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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 1.67 by root, Thu Sep 25 04:09:57 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 */
85 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 86 * mostly used for sending exp.
88 */ 87 */
89void 88void
90link_player_skills (object *op) 89player::link_skills ()
91{ 90{
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
94 { 96 {
95 /* This is really a warning, hence no else below */ 97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
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 98
100 if (tmp->subtype >= NUM_SKILLS) 99 if (last_skill_ob [tmp->subtype] != tmp)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 { 100 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 106 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
106 } 109 }
107 } 110 }
108} 111}
109 112
113static object *
114find_skill (object *who, const shstr &sh)
115{
116 for (object *tmp = who->inv; tmp; tmp = tmp->below)
117 if (tmp->skill == sh && tmp->type == SKILL)
118 return tmp;
119
120 return 0;
121}
122
110/* This returns the skill pointer of the given name (the 123/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 124 * one that accumulates exp, has the level, etc).
112 * 125 *
113 * It is presumed that the player will be needing to actually 126 * 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 127 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 128 * tool, this code will equip it.
116 */ 129 */
117object * 130object *
118find_skill_by_name (object *who, const char *name) 131find_skill_by_name (object *who, const shstr &sh)
119{ 132{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 133 object *skill_tool = 0;
121 134
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) 135 for (object *tmp = who->inv; tmp; tmp = tmp->below)
136 if (tmp->skill == sh)
130 { 137 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 138 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 139 /* If this is a skill that can be used without applying tool, return it */
133 140 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 141 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 142 * applied, we try to keep using that one.
136 */ 143 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 144 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 145 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 146 }
144 } 147
145 /* If this is a skill that can be used without a tool, return it */ 148 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 149 return 0;
148 150
149 /* Player has a tool to use the skill. IF not applied, apply it - 151 /* 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 152 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 153 * but not the skill itself, give it to them.
152 */ 154 */
153 if (skill_tool) 155 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 }
160 156
161 if (!skill) 157 if (!skill)
162 {
163 skill = give_skill_by_name (who, skill_tool->skill); 158 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who);
165 }
166 159
160 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
167 return skill; 162 return 0;
168 }
169 163
164 return splay (skill);
165}
166
167object *
168find_skill_by_name (object *who, const char *name)
169{
170 if (!name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop;
178
170 return NULL; 179 return 0;
171} 180}
172
173 181
174/* This returns the skill pointer of the given name (the 182/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 183 * one that accumulates exp, has the level, etc).
176 * 184 *
177 * It is presumed that the player will be needing to actually 185 * 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 186 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 187 * tool, this code will equip it.
180 * 188 *
183 * this replaces find_skill. 191 * this replaces find_skill.
184 */ 192 */
185object * 193object *
186find_skill_by_number (object *who, int skillno) 194find_skill_by_number (object *who, int skillno)
187{ 195{
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) 196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 197 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 198 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; 199 return skop;
232 }
233 200
234 return NULL; 201 return 0;
235} 202}
236 203
237/* This changes the objects skill to new_skill. 204/* 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 205 * return 1 on success, 0 on error
247 */ 206 */
248int 207bool
249change_skill (object *who, object *new_skill, int flag) 208object::change_skill (object *new_skill)
250{ 209{
251 int old_range;
252
253 if (who->type != PLAYER) 210 if (type != PLAYER)
254 return 0; 211 return 0;
255 212
256 player *pl = who->contr; 213 // optimise this supposedly common case
257 214 if (new_skill == chosen_skill)
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1; 215 return 1;
260 216
261 if (!new_skill) 217 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 } 218 {
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
269 222
270 // move skill to front, so it will be preferred next time 223 chosen_skill = new_skill;
271 new_skill->remove ();
272 who->insert (new_skill);
273 224
274 if (apply_special (who, new_skill, AP_APPLY)) 225 if (chosen_skill)
275 return 0; 226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
276 230
231 // always clear current weapon, as the selected skill could
232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
235
236 update_stats ();
277 return 1; 237 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} 238}
298 239
299/* do_skill() - Main skills use function-similar in scope to cast_spell(). 240/* 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. 241 * 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 242 * We require a separate routine outside of fire() so as to allow monsters
309int 250int
310do_skill (object *op, object *part, object *skill, int dir, const char *string) 251do_skill (object *op, object *part, object *skill, int dir, const char *string)
311{ 252{
312 int success = 0, exp = 0; 253 int success = 0, exp = 0;
313 int did_alc = 0; 254 int did_alc = 0;
314 object *tmp, *next;
315 255
316 if (!skill) 256 if (!skill)
317 return 0; 257 return 0;
318 258
319 /* The code below presumes that the skill points to the object that 259 /* 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 261 * 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. 262 * the player doesn't have a bucket for that, create one.
323 */ 263 */
324 if (skill->type != SKILL && op->type == PLAYER) 264 if (skill->type != SKILL && op->type == PLAYER)
325 { 265 {
326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 266 for (object *tmp = op->inv; tmp; tmp = tmp->below)
327 if (tmp->type == SKILL && tmp->skill == skill->skill) 267 if (tmp->type == SKILL && tmp->skill == skill->skill)
328 break; 268 {
269 skill = tmp;
270 goto found;
271 }
329 272
330 if (!tmp)
331 tmp = give_skill_by_name (op, skill->skill); 273 skill = give_skill_by_name (op, skill->skill);
332 274found: ;
333 skill = tmp;
334 } 275 }
335 276
336 // skill, by_whom, on_which_object, which direction, skill_argument 277 // 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))) 278 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
338 return 0; 279 return 0;
351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
352 } 293 }
353 else 294 else
354 { 295 {
355 SET_FLAG (skill, FLAG_APPLIED); 296 SET_FLAG (skill, FLAG_APPLIED);
356 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
357 } 298 }
358 299
359 op->update_stats (); 300 op->update_stats ();
360 success = 1; 301 success = 1;
361 break; 302 break;
371 case SK_HIDING: 312 case SK_HIDING:
372 exp = success = hide (op, skill); 313 exp = success = hide (op, skill);
373 break; 314 break;
374 315
375 case SK_JUMPING: 316 case SK_JUMPING:
376 success = jump (op, dir, skill); 317 exp = success = jump (op, dir, skill);
377 break; 318 break;
378 319
379 case SK_INSCRIPTION: 320 case SK_INSCRIPTION:
380 exp = success = write_on_item (op, string, skill); 321 exp = success = write_on_item (op, string, skill);
381 break; 322 break;
443 case SK_LITERACY: 384 case SK_LITERACY:
444 case SK_WOODSMAN: 385 case SK_WOODSMAN:
445 /* first, we try to find a cauldron, and do the alchemy thing. 386 /* first, we try to find a cauldron, and do the alchemy thing.
446 * failing that, we go and identify stuff. 387 * failing that, we go and identify stuff.
447 */ 388 */
448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
449 { 390 {
450 next = tmp->above; 391 next = tmp->above;
451 392
452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
453 { 394 {
512 * Monsters have no skill use time because of the random nature in 453 * Monsters have no skill use time because of the random nature in
513 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
514 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
515 * in the code for the skill itself. 456 * in the code for the skill itself.
516 */ 457 */
517
518 if (op->type == PLAYER) 458 if (op->type == PLAYER)
519 op->speed_left -= 1.0; 459 op->speed_left -= 1.f;
520 460
521 /* this is a good place to add experience for successfull use of skills. 461 /* this is a good place to add experience for successfull use of skills.
522 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
523 * gain problems. 463 * gain problems.
524 */ 464 */
570 * If an object is not alive and magical we set the base exp higher to 510 * 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 511 * help out exp awards for skill_ident skills. Also, if
572 * an item is type RUNE, we give out exp based on stats.Cha 512 * an item is type RUNE, we give out exp based on stats.Cha
573 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
574 */ 514 */
575
576 if (!op) 515 if (!op)
577 { /* no item/creature */ 516 { /* no item/creature */
578 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 517 op_lvl = max (1, who->map->difficulty);
579 op_exp = 0; 518 op_exp = 0;
580 } 519 }
581 else if (op->type == RUNE || op->type == TRAP) 520 else if (op->type == RUNE || op->type == TRAP)
582 { /* all traps. If stats.Cha > 1 we use that 521 { /* all traps. If stats.Cha > 1 we use that
583 * for the amount of experience */ 522 * for the amount of experience */
587 else 526 else
588 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
589 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
590 op_lvl = op->level; 529 op_lvl = op->level;
591 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!QUERY_FLAG (op, FLAG_ALIVE))
592 { /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
593 op_lvl += 5 * abs (op->magic);
594 }
595 } 532 }
596 533
597 if (op_lvl < 1) 534 if (op_lvl < 1)
598 op_lvl = 1; 535 op_lvl = 1;
599 536
607 /* if skill really is a skill, then we can look at the skill archetype for 544 /* if skill really is a skill, then we can look at the skill archetype for
608 * bse reward value (exp) and level multiplier factor. 545 * bse reward value (exp) and level multiplier factor.
