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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 1.98 by root, Thu Apr 15 04:39:59 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
51# define def(uc, flags) flags, 51# define def(uc, flags) flags,
52# include "skillinc.h" 52# include "skillinc.h"
53# undef def 53# undef def
54}; 54};
55 55
56vector<object_ptr> skillvec;
57
56static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 60
59/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
61 * subtypes. 63 * subtypes.
62 */ 64 */
63void 65void
64init_skills (void) 66init_skills ()
65{ 67{
66 for (archetype *at = first_archetype; at; at = at->next) 68 // nop
67 if (at->clone.type == SKILL) 69}
70
71void
72add_skill_archetype (object *o)
73{
74 assert (("skill name must equal skill skill", o->name == o->skill));
75
76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
77 if ((*i)->name == o->name)
68 { 78 {
69 if (skill_names[at->clone.subtype]) 79 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 81 *i = o;
72 else 82 return;
73 skill_names[at->clone.subtype] = at->clone.skill;
74 } 83 }
75 84
76 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
77 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 87 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82} 89}
83 90
84/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 94 * mostly used for sending exp.
88 */ 95 */
89void 96void
90link_player_skills (object *op) 97player::link_skills ()
91{ 98{
99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
100 last_skill_ob [i] = 0;
101
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
94 { 104 {
95 /* This is really a warning, hence no else below */ 105 int idx = SKILL_INDEX (tmp);
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 106
100 if (tmp->subtype >= NUM_SKILLS) 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 108
102 else 109 if (last_skill_ob [idx] != tmp)
103 { 110 {
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 112 if (ns)
113 ns->last_skill_exp [idx] = -1;
106 } 114 }
107 } 115 }
108} 116}
109 117
118static object *
119find_skill (object *who, shstr_cmp name)
120{
121 if (who->chosen_skill
122 && who->chosen_skill->skill == name
123 && who->chosen_skill->type == SKILL)
124 return who->chosen_skill;
125
126 for (object *tmp = who->inv; tmp; tmp = tmp->below)
127 if (tmp->skill == name && tmp->type == SKILL)
128 return splay (tmp);
129
130 return 0;
131}
132
133object *
134player::find_skill (shstr_cmp name) const
135{
136 // might want to use last_skill_obj at one point, or maybe not
137 return ::find_skill (ob, name);
138}
139
110/* This returns the skill pointer of the given name (the 140/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 141 * one that accumulates exp, has the level, etc).
112 * 142 *
113 * It is presumed that the player will be needing to actually 143 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 144 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 145 * tool, this code will equip it.
116 */ 146 */
117object * 147object *
118find_skill_by_name (object *who, const char *name) 148find_skill_by_name (object *who, shstr_cmp sh)
119{ 149{
120 if (!name) 150 object *skill_tool = 0;
151
152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
153 if (tmp->skill == sh)
154 {
155 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
156 /* If this is a skill that can be used without applying tool, return it */
157 return splay (tmp);
158 /* Try to find appropriate skilltool. If the player has one already
159 * applied, we try to keep using that one.
160 */
161 else if (tmp->type == SKILL_TOOL && !skill_tool)
162 skill_tool = tmp;
163 }
164
165 if (!skill_tool)
121 return 0; 166 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 167
150 /* Player has a tool to use the skill. If not applied, apply it - 168 /* Player has a tool to use the skill. If not applied, apply it -
151 * if not successful, return null. If they do have the skill tool 169 * if not successful, return null. If they do have the skill tool
152 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
153 */ 171 */
154 if (skill_tool) 172 object *skill = who->give_skill (skill_tool->skill);
155 { 173
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 174 if (!skill_tool->flag [FLAG_APPLIED])
157 if (apply_special (who, skill_tool, 0)) 175 if (!who->apply (splay (skill_tool)))
158 return 0; 176 return 0;
159 177
160 if (!skill) 178 return splay (skill);
161 { 179}
162 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165 180
181object *
182find_skill_by_name_fuzzy (object *who, const char *name)
183{
184 if (name)
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
166 return skill; 189 return skop;
167 }
168 190
169 return 0; 191 return 0;
170} 192}
171 193
172/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
174 * 196 *
175 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it. 199 * tool, this code will equip it.
