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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.55 by root, Wed May 30 03:03:10 2007 UTC vs.
Revision 1.92 by root, Sat Apr 10 04:54:10 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors 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
59/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
61 * subtypes. 61 * subtypes.
62 */ 62 */
63void 63void
64init_skills (void) 64init_skills ()
65{ 65{
66 for (archetype *at = first_archetype; at; at = at->next) 66 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
68 { 68 {
69 if (skill_names[at->clone.subtype]) 69 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 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); 71 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 72 else
73 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
74 } 74 }
75 75
76 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
78 */ 78 */
85 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 87 * mostly used for sending exp.
88 */ 88 */
89void 89void
90link_player_skills (object *op) 90player::link_skills ()
91{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
94 { 97 {
95 /* This is really a warning, hence no else below */ 98 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 99
100 if (tmp->subtype >= NUM_SKILLS) 100 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 { 101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
106 } 110 }
107 } 111 }
108} 112}
109 113
110static object * 114static object *
111find_skill (object *who, const shstr &sh) 115find_skill (object *who, shstr_cmp name)
112{ 116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
113 for (object *tmp = who->inv; tmp; tmp = tmp->below) 122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL) 123 if (tmp->skill == name && tmp->type == SKILL)
115 return tmp; 124 return splay (tmp);
116 125
117 return 0; 126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
118} 133}
119 134
120/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
121 * one that accumulates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
122 * 137 *
123 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
124 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 140 * tool, this code will equip it.
126 */ 141 */
127object * 142object *
128find_skill_by_name (object *who, const shstr &sh) 143find_skill_by_name (object *who, shstr_cmp sh)
129{ 144{
130 object *skill_tool = 0; 145 object *skill_tool = 0;
131 146
132 for (object *tmp = who->inv; tmp; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh) 148 if (tmp->skill == sh)
150 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
151 */ 166 */
152 object *skill = find_skill (who, skill_tool->skill); 167 object *skill = find_skill (who, skill_tool->skill);
153 168
154 if (!skill) 169 if (!skill)
155 {
156 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who);
158 }
159 171
160 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (!who->apply (splay (skill_tool)))
162 return 0; 174 return 0;
163 175
164 return splay (skill); 176 return splay (skill);
165} 177}
166 178
167object * 179object *
168find_skill_by_name (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
169{ 181{
170 if (!name) 182 if (name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below) 183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name)) 185 && tmp->skill.starts_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill)) 186 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop; 187 return skop;
178 188
179 return 0; 189 return 0;
180} 190}
181 191
182/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
249 */ 259 */
250int 260int
251do_skill (object *op, object *part, object *skill, int dir, const char *string) 261do_skill (object *op, object *part, object *skill, int dir, const char *string)
252{ 262{
253 int success = 0, exp = 0; 263 int success = 0, exp = 0;
254 int did_alc = 0;
255 264
256 if (!skill) 265 if (!skill)
257 return 0; 266 return 0;
258 267
259 /* The code below presumes that the skill points to the object that 268 /* The code below presumes that the skill points to the object that
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 302 }
294 else 303 else
295 { 304 {
296 SET_FLAG (skill, FLAG_APPLIED); 305 SET_FLAG (skill, FLAG_APPLIED);
297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 306 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
298 } 307 }
299 308
300 op->update_stats (); 309 op->update_stats ();
301 success = 1; 310 success = 1;
302 break; 311 break;
312 case SK_HIDING: 321 case SK_HIDING:
313 exp = success = hide (op, skill); 322 exp = success = hide (op, skill);
314 break; 323 break;
315 324
316 case SK_JUMPING: 325 case SK_JUMPING:
317 success = jump (op, dir, skill); 326 exp = success = jump (op, dir, skill);
318 break; 327 break;
319 328
320 case SK_INSCRIPTION: 329 case SK_INSCRIPTION:
321 exp = success = write_on_item (op, string, skill); 330 exp = success = write_on_item (op, string, skill);
322 break; 331 break;
384 case SK_LITERACY: 393 case SK_LITERACY:
385 case SK_WOODSMAN: 394 case SK_WOODSMAN:
386 /* first, we try to find a cauldron, and do the alchemy thing. 395 /* first, we try to find a cauldron, and do the alchemy thing.
387 * failing that, we go and identify stuff. 396 * failing that, we go and identify stuff.
