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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.34 by root, Mon Apr 30 05:54:14 2007 UTC vs.
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
61 * subtypes. 60 * subtypes.
62 */ 61 */
63void 62void
64init_skills (void) 63init_skills (void)
65{ 64{
66 for (archetype *at = first_archetype; at; at = at->next) 65 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
68 { 67 {
69 if (skill_names[at->clone.subtype]) 68 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 71 else
73 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
74 } 73 }
75 74
76 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
78 */ 77 */
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 } 105 }
107 } 106 }
108} 107}
109 108
109static object *
110find_skill (object *who, const shstr &sh)
111{
112 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL)
114 return tmp;
115
116 return 0;
117}
118
110/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
112 * 121 *
113 * It is presumed that the player will be needing to actually 122 * 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 123 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 124 * tool, this code will equip it.
116 */ 125 */
117object * 126object *
118find_skill_by_name (object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
119{ 128{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 129 object *skill_tool = 0;
121 130
122 if (!name)
123 return NULL;
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 (tmp = who->inv; tmp != NULL; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
130 { 133 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 135 /* If this is a skill that can be used without applying tool, return it */
133 136 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
136 */ 139 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 141 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 142 }
144 } 143
145 /* If this is a skill that can be used without a tool, return it */ 144 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 145 return 0;
148 146
149 /* Player has a tool to use the skill. IF not applied, apply it - 147 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 148 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
152 */ 150 */
153 if (skill_tool) 151 object *skill = find_skill (who, skill_tool->skill);
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160 152
161 if (!skill) 153 if (!skill)
162 { 154 {
163 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who); 156 link_player_skills (who);
165 } 157 }
166 158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
167 return skill; 161 return 0;
168 }
169 162
163 return splay (skill);
164}
165
166object *
167find_skill_by_name (object *who, const char *name)
168{
169 if (!name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop;
177
170 return NULL; 178 return 0;
171} 179}
172
173 180
174/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
176 * 183 *
177 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill 185 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 186 * tool, this code will equip it.
180 * 187 *
183 * this replaces find_skill. 190 * this replaces find_skill.
184 */ 191 */
185object * 192object *
186find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
187{ 194{
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
197
198 /* Try to find appropriate skilltool. If the player has one already
199 * applied, we try to keep using that one.
200 */
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202 {
203 if (QUERY_FLAG (tmp, FLAG_APPLIED))
204 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp;
207 }
208 }
209 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill; 198 return skop;
232 }
233 199
234 return NULL; 200 return 0;
235} 201}
236 202
237/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * if new_skill is null, this just unapplies the skill.
243 * flag has the current meaning:
244 * 0x1: If set, don't update the range pointer. This is useful when we
245 * need to ready a new skill, but don't want to clobber range.
246 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
247 */ 205 */
248int 206bool
249change_skill (object *who, object *new_skill, int flag) 207object::change_skill (object *new_skill)
250{ 208{
251 int old_range;
252
253 if (who->type != PLAYER) 209 if (type != PLAYER)
254 return 0; 210 return 0;
255 211
256 player *pl = who->contr; 212 // optimise this supposedly common case
257 213 if (new_skill == chosen_skill)
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1; 214 return 1;
260 215
261 if (!new_skill) 216 if (chosen_skill)
262 {
263 if (pl->ranged_skill)
264 apply_special (who, pl->ranged_skill, AP_UNAPPLY);
265
266 /* Only goal in this case was to unapply a skill */
267 return 0;
268 } 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
269 221
270 // move skill to front, so it will be preferred next time 222 chosen_skill = new_skill;
271 new_skill->remove ();
272 who->insert (new_skill);
273 223
274 if (apply_special (who, new_skill, AP_APPLY)) 224 if (chosen_skill)
275 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
276 229
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 ();
277 return 1; 236 return 1;
278}
279
280/* This function just clears the chosen_skill and range_skill values
281 * in the player.
282 */
283void
284clear_skill (object *who)
285{
286 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
289 if (who->type == PLAYER)
290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
293 who->contr->ranged_skill = 0;
294 who->contr->ranged_ob = 0;
295 }
296 }
297} 237}
298 238
299/* do_skill() - Main skills use function-similar in scope to cast_spell(). 239/* do_skill() - Main skills use function-similar in scope to cast_spell().
300 * We handle all requests for skill use outside of some combat here. 240 * We handle all requests for skill use outside of some combat here.
301 * We require a separate routine outside of fire() so as to allow monsters 241 * We require a separate routine outside of fire() so as to allow monsters
309int 249int
310do_skill (object *op, object *part, object *skill, int dir, const char *string) 250do_skill (object *op, object *part, object *skill, int dir, const char *string)
311{ 251{
312 int success = 0, exp = 0; 252 int success = 0, exp = 0;
313 int did_alc = 0; 253 int did_alc = 0;
314 object *tmp, *next;
315 254
316 if (!skill) 255 if (!skill)
317 return 0; 256 return 0;
318 257
319 /* The code below presumes that the skill points to the object that 258 /* The code below presumes that the skill points to the object that
321 * go and try to find the actual real skill pointer, and if the 260 * go and try to find the actual real skill pointer, and if the
322 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
323 */ 262 */
324 if (skill->type != SKILL && op->type == PLAYER) 263 if (skill->type != SKILL && op->type == PLAYER)
325 { 264 {
326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
327 if (tmp->type == SKILL && tmp->skill == skill->skill) 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
328 break; 267 {
268 skill = tmp;
269 goto found;
270 }
329 271
330 if (!tmp)
331 tmp = give_skill_by_name (op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
332 273found: ;
333 skill = tmp;
334 } 274 }
335 275
336 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
337 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 277 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
338 return 0; 278 return 0;
351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
352 } 292 }
353 else 293 else
354 { 294 {
355 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
356 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
357 } 297 }
358 298
359 op->update_stats (); 299 op->update_stats ();
360 success = 1; 300 success = 1;
361 break; 301 break;
371 case SK_HIDING: 311 case SK_HIDING:
372 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
373 break; 313 break;
374 314
375 case SK_JUMPING: 315 case SK_JUMPING:
376 success = jump (op, dir, skill); 316 exp = success = jump (op, dir, skill);
377 break; 317 break;
378 318
379 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
380 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
381 break; 321 break;
443 case SK_LITERACY: 383 case SK_LITERACY:
444 case SK_WOODSMAN: 384 case SK_WOODSMAN:
445 /* first, we try to find a cauldron, and do the alchemy thing. 385 /* first, we try to find a cauldron, and do the alchemy thing.
446 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
447 */ 387 */
448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
449 { 389 {
450 next = tmp->above; 390 next = tmp->above;
451 391
452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
453 { 393 {
512 * Monsters have no skill use time because of the random nature in 452 * Monsters have no skill use time because of the random nature in
513 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
514 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
515 * in the code for the skill itself. 455 * in the code for the skill itself.
516 */ 456 */
517
518 if (op->type == PLAYER) 457 if (op->type == PLAYER)
519 op->speed_left -= 1.0; 458 op->speed_left -= 1.f;
520 459
521 /* this is a good place to add experience for successfull use of skills. 460 /* this is a good place to add experience for successfull use of skills.
522 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
523 * gain problems. 462 * gain problems.
524 */ 463 */
570 * If an object is not alive and magical we set the base exp higher to 509 * If an object is not alive and magical we set the base exp higher to
571 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
572 * an item is type RUNE, we give out exp based on stats.Cha 511 * an item is type RUNE, we give out exp based on stats.Cha
573 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
574 */ 513 */
575
576 if (!op) 514 if (!op)
577 { /* no item/creature */ 515 { /* no item/creature */
578 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
579 op_exp = 0; 517 op_exp = 0;
580 } 518 }
581 else if (op->type == RUNE || op->type == TRAP) 519 else if (op->type == RUNE || op->type == TRAP)
582 { /* all traps. If stats.Cha > 1 we use that 520 { /* all traps. If stats.Cha > 1 we use that
583 * for the amount of experience */ 521 * for the amount of experience */
587 else 525 else
588 { /* all other items/living creatures */ 526 { /* all other items/living creatures */
589 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
590 op_lvl = op->level; 528 op_lvl = op->level;
591 if (!QUERY_FLAG (op, FLAG_ALIVE)) 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
592 { /* for ident/make items */ 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
593 op_lvl += 5 * abs (op->magic);
594 }
595 } 531 }
596 532
597 if (op_lvl < 1) 533 if (op_lvl < 1)
598 op_lvl = 1; 534 op_lvl = 1;
599 535
607 /* if skill really is a skill, then we can look at the skill archetype for 543 /* if skill really is a skill, then we can look at the skill archetype for
608 * bse reward value (exp) and level multiplier factor. 544 * bse reward value (exp) and level multiplier factor.
609 */ 545 */
610 if (skill->type == SKILL) 546 if (skill->type == SKILL)
611 { 547 {
612 base += skill->arch->clone.stats.exp; 548 base += skill->arch->stats.exp;
613 if (settings.simple_exp) 549 if (settings.simple_exp)
614 { 550 {
615 if (skill->arch->clone.level) 551 if (skill->arch->level)
616 lvl_mult = (float) skill->arch->clone.level / 100.0; 552 lvl_mult = (float) skill->arch->level / 100.0;
617 else 553 else
618 lvl_mult = 1.0; /* no adjustment */ 554 lvl_mult = 1.0; /* no adjustment */
619 } 555 }
620 else 556 else
621 { 557 {
622 if (skill->level) 558 if (skill->level)
623 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 559 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
624 else 560 else
625 lvl_mult = 1.0; 561 lvl_mult = 1.0;
626 } 562 }
627 } 563 }
628 else 564 else
629 { 565 {
630 /* Don't divide by zero here! */ 566 /* Don't divide by zero here! */
631 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
632 } 568 }
633 } 569 }
634 570
635 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
636 572
653 * player learns the skill, 2 otherwise. 589 * player learns the skill, 2 otherwise.
654 */ 590 */
655int 591int
656learn_skill (object *pl, object *scroll) 592learn_skill (object *pl, object *scroll)
657{ 593{
658 object *tmp;
659
660 if (!scroll->skill) 594 if (!scroll->skill)
661 { 595 {
662 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 596 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
663 return 2; 597 return 2;
664 } 598 }
665 599
666 /* can't use find_skill_by_name because we want skills the player knows 600 object *tmp = find_skill (pl, scroll->skill);
667 * but can't use natively.
668 */
669
670 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
671 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
672 break;
673 601
674 /* player already knows it */ 602 /* player already knows it */
675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
676 return 0; 604 return 0;
677 605
695 link_player_skills (pl); 623 link_player_skills (pl);
696 return 1; 624 return 1;
697} 625}
698 626
699/* Gives a percentage clipped to 0% -> 100% of a/b. */ 627/* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701/* Probably belongs in some global utils-type file? */ 628/* Probably belongs in some global utils-type file? */
702static int 629static int
703clipped_percent (sint64 a, sint64 b) 630clipped_percent (sint64 a, sint64 b)
704{ 631{
705 int rv; 632 int rv;
725 * Note this function is a bit more complicated becauase we 652 * Note this function is a bit more complicated becauase we
726 * we want ot sort the skills before printing them. If we 653 * we want ot sort the skills before printing them. If we
727 * just dumped this as we found it, this would be a bit 654 * just dumped this as we found it, this would be a bit
728 * simpler. 655 * simpler.
729 */ 656 */
730 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
731void 658void
732show_skills (object *op, const char *search) 659show_skills (object *op, const char *search)
733{ 660{
734 object *tmp = NULL;
735 char buf[MAX_BUF];
736 const char *cp; 661 const char *cp;
737 int i, num_skills_found = 0; 662 int i, num_skills_found = 0;
738 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
739 664
740 /* Need to have a pointer and use strdup for qsort to work properly */ 665 /* Need to have a pointer and use strdup for qsort to work properly */
741 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
742 667
743
744 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
745 { 669 {
746 if (tmp->type == SKILL) 670 if (tmp->type == SKILL)
747 { 671 {
748 if (search && strstr (tmp->name, search) == NULL) 672 if (search && !strstr (tmp->name, search))
749 continue; 673 continue;
674
675 char buf[30];
676
750 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
751 sprintf (buf, "%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
752 buf[40] = 0;
753 679
754 if (settings.permanent_exp_ratio) 680 if (settings.permanent_exp_ratio)
755 {
756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 681 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
757 buf, tmp->level, tmp->stats.exp, 682 buf, tmp->level, tmp->stats.exp,
758 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 683 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
759 }
760 else 684 else
761 {
762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
763 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 686 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
764 } 687
765 /* I don't know why some characters get a bunch of skills, but 688 /* I don't know why some characters get a bunch of skills, but
766 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
767 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
768 * it so it doesn't crash the server - otherwise, one character may 691 * it so it doesn't crash the server - otherwise, one character may
769 * crash the server numerous times. 692 * crash the server numerous times.
775 break; 698 break;
776 } 699 }
777 } 700 }
778 } 701 }
779 702
780 clear_win_info (op); 703 dynbuf_text msg (4096, 1024);
781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704
705 msg << "T<Player skills:>\n\n";
782 if (num_skills_found > 1) 706 if (num_skills_found > 1)
783 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 707 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
784 708
785 for (i = 0; i < num_skills_found; i++) 709 for (i = 0; i < num_skills_found; i++)
786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
787 711
788 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 712 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
789 713
790 cp = determine_god (op); 714 cp = determine_god (op);
791 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 715 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
792 716
793 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 717 msg << "Your equipped item power is " << (int)op->contr->item_power
794 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 718 << " out of " << int (op->level * settings.item_power_factor)
719 << ".\n";
720
721 op->contr->infobox (MSG_CHANNEL ("skills"), msg);
795} 722}
796 723
797/* use_skill() - similar to invoke command, it executes the skill in the 724/* use_skill() - similar to invoke command, it executes the skill in the
798 * direction that the user is facing. Returns false if we are unable to 725 * direction that the user is facing. Returns false if we are unable to
799 * change to the requested skill, or were unable to use the skill properly. 726 * change to the requested skill, or were unable to use the skill properly.
800 * This is tricky because skills can have spaces. We basically roll 727 * This is tricky because skills can have spaces. We basically roll
801 * our own find_skill_by_name so we can try to do better string matching. 728 * our own find_skill_by_name so we can try to do better string matching.
802 */ 729 */
803
804int 730int
805use_skill (object *op, const char *string) 731use_skill (object *op, const char *string)
806{ 732{
807 object *skop; 733 object *skop;
808 size_t len; 734 size_t len;
809 735
810 if (!string) 736 if (!string)
811 return 0; 737 return 0;
812 738
813 for (skop = op->inv; skop != NULL; skop = skop->below) 739 for (skop = op->inv; skop; skop = skop->below)
814 { 740 {
741 if (skop->type == SKILL
815 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
816 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 743 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
817 break; 744 break;
745 else if (skop->type == SKILL_TOOL
818 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 746 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
819 break; 747 break;
820 } 748 }
749
821 if (!skop) 750 if (!skop)
822 { 751 {
823 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 752 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
824 return 0; 753 return 0;
825 } 754 }
830 * options given to the skill. Its pretty simple - if there 759 * options given to the skill. Its pretty simple - if there
831 * are extra parameters (as deteremined by string length), we 760 * are extra parameters (as deteremined by string length), we
832 * want to skip over any leading spaces. 761 * want to skip over any leading spaces.
833 */ 762 */
834 if (len >= strlen (string)) 763 if (len >= strlen (string))
835 {
836 string = NULL; 764 string = NULL;
837 }
838 else 765 else
839 { 766 {
840 string += len; 767 string += len;
841 while (*string == 0x20) 768 while (*string == 0x20)
842 string++; 769 string++;
770
843 if (strlen (string) == 0) 771 if (strlen (string) == 0)
844 string = NULL; 772 string = NULL;
845 } 773 }
846 774
847#ifdef SKILL_UTIL_DEBUG 775#ifdef SKILL_UTIL_DEBUG
848 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 776 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
849#endif 777#endif
850 778
851 /* Change to the new skill, then execute it. */
852 if (do_skill (op, op, skop, op->facing, string)) 779 if (do_skill (op, op, skop, op->facing, string))
853 return 1; 780 return 1;
854 781
855 return 0; 782 return 0;
856} 783}
892 * is readied either then try to find a skill for the player to use. 819 * is readied either then try to find a skill for the player to use.
893 * it is presumed that if skill is set, it is a valid attack skill (eg, 820 * it is presumed that if skill is set, it is a valid attack skill (eg,
894 * the caller should have set it appropriately). We still want to pass 821 * the caller should have set it appropriately). We still want to pass
895 * through that code if skill is set to change to the skill. 822 * through that code if skill is set to change to the skill.
896 */ 823 */
897 if (op->type == PLAYER) 824 if (player *pl = op->contr)
898 { 825 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 826 if (skill)
827 op->change_skill (skill);
828 else
900 { 829 {
901 if (!skill) 830 if (!pl->combat_ob)
902 { 831 {
903 /* See if the players chosen skill is a combat skill, and use 832 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
904 * it if appropriate.
905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 skill = op->chosen_skill;
908 else
909 { 833 {
910 skill = find_player_hth_skill (op); 834 for (tmp = op->inv; tmp; tmp = tmp->below)
835 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
836 break;
911 837
912 if (!skill) 838 if (!tmp)
839 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
840
841 pl->combat_ob = tmp;
842 }
843
844 if (!pl->combat_ob)
845 {
846 /* See if the players chosen skill is a combat skill, and use
847 * it if appropriate.
848 */
849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
850 skill = op->chosen_skill;
851 else
913 { 852 {
853 skill = find_player_hth_skill (op);
854
855 if (!skill)
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 856 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0; 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
916 } 863 }
917 } 864 }
918 }
919 865
920 /* now try to ready the new skill */
921 if (!change_skill (op, skill, 0))
922 { /* oh oh, trouble! */
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924 return 0;
925 }
926 }
927 else
928 {
929 /* Seen some crashes below where current_weapon is not set,
930 * even though the flag says it is. So if current weapon isn't set,
931 * do some work in trying to find the object to use.
932 */
933 if (!op->current_weapon)
934 {
935 object *tmp;
936
937 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
938 for (tmp = op->inv; tmp; tmp = tmp->below)
939 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940 break;
941
942 if (!tmp) 866 if (!pl->combat_ob)
943 { 867 {
944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
945 op->current_weapon = NULL;
946 return 0; 869 return 0;
947 } 870 }
948 else
949 op->current_weapon = tmp;
950 } 871 }
951 872
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 873 if (!op->change_weapon (pl->combat_ob))
874 return 0;
953 } 875 }
954 }
955 876
956 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
957 878 if (pl->tmp_invis)
958 if (op->type == PLAYER && op->contr->tmp_invis) 879 {
959 {
960 op->contr->tmp_invis = 0; 880 pl->tmp_invis = 0;
961 op->invisible = 0; 881 op->invisible = 0;
962 op->hide = 0; 882 op->hide = 0;
963 update_object (op, UP_OBJ_CHANGE); 883 update_object (op, UP_OBJ_CHANGE);
884 }
964 } 885 }
965 886
966 int success = attack_ob (tmp, op); 887 int success = attack_ob (tmp, op);
967 888
968 /* print appropriate messages to the player */ 889 /* print appropriate messages to the player */
978 return success; 899 return success;
979} 900}
980 901
981/* skill_attack() - Core routine for use when we attack using a skills 902/* skill_attack() - Core routine for use when we attack using a skills
982 * system. In essence, this code handles 903 * system. In essence, this code handles
983 * all skill-based attacks, ie hth, missile and melee weapons should be 904 * all skill-based attacks, i.e. hth, missile and melee weapons should be
984 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
985 * we move right onto do_skill_attack(), otherwise we find if an 906 * we move right onto do_skill_attack(), otherwise we find if an
986 * appropriate opponent exists. 907 * appropriate opponent exists.
987 * 908 *
988 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()
1039 } 960 }
1040 961
1041 return do_skill_attack (tmp, pl, string, skill); 962 return do_skill_attack (tmp, pl, string, skill);
1042} 963}
1043 964
1044
1045/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 965/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 966
1047/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 967/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1048 * (attack_hth) we check for weapon use, etc in the second (the new 968 * (attack_hth) we check for weapon use, etc in the second (the new
1049 * function skill_attack() we actually attack. 969 * function skill_attack() we actually attack.
1050 */ 970 */
1051
1052static int 971static int
1053attack_hth (object *pl, int dir, const char *string, object *skill) 972attack_hth (object *pl, int dir, const char *string, object *skill)
1054{ 973{
1055 object *enemy = NULL, *weapon; 974 object *enemy = NULL, *weapon;
1056 975
1065 if (pl->type == PLAYER) 984 if (pl->type == PLAYER)
1066 { 985 {
1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 986 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon); 987 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 } 988 }
989
1070 break; 990 break;
1071 } 991 }
1072 } 992 }
1073 993
1074 return skill_attack (enemy, pl, dir, string, skill); 994 return skill_attack (enemy, pl, dir, string, skill);
1094 1014
1095 return 0; 1015 return 0;
1096 } 1016 }
1097 1017
1098 return skill_attack (NULL, op, dir, string, skill); 1018 return skill_attack (NULL, op, dir, string, skill);
1099
1100} 1019}
1020

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