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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.45 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.102 by root, Sat Apr 23 04:56:57 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
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
118static object *
119find_skill (object *who, shstr_cmp name)
120{
121 if (who->chosen_skill
122 && who->chosen_skill->skill == name
123 && who->chosen_skill->type == SKILL)
124 return who->chosen_skill;
125
126 for (object *tmp = who->inv; tmp; tmp = tmp->below)
127 if (tmp->skill == name && tmp->type == SKILL)
128 return splay (tmp);
129
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);
138}
139
110/* This returns the skill pointer of the given name (the 140/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 141 * one that accumulates exp, has the level, etc).
112 * 142 *
113 * It is presumed that the player will be needing to actually 143 * It is presumed that the player will be needing to actually
114 * 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
115 * tool, this code will equip it. 145 * tool, this code will equip it.
116 */ 146 */
117object * 147object *
118find_skill_by_name (object *who, const char *name) 148find_skill_by_name (object *who, shstr_cmp sh)
119{ 149{
120 if (!name) 150 object *skill_tool = 0;
151
152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
153 if (tmp->skill == sh)
154 {
155 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
156 /* If this is a skill that can be used without applying tool, return it */
157 return splay (tmp);
158 /* Try to find appropriate skilltool. If the player has one already
159 * applied, we try to keep using that one.
160 */
161 else if (tmp->type == SKILL_TOOL && !skill_tool)
162 skill_tool = tmp;
163 }
164
165 if (!skill_tool)
121 return 0; 166 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 167
150 /* 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 -
151 * 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
152 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
153 */ 171 */
154 if (skill_tool) 172 object *skill = who->give_skill (skill_tool->skill);
155 { 173
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 174 if (!skill_tool->flag [FLAG_APPLIED])
157 if (apply_special (who, skill_tool, 0)) 175 if (!who->apply (splay (skill_tool)))
158 return 0; 176 return 0;
159 177
160 if (!skill) 178 return splay (skill);
161 { 179}
162 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165 180
181object *
182find_skill_by_name_fuzzy (object *who, const char *name)
183{
184 if (name)
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
166 return skill; 189 return skop;
167 }
168 190
169 return 0; 191 return 0;
170} 192}
171 193
172/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
174 * 196 *
175 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it. 199 * tool, this code will equip it.
178 * 200 *
179 * 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,
180 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
182 */ 206 */
183object * 207object *
184find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
185{ 209{
186 object *skill = NULL, *skill_tool = NULL, *tmp;
187
188 if (skillno < 1 || skillno >= NUM_SKILLS)
189 return NULL;
190
191 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno) 211 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp; 212 if (object *skop = find_skill_by_name (who, tmp->skill))
213 return skop;
195 214
196 /* Try to find appropriate skilltool. If the player has one already 215 return 0;
197 * applied, we try to keep using that one. 216}
198 */ 217
199 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 218object *
200 { 219object::give_skill (shstr_cmp name, bool can_use)
201 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 220{
202 skill_tool = tmp; 221 object *skill = find_skill (this, name);
203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 222
204 skill_tool = tmp; 223 if (!skill)
205 } 224 skill = give_skill_by_name (this, name);
206 } 225
207 /* If this is a skill that can be used without a tool, return it */ 226 if (skill && can_use)
208 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
209 return skill; 229 return skill;
210
211 /* Player has a tool to use the skill. IF not applied, apply it -
212 * if not successful, return null. If they do have the skill tool
213 * but not the skill itself, give it to them.
214 */
215 if (skill_tool)
216 {
217 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 {
219 if (apply_special (who, skill_tool, 0))
220 return NULL;
221 }
222
223 if (!skill)
224 {
225 skill = give_skill_by_name (who, skill_tool->skill);
226 link_player_skills (who);
227 }
228
229 return skill;
230 }
231
232 return NULL;
233}
234
235/* This changes the objects skill to new_skill.
236 * note that this function doesn't always need to get used -
237 * you can now add skill exp to the player without the chosen_skill being
238 * set. This function is of most interest to players to update
239 * the various range information.
240 * return 1 on success, 0 on error
241 */
242int
243change_skill (object *who, object *new_skill, int flag)
244{
245 if (who->type != PLAYER)
246 return 0;
247
248 // optimise this supposedly common case
249 if (new_skill == who->chosen_skill)
250 return 1;
251
252 if (who->chosen_skill)
253 {
254 apply_special (who, who->chosen_skill, AP_UNAPPLY);
255 who->chosen_skill = 0;//D verify wether necessary
256 }
257
258 if (!new_skill)
259 {
260 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
261 who->debug_desc ());
262 return 0;
263 }
264
265 new_skill->inv_splay ();
266
267 if (apply_special (who, new_skill, AP_APPLY))
268 return 0;
269
270 return 1;
271}
272
273/* This function just clears the chosen_skill and range_skill values
274 * in the player.
275 */
276void
277clear_skill (object *who)
278{
279 who->chosen_skill = 0;
280 CLEAR_FLAG (who, FLAG_READY_SKILL);
281
282 if (who->type == PLAYER)
283 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
284 who->contr->ranged_ob = 0;
285} 230}
286 231
287/* 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().
288 * 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.
289 * 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
296 */ 241 */
297int 242int
298do_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)
299{ 244{
300 int success = 0, exp = 0; 245 int success = 0, exp = 0;
301 int did_alc = 0;
302 246
303 if (!skill) 247 if (!skill)
304 return 0; 248 return 0;
305 249
306 /* 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
331 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
332 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
333 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
334 * shouldn't. 278 * shouldn't.
335 */ 279 */
336 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
337 { 281 {
338 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
339 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
340 } 284 }
341 else 285 else
342 { 286 {
343 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
344 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!");
345 } 289 }
346 290
347 op->update_stats (); 291 op->update_stats ();
348 success = 1; 292 success = 1;
349 break; 293 break;
359 case SK_HIDING: 303 case SK_HIDING:
360 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
361 break; 305 break;
362 306
363 case SK_JUMPING: 307 case SK_JUMPING:
364 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
365 break; 309 break;
366 310
367 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
368 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
369 break; 313 break;
431 case SK_LITERACY: 375 case SK_LITERACY:
432 case SK_WOODSMAN: 376 case SK_WOODSMAN:
433 /* 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.
434 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
435 */ 379 */
380 {
381 bool found_cauldron = false;
382
436 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)
437 { 384 {
438 next = tmp->above; 385 next = tmp->above;
439 386
440 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
441 { 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
442 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
443 400
444 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
445 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
446
447 did_alc = 1;
448 } 403 }
449 } 404 }
450 405
451 if (did_alc == 0) 406 if (!found_cauldron)
452 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
453 408 }
454 break; 409 break;
455 410
456 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
457 case SK_DET_CURSE: 412 case SK_DET_CURSE:
458 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
489 case SK_SUMMONING: 444 case SK_SUMMONING:
490 case SK_CLIMBING: 445 case SK_CLIMBING:
491 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.");
492 break; 447 break;
493 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
494 default: 453 default:
495 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);
496 break; 455 break;
497 } 456 }
498 457
500 * 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
501 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
502 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
503 * in the code for the skill itself. 462 * in the code for the skill itself.
504 */ 463 */
505
506 if (op->type == PLAYER) 464 if (op->type == PLAYER)
507 op->speed_left -= 1.f; 465 op->speed_left -= 1.f;
508 466
509 /* 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.
510 * Note that add_exp() will figure out player/monster experience 468 * Note that add_exp() will figure out player/monster experience
558 * 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
559 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
560 * 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
561 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
562 */ 520 */
563
564 if (!op) 521 if (!op)
565 { /* no item/creature */ 522 { /* no item/creature */
566 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 523 op_lvl = max (1, who->map->difficulty);
567 op_exp = 0; 524 op_exp = 0;
568 } 525 }
569 else if (op->type == RUNE || op->type == TRAP) 526 else if (op->type == RUNE || op->type == TRAP)
570 { /* all traps. If stats.Cha > 1 we use that 527 { /* all traps. If stats.Cha > 1 we use that
571 * for the amount of experience */ 528 * for the amount of experience */
574 } 531 }
575 else 532 else
576 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
577 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
578 op_lvl = op->level; 535 op_lvl = op->level;
579 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
580 { /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
581 op_lvl += 5 * abs (op->magic);
582 }
583 } 538 }
584 539
585 if (op_lvl < 1) 540 if (op_lvl < 1)
586 op_lvl = 1; 541 op_lvl = 1;
587 542
595 /* 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
596 * bse reward value (exp) and level multiplier factor. 551 * bse reward value (exp) and level multiplier factor.
597 */ 552 */
598 if (skill->type == SKILL) 553 if (skill->type == SKILL)
599 { 554 {
600 base += skill->arch->clone.stats.exp; 555 base += skill->arch->stats.exp;
601 if (settings.simple_exp) 556 if (settings.simple_exp)
602 { 557 {
603 if (skill->arch->clone.level) 558 if (skill->arch->level)
604 lvl_mult = (float) skill->arch->clone.level / 100.0; 559 lvl_mult = (float) skill->arch->level / 100.0;
605 else 560 else
606 lvl_mult = 1.0; /* no adjustment */ 561 lvl_mult = 1.0; /* no adjustment */
607 } 562 }
608 else 563 else
609 { 564 {
610 if (skill->level) 565 if (skill->level)
611 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);
612 else 567 else
613 lvl_mult = 1.0; 568 lvl_mult = 1.0;
614 } 569 }
615 } 570 }
616 else 571 else
617 { 572 {
618 /* Don't divide by zero here! */ 573 /* Don't divide by zero here! */
619 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
620 } 575 }
621 } 576 }
622 577
623 /* assemble the exp total, and return value */ 578 /* assemble the exp total, and return value */
624 579
641 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
642 */ 597 */
643int 598int
644learn_skill (object *pl, object *scroll) 599learn_skill (object *pl, object *scroll)
645{ 600{
646 object *tmp;
647
648 if (!scroll->skill) 601 if (!scroll->skill)
649 { 602 {
650 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 603 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
651 return 2; 604 return 2;
652 } 605 }
653 606
654 /* can't use find_skill_by_name because we want skills the player knows 607 object *tmp = find_skill (pl, scroll->skill);
655 * but can't use natively.
656 */
657
658 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
659 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
660 break;
661 608
662 /* player already knows it */ 609 /* player already knows it */
663 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
664 return 0; 611 return 0;
665 612
666 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
667 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
668 * might never be able to learn anything. 615 * might never be able to learn anything.
677 { 624 {
678 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);
679 return 2; 626 return 2;
680 } 627 }
681 628
682 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
683 link_player_skills (pl); 630
684 return 1; 631 return 1;
685} 632}
686 633
687/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
688/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
700 return 0; 647 return 0;
701 else if (rv > 100) 648 else if (rv > 100)
702 return 100; 649 return 100;
703 650
704 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));
705} 659}
706 660
707/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
708 * their current skill list. 662 * their current skill list.
709 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
712 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
713 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
714 * 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
715 * simpler. 669 * simpler.
716 */ 670 */
717
718void 671void
719show_skills (object *op, const char *search) 672show_skills (object *pl, const char *search)
720{ 673{
721 object *tmp = NULL;
722 char buf[MAX_BUF];
723 const char *cp; 674 const char *cp;
724 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
725 static const char *const periods = "........................................"; 676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
726 678
727 /* Need to have a pointer and use strdup for qsort to work properly */ 679 /* find the skills */
728 char skills[NUM_SKILLS][MAX_BUF];
729
730
731 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
732 { 681 {
733 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
734 { 683 {
735 if (search && strstr (tmp->name, search) == NULL) 684 if (search && !tmp->name.contains (search))
736 continue; 685 continue;
737 /* Basically want to fill this out to 40 spaces with periods */
738 sprintf (buf, "%s%s", &tmp->name, periods);
739 buf[40] = 0;
740 686
741 if (settings.permanent_exp_ratio) 687 skills[num_skills_found++] = tmp;
742 { 688
743 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
744 buf, tmp->level, tmp->stats.exp,
745 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
746 }
747 else
748 {
749 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
750 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
751 }
752 /* 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
753 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
754 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
755 * 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
756 * crash the server numerous times. 693 * crash the server numerous times.
757 */ 694 */
758 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
759 { 696 {
760 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.");
761 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");
762 break; 699 break;
763 } 700 }
764 } 701 }
765 } 702 }
766 703
767 clear_win_info (op); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
768 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 705
706 msg << "T<Player skills:>\n\n";
769 if (num_skills_found > 1) 707 if (num_skills_found > 1)
770 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);
771 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
772 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
773 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 714 object *tmp = skills[i];
774 715
775 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";
776 733
777 cp = determine_god (op); 734 cp = determine_god (op);
778 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";
779 736
780 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
781 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);
782} 742}
783 743
784/* 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
785 * 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
786 * 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.
794 size_t len; 754 size_t len;
795 755
796 if (!string) 756 if (!string)
797 return 0; 757 return 0;
798 758
799 for (skop = op->inv; skop != NULL; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
800 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
801 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
802 !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);
803 break; 764 break;
804 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
805 break;
806 } 765 }
766
807 if (!skop) 767 if (!skop)
808 { 768 {
809 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 );
810 return 0; 781 return 0;
811 } 782 }
812 783
813 len = strlen (skop->skill); 784 len = strlen (skop->skill);
814 785
816 * options given to the skill. Its pretty simple - if there 787 * options given to the skill. Its pretty simple - if there
817 * are extra parameters (as deteremined by string length), we 788 * are extra parameters (as deteremined by string length), we
818 * want to skip over any leading spaces. 789 * want to skip over any leading spaces.
819 */ 790 */
820 if (len >= strlen (string)) 791 if (len >= strlen (string))
821 {
822 string = NULL; 792 string = NULL;
823 }
824 else 793 else
825 { 794 {
826 string += len; 795 string += len;
827 while (*string == 0x20) 796 while (*string == 0x20)
828 string++; 797 string++;
798
829 if (strlen (string) == 0) 799 if (strlen (string) == 0)
830 string = NULL; 800 string = NULL;
831 } 801 }
832 802
833#ifdef SKILL_UTIL_DEBUG 803#ifdef SKILL_UTIL_DEBUG
834 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 804 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
835#endif 805#endif
836 806
837 /* Change to the new skill, then execute it. */
838 if (do_skill (op, op, skop, op->facing, string)) 807 if (do_skill (op, op, skop, op->facing, string))
839 return 1; 808 return 1;
840 809
841 return 0; 810 return 0;
842} 811}
843 812
844static bool 813static bool
845hth_skill_p (object *skill) 814hth_skill_p (object *skill)
846{ 815{
847 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;
848} 817}
849 818
850/* 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.
851 */ 820 */
852static object * 821static object *
853find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
854{ 823{
855 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
856 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))
857 return tmp; 826 return tmp;
858 827
859 return 0; 828 return 0;
860} 829}
861 830
880 * 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
881 * 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.
882 */ 851 */
883 if (player *pl = op->contr) 852 if (player *pl = op->contr)
884 { 853 {
885 if (!pl->combat_ob) 854 if (skill)
886 { 855 {
887 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 856 if (!op->apply (skill))
857 return 0;
858 }
859 else
860 {
861 if (!pl->combat_ob)
888 { 862 {
889 for (tmp = op->inv; tmp; tmp = tmp->below) 863 if (op->flag [FLAG_READY_WEAPON])
890 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
891 break;
892
893 if (!tmp)
894 { 864 {
865 for (tmp = op->inv; tmp; tmp = tmp->below)
866 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
867 break;
868
869 if (!tmp)
895 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 870 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
896 return 0; 871
872 pl->combat_ob = tmp;
897 } 873 }
898 874
899 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 875 if (!pl->combat_ob)
900 }
901 else
902 {
903 if (!skill)
904 { 876 {
905 /* 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
906 * it if appropriate. 878 * it if appropriate.
907 */ 879 */
908 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 880 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
910 else 882 else
911 { 883 {
912 skill = find_player_hth_skill (op); 884 skill = find_player_hth_skill (op);
913 885
914 if (!skill) 886 if (!skill)
915 {
916 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!");
917 return 0;
918 }
919 } 888 }
889
890 op->apply (skill);
920 } 891 }
921 892
922 /* now try to ready the new skill */ 893 if (!pl->combat_ob)
923 if (!change_skill (op, skill, 0)) 894 {
924 { /* oh oh, trouble! */ 895 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
925 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
926 return 0; 896 return 0;
927 } 897 }
928 } 898 }
929 899
930 if (!pl->combat_ob) 900 if (!op->apply (pl->combat_ob))
901 return 0;
902
903 if (!op->chosen_skill)
931 { 904 {
932 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!");
933 return 0; 907 return 0;
934 } 908 }
935 } 909 }
936
937 if (!op->change_weapon (pl->combat_ob))
938 return 0;
939 910
940 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
941 if (pl->tmp_invis) 912 if (pl->tmp_invis)
942 { 913 {
943 pl->tmp_invis = 0; 914 pl->tmp_invis = 0;
944 op->invisible = 0; 915 op->invisible = 0;
945 op->hide = 0; 916 op->flag [FLAG_HIDDEN] = 0;
946 update_object (op, UP_OBJ_CHANGE); 917 update_object (op, UP_OBJ_CHANGE);
947 } 918 }
948 } 919 }
949 920
950 int success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
951 922
952 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
953 924
954 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
955 { 926 {
956 if (op->type == PLAYER) 927 if (op->type == PLAYER)
957 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));
958 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
959 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);
962 return success; 933 return success;
963} 934}
964 935
965/* 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
966 * system. In essence, this code handles 937 * system. In essence, this code handles
967 * 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
968 * treated here. If an opponent is already supplied by move_player(), 939 * treated here. If an opponent is already supplied by move_player(),
969 * 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
970 * appropriate opponent exists. 941 * appropriate opponent exists.
971 * 942 *
972 * This is called by move_player() and attack_hth() 943 * This is called by move_player() and attack_hth()
1002 /* 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 */
1003 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)))
1004 return 0; 975 return 0;
1005 976
1006 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)
1007 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)
1008 { 979 {
1009 /* Don't attack party members */ 980 /* Don't attack party members */
1010 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))
1011 return 0; 982 return 0;
1012 983
1034static int 1005static int
1035attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
1036{ 1007{
1037 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
1038 1009
1039 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
1040 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
1041 { 1012 {
1042 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1043 { 1014 {
1044 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
1045 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
1046 pl->update_stats (); 1017 pl->update_stats ();
1047 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1048 { 1019 {
1049 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.");
1050 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1068 */ 1039 */
1069static int 1040static int
1070attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1071{ 1042{
1072 1043
1073 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1074 { 1045 {
1075 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1076 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!");
1077 1048
1078 return 0; 1049 return 0;
1079 } 1050 }
1080 1051
1081 return skill_attack (NULL, op, dir, string, skill); 1052 return skill_attack (NULL, op, dir, string, skill);
1082
1083} 1053}
1054

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