skill)
806{
807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
808}
879 809
880
881/* This finds the best unarmed skill the player has, and returns 810/* This finds the first unarmed skill the player has, and returns it.
882 * it. Best can vary a little - we consider clawing to always
883 * be the best for dragons.
884 * This could be more intelligent, eg, look at the skill level
885 * of the skill and go from there (eg, a level 40 puncher is
886 * is probably better than level 1 karate). OTOH, if you
887 * don't bother to set up your skill properly, that is the players
888 * problem (although, it might be nice to have a preferred skill
889 * field the player can set.
890 * Unlike the old code, we don't give out any skills - it is
891 * possible you just don't have any ability to get into unarmed
892 * combat. If everyone race/class should have one, this should
893 * be handled in the starting treasurelists, not in the code.
894 */ 811 */
895static object * 812static object *
896find_best_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
897{ 814{
898 object *tmp, *best_skill = NULL;
899 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
900
901 for (tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 { 816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
903 if (tmp->type == SKILL)
904 {
905 if (dragon && tmp->subtype == SK_CLAWING)
906 return tmp; 817 return tmp;
907 818
908 /* The order in the array is preferred order. So basically, 819 return 0;
909 * we just cut down the number to search - eg, if we find a skill
910 * early on in flame touch, then we only need to look into the unarmed_array
911 * to the entry before flame touch - don't care about the entries afterward,
912 * because they are infrerior skills.
913 * if we end up finding the best skill (i==0) might as well return
914 * right away - can't get any better than that.
915 */
916 for (i = 0; i < last_skill; i++)
917 {
918 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
919 {
920 best_skill = tmp;
921 last_skill = i;
922 if (i == 0)
923 return best_skill;
924 }
925 }
926 }
927 }
928 return best_skill;
929} 820}
930 821
931/* do_skill_attack() - We have got an appropriate opponent from either 822/* do_skill_attack() - We have got an appropriate opponent from either
932 * 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
933 * 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.
935 * tmp is the targetted monster. 826 * tmp is the targetted monster.
936 * op is what is attacking 827 * op is what is attacking
937 * string is passed along to describe what messages to describe 828 * string is passed along to describe what messages to describe
938 * the damage. 829 * the damage.
939 */ 830 */
940
941static int 831static int
942do_skill_attack (object *tmp, object *op, const char *string, object *skill) 832do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943{ 833{
944 int success;
945
946 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)))
947 return RESULT_INT (0); 835 return RESULT_INT (0);
948 836
949 /* 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
950 * 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.
951 * 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,
952 * 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
953 * 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.
954 */ 842 */
955 if (op->type == PLAYER) 843 if (player *pl = op->contr)
956 { 844 {
957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 845 if (skill)
958 { 846 {
959 size_t i;
960
961 if (!skill) 847 if (!op->apply (skill))
848 return 0;
849 }
850 else
851 {
852 if (!pl->combat_ob)
962 { 853 {
963 /* See if the players chosen skill is a combat skill, and use 854 if (op->flag [FLAG_READY_WEAPON])
964 * it if appropriate.
965 */
966 if (op->chosen_skill)
967 { 855 {
968 for (i = 0; i < sizeof (unarmed_skills); i++) 856 for (tmp = op->inv; tmp; tmp = tmp->below)
969 if (op->chosen_skill->subtype == unarmed_skills[i]) 857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
970 {
971 skill = op->chosen_skill;
972 break; 858 break;
973 } 859
860 if (!tmp)
861 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
862
863 pl->combat_ob = tmp;
974 } 864 }
975 /* If we didn't find a skill above, look harder for a good skill */ 865
976 if (!skill) 866 if (!pl->combat_ob)
977 { 867 {
978 skill = find_best_player_hth_skill (op); 868 /* See if the players chosen skill is a combat skill, and use
979 869 * it if appropriate.
