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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.47 by root, Sun May 13 19:56:57 2007 UTC vs.
Revision 1.76 by root, Mon Apr 27 01:38:49 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 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, shstr_cmp name)
115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
122 if (tmp->skill == name && tmp->type == SKILL)
123 return splay (tmp);
124
125 return 0;
126}
127
128object *player::find_skill (shstr_cmp name) const
129{
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
132}
133
110/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
112 * 136 *
113 * It is presumed that the player will be needing to actually 137 * 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 138 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 139 * tool, this code will equip it.
116 */ 140 */
117object * 141object *
118find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
119{ 143{
120 if (!name) 144 object *skill_tool = 0;
145
146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
148 {
149 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
150 /* If this is a skill that can be used without applying tool, return it */
151 return splay (tmp);
152 /* Try to find appropriate skilltool. If the player has one already
153 * applied, we try to keep using that one.
154 */
155 else if (tmp->type == SKILL_TOOL && !skill_tool)
156 skill_tool = tmp;
157 }
158
159 if (!skill_tool)
121 return 0; 160 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 161
150 /* Player has a tool to use the skill. If not applied, apply it - 162 /* Player has a tool to use the skill. If not applied, apply it -
151 * if not successful, return null. If they do have the skill tool 163 * if not successful, return null. If they do have the skill tool
152 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
153 */ 165 */
154 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
155 {
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 if (apply_special (who, skill_tool, 0))
158 return 0;
159 167
160 if (!skill) 168 if (!skill)
161 {
162 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165 170
171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
166 return skill; 173 return 0;
167 } 174
175 return splay (skill);
176}
177
178object *
179find_skill_by_name_fuzzy (object *who, const char *name)
180{
181 if (!name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop;
168 189
169 return 0; 190 return 0;
170} 191}
171 192
172/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
174 * 195 *
175 * It is presumed that the player will be needing to actually 196 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill 197 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it. 198 * tool, this code will equip it.
178 * 199 *
181 * this replaces find_skill. 202 * this replaces find_skill.
182 */ 203 */
183object * 204object *
184find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
185{ 206{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
208 if (tmp->type == SKILL && tmp->subtype == skillno)
209 if (object *skop = find_skill_by_name (who, tmp->skill))
210 return skop;
211
212 return 0;
213}
214
215/* This changes the objects chosen_skill to new_skill.
216 * return 1 on success, 0 on error
217 */
218bool
219object::change_skill (object *new_skill)
220{
221 if (type != PLAYER)
187 return 0; 222 return 0;
188 223
189 object *skill = NULL, *skill_tool = NULL;
190
191 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp;
195
196 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one.
198 */
199 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
200 {
201 if (QUERY_FLAG (tmp, FLAG_APPLIED))
202 skill_tool = tmp;
203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
204 skill_tool = tmp;
205 }
206 }
207
208 /* If this is a skill that can be used without a tool, return it */
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210 return skill;
211
212 /* Player has a tool to use the skill. If not applied, apply it -
213 * if not successful, return null. If they do have the skill tool
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill;
231 }
232
233 return NULL;
234}
235
236/* This changes the objects skill to new_skill.
237 * note that this function doesn't always need to get used -
238 * you can now add skill exp to the player without the chosen_skill being
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error
242 */
243int
244change_skill (object *who, object *new_skill, int flag)
245{
246 if (who->type != PLAYER)
247 return 0;
248
249#if 0
250 // optimise this supposedly common case 224 // optimise this supposedly common case
251 if (new_skill == who->chosen_skill) 225 if (new_skill == chosen_skill)
252 return 1; 226 return 1;
253#endif
254 227
255 if (!new_skill) 228 if (chosen_skill)
256 {
257 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
258 who->debug_desc ());
259 return 0;
260 } 229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
261 233
262 // the skill could be readied already because it is used by a weapon. 234 chosen_skill = new_skill;
263 who->change_weapon (0);
264 new_skill->inv_splay ();
265 235
266 if (apply_special (who, new_skill, AP_APPLY)) 236 if (chosen_skill)
267 return 0; 237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
268 241
242 // always clear current weapon, as the selected skill could
243 // conflict with the current weapon skill, which would go
244 // undetected and exp would be given to the wrong skill.
245 current_weapon = 0;
246
247 update_stats ();
269 return 1; 248 return 1;
270}
271
272/* This function just clears the chosen_skill and range_skill values
273 * in the player.
274 */
275void
276clear_skill (object *who)
277{
278 who->chosen_skill = 0;
279 CLEAR_FLAG (who, FLAG_READY_SKILL);
280
281 if (who->type == PLAYER)
282 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
283 who->contr->ranged_ob = 0;
284} 249}
285 250
286/* do_skill() - Main skills use function-similar in scope to cast_spell(). 251/* do_skill() - Main skills use function-similar in scope to cast_spell().
287 * We handle all requests for skill use outside of some combat here. 252 * We handle all requests for skill use outside of some combat here.
288 * We require a separate routine outside of fire() so as to allow monsters 253 * We require a separate routine outside of fire() so as to allow monsters
295 */ 260 */
296int 261int
297do_skill (object *op, object *part, object *skill, int dir, const char *string) 262do_skill (object *op, object *part, object *skill, int dir, const char *string)
298{ 263{
299 int success = 0, exp = 0; 264 int success = 0, exp = 0;
300 int did_alc = 0;
301 265
302 if (!skill) 266 if (!skill)
303 return 0; 267 return 0;
304 268
305 /* The code below presumes that the skill points to the object that 269 /* The code below presumes that the skill points to the object that
338 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
339 } 303 }
340 else 304 else
341 { 305 {
342 SET_FLAG (skill, FLAG_APPLIED); 306 SET_FLAG (skill, FLAG_APPLIED);
343 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 307 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
344 } 308 }
345 309
346 op->update_stats (); 310 op->update_stats ();
347 success = 1; 311 success = 1;
348 break; 312 break;
358 case SK_HIDING: 322 case SK_HIDING:
359 exp = success = hide (op, skill); 323 exp = success = hide (op, skill);
360 break; 324 break;
361 325
362 case SK_JUMPING: 326 case SK_JUMPING:
363 success = jump (op, dir, skill); 327 exp = success = jump (op, dir, skill);
364 break; 328 break;
365 329
366 case SK_INSCRIPTION: 330 case SK_INSCRIPTION:
367 exp = success = write_on_item (op, string, skill); 331 exp = success = write_on_item (op, string, skill);
368 break; 332 break;
430 case SK_LITERACY: 394 case SK_LITERACY:
431 case SK_WOODSMAN: 395 case SK_WOODSMAN:
432 /* first, we try to find a cauldron, and do the alchemy thing. 396 /* first, we try to find a cauldron, and do the alchemy thing.
433 * failing that, we go and identify stuff. 397 * failing that, we go and identify stuff.
434 */ 398 */
399 {
400 bool found_cauldron = false;
401
435 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 402 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
436 { 403 {
437 next = tmp->above; 404 next = tmp->above;
438 405
439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
440 { 407 {
408 found_cauldron = true;
409
410 if (tmp->skill != skill->skill)
411 {
412 op->failmsg (format ("You can't use the %s with the %s skill!",
413 query_name (tmp),
414 query_name (skill)));
415 break;
416 }
417
441 attempt_do_alchemy (op, tmp); 418 attempt_do_alchemy (op, tmp, skill);
442 419
443 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 420 if (QUERY_FLAG (tmp, FLAG_APPLIED))
444 esrv_send_inventory (op, tmp); 421 esrv_send_inventory (op, tmp);
445
446 did_alc = 1;
447 } 422 }
448 } 423 }
449 424
450 if (did_alc == 0) 425 if (!found_cauldron)
451 exp = success = skill_ident (op, skill); 426 exp = success = skill_ident (op, skill);
452 427 }
453 break; 428 break;
454 429
455 case SK_DET_MAGIC: 430 case SK_DET_MAGIC:
456 case SK_DET_CURSE: 431 case SK_DET_CURSE:
457 exp = success = skill_ident (op, skill); 432 exp = success = skill_ident (op, skill);
499 * Monsters have no skill use time because of the random nature in 474 * Monsters have no skill use time because of the random nature in
500 * which use_monster_skill is called already simulates this. 475 * which use_monster_skill is called already simulates this.
501 * If certain skills should take more/less time, that should be 476 * If certain skills should take more/less time, that should be
502 * in the code for the skill itself. 477 * in the code for the skill itself.
503 */ 478 */
504
505 if (op->type == PLAYER) 479 if (op->type == PLAYER)
506 op->speed_left -= 1.f; 480 op->speed_left -= 1.f;
507 481
508 /* this is a good place to add experience for successfull use of skills. 482 /* this is a good place to add experience for successfull use of skills.
509 * Note that add_exp() will figure out player/monster experience 483 * Note that add_exp() will figure out player/monster experience
557 * If an object is not alive and magical we set the base exp higher to 531 * If an object is not alive and magical we set the base exp higher to
558 * help out exp awards for skill_ident skills. Also, if 532 * help out exp awards for skill_ident skills. Also, if
559 * an item is type RUNE, we give out exp based on stats.Cha 533 * an item is type RUNE, we give out exp based on stats.Cha
560 * and level (this was the old system) -b.t. 534 * and level (this was the old system) -b.t.
561 */ 535 */
562
563 if (!op) 536 if (!op)
564 { /* no item/creature */ 537 { /* no item/creature */
565 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 538 op_lvl = max (1, who->map->difficulty);
566 op_exp = 0; 539 op_exp = 0;
567 } 540 }
568 else if (op->type == RUNE || op->type == TRAP) 541 else if (op->type == RUNE || op->type == TRAP)
569 { /* all traps. If stats.Cha > 1 we use that 542 { /* all traps. If stats.Cha > 1 we use that
570 * for the amount of experience */ 543 * for the amount of experience */
574 else 547 else
575 { /* all other items/living creatures */ 548 { /* all other items/living creatures */
576 op_exp = op->stats.exp; 549 op_exp = op->stats.exp;
577 op_lvl = op->level; 550 op_lvl = op->level;
578 if (!QUERY_FLAG (op, FLAG_ALIVE)) 551 if (!QUERY_FLAG (op, FLAG_ALIVE))
579 { /* for ident/make items */ 552 op_lvl += 5 * abs (op->magic); /* for ident/make items */
580 op_lvl += 5 * abs (op->magic);
581 }
582 } 553 }
583 554
584 if (op_lvl < 1) 555 if (op_lvl < 1)
585 op_lvl = 1; 556 op_lvl = 1;
586 557
594 /* if skill really is a skill, then we can look at the skill archetype for 565 /* if skill really is a skill, then we can look at the skill archetype for
595 * bse reward value (exp) and level multiplier factor. 566 * bse reward value (exp) and level multiplier factor.
596 */ 567 */
597 if (skill->type == SKILL) 568 if (skill->type == SKILL)
598 { 569 {
599 base += skill->arch->clone.stats.exp; 570 base += skill->arch->stats.exp;
600 if (settings.simple_exp) 571 if (settings.simple_exp)
601 { 572 {
602 if (skill->arch->clone.level) 573 if (skill->arch->level)
603 lvl_mult = (float) skill->arch->clone.level / 100.0; 574 lvl_mult = (float) skill->arch->level / 100.0;
604 else 575 else
605 lvl_mult = 1.0; /* no adjustment */ 576 lvl_mult = 1.0; /* no adjustment */
606 } 577 }
607 else 578 else
608 { 579 {
609 if (skill->level) 580 if (skill->level)
610 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 581 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
611 else 582 else
612 lvl_mult = 1.0; 583 lvl_mult = 1.0;
613 } 584 }
614 } 585 }
615 else 586 else
616 { 587 {
617 /* Don't divide by zero here! */ 588 /* Don't divide by zero here! */
618 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 589 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
619 } 590 }
620 } 591 }
621 592
622 /* assemble the exp total, and return value */ 593 /* assemble the exp total, and return value */
623 594
640 * player learns the skill, 2 otherwise. 611 * player learns the skill, 2 otherwise.
641 */ 612 */
642int 613int
643learn_skill (object *pl, object *scroll) 614learn_skill (object *pl, object *scroll)
644{ 615{
645 object *tmp;
646
647 if (!scroll->skill) 616 if (!scroll->skill)
648 { 617 {
649 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 618 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
650 return 2; 619 return 2;
651 } 620 }
652 621
653 /* can't use find_skill_by_name because we want skills the player knows 622 object *tmp = find_skill (pl, scroll->skill);
654 * but can't use natively.
655 */
656
657 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
658 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
659 break;
660 623
661 /* player already knows it */ 624 /* player already knows it */
662 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 625 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
663 return 0; 626 return 0;
664 627
677 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 640 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
678 return 2; 641 return 2;
679 } 642 }
680 643
681 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
682 link_player_skills (pl); 645
683 return 1; 646 return 1;
684} 647}
685 648
686/* Gives a percentage clipped to 0% -> 100% of a/b. */ 649/* Gives a percentage clipped to 0% -> 100% of a/b. */
687/* Probably belongs in some global utils-type file? */ 650/* Probably belongs in some global utils-type file? */
711 * Note this function is a bit more complicated becauase we 674 * Note this function is a bit more complicated becauase we
712 * we want ot sort the skills before printing them. If we 675 * we want ot sort the skills before printing them. If we
713 * just dumped this as we found it, this would be a bit 676 * just dumped this as we found it, this would be a bit
714 * simpler. 677 * simpler.
715 */ 678 */
716 679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
717void 680void
718show_skills (object *op, const char *search) 681show_skills (object *pl, const char *search)
719{ 682{
720 object *tmp = NULL;
721 char buf[MAX_BUF];
722 const char *cp; 683 const char *cp;
723 int i, num_skills_found = 0; 684 int i, num_skills_found = 0;
724 static const char *const periods = "........................................"; 685 const char *const periods = ".............................."; // 30
725 686
726 /* Need to have a pointer and use strdup for qsort to work properly */ 687 /* Need to have a pointer and use strdup for qsort to work properly */
727 char skills[NUM_SKILLS][MAX_BUF]; 688 char skills[NUM_SKILLS][128]; // d'oh
728 689
690 object *op = pl->contr->ob;
729 691
730 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 692 for (object *tmp = op->inv; tmp; tmp = tmp->below)
731 { 693 {
732 if (tmp->type == SKILL) 694 if (tmp->type == SKILL)
733 { 695 {
734 if (search && strstr (tmp->name, search) == NULL) 696 if (search && !tmp->name.contains (search))
735 continue; 697 continue;
698
699 char buf[30];
700
736 /* Basically want to fill this out to 40 spaces with periods */ 701 /* Basically want to fill this out to 30 spaces with periods */
737 sprintf (buf, "%s%s", &tmp->name, periods); 702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
738 buf[40] = 0;
739 703
740 if (settings.permanent_exp_ratio) 704 if (settings.permanent_exp_ratio)
741 {
742 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 705 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
743 buf, tmp->level, tmp->stats.exp, 706 buf, tmp->level, tmp->stats.exp,
744 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 707 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
745 }
746 else 708 else
747 {
748 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
749 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 710 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
750 } 711
751 /* I don't know why some characters get a bunch of skills, but 712 /* I don't know why some characters get a bunch of skills, but
752 * it sometimes happens (maybe a leftover from bugier earlier code 713 * it sometimes happens (maybe a leftover from bugier earlier code
753 * and those character are still about). In any case, lets handle 714 * and those character are still about). In any case, lets handle
754 * it so it doesn't crash the server - otherwise, one character may 715 * it so it doesn't crash the server - otherwise, one character may
755 * crash the server numerous times. 716 * crash the server numerous times.
761 break; 722 break;
762 } 723 }
763 } 724 }
764 } 725 }
765 726
766 clear_win_info (op); 727 dynbuf_text &msg = msg_dynbuf; msg.clear ();
767 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728
729 msg << "T<Player skills:>\n\n";
768 if (num_skills_found > 1) 730 if (num_skills_found > 1)
769 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 731 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
770 732
771 for (i = 0; i < num_skills_found; i++) 733 for (i = 0; i < num_skills_found; i++)
772 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 734 msg << " C<" << skills [i] << ">\n";
773 735
774 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 736 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
775 737
776 cp = determine_god (op); 738 cp = determine_god (op);
777 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 739 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
778 740
779 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 741 msg << "Your equipped item power is " << (int)op->contr->item_power
780 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 742 << " out of " << int (op->level * settings.item_power_factor)
743 << ".\n";
744
745 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
781} 746}
782 747
783/* use_skill() - similar to invoke command, it executes the skill in the 748/* use_skill() - similar to invoke command, it executes the skill in the
784 * direction that the user is facing. Returns false if we are unable to 749 * direction that the user is facing. Returns false if we are unable to
785 * change to the requested skill, or were unable to use the skill properly. 750 * change to the requested skill, or were unable to use the skill properly.
793 size_t len; 758 size_t len;
794 759
795 if (!string) 760 if (!string)
796 return 0; 761 return 0;
797 762
798 for (skop = op->inv; skop != NULL; skop = skop->below) 763 for (skop = op->inv; skop; skop = skop->below)
799 { 764 {
765 if (skop->type == SKILL
800 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 766 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
801 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 767 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
802 break; 768 break;
769 else if (skop->type == SKILL_TOOL
803 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 770 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
804 break; 771 break;
805 } 772 }
773
806 if (!skop) 774 if (!skop)
807 { 775 {
808 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 776 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
809 return 0; 777 return 0;
810 } 778 }
815 * options given to the skill. Its pretty simple - if there 783 * options given to the skill. Its pretty simple - if there
816 * are extra parameters (as deteremined by string length), we 784 * are extra parameters (as deteremined by string length), we
817 * want to skip over any leading spaces. 785 * want to skip over any leading spaces.
818 */ 786 */
819 if (len >= strlen (string)) 787 if (len >= strlen (string))
820 {
821 string = NULL; 788 string = NULL;
822 }
823 else 789 else
824 { 790 {
825 string += len; 791 string += len;
826 while (*string == 0x20) 792 while (*string == 0x20)
827 string++; 793 string++;
794
828 if (strlen (string) == 0) 795 if (strlen (string) == 0)
829 string = NULL; 796 string = NULL;
830 } 797 }
831 798
832#ifdef SKILL_UTIL_DEBUG 799#ifdef SKILL_UTIL_DEBUG
833 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 800 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
834#endif 801#endif
835 802
836 /* Change to the new skill, then execute it. */
837 if (do_skill (op, op, skop, op->facing, string)) 803 if (do_skill (op, op, skop, op->facing, string))
838 return 1; 804 return 1;
839 805
840 return 0; 806 return 0;
841} 807}
879 * the caller should have set it appropriately). We still want to pass 845 * the caller should have set it appropriately). We still want to pass
880 * through that code if skill is set to change to the skill. 846 * through that code if skill is set to change to the skill.
881 */ 847 */
882 if (player *pl = op->contr) 848 if (player *pl = op->contr)
883 { 849 {
884 if (!pl->combat_ob) 850 if (skill)
851 op->change_skill (skill);
852 else
885 { 853 {
886 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 854 if (!pl->combat_ob)
887 { 855 {
888 for (tmp = op->inv; tmp; tmp = tmp->below) 856 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
889 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
890 break;
891
892 if (!tmp)
893 { 857 {
858 for (tmp = op->inv; tmp; tmp = tmp->below)
859 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
860 break;
861
862 if (!tmp)
894 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 863 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
895 return 0; 864
865 pl->combat_ob = tmp;
896 } 866 }
897 867
898 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 868 if (!pl->combat_ob)
899 }
900 else
901 {
902 if (!skill)
903 { 869 {
904 /* See if the players chosen skill is a combat skill, and use 870 /* See if the players chosen skill is a combat skill, and use
905 * it if appropriate. 871 * it if appropriate.
906 */ 872 */
907 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 873 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
909 else 875 else
910 { 876 {
911 skill = find_player_hth_skill (op); 877 skill = find_player_hth_skill (op);
912 878
913 if (!skill) 879 if (!skill)
914 {
915 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 880 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
916 return 0;
917 } 881 }
882
883 if (skill)
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
918 } 887 }
919 } 888 }
920 889
921 /* now try to ready the new skill */ 890 if (!pl->combat_ob)
922 if (!change_skill (op, skill, 0)) 891 {
923 { /* oh oh, trouble! */ 892 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
924 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
925 return 0; 893 return 0;
926 } 894 }
927 } 895 }
928 896
929 if (!pl->combat_ob) 897 if (!op->change_weapon (pl->combat_ob))
930 {
931 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
932 return 0; 898 return 0;
933 }
934 } 899 }
935
936 if (!op->change_weapon (pl->combat_ob))
937 return 0;
938 900
939 /* lose invisiblity/hiding status for running attacks */ 901 /* lose invisiblity/hiding status for running attacks */
940 if (pl->tmp_invis) 902 if (pl->tmp_invis)
941 { 903 {
942 pl->tmp_invis = 0; 904 pl->tmp_invis = 0;
943 op->invisible = 0; 905 op->invisible = 0;
944 op->hide = 0; 906 op->flag [FLAG_HIDDEN] = 0;
945 update_object (op, UP_OBJ_CHANGE); 907 update_object (op, UP_OBJ_CHANGE);
946 } 908 }
947 } 909 }
948 910
949 int success = attack_ob (tmp, op); 911 int success = attack_ob (tmp, op);
961 return success; 923 return success;
962} 924}
963 925
964/* skill_attack() - Core routine for use when we attack using a skills 926/* skill_attack() - Core routine for use when we attack using a skills
965 * system. In essence, this code handles 927 * system. In essence, this code handles
966 * all skill-based attacks, ie hth, missile and melee weapons should be 928 * all skill-based attacks, i.e. hth, missile and melee weapons should be
967 * treated here. If an opponent is already supplied by move_player(), 929 * treated here. If an opponent is already supplied by move_player(),
968 * we move right onto do_skill_attack(), otherwise we find if an 930 * we move right onto do_skill_attack(), otherwise we find if an
969 * appropriate opponent exists. 931 * appropriate opponent exists.
970 * 932 *
971 * This is called by move_player() and attack_hth() 933 * This is called by move_player() and attack_hth()
1076 1038
1077 return 0; 1039 return 0;
1078 } 1040 }
1079 1041
1080 return skill_attack (NULL, op, dir, string, skill); 1042 return skill_attack (NULL, op, dir, string, skill);
1081
1082} 1043}
1044

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