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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.55 by root, Wed May 30 03:03:10 2007 UTC vs.
Revision 1.101 by root, Tue Feb 8 01:03:47 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
51# define def(uc, flags) flags, 51# define def(uc, flags) flags,
52# include "skillinc.h" 52# include "skillinc.h"
53# undef def 53# undef def
54}; 54};
55 55
56vector<object_ptr> skillvec;
57
56static 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);
57static 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);
58 60
59/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
61 * subtypes. 63 * subtypes.
62 */ 64 */
63void 65void
64init_skills (void) 66init_skills ()
65{ 67{
66 for (archetype *at = first_archetype; at; at = at->next) 68 // nop
67 if (at->clone.type == SKILL) 69}
70
71void
72add_skill_archetype (object *o)
73{
74 assert (("skill name must equal skill skill", o->name == o->skill));
75
76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
77 if ((*i)->name == o->name)
68 { 78 {
69 if (skill_names[at->clone.subtype]) 79 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 81 *i = o;
72 else 82 return;
73 skill_names[at->clone.subtype] = at->clone.skill;
74 } 83 }
75 84
76 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
77 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 87 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82} 89}
83 90
84/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 94 * mostly used for sending exp.
88 */ 95 */
89void 96void
90link_player_skills (object *op) 97player::link_skills ()
91{ 98{
99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
100 last_skill_ob [i] = 0;
101
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
94 { 104 {
95 /* This is really a warning, hence no else below */ 105 int idx = SKILL_INDEX (tmp);
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 106
100 if (tmp->subtype >= NUM_SKILLS) 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 108
102 else 109 if (last_skill_ob [idx] != tmp)
103 { 110 {
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 112 if (ns)
113 ns->last_skill_exp [idx] = -1;
106 } 114 }
107 } 115 }
108} 116}
109 117
110static object * 118static object *
111find_skill (object *who, const shstr &sh) 119find_skill (object *who, shstr_cmp name)
112{ 120{
121 if (who->chosen_skill
122 && who->chosen_skill->skill == name
123 && who->chosen_skill->type == SKILL)
124 return who->chosen_skill;
125
113 for (object *tmp = who->inv; tmp; tmp = tmp->below) 126 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL) 127 if (tmp->skill == name && tmp->type == SKILL)
115 return tmp; 128 return splay (tmp);
116 129
117 return 0; 130 return 0;
131}
132
133object *
134player::find_skill (shstr_cmp name) const
135{
136 // might want to use last_skill_obj at one point, or maybe not
137 return ::find_skill (ob, name);
118} 138}
119 139
120/* This returns the skill pointer of the given name (the 140/* This returns the skill pointer of the given name (the
121 * one that accumulates exp, has the level, etc). 141 * one that accumulates exp, has the level, etc).
122 * 142 *
123 * It is presumed that the player will be needing to actually 143 * 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 144 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 145 * tool, this code will equip it.
126 */ 146 */
127object * 147object *
128find_skill_by_name (object *who, const shstr &sh) 148find_skill_by_name (object *who, shstr_cmp sh)
129{ 149{
130 object *skill_tool = 0; 150 object *skill_tool = 0;
131 151
132 for (object *tmp = who->inv; tmp; tmp = tmp->below) 152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh) 153 if (tmp->skill == sh)
147 167
148 /* Player has a tool to use the skill. If not applied, apply it - 168 /* Player has a tool to use the skill. If not applied, apply it -
149 * if not successful, return null. If they do have the skill tool 169 * if not successful, return null. If they do have the skill tool
150 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
151 */ 171 */
152 object *skill = find_skill (who, skill_tool->skill); 172 object *skill = who->give_skill (skill_tool->skill);
153
154 if (!skill)
155 {
156 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who);
158 }
159 173
160 if (!skill_tool->flag [FLAG_APPLIED]) 174 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 175 if (!who->apply (splay (skill_tool)))
162 return 0; 176 return 0;
163 177
164 return splay (skill); 178 return splay (skill);
165} 179}
166 180
167object * 181object *
168find_skill_by_name (object *who, const char *name) 182find_skill_by_name_fuzzy (object *who, const char *name)
169{ 183{
170 if (!name) 184 if (name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below) 185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name)) 187 && tmp->skill.starts_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill)) 188 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop; 189 return skop;
178 190
179 return 0; 191 return 0;
180} 192}
181 193
182/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
187 * tool, this code will equip it. 199 * tool, this code will equip it.
188 * 200 *
189 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
190 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
191 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
192 */ 206 */
193object * 207object *
194find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
195{ 209{
196 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
199 return skop; 213 return skop;
200 214
201 return 0; 215 return 0;
202} 216}
203 217
204/* This changes the objects chosen_skill to new_skill. 218object *
205 * return 1 on success, 0 on error 219object::give_skill (shstr_cmp name, bool can_use)
206 */
207bool
208object::change_skill (object *new_skill)
209{ 220{
210 if (type != PLAYER) 221 object *skill = find_skill (this, name);
211 return 0;
212 222
213 // optimise this supposedly common case
214 if (new_skill == chosen_skill)
215 return 1;
216
217 if (chosen_skill) 223 if (!skill)
218 { 224 skill = give_skill_by_name (this, name);
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
222 225
223 chosen_skill = new_skill; 226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
224 228
225 if (chosen_skill)
226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
230
231 // always clear current weapon, as the selected skill could
232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
235
236 update_stats ();
237 return 1; 229 return skill;
238} 230}
239 231
240/* do_skill() - Main skills use function-similar in scope to cast_spell(). 232/* do_skill() - Main skills use function-similar in scope to cast_spell().
241 * We handle all requests for skill use outside of some combat here. 233 * We handle all requests for skill use outside of some combat here.
242 * We require a separate routine outside of fire() so as to allow monsters 234 * We require a separate routine outside of fire() so as to allow monsters
249 */ 241 */
250int 242int
251do_skill (object *op, object *part, object *skill, int dir, const char *string) 243do_skill (object *op, object *part, object *skill, int dir, const char *string)
252{ 244{
253 int success = 0, exp = 0; 245 int success = 0, exp = 0;
254 int did_alc = 0;
255 246
256 if (!skill) 247 if (!skill)
257 return 0; 248 return 0;
258 249
259 /* The code below presumes that the skill points to the object that 250 /* The code below presumes that the skill points to the object that
284 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
285 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
286 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
287 * shouldn't. 278 * shouldn't.
288 */ 279 */
289 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
290 { 281 {
291 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 284 }
294 else 285 else
295 { 286 {
296 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 288 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
298 } 289 }
299 290
300 op->update_stats (); 291 op->update_stats ();
301 success = 1; 292 success = 1;
302 break; 293 break;
312 case SK_HIDING: 303 case SK_HIDING:
313 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
314 break; 305 break;
315 306
316 case SK_JUMPING: 307 case SK_JUMPING:
317 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
318 break; 309 break;
319 310
320 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
321 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
322 break; 313 break;
384 case SK_LITERACY: 375 case SK_LITERACY:
385 case SK_WOODSMAN: 376 case SK_WOODSMAN:
386 /* first, we try to find a cauldron, and do the alchemy thing. 377 /* first, we try to find a cauldron, and do the alchemy thing.
387 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
388 */ 379 */
380 {
381 bool found_cauldron = false;
382
389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
390 { 384 {
391 next = tmp->above; 385 next = tmp->above;
392 386
393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
394 { 388 {
389 found_cauldron = true;
390
391 if (tmp->skill != skill->skill)
392 {
393 op->failmsgf ("You can't use the %s with the %s skill!",
394 query_name (tmp),
395 query_name (skill));
396 break;
397 }
398
395 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
396 400
397 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
398 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
399
400 did_alc = 1;
401 } 403 }
402 } 404 }
403 405
404 if (did_alc == 0) 406 if (!found_cauldron)
405 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
406 408 }
407 break; 409 break;
408 410
409 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
410 case SK_DET_CURSE: 412 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
442 case SK_SUMMONING: 444 case SK_SUMMONING:
443 case SK_CLIMBING: 445 case SK_CLIMBING:
444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 446 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
445 break; 447 break;
446 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
447 default: 453 default:
448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
449 break; 455 break;
450 } 456 }
451 457
453 * Monsters have no skill use time because of the random nature in 459 * Monsters have no skill use time because of the random nature in
454 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself. 462 * in the code for the skill itself.
457 */ 463 */
458
459 if (op->type == PLAYER) 464 if (op->type == PLAYER)
460 op->speed_left -= 1.f; 465 op->speed_left -= 1.f;
461 466
462 /* this is a good place to add experience for successfull use of skills. 467 /* this is a good place to add experience for successfull use of skills.
463 * Note that add_exp() will figure out player/monster experience 468 * Note that add_exp() will figure out player/monster experience
511 * If an object is not alive and magical we set the base exp higher to 516 * If an object is not alive and magical we set the base exp higher to
512 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
513 * an item is type RUNE, we give out exp based on stats.Cha 518 * an item is type RUNE, we give out exp based on stats.Cha
514 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
515 */ 520 */
516
517 if (!op) 521 if (!op)
518 { /* no item/creature */ 522 { /* no item/creature */
519 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 523 op_lvl = max (1, who->map->difficulty);
520 op_exp = 0; 524 op_exp = 0;
521 } 525 }
522 else if (op->type == RUNE || op->type == TRAP) 526 else if (op->type == RUNE || op->type == TRAP)
523 { /* all traps. If stats.Cha > 1 we use that 527 { /* all traps. If stats.Cha > 1 we use that
524 * for the amount of experience */ 528 * for the amount of experience */
527 } 531 }
528 else 532 else
529 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
530 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
531 op_lvl = op->level; 535 op_lvl = op->level;
532 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
533 { /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
534 op_lvl += 5 * abs (op->magic);
535 }
536 } 538 }
537 539
538 if (op_lvl < 1) 540 if (op_lvl < 1)
539 op_lvl = 1; 541 op_lvl = 1;
540 542
548 /* if skill really is a skill, then we can look at the skill archetype for 550 /* if skill really is a skill, then we can look at the skill archetype for
549 * bse reward value (exp) and level multiplier factor. 551 * bse reward value (exp) and level multiplier factor.
550 */ 552 */
551 if (skill->type == SKILL) 553 if (skill->type == SKILL)
552 { 554 {
553 base += skill->arch->clone.stats.exp; 555 base += skill->arch->stats.exp;
554 if (settings.simple_exp) 556 if (settings.simple_exp)
555 { 557 {
556 if (skill->arch->clone.level) 558 if (skill->arch->level)
557 lvl_mult = (float) skill->arch->clone.level / 100.0; 559 lvl_mult = (float) skill->arch->level / 100.0;
558 else 560 else
559 lvl_mult = 1.0; /* no adjustment */ 561 lvl_mult = 1.0; /* no adjustment */
560 } 562 }
561 else 563 else
562 { 564 {
563 if (skill->level) 565 if (skill->level)
564 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 566 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
565 else 567 else
566 lvl_mult = 1.0; 568 lvl_mult = 1.0;
567 } 569 }
568 } 570 }
569 else 571 else
570 { 572 {
571 /* Don't divide by zero here! */ 573 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 } 575 }
574 } 576 }
575 577
576 /* assemble the exp total, and return value */ 578 /* assemble the exp total, and return value */
577 579
603 } 605 }
604 606
605 object *tmp = find_skill (pl, scroll->skill); 607 object *tmp = find_skill (pl, scroll->skill);
606 608
607 /* player already knows it */ 609 /* player already knows it */
608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
609 return 0; 611 return 0;
610 612
611 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
612 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
613 * might never be able to learn anything. 615 * might never be able to learn anything.
622 { 624 {
623 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 625 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
624 return 2; 626 return 2;
625 } 627 }
626 628
627 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
628 link_player_skills (pl); 630
629 return 1; 631 return 1;
630} 632}
631 633
632/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
633/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
645 return 0; 647 return 0;
646 else if (rv > 100) 648 else if (rv > 100)
647 return 100; 649 return 100;
648 650
649 return rv; 651 return rv;
652}
653
654static int
655cmp_skillp (const void *sk1, const void *sk2)
656{
657 return strcmp (&((*(const object **) sk1)->name),
658 &((*(const object **) sk2)->name));
650} 659}
651 660
652/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
653 * their current skill list. 662 * their current skill list.
654 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
657 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
658 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
659 * just dumped this as we found it, this would be a bit 668 * just dumped this as we found it, this would be a bit
660 * simpler. 669 * simpler.
661 */ 670 */
662
663void 671void
664show_skills (object *op, const char *search) 672show_skills (object *pl, const char *search)
665{ 673{
666 object *tmp = NULL;
667 char buf[MAX_BUF];
668 const char *cp; 674 const char *cp;
669 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
670 static const char *const periods = "........................................"; 676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
671 678
672 /* Need to have a pointer and use strdup for qsort to work properly */ 679 /* find the skills */
673 char skills[NUM_SKILLS][MAX_BUF];
674
675
676 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
677 { 681 {
678 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
679 { 683 {
680 if (search && strstr (tmp->name, search) == NULL) 684 if (search && !tmp->name.contains (search))
681 continue; 685 continue;
682 /* Basically want to fill this out to 40 spaces with periods */
683 sprintf (buf, "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 686
686 if (settings.permanent_exp_ratio) 687 skills[num_skills_found++] = tmp;
687 { 688
688 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
689 buf, tmp->level, tmp->stats.exp,
690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 }
692 else
693 {
694 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
696 }
697 /* I don't know why some characters get a bunch of skills, but 689 /* I don't know why some characters get a bunch of skills, but
698 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
699 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
700 * it so it doesn't crash the server - otherwise, one character may 692 * it so it doesn't crash the server - otherwise, one character may
701 * crash the server numerous times. 693 * crash the server numerous times.
702 */ 694 */
703 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
704 { 696 {
705 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 697 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
706 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
707 break; 699 break;
708 } 700 }
709 } 701 }
710 } 702 }
711 703
712 clear_win_info (op); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 705
706 msg << "T<Player skills:>\n\n";
714 if (num_skills_found > 1) 707 if (num_skills_found > 1)
715 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 708 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
716 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
717 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 714 object *tmp = skills[i];
719 715
720 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 716 /* Basically want to fill this out to 30 spaces with periods */
717 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
718
719 msg << " C<";
720
721 if (settings.permanent_exp_ratio)
722 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
723 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
724 clipped_percent (tmp->perm_exp, tmp->stats.exp));
725 else
726 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
727 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
728
729 msg << ">\n";
730 }
731
732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
721 733
722 cp = determine_god (op); 734 cp = determine_god (op);
723 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 735 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
724 736
725 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 737 msg << "Your equipped item power is " << (int)op->contr->item_power
726 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 738 << " out of " << int (op->level * settings.item_power_factor)
739 << ".\n";
740
741 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
727} 742}
728 743
729/* use_skill() - similar to invoke command, it executes the skill in the 744/* use_skill() - similar to invoke command, it executes the skill in the
730 * direction that the user is facing. Returns false if we are unable to 745 * direction that the user is facing. Returns false if we are unable to
731 * change to the requested skill, or were unable to use the skill properly. 746 * change to the requested skill, or were unable to use the skill properly.
740 755
741 if (!string) 756 if (!string)
742 return 0; 757 return 0;
743 758
744 for (skop = op->inv; skop; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
745 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
746 if (skop->type == SKILL
747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
748 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 761 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
762 {
763 skop = find_skill_by_name (op, skop->skill);
749 break; 764 break;
750 else if (skop->type == SKILL_TOOL
751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
752 break;
753 } 765 }
754 766
755 if (!skop) 767 if (!skop)
756 { 768 {
757 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 769 op->failmsgf ("Unable to find skill %s.", string);
770 return 0;
771 }
772
773 if (!(skill_flags [skop->subtype] & SF_USE))
774 {
775 op->failmsgf (
776 "You feel as if you wanted to do something funny, but you can't remember what. "
777 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
778 "use it with some item, or it's always active.>",
779 &skop->skill
780 );
758 return 0; 781 return 0;
759 } 782 }
760 783
761 len = strlen (skop->skill); 784 len = strlen (skop->skill);
762 785
788} 811}
789 812
790static bool 813static bool
791hth_skill_p (object *skill) 814hth_skill_p (object *skill)
792{ 815{
793 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 816 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
794} 817}
795 818
796/* This finds the first unarmed skill the player has, and returns it. 819/* This finds the first unarmed skill the player has, and returns it.
797 */ 820 */
798static object * 821static object *
799find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
800{ 823{
801 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
802 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 825 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
803 return tmp; 826 return tmp;
804 827
805 return 0; 828 return 0;
806} 829}
807 830
826 * the caller should have set it appropriately). We still want to pass 849 * the caller should have set it appropriately). We still want to pass
827 * through that code if skill is set to change to the skill. 850 * through that code if skill is set to change to the skill.
828 */ 851 */
829 if (player *pl = op->contr) 852 if (player *pl = op->contr)
830 { 853 {
831 if (!pl->combat_ob) 854 if (skill)
832 { 855 {
833 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 856 if (!op->apply (skill))
834 { 857 return 0;
835 for (tmp = op->inv; tmp; tmp = tmp->below)
836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
837 break;
838
839 if (!tmp)
840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841
842 pl->combat_ob = tmp;
843 } 858 }
844 859 else
860 {
845 if (!pl->combat_ob) 861 if (!pl->combat_ob)
846 { 862 {
863 if (op->flag [FLAG_READY_WEAPON])
864 {
865 for (tmp = op->inv; tmp; tmp = tmp->below)
866 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
867 break;
868
847 if (!skill) 869 if (!tmp)
870 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
871
872 pl->combat_ob = tmp;
873 }
874
875 if (!pl->combat_ob)
848 { 876 {
849 /* See if the players chosen skill is a combat skill, and use 877 /* See if the players chosen skill is a combat skill, and use
850 * it if appropriate. 878 * it if appropriate.
851 */ 879 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 880 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = find_player_hth_skill (op); 884 skill = find_player_hth_skill (op);
857 885
858 if (!skill) 886 if (!skill)
859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 887 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
860 } 888 }
889
890 op->apply (skill);
861 } 891 }
862 892
863 if (skill) 893 if (!pl->combat_ob)
864 { 894 {
865 op->change_skill (0); 895 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
866 apply_special (op, skill, AP_APPLY); 896 return 0;
867 } 897 }
868 } 898 }
869 899
870 if (!pl->combat_ob) 900 if (!op->apply (pl->combat_ob))
901 return 0;
902
903 if (!op->chosen_skill)
871 { 904 {
872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 905 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
906 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
873 return 0; 907 return 0;
874 } 908 }
875 } 909 }
876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879 910
880 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis) 912 if (pl->tmp_invis)
882 { 913 {
883 pl->tmp_invis = 0; 914 pl->tmp_invis = 0;
884 op->invisible = 0; 915 op->invisible = 0;
885 op->hide = 0; 916 op->flag [FLAG_HIDDEN] = 0;
886 update_object (op, UP_OBJ_CHANGE); 917 update_object (op, UP_OBJ_CHANGE);
887 } 918 }
888 } 919 }
889 920
890 int success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
891 922
892 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
893 924
894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
895 { 926 {
896 if (op->type == PLAYER) 927 if (op->type == PLAYER)
897 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 928 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
898 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
899 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 930 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
902 return success; 933 return success;
903} 934}
904 935
905/* skill_attack() - Core routine for use when we attack using a skills 936/* skill_attack() - Core routine for use when we attack using a skills
906 * system. In essence, this code handles 937 * system. In essence, this code handles
907 * all skill-based attacks, ie hth, missile and melee weapons should be 938 * all skill-based attacks, i.e. hth, missile and melee weapons should be
908 * treated here. If an opponent is already supplied by move_player(), 939 * treated here. If an opponent is already supplied by move_player(),
909 * we move right onto do_skill_attack(), otherwise we find if an 940 * we move right onto do_skill_attack(), otherwise we find if an
910 * appropriate opponent exists. 941 * appropriate opponent exists.
911 * 942 *
912 * This is called by move_player() and attack_hth() 943 * This is called by move_player() and attack_hth()
942 /* space must be blocked for there to be anything interesting to do */ 973 /* space must be blocked for there to be anything interesting to do */
943 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 974 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
944 return 0; 975 return 0;
945 976
946 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 977 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
947 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 978 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
948 { 979 {
949 /* Don't attack party members */ 980 /* Don't attack party members */
950 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 981 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
951 return 0; 982 return 0;
952 983
974static int 1005static int
975attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
976{ 1007{
977 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
978 1009
979 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
980 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
981 { 1012 {
982 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
983 { 1014 {
984 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
985 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
986 pl->update_stats (); 1017 pl->update_stats ();
987 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
988 { 1019 {
989 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1020 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
990 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1008 */ 1039 */
1009static int 1040static int
1010attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1011{ 1042{
1012 1043
1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1014 { 1045 {
1015 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1016 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1047 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1017 1048
1018 return 0; 1049 return 0;

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