980 if (!skill) 870 */
871 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
872 skill = op->chosen_skill;
873 else
981 { 874 {
875 skill = find_player_hth_skill (op);
876
877 if (!skill)
982 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!");
983 return 0;
984 } 879 }
880
881 op->apply (skill);
985 } 882 }
986 } 883
987 if (skill != op->chosen_skill) 884 if (!pl->combat_ob)
988 { 885 {
989 /* now try to ready the new skill */ 886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
990 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */
992 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
993 return 0; 887 return 0;
994 } 888 }
995 } 889 }
890
891 if (!op->apply (pl->combat_ob))
892 return 0;
996 } 893 }
997 else 894
895 /* lose invisiblity/hiding status for running attacks */
896 if (pl->tmp_invis)
998 { 897 {
999 /* Seen some crashes below where current_weapon is not set, 898 pl->tmp_invis = 0;
1000 * even though the flag says it is. So if current weapon isn't set, 899 op->invisible = 0;
1001 * do some work in trying to find the object to use. 900 op->flag [FLAG_HIDDEN] = 0;
1002 */ 901 update_object (op, UP_OBJ_CHANGE);
1003 if (!op->current_weapon)
1004 {
1005 object *tmp;
1006
1007 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1008 for (tmp = op->inv; tmp; tmp = tmp->below)
1009 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1010 break;
1011
1012 if (!tmp)
1013 {
1014 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1015 op->current_weapon = NULL;
1016 return 0;
1017 }
1018 else
1019 {
1020 op->current_weapon = tmp;
1021 }
1022 }
1023
1024 /* Has ready weapon - make sure chosen_skill is set up properly */
1025 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1026 {
1027 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1028 }
1029 } 902 }
1030 } 903 }
1031 904
1032 /* lose invisiblity/hiding status for running attacks */
1033
1034 if (op->type == PLAYER && op->contr->tmp_invis)
1035 {
1036 op->contr->tmp_invis = 0;
1037 op->invisible = 0;
1038 op->hide = 0;
1039 update_object (op, UP_OBJ_FACE);
1040 }
1041
1042 success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
1043 906
1044 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
1045 908
1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1047 { 910 {
1048 if (op->type == PLAYER) 911 if (op->type == PLAYER)
1049 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));
1050 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
1051 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);
1052 } 915 }
916
1053 return success; 917 return success;
1054} 918}
1055
1056 919
1057/* 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
1058 * system. In essence, this code handles 921 * system. In essence, this code handles
1059 * 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
1060 * treated here. If an opponent is already supplied by move_player(), 923 * treated here. If an opponent is already supplied by move_player(),
1061 * 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
1062 * appropriate opponent exists. 925 * appropriate opponent exists.
1063 * 926 *
1064 * This is called by move_player() and attack_hth() 927 * This is called by move_player() and attack_hth()
1065 * 928 *
1066 * Initial implementation by -bt thomas@astro.psu.edu 929 * Initial implementation by -bt thomas@astro.psu.edu
1067 */ 930 */
1068
1069int 931int
1070skill_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)
1071{ 933{
1072 sint16 tx, ty; 934 sint16 tx, ty;
1073 mapstruct *m; 935 maptile *m;
1074 int mflags; 936 int mflags;
1075 937
1076 if (!dir) 938 if (!dir)
1077 dir = pl->facing; 939 dir = pl->facing;
940
1078 tx = freearr_x[dir]; 941 tx = freearr_x[dir];
1079 ty = freearr_y[dir]; 942 ty = freearr_y[dir];
1080 943
1081 /* 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.
1082 * Legal opponents are the same as outlined in move_player_attack() 945 * Legal opponents are the same as outlined in move_player_attack()
1083 */ 946 */
1084 947 if (!tmp)
1085 if (tmp == NULL)
1086 { 948 {
1087 m = pl->map; 949 m = pl->map;
1088 tx = pl->x + freearr_x[dir]; 950 tx = pl->x + freearr_x[dir];
1089 ty = pl->y + freearr_y[dir]; 951 ty = pl->y + freearr_y[dir];
1090 952
1094 956
1095 /* 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 */
1096 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)))
1097 return 0; 959 return 0;
1098 960
1099 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)
1100 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)
1101 { 963 {
1102 /* Don't attack party members */ 964 /* Don't attack party members */
1103 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))
1104 return 0; 966 return 0;
967
1105 break; 968 break;
1106 } 969 }
1107 } 970 }
971
1108 if (!tmp) 972 if (!tmp)
1109 { 973 {
1110 if (pl->type == PLAYER) 974 if (pl->type == PLAYER)
1111 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
1112 return 0; 977 return 0;
1113 } 978 }
1114 979
1115 return do_skill_attack (tmp, pl, string, skill); 980 return do_skill_attack (tmp, pl, string, skill);
1116} 981}
1117
1118 982
1119/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 983/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120 984
1121/* 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
1122 * (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
1123 * function skill_attack() we actually attack. 987 * function skill_attack() we actually attack.
1124 */ 988 */
1125
1126static int 989static int
1127attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
1128{ 991{
1129 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
1130 993
1131 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1132 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
1133 { 996 {
1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1135 { 998 {
1136 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1138 fix_player (pl); 1001 pl->update_stats ();
1139 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
1140 { 1003 {
1141 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.");
1142 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1143 } 1006 }
1007
1144 break; 1008 break;
1145 } 1009 }
1146 } 1010 }
1011
1147 return skill_attack (enemy, pl, dir, string, skill); 1012 return skill_attack (enemy, pl, dir, string, skill);
1148} 1013}
1149
1150 1014
1151/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1015/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1152 * 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.
1153 * 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
1154 * bears mentioning: 1018 * bears mentioning:
1155 * 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
1156 * we may make this routine handle 'special' melee weapons attacks 1020 * we may make this routine handle 'special' melee weapons attacks
1157 * (like disarming manuever with sai) based on player SK_level and 1021 * (like disarming manuever with sai) based on player SK_level and
1158 * weapon type. 1022 * weapon type.
1159 */ 1023 */
1160
1161static int 1024static int
1162attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163{ 1026{
1164 1027
1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1166 { 1029 {
1167 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1168 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
1169 return 0; 1033 return 0;
1170 } 1034 }
1035
1171 return skill_attack (NULL, op, dir, string, skill); 1036 return skill_attack (NULL, op, dir, string, skill);
1172
1173} 1037}
1038

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines