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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.61 by root, Tue May 6 16:32:34 2008 UTC vs.
Revision 1.102 by root, Sat Apr 23 04:56:57 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 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. */
50# define def(uc, flags) flags, 51# define def(uc, flags) flags,
51# include "skillinc.h" 52# include "skillinc.h"
52# undef def 53# undef def
53}; 54};
54 55
56vector<object_ptr> skillvec;
57
55static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 60
58/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
60 * subtypes. 63 * subtypes.
61 */ 64 */
62void 65void
63init_skills (void) 66init_skills ()
64{ 67{
65 for_all_archetypes (at) 68 // nop
66 if (at->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)
67 { 78 {
68 if (skill_names[at->subtype]) 79 // replace existing entry
69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
70 at->subtype, &skill_names[at->subtype], &at->skill); 81 *i = o;
71 else 82 return;
72 skill_names[at->subtype] = at->skill;
73 } 83 }
74 84
75 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
76 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
77 */ 87 SKILL_INDEX (o) = skillvec.size ();
78 for (int i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
79 if (!skill_names[i])
80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81} 89}
82 90
83/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
84 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 94 * mostly used for sending exp.
87 */ 95 */
88void 96void
89link_player_skills (object *op) 97player::link_skills ()
90{ 98{
99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
100 last_skill_ob [i] = 0;
101
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
93 { 104 {
94 /* This is really a warning, hence no else below */ 105 int idx = SKILL_INDEX (tmp);
95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
98 106
99 if (tmp->subtype >= NUM_SKILLS) 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 108
101 else 109 if (last_skill_ob [idx] != tmp)
102 { 110 {
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 112 if (ns)
113 ns->last_skill_exp [idx] = -1;
105 } 114 }
106 } 115 }
107} 116}
108 117
109static object * 118static object *
110find_skill (object *who, const shstr &sh) 119find_skill (object *who, shstr_cmp name)
111{ 120{
121 if (who->chosen_skill
122 && who->chosen_skill->skill == name
123 && who->chosen_skill->type == SKILL)
124 return who->chosen_skill;
125
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 126 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 127 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 128 return splay (tmp);
115 129
116 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);
117} 138}
118 139
119/* This returns the skill pointer of the given name (the 140/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 141 * one that accumulates exp, has the level, etc).
121 * 142 *
122 * It is presumed that the player will be needing to actually 143 * It is presumed that the player will be needing to actually
123 * 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
124 * tool, this code will equip it. 145 * tool, this code will equip it.
125 */ 146 */
126object * 147object *
127find_skill_by_name (object *who, const shstr &sh) 148find_skill_by_name (object *who, shstr_cmp sh)
128{ 149{
129 object *skill_tool = 0; 150 object *skill_tool = 0;
130 151
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 153 if (tmp->skill == sh)
146 167
147 /* 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 -
148 * 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
149 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
150 */ 171 */
151 object *skill = find_skill (who, skill_tool->skill); 172 object *skill = who->give_skill (skill_tool->skill);
152
153 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 173
159 if (!skill_tool->flag [FLAG_APPLIED]) 174 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 175 if (!who->apply (splay (skill_tool)))
161 return 0; 176 return 0;
162 177
163 return splay (skill); 178 return splay (skill);
164} 179}
165 180
166object * 181object *
167find_skill_by_name (object *who, const char *name) 182find_skill_by_name_fuzzy (object *who, const char *name)
168{ 183{
169 if (!name) 184 if (name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 187 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 188 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 189 return skop;
177 190
178 return 0; 191 return 0;
179} 192}
180 193
181/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
186 * tool, this code will equip it. 199 * tool, this code will equip it.
187 * 200 *
188 * 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,
189 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
190 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
191 */ 206 */
192object * 207object *
193find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
194{ 209{
195 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
198 return skop; 213 return skop;
199 214
200 return 0; 215 return 0;
201} 216}
202 217
203/* This changes the objects chosen_skill to new_skill. 218object *
204 * return 1 on success, 0 on error 219object::give_skill (shstr_cmp name, bool can_use)
205 */
206bool
207object::change_skill (object *new_skill)
208{ 220{
209 if (type != PLAYER) 221 object *skill = find_skill (this, name);
210 return 0;
211 222
212 // optimise this supposedly common case
213 if (new_skill == chosen_skill)
214 return 1;
215
216 if (chosen_skill) 223 if (!skill)
217 { 224 skill = give_skill_by_name (this, name);
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221 225
222 chosen_skill = new_skill; 226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
223 228
224 if (chosen_skill)
225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
229
230 // always clear current weapon, as the selected skill could
231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
234
235 update_stats ();
236 return 1; 229 return skill;
237} 230}
238 231
239/* 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().
240 * 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.
241 * 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
248 */ 241 */
249int 242int
250do_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)
251{ 244{
252 int success = 0, exp = 0; 245 int success = 0, exp = 0;
253 int did_alc = 0;
254 246
255 if (!skill) 247 if (!skill)
256 return 0; 248 return 0;
257 249
258 /* 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
283 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
284 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
285 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
286 * shouldn't. 278 * shouldn't.
287 */ 279 */
288 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
289 { 281 {
290 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 } 284 }
293 else 285 else
294 { 286 {
295 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
296 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!");
297 } 289 }
298 290
299 op->update_stats (); 291 op->update_stats ();
300 success = 1; 292 success = 1;
311 case SK_HIDING: 303 case SK_HIDING:
312 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
313 break; 305 break;
314 306
315 case SK_JUMPING: 307 case SK_JUMPING:
316 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
317 break; 309 break;
318 310
319 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
320 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
321 break; 313 break;
383 case SK_LITERACY: 375 case SK_LITERACY:
384 case SK_WOODSMAN: 376 case SK_WOODSMAN:
385 /* 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.
386 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
387 */ 379 */
380 {
381 bool found_cauldron = false;
382
388 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)
389 { 384 {
390 next = tmp->above; 385 next = tmp->above;
391 386
392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
393 { 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
394 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
395 400
396 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
397 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
398
399 did_alc = 1;
400 } 403 }
401 } 404 }
402 405
403 if (did_alc == 0) 406 if (!found_cauldron)
404 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
405 408 }
406 break; 409 break;
407 410
408 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
409 case SK_DET_CURSE: 412 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
441 case SK_SUMMONING: 444 case SK_SUMMONING:
442 case SK_CLIMBING: 445 case SK_CLIMBING:
443 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.");
444 break; 447 break;
445 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
446 default: 453 default:
447 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);
448 break; 455 break;
449 } 456 }
450 457
452 * 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
453 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 462 * in the code for the skill itself.
456 */ 463 */
457
458 if (op->type == PLAYER) 464 if (op->type == PLAYER)
459 op->speed_left -= 1.f; 465 op->speed_left -= 1.f;
460 466
461 /* 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.
462 * Note that add_exp() will figure out player/monster experience 468 * Note that add_exp() will figure out player/monster experience
525 } 531 }
526 else 532 else
527 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
528 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
529 op_lvl = op->level; 535 op_lvl = op->level;
530 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
531 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
532 } 538 }
533 539
534 if (op_lvl < 1) 540 if (op_lvl < 1)
535 op_lvl = 1; 541 op_lvl = 1;
599 } 605 }
600 606
601 object *tmp = find_skill (pl, scroll->skill); 607 object *tmp = find_skill (pl, scroll->skill);
602 608
603 /* player already knows it */ 609 /* player already knows it */
604 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
605 return 0; 611 return 0;
606 612
607 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
608 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
609 * might never be able to learn anything. 615 * might never be able to learn anything.
618 { 624 {
619 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);
620 return 2; 626 return 2;
621 } 627 }
622 628
623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
624 link_player_skills (pl); 630
625 return 1; 631 return 1;
626} 632}
627 633
628/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
629/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
641 return 0; 647 return 0;
642 else if (rv > 100) 648 else if (rv > 100)
643 return 100; 649 return 100;
644 650
645 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));
646} 659}
647 660
648/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
649 * their current skill list. 662 * their current skill list.
650 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
653 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
654 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
655 * 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
656 * simpler. 669 * simpler.
657 */ 670 */
658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
659void 671void
660show_skills (object *op, const char *search) 672show_skills (object *pl, const char *search)
661{ 673{
662 object *tmp = NULL;
663 char buf[MAX_BUF];
664 const char *cp; 674 const char *cp;
665 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
666 static const char *const periods = "........................................"; 676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
667 678
668 /* Need to have a pointer and use strdup for qsort to work properly */ 679 /* find the skills */
669 char skills[NUM_SKILLS][MAX_BUF];
670
671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
672 { 681 {
673 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
674 { 683 {
675 if (search && strstr (tmp->name, search) == NULL) 684 if (search && !tmp->name.contains (search))
676 continue; 685 continue;
677 /* Basically want to fill this out to 40 spaces with periods */
678 sprintf (buf, "%s%s", &tmp->name, periods);
679 buf[40] = 0;
680 686
681 if (settings.permanent_exp_ratio) 687 skills[num_skills_found++] = tmp;
682 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
683 buf, tmp->level, tmp->stats.exp,
684 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
685 else
686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
687 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
688 688
689 /* 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
690 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
691 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
692 * 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
693 * crash the server numerous times. 693 * crash the server numerous times.
694 */ 694 */
695 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
696 { 696 {
697 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.");
698 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");
699 break; 699 break;
700 } 700 }
701 } 701 }
702 } 702 }
703 703
704 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
705
706 msg << "T<Player skills:>\n\n";
705 if (num_skills_found > 1) 707 if (num_skills_found > 1)
706 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);
707 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
708 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
709 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 714 object *tmp = skills[i];
710 715
711 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";
712 733
713 cp = determine_god (op); 734 cp = determine_god (op);
714 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";
715 736
716 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
717 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);
718} 742}
719 743
720/* 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
721 * 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
722 * 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.
731 755
732 if (!string) 756 if (!string)
733 return 0; 757 return 0;
734 758
735 for (skop = op->inv; skop; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
736 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
737 if (skop->type == SKILL
738 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
739 && !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);
740 break; 764 break;
741 else if (skop->type == SKILL_TOOL
742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
743 break;
744 } 765 }
745 766
746 if (!skop) 767 if (!skop)
747 { 768 {
748 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 );
749 return 0; 781 return 0;
750 } 782 }
751 783
752 len = strlen (skop->skill); 784 len = strlen (skop->skill);
753 785
779} 811}
780 812
781static bool 813static bool
782hth_skill_p (object *skill) 814hth_skill_p (object *skill)
783{ 815{
784 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;
785} 817}
786 818
787/* 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.
788 */ 820 */
789static object * 821static object *
790find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
791{ 823{
792 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
793 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))
794 return tmp; 826 return tmp;
795 827
796 return 0; 828 return 0;
797} 829}
798 830
817 * 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
818 * 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.
819 */ 851 */
820 if (player *pl = op->contr) 852 if (player *pl = op->contr)
821 { 853 {
822 if (!pl->combat_ob) 854 if (skill)
823 { 855 {
824 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 856 if (!op->apply (skill))
825 { 857 return 0;
826 for (tmp = op->inv; tmp; tmp = tmp->below)
827 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
828 break;
829
830 if (!tmp)
831 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
832
833 pl->combat_ob = tmp;
834 } 858 }
835 859 else
860 {
836 if (!pl->combat_ob) 861 if (!pl->combat_ob)
837 { 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
838 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)
839 { 876 {
840 /* 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
841 * it if appropriate. 878 * it if appropriate.
842 */ 879 */
843 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 880 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
847 skill = find_player_hth_skill (op); 884 skill = find_player_hth_skill (op);
848 885
849 if (!skill) 886 if (!skill)
850 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!");
851 } 888 }
889
890 op->apply (skill);
852 } 891 }
853 892
854 if (skill) 893 if (!pl->combat_ob)
855 { 894 {
856 op->change_skill (0); 895 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
857 apply_special (op, skill, AP_APPLY); 896 return 0;
858 } 897 }
859 } 898 }
860 899
861 if (!pl->combat_ob) 900 if (!op->apply (pl->combat_ob))
901 return 0;
902
903 if (!op->chosen_skill)
862 { 904 {
863 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!");
864 return 0; 907 return 0;
865 } 908 }
866 } 909 }
867
868 if (!op->change_weapon (pl->combat_ob))
869 return 0;
870 910
871 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
872 if (pl->tmp_invis) 912 if (pl->tmp_invis)
873 { 913 {
874 pl->tmp_invis = 0; 914 pl->tmp_invis = 0;
875 op->invisible = 0; 915 op->invisible = 0;
876 op->hide = 0; 916 op->flag [FLAG_HIDDEN] = 0;
877 update_object (op, UP_OBJ_CHANGE); 917 update_object (op, UP_OBJ_CHANGE);
878 } 918 }
879 } 919 }
880 920
881 int success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
882 922
883 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
884 924
885 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
886 { 926 {
887 if (op->type == PLAYER) 927 if (op->type == PLAYER)
888 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));
889 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
890 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);
893 return success; 933 return success;
894} 934}
895 935
896/* 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
897 * system. In essence, this code handles 937 * system. In essence, this code handles
898 * 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
899 * treated here. If an opponent is already supplied by move_player(), 939 * treated here. If an opponent is already supplied by move_player(),
900 * 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
901 * appropriate opponent exists. 941 * appropriate opponent exists.
902 * 942 *
903 * This is called by move_player() and attack_hth() 943 * This is called by move_player() and attack_hth()
933 /* 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 */
934 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)))
935 return 0; 975 return 0;
936 976
937 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)
938 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)
939 { 979 {
940 /* Don't attack party members */ 980 /* Don't attack party members */
941 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))
942 return 0; 982 return 0;
943 983
965static int 1005static int
966attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
967{ 1007{
968 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
969 1009
970 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
971 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
972 { 1012 {
973 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
974 { 1014 {
975 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
976 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
977 pl->update_stats (); 1017 pl->update_stats ();
978 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
979 { 1019 {
980 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.");
981 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
999 */ 1039 */
1000static int 1040static int
1001attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1002{ 1042{
1003 1043
1004 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1005 { 1045 {
1006 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1007 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!");
1008 1048
1009 return 0; 1049 return 0;

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