178 * 200 *
179 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
182 */ 206 */
183object * 207object *
184find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
185{ 209{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187 return 0;
188
189 object *skill = NULL, *skill_tool = NULL;
190
191 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno) 211 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp; 212 if (object *skop = find_skill_by_name (who, tmp->skill))
213 return skop;
195 214
196 /* Try to find appropriate skilltool. If the player has one already 215 return 0;
197 * applied, we try to keep using that one. 216}
198 */
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 }
207 217
208 /* If this is a skill that can be used without a tool, return it */ 218object *
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 219object::give_skill (shstr_cmp name, bool can_use)
220{
221 object *skill = find_skill (this, name);
222
223 if (!skill)
224 skill = give_skill_by_name (this, name);
225
226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
210 return skill; 229 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
251 if (new_skill == who->chosen_skill)
252 return 1;
253#endif
254
255 if (!new_skill)
256 {
257 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
258 who->debug_desc ());
259 return 0;
260 }
261
262 // the skill could be readied already because it is used by a weapon.
263 who->change_weapon (0);
264 new_skill->inv_splay ();
265
266 if (apply_special (who, new_skill, AP_APPLY))
267 return 0;
268
269 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} 230}
285 231
286/* do_skill() - Main skills use function-similar in scope to cast_spell(). 232/* do_skill() - Main skills use function-similar in scope to cast_spell().
287 * We handle all requests for skill use outside of some combat here. 233 * We handle all requests for skill use outside of some combat here.
288 * We require a separate routine outside of fire() so as to allow monsters 234 * We require a separate routine outside of fire() so as to allow monsters
295 */ 241 */
296int 242int
297do_skill (object *op, object *part, object *skill, int dir, const char *string) 243do_skill (object *op, object *part, object *skill, int dir, const char *string)
298{ 244{
299 int success = 0, exp = 0; 245 int success = 0, exp = 0;
300 int did_alc = 0;
301 246
302 if (!skill) 247 if (!skill)
303 return 0; 248 return 0;
304 249
305 /* The code below presumes that the skill points to the object that 250 /* The code below presumes that the skill points to the object that
330 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
331 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
332 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
333 * shouldn't. 278 * shouldn't.
334 */ 279 */
335 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
336 { 281 {
337 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
338 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
339 } 284 }
340 else 285 else
341 { 286 {
342 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
343 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 288 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
344 } 289 }
345 290
346 op->update_stats (); 291 op->update_stats ();
347 success = 1; 292 success = 1;
348 break; 293 break;
358 case SK_HIDING: 303 case SK_HIDING:
359 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
360 break; 305 break;
361 306
362 case SK_JUMPING: 307 case SK_JUMPING:
363 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
364 break; 309 break;
365 310
366 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
367 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
368 break; 313 break;
430 case SK_LITERACY: 375 case SK_LITERACY:
431 case SK_WOODSMAN: 376 case SK_WOODSMAN:
432 /* first, we try to find a cauldron, and do the alchemy thing. 377 /* first, we try to find a cauldron, and do the alchemy thing.
433 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
434 */ 379 */
380 {
381 bool found_cauldron = false;
382
435 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
436 { 384 {
437 next = tmp->above; 385 next = tmp->above;
438 386
439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
440 { 388 {
389 found_cauldron = true;
390
391 if (tmp->skill != skill->skill)
392 {
393 op->failmsgf ("You can't use the %s with the %s skill!",
394 query_name (tmp),
395 query_name (skill));
396 break;
397 }
398
441 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
442 400
443 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
444 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
445
446 did_alc = 1;
447 } 403 }
448 } 404 }
449 405
450 if (did_alc == 0) 406 if (!found_cauldron)
451 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
452 408 }
453 break; 409 break;
454 410
455 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
456 case SK_DET_CURSE: 412 case SK_DET_CURSE:
457 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
488 case SK_SUMMONING: 444 case SK_SUMMONING:
489 case SK_CLIMBING: 445 case SK_CLIMBING:
490 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 446 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
491 break; 447 break;
492 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
493 default: 453 default:
494 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
495 break; 455 break;
496 } 456 }
497 457
499 * Monsters have no skill use time because of the random nature in 459 * Monsters have no skill use time because of the random nature in
500 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
501 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
502 * in the code for the skill itself. 462 * in the code for the skill itself.
503 */ 463 */
504
505 if (op->type == PLAYER) 464 if (op->type == PLAYER)
506 op->speed_left -= 1.f; 465 op->speed_left -= 1.f;
507 466
508 /* this is a good place to add experience for successfull use of skills. 467 /* this is a good place to add experience for successfull use of skills.
509 * Note that add_exp() will figure out player/monster experience 468 * 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 516 * 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 517 * help out exp awards for skill_ident skills. Also, if
559 * an item is type RUNE, we give out exp based on stats.Cha 518 * an item is type RUNE, we give out exp based on stats.Cha
560 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
561 */ 520 */
562
563 if (!op) 521 if (!op)
564 { /* no item/creature */ 522 { /* no item/creature */
565 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 523 op_lvl = max (1, who->map->difficulty);
566 op_exp = 0; 524 op_exp = 0;
567 } 525 }
568 else if (op->type == RUNE || op->type == TRAP) 526 else if (op->type == RUNE || op->type == TRAP)
569 { /* all traps. If stats.Cha > 1 we use that 527 { /* all traps. If stats.Cha > 1 we use that
570 * for the amount of experience */ 528 * for the amount of experience */
573 } 531 }
574 else 532 else
575 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
576 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
577 op_lvl = op->level; 535 op_lvl = op->level;
578 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
579 { /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
580 op_lvl += 5 * abs (op->magic);
581 }
582 } 538 }
583 539
584 if (op_lvl < 1) 540 if (op_lvl < 1)
585 op_lvl = 1; 541 op_lvl = 1;
586 542
594 /* if skill really is a skill, then we can look at the skill archetype for 550 /* if skill really is a skill, then we can look at the skill archetype for
595 * bse reward value (exp) and level multiplier factor. 551 * bse reward value (exp) and level multiplier factor.
596 */ 552 */
597 if (skill->type == SKILL) 553 if (skill->type == SKILL)
598 { 554 {
599 base += skill->arch->clone.stats.exp; 555 base += skill->arch->stats.exp;
600 if (settings.simple_exp) 556 if (settings.simple_exp)
601 { 557 {
602 if (skill->arch->clone.level) 558 if (skill->arch->level)
603 lvl_mult = (float) skill->arch->clone.level / 100.0; 559 lvl_mult = (float) skill->arch->level / 100.0;
604 else 560 else
605 lvl_mult = 1.0; /* no adjustment */ 561 lvl_mult = 1.0; /* no adjustment */
606 } 562 }
607 else 563 else
608 { 564 {
609 if (skill->level) 565 if (skill->level)
610 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 566 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
611 else 567 else
612 lvl_mult = 1.0; 568 lvl_mult = 1.0;
613 } 569 }
614 } 570 }
615 else 571 else
616 { 572 {
617 /* Don't divide by zero here! */ 573 /* Don't divide by zero here! */
618 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
619 } 575 }
620 } 576 }
621 577
622 /* assemble the exp total, and return value */ 578 /* assemble the exp total, and return value */
623 579
640 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
641 */ 597 */
642int 598int
643learn_skill (object *pl, object *scroll) 599learn_skill (object *pl, object *scroll)
644{ 600{
645 object *tmp;
646
647 if (!scroll->skill) 601 if (!scroll->skill)
648 { 602 {
649 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 603 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
650 return 2; 604 return 2;
651 } 605 }
652 606
653 /* can't use find_skill_by_name because we want skills the player knows 607 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;
660 608
661 /* player already knows it */ 609 /* player already knows it */
662 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
663 return 0; 611 return 0;
664 612
665 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
666 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
667 * might never be able to learn anything. 615 * might never be able to learn anything.
676 { 624 {
677 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 625 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
678 return 2; 626 return 2;
679 } 627 }
680 628
681 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
682 link_player_skills (pl); 630
683 return 1; 631 return 1;
684} 632}
685 633
686/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
687/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
711 * Note this function is a bit more complicated becauase we 659 * Note this function is a bit more complicated becauase we
712 * we want ot sort the skills before printing them. If we 660 * we want ot sort the skills before printing them. If we
713 * just dumped this as we found it, this would be a bit 661 * just dumped this as we found it, this would be a bit
714 * simpler. 662 * simpler.
715 */ 663 */
716 664//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
717void 665void
718show_skills (object *op, const char *search) 666show_skills (object *pl, const char *search)
719{ 667{
720 object *tmp = NULL;
721 char buf[MAX_BUF];
722 const char *cp; 668 const char *cp;
723 int i, num_skills_found = 0; 669 int i, num_skills_found = 0;
724 static const char *const periods = "........................................"; 670 const char *const periods = ".............................."; // 30
725 671
726 /* Need to have a pointer and use strdup for qsort to work properly */ 672 /* Need to have a pointer and use strdup for qsort to work properly */
727 char skills[NUM_SKILLS][MAX_BUF]; 673 char skills[NUM_SKILLS][128]; // d'oh
728 674
675 object *op = pl->contr->ob;
729 676
730 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 677 for (object *tmp = op->inv; tmp; tmp = tmp->below)
731 { 678 {
732 if (tmp->type == SKILL) 679 if (tmp->type == SKILL)
733 { 680 {
734 if (search && strstr (tmp->name, search) == NULL) 681 if (search && !tmp->name.contains (search))
735 continue; 682 continue;
683
684 char buf[30];
685
736 /* Basically want to fill this out to 40 spaces with periods */ 686 /* Basically want to fill this out to 30 spaces with periods */
737 sprintf (buf, "%s%s", &tmp->name, periods); 687 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
738 buf[40] = 0;
739 688
740 if (settings.permanent_exp_ratio) 689 if (settings.permanent_exp_ratio)
741 {
742 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 690 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
743 buf, tmp->level, tmp->stats.exp, 691 buf, tmp->level, tmp->stats.exp,
744 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 692 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
745 }
746 else 693 else
747 {
748 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 694 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)); 695 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
750 } 696
751 /* I don't know why some characters get a bunch of skills, but 697 /* I don't know why some characters get a bunch of skills, but
752 * it sometimes happens (maybe a leftover from bugier earlier code 698 * it sometimes happens (maybe a leftover from bugier earlier code
753 * and those character are still about). In any case, lets handle 699 * and those character are still about). In any case, lets handle
754 * it so it doesn't crash the server - otherwise, one character may 700 * it so it doesn't crash the server - otherwise, one character may
755 * crash the server numerous times. 701 * crash the server numerous times.
756 */ 702 */
757 if (num_skills_found >= NUM_SKILLS) 703 if (num_skills_found >= NUM_SKILLS)
758 { 704 {
759 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 705 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
760 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 706 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
761 break; 707 break;
762 } 708 }
763 } 709 }
764 } 710 }
765 711
766 clear_win_info (op); 712 dynbuf_text &msg = msg_dynbuf; msg.clear ();
767 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 713
714 msg << "T<Player skills:>\n\n";
768 if (num_skills_found > 1) 715 if (num_skills_found > 1)
769 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 716 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
770 717
771 for (i = 0; i < num_skills_found; i++) 718 for (i = 0; i < num_skills_found; i++)
772 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 719 msg << " C<" << skills [i] << ">\n";
773 720
774 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 721 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
775 722
776 cp = determine_god (op); 723 cp = determine_god (op);
777 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 724 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
778 725
779 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 726 msg << "Your equipped item power is " << (int)op->contr->item_power
780 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 727 << " out of " << int (op->level * settings.item_power_factor)
728 << ".\n";
729
730 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
781} 731}
782 732
783/* use_skill() - similar to invoke command, it executes the skill in the 733/* 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 734 * 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. 735 * change to the requested skill, or were unable to use the skill properly.
793 size_t len; 743 size_t len;
794 744
795 if (!string) 745 if (!string)
796 return 0; 746 return 0;
797 747
798 for (skop = op->inv; skop != NULL; skop = skop->below) 748 for (skop = op->inv; skop; skop = skop->below)
799 { 749 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
800 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
801 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 750 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
751 {
752 skop = find_skill_by_name (op, skop->skill);
802 break; 753 break;
803 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
804 break;
805 } 754 }
755
806 if (!skop) 756 if (!skop)
807 { 757 {
808 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 758 op->failmsgf ("Unable to find skill %s.", string);
759 return 0;
760 }
761
762 if (!(skill_flags [skop->subtype] & SF_USE))
763 {
764 op->failmsgf (
765 "You feel as if you wanted to do something funny, but you can't remember what. "
766 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
767 "use it with some item, or it's always active.>",
768 &skop->skill
769 );
809 return 0; 770 return 0;
810 } 771 }
811 772
812 len = strlen (skop->skill); 773 len = strlen (skop->skill);
813 774
815 * options given to the skill. Its pretty simple - if there 776 * options given to the skill. Its pretty simple - if there
816 * are extra parameters (as deteremined by string length), we 777 * are extra parameters (as deteremined by string length), we
817 * want to skip over any leading spaces. 778 * want to skip over any leading spaces.
818 */ 779 */
819 if (len >= strlen (string)) 780 if (len >= strlen (string))
820 {
821 string = NULL; 781 string = NULL;
822 }
823 else 782 else
824 { 783 {
825 string += len; 784 string += len;
826 while (*string == 0x20) 785 while (*string == 0x20)
827 string++; 786 string++;
787
828 if (strlen (string) == 0) 788 if (strlen (string) == 0)
829 string = NULL; 789 string = NULL;
830 } 790 }
831 791
832#ifdef SKILL_UTIL_DEBUG 792#ifdef SKILL_UTIL_DEBUG
833 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 793 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
834#endif 794#endif
835 795
836 /* Change to the new skill, then execute it. */
837 if (do_skill (op, op, skop, op->facing, string)) 796 if (do_skill (op, op, skop, op->facing, string))
838 return 1; 797 return 1;
839 798
840 return 0; 799 return 0;
841} 800}
842 801
843static bool 802static bool
844hth_skill_p (object *skill) 803hth_skill_p (object *skill)
845{ 804{
846 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 805 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
847} 806}
848 807
849/* This finds the first unarmed skill the player has, and returns it. 808/* This finds the first unarmed skill the player has, and returns it.
850 */ 809 */
851static object * 810static object *
852find_player_hth_skill (object *op) 811find_player_hth_skill (object *op)
853{ 812{
854 for (object *tmp = op->inv; tmp; tmp = tmp->below) 813 for (object *tmp = op->inv; tmp; tmp = tmp->below)
855 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 814 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
856 return tmp; 815 return tmp;
857 816
858 return 0; 817 return 0;
859} 818}
860 819
879 * the caller should have set it appropriately). We still want to pass 838 * 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. 839 * through that code if skill is set to change to the skill.
881 */ 840 */
882 if (player *pl = op->contr) 841 if (player *pl = op->contr)
883 { 842 {
884 if (!pl->combat_ob) 843 if (skill)
885 { 844 {
886 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 845 if (!op->apply (skill))
846 return 0;
847 }
848 else
849 {
850 if (!pl->combat_ob)
887 { 851 {
888 for (tmp = op->inv; tmp; tmp = tmp->below) 852 if (op->flag [FLAG_READY_WEAPON])
889 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
890 break;
891
892 if (!tmp)
893 { 853 {
854 for (tmp = op->inv; tmp; tmp = tmp->below)
855 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
856 break;
857
858 if (!tmp)
894 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 859 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
895 return 0; 860
861 pl->combat_ob = tmp;
896 } 862 }
897 863
898 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 864 if (!pl->combat_ob)
899 }
900 else
901 {
902 if (!skill)
903 { 865 {
904 /* See if the players chosen skill is a combat skill, and use 866 /* See if the players chosen skill is a combat skill, and use
905 * it if appropriate. 867 * it if appropriate.
906 */ 868 */
907 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 869 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
909 else 871 else
910 { 872 {
911 skill = find_player_hth_skill (op); 873 skill = find_player_hth_skill (op);
912 874
913 if (!skill) 875 if (!skill)
914 {
915 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 876 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
916 return 0;
917 }
918 } 877 }
878
879 op->apply (skill);
919 } 880 }
920 881
921 /* now try to ready the new skill */ 882 if (!pl->combat_ob)
922 if (!change_skill (op, skill, 0)) 883 {
923 { /* oh oh, trouble! */ 884 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; 885 return 0;
926 } 886 }
927 } 887 }
928 888
929 if (!pl->combat_ob) 889 if (!op->apply (pl->combat_ob))
930 {
931 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
932 return 0; 890 return 0;
933 }
934 } 891 }
935
936 if (!op->change_weapon (pl->combat_ob))
937 return 0;
938 892
939 /* lose invisiblity/hiding status for running attacks */ 893 /* lose invisiblity/hiding status for running attacks */
940 if (pl->tmp_invis) 894 if (pl->tmp_invis)
941 { 895 {
942 pl->tmp_invis = 0; 896 pl->tmp_invis = 0;
943 op->invisible = 0; 897 op->invisible = 0;
944 op->hide = 0; 898 op->flag [FLAG_HIDDEN] = 0;
945 update_object (op, UP_OBJ_CHANGE); 899 update_object (op, UP_OBJ_CHANGE);
946 } 900 }
947 } 901 }
948 902
949 int success = attack_ob (tmp, op); 903 int success = attack_ob (tmp, op);
950 904
951 /* print appropriate messages to the player */ 905 /* print appropriate messages to the player */
952 906
953 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 907 if (success && string && tmp && !tmp->flag [FLAG_FREED])
954 { 908 {
955 if (op->type == PLAYER) 909 if (op->type == PLAYER)
956 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 910 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
957 else if (tmp->type == PLAYER) 911 else if (tmp->type == PLAYER)
958 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 912 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
961 return success; 915 return success;
962} 916}
963 917
964/* skill_attack() - Core routine for use when we attack using a skills 918/* skill_attack() - Core routine for use when we attack using a skills
965 * system. In essence, this code handles 919 * system. In essence, this code handles
966 * all skill-based attacks, ie hth, missile and melee weapons should be 920 * 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(), 921 * treated here. If an opponent is already supplied by move_player(),
968 * we move right onto do_skill_attack(), otherwise we find if an 922 * we move right onto do_skill_attack(), otherwise we find if an
969 * appropriate opponent exists. 923 * appropriate opponent exists.
970 * 924 *
971 * This is called by move_player() and attack_hth() 925 * This is called by move_player() and attack_hth()
1001 /* space must be blocked for there to be anything interesting to do */ 955 /* space must be blocked for there to be anything interesting to do */
1002 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 956 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1003 return 0; 957 return 0;
1004 958
1005 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 959 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1006 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 960 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1007 { 961 {
1008 /* Don't attack party members */ 962 /* Don't attack party members */
1009 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 963 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1010 return 0; 964 return 0;
1011 965
1033static int 987static int
1034attack_hth (object *pl, int dir, const char *string, object *skill) 988attack_hth (object *pl, int dir, const char *string, object *skill)
1035{ 989{
1036 object *enemy = NULL, *weapon; 990 object *enemy = NULL, *weapon;
1037 991
1038 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 992 if (pl->flag [FLAG_READY_WEAPON])
1039 for (weapon = pl->inv; weapon; weapon = weapon->below) 993 for (weapon = pl->inv; weapon; weapon = weapon->below)
1040 { 994 {
1041 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 995 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1042 { 996 {
1043 CLEAR_FLAG (weapon, FLAG_APPLIED); 997 weapon->clr_flag (FLAG_APPLIED);
1044 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 998 pl->clr_flag (FLAG_READY_WEAPON);
1045 pl->update_stats (); 999 pl->update_stats ();
1046 if (pl->type == PLAYER) 1000 if (pl->type == PLAYER)
1047 { 1001 {
1048 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1002 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1049 esrv_update_item (UPD_FLAGS, pl, weapon); 1003 esrv_update_item (UPD_FLAGS, pl, weapon);
1067 */ 1021 */
1068static int 1022static int
1069attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1023attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1070{ 1024{
1071 1025
1072 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1026 if (!op->flag [FLAG_READY_WEAPON])
1073 { 1027 {
1074 if (op->type == PLAYER) 1028 if (op->type == PLAYER)
1075 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1029 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1076 1030
1077 return 0; 1031 return 0;
1078 } 1032 }
1079 1033
1080 return skill_attack (NULL, op, dir, string, skill); 1034 return skill_attack (NULL, op, dir, string, skill);
1081
1082} 1035}
1036

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