609 */ 546 */
610 if (skill->type == SKILL) 547 if (skill->type == SKILL)
611 { 548 {
612 base += skill->arch->clone.stats.exp; 549 base += skill->arch->stats.exp;
613 if (settings.simple_exp) 550 if (settings.simple_exp)
614 { 551 {
615 if (skill->arch->clone.level) 552 if (skill->arch->level)
616 lvl_mult = (float) skill->arch->clone.level / 100.0; 553 lvl_mult = (float) skill->arch->level / 100.0;
617 else 554 else
618 lvl_mult = 1.0; /* no adjustment */ 555 lvl_mult = 1.0; /* no adjustment */
619 } 556 }
620 else 557 else
621 { 558 {
622 if (skill->level) 559 if (skill->level)
623 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 560 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
624 else 561 else
625 lvl_mult = 1.0; 562 lvl_mult = 1.0;
626 } 563 }
627 } 564 }
628 else 565 else
629 { 566 {
630 /* Don't divide by zero here! */ 567 /* Don't divide by zero here! */
631 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 568 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
632 } 569 }
633 } 570 }
634 571
635 /* assemble the exp total, and return value */ 572 /* assemble the exp total, and return value */
636 573
653 * player learns the skill, 2 otherwise. 590 * player learns the skill, 2 otherwise.
654 */ 591 */
655int 592int
656learn_skill (object *pl, object *scroll) 593learn_skill (object *pl, object *scroll)
657{ 594{
658 object *tmp;
659
660 if (!scroll->skill) 595 if (!scroll->skill)
661 { 596 {
662 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 597 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
663 return 2; 598 return 2;
664 } 599 }
665 600
666 /* can't use find_skill_by_name because we want skills the player knows 601 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;
673 602
674 /* player already knows it */ 603 /* player already knows it */
675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 604 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
676 return 0; 605 return 0;
677 606
690 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 619 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
691 return 2; 620 return 2;
692 } 621 }
693 622
694 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
695 link_player_skills (pl); 624
696 return 1; 625 return 1;
697} 626}
698 627
699/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701/* Probably belongs in some global utils-type file? */ 629/* Probably belongs in some global utils-type file? */
702static int 630static int
703clipped_percent (sint64 a, sint64 b) 631clipped_percent (sint64 a, sint64 b)
704{ 632{
705 int rv; 633 int rv;
725 * Note this function is a bit more complicated becauase we 653 * Note this function is a bit more complicated becauase we
726 * we want ot sort the skills before printing them. If we 654 * we want ot sort the skills before printing them. If we
727 * just dumped this as we found it, this would be a bit 655 * just dumped this as we found it, this would be a bit
728 * simpler. 656 * simpler.
729 */ 657 */
730 658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
731void 659void
732show_skills (object *op, const char *search) 660show_skills (object *pl, const char *search)
733{ 661{
734 object *tmp = NULL;
735 char buf[MAX_BUF];
736 const char *cp; 662 const char *cp;
737 int i, num_skills_found = 0; 663 int i, num_skills_found = 0;
738 static const char *const periods = "........................................"; 664 const char *const periods = ".............................."; // 30
739 665
740 /* Need to have a pointer and use strdup for qsort to work properly */ 666 /* Need to have a pointer and use strdup for qsort to work properly */
741 char skills[NUM_SKILLS][MAX_BUF]; 667 char skills[NUM_SKILLS][128]; // d'oh
742 668
669 object *op = pl->contr->ob;
743 670
744 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (object *tmp = op->inv; tmp; tmp = tmp->below)
745 { 672 {
746 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
747 { 674 {
748 if (search && strstr (tmp->name, search) == NULL) 675 if (search && !strstr (tmp->name, search))
749 continue; 676 continue;
677
678 char buf[30];
679
750 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 30 spaces with periods */
751 sprintf (buf, "%s%s", &tmp->name, periods); 681 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
752 buf[40] = 0;
753 682
754 if (settings.permanent_exp_ratio) 683 if (settings.permanent_exp_ratio)
755 {
756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 684 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
757 buf, tmp->level, tmp->stats.exp, 685 buf, tmp->level, tmp->stats.exp,
758 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 686 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
759 }
760 else 687 else
761 {
762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 688 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)); 689 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
764 } 690
765 /* I don't know why some characters get a bunch of skills, but 691 /* I don't know why some characters get a bunch of skills, but
766 * it sometimes happens (maybe a leftover from bugier earlier code 692 * it sometimes happens (maybe a leftover from bugier earlier code
767 * and those character are still about). In any case, lets handle 693 * and those character are still about). In any case, lets handle
768 * it so it doesn't crash the server - otherwise, one character may 694 * it so it doesn't crash the server - otherwise, one character may
769 * crash the server numerous times. 695 * crash the server numerous times.
775 break; 701 break;
776 } 702 }
777 } 703 }
778 } 704 }
779 705
780 clear_win_info (op); 706 dynbuf_text msg (4096, 1024);
781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707
708 msg << "T<Player skills:>\n\n";
782 if (num_skills_found > 1) 709 if (num_skills_found > 1)
783 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 710 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
784 711
785 for (i = 0; i < num_skills_found; i++) 712 for (i = 0; i < num_skills_found; i++)
786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 713 msg << " C<" << skills [i] << ">\n";
787 714
788 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 715 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
789 716
790 cp = determine_god (op); 717 cp = determine_god (op);
791 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 718 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
792 719
793 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 720 msg << "Your equipped item power is " << (int)op->contr->item_power
794 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 721 << " out of " << int (op->level * settings.item_power_factor)
722 << ".\n";
723
724 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
795} 725}
796 726
797/* use_skill() - similar to invoke command, it executes the skill in the 727/* 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 728 * 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. 729 * 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 730 * 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. 731 * our own find_skill_by_name so we can try to do better string matching.
802 */ 732 */
803
804int 733int
805use_skill (object *op, const char *string) 734use_skill (object *op, const char *string)
806{ 735{
807 object *skop; 736 object *skop;
808 size_t len; 737 size_t len;
809 738
810 if (!string) 739 if (!string)
811 return 0; 740 return 0;
812 741
813 for (skop = op->inv; skop != NULL; skop = skop->below) 742 for (skop = op->inv; skop; skop = skop->below)
814 { 743 {
744 if (skop->type == SKILL
815 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 745 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
816 !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))))
817 break; 747 break;
748 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)))) 749 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
819 break; 750 break;
820 } 751 }
752
821 if (!skop) 753 if (!skop)
822 { 754 {
823 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 755 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
824 return 0; 756 return 0;
825 } 757 }
830 * options given to the skill. Its pretty simple - if there 762 * options given to the skill. Its pretty simple - if there
831 * are extra parameters (as deteremined by string length), we 763 * are extra parameters (as deteremined by string length), we
832 * want to skip over any leading spaces. 764 * want to skip over any leading spaces.
833 */ 765 */
834 if (len >= strlen (string)) 766 if (len >= strlen (string))
835 {
836 string = NULL; 767 string = NULL;
837 }
838 else 768 else
839 { 769 {
840 string += len; 770 string += len;
841 while (*string == 0x20) 771 while (*string == 0x20)
842 string++; 772 string++;
773
843 if (strlen (string) == 0) 774 if (strlen (string) == 0)
844 string = NULL; 775 string = NULL;
845 } 776 }
846 777
847#ifdef SKILL_UTIL_DEBUG 778#ifdef SKILL_UTIL_DEBUG
848 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 779 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
849#endif 780#endif
850 781
851 /* Change to the new skill, then execute it. */
852 if (do_skill (op, op, skop, op->facing, string)) 782 if (do_skill (op, op, skop, op->facing, string))
853 return 1; 783 return 1;
854 784
855 return 0; 785 return 0;
856} 786}
892 * is readied either then try to find a skill for the player to use. 822 * 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, 823 * 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 824 * 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. 825 * through that code if skill is set to change to the skill.
896 */ 826 */
897 if (op->type == PLAYER) 827 if (player *pl = op->contr)
898 { 828 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 829 if (skill)
830 op->change_skill (skill);
831 else
900 { 832 {
901 if (!skill) 833 if (!pl->combat_ob)
902 { 834 {
903 /* See if the players chosen skill is a combat skill, and use 835 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 { 836 {
910 skill = find_player_hth_skill (op); 837 for (tmp = op->inv; tmp; tmp = tmp->below)
838 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
839 break;
911 840
912 if (!skill) 841 if (!tmp)
842 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
843
844 pl->combat_ob = tmp;
845 }
846
847 if (!pl->combat_ob)
848 {
849 /* See if the players chosen skill is a combat skill, and use
850 * it if appropriate.
851 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
853 skill = op->chosen_skill;
854 else
913 { 855 {
856 skill = find_player_hth_skill (op);
857
858 if (!skill)
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0; 860 }
861
862 if (skill)
863 {
864 op->change_skill (0);
865 apply_special (op, skill, AP_APPLY);
916 } 866 }
917 } 867 }
918 }
919 868
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) 869 if (!pl->combat_ob)
943 { 870 {
944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 871 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
945 op->current_weapon = NULL;
946 return 0; 872 return 0;
947 } 873 }
948 else
949 op->current_weapon = tmp;
950 } 874 }
951 875
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 876 if (!op->change_weapon (pl->combat_ob))
877 return 0;
953 } 878 }
954 }
955 879
956 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
957 881 if (pl->tmp_invis)
958 if (op->type == PLAYER && op->contr->tmp_invis) 882 {
959 {
960 op->contr->tmp_invis = 0; 883 pl->tmp_invis = 0;
961 op->invisible = 0; 884 op->invisible = 0;
962 op->hide = 0; 885 op->hide = 0;
963 update_object (op, UP_OBJ_CHANGE); 886 update_object (op, UP_OBJ_CHANGE);
887 }
964 } 888 }
965 889
966 int success = attack_ob (tmp, op); 890 int success = attack_ob (tmp, op);
967 891
968 /* print appropriate messages to the player */ 892 /* print appropriate messages to the player */
978 return success; 902 return success;
979} 903}
980 904
981/* skill_attack() - Core routine for use when we attack using a skills 905/* skill_attack() - Core routine for use when we attack using a skills
982 * system. In essence, this code handles 906 * system. In essence, this code handles
983 * all skill-based attacks, ie hth, missile and melee weapons should be 907 * 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(), 908 * treated here. If an opponent is already supplied by move_player(),
985 * we move right onto do_skill_attack(), otherwise we find if an 909 * we move right onto do_skill_attack(), otherwise we find if an
986 * appropriate opponent exists. 910 * appropriate opponent exists.
987 * 911 *
988 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()
1039 } 963 }
1040 964
1041 return do_skill_attack (tmp, pl, string, skill); 965 return do_skill_attack (tmp, pl, string, skill);
1042} 966}
1043 967
1044
1045/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 968/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 969
1047/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 970/* 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 971 * (attack_hth) we check for weapon use, etc in the second (the new
1049 * function skill_attack() we actually attack. 972 * function skill_attack() we actually attack.
1050 */ 973 */
1051
1052static int 974static int
1053attack_hth (object *pl, int dir, const char *string, object *skill) 975attack_hth (object *pl, int dir, const char *string, object *skill)
1054{ 976{
1055 object *enemy = NULL, *weapon; 977 object *enemy = NULL, *weapon;
1056 978
1065 if (pl->type == PLAYER) 987 if (pl->type == PLAYER)
1066 { 988 {
1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 989 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon); 990 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 } 991 }
992
1070 break; 993 break;
1071 } 994 }
1072 } 995 }
1073 996
1074 return skill_attack (enemy, pl, dir, string, skill); 997 return skill_attack (enemy, pl, dir, string, skill);
1094 1017
1095 return 0; 1018 return 0;
1096 } 1019 }
1097 1020
1098 return skill_attack (NULL, op, dir, string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1099
1100} 1022}
1023

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