388 */ 397 */
398 {
399 bool found_cauldron = false;
400
389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
390 { 402 {
391 next = tmp->above; 403 next = tmp->above;
392 404
393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
394 { 406 {
407 found_cauldron = true;
408
409 if (tmp->skill != skill->skill)
410 {
411 op->failmsgf ("You can't use the %s with the %s skill!",
412 query_name (tmp),
413 query_name (skill));
414 break;
415 }
416
395 attempt_do_alchemy (op, tmp); 417 attempt_do_alchemy (op, tmp, skill);
396 418
397 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 419 if (QUERY_FLAG (tmp, FLAG_APPLIED))
398 esrv_send_inventory (op, tmp); 420 esrv_send_inventory (op, tmp);
399
400 did_alc = 1;
401 } 421 }
402 } 422 }
403 423
404 if (did_alc == 0) 424 if (!found_cauldron)
405 exp = success = skill_ident (op, skill); 425 exp = success = skill_ident (op, skill);
406 426 }
407 break; 427 break;
408 428
409 case SK_DET_MAGIC: 429 case SK_DET_MAGIC:
410 case SK_DET_CURSE: 430 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill); 431 exp = success = skill_ident (op, skill);
442 case SK_SUMMONING: 462 case SK_SUMMONING:
443 case SK_CLIMBING: 463 case SK_CLIMBING:
444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 464 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
445 break; 465 break;
446 466
467 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string);
469 break;
470
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
473 break;
474
447 default: 475 default:
448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
449 break; 477 break;
450 } 478 }
451 479
453 * Monsters have no skill use time because of the random nature in 481 * Monsters have no skill use time because of the random nature in
454 * which use_monster_skill is called already simulates this. 482 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be 483 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself. 484 * in the code for the skill itself.
457 */ 485 */
458
459 if (op->type == PLAYER) 486 if (op->type == PLAYER)
460 op->speed_left -= 1.f; 487 op->speed_left -= 1.f;
461 488
462 /* this is a good place to add experience for successfull use of skills. 489 /* this is a good place to add experience for successfull use of skills.
463 * Note that add_exp() will figure out player/monster experience 490 * Note that add_exp() will figure out player/monster experience
511 * If an object is not alive and magical we set the base exp higher to 538 * If an object is not alive and magical we set the base exp higher to
512 * help out exp awards for skill_ident skills. Also, if 539 * help out exp awards for skill_ident skills. Also, if
513 * an item is type RUNE, we give out exp based on stats.Cha 540 * an item is type RUNE, we give out exp based on stats.Cha
514 * and level (this was the old system) -b.t. 541 * and level (this was the old system) -b.t.
515 */ 542 */
516
517 if (!op) 543 if (!op)
518 { /* no item/creature */ 544 { /* no item/creature */
519 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 545 op_lvl = max (1, who->map->difficulty);
520 op_exp = 0; 546 op_exp = 0;
521 } 547 }
522 else if (op->type == RUNE || op->type == TRAP) 548 else if (op->type == RUNE || op->type == TRAP)
523 { /* all traps. If stats.Cha > 1 we use that 549 { /* all traps. If stats.Cha > 1 we use that
524 * for the amount of experience */ 550 * for the amount of experience */
528 else 554 else
529 { /* all other items/living creatures */ 555 { /* all other items/living creatures */
530 op_exp = op->stats.exp; 556 op_exp = op->stats.exp;
531 op_lvl = op->level; 557 op_lvl = op->level;
532 if (!QUERY_FLAG (op, FLAG_ALIVE)) 558 if (!QUERY_FLAG (op, FLAG_ALIVE))
533 { /* for ident/make items */ 559 op_lvl += 5 * abs (op->magic); /* for ident/make items */
534 op_lvl += 5 * abs (op->magic);
535 }
536 } 560 }
537 561
538 if (op_lvl < 1) 562 if (op_lvl < 1)
539 op_lvl = 1; 563 op_lvl = 1;
540 564
548 /* if skill really is a skill, then we can look at the skill archetype for 572 /* if skill really is a skill, then we can look at the skill archetype for
549 * bse reward value (exp) and level multiplier factor. 573 * bse reward value (exp) and level multiplier factor.
550 */ 574 */
551 if (skill->type == SKILL) 575 if (skill->type == SKILL)
552 { 576 {
553 base += skill->arch->clone.stats.exp; 577 base += skill->arch->stats.exp;
554 if (settings.simple_exp) 578 if (settings.simple_exp)
555 { 579 {
556 if (skill->arch->clone.level) 580 if (skill->arch->level)
557 lvl_mult = (float) skill->arch->clone.level / 100.0; 581 lvl_mult = (float) skill->arch->level / 100.0;
558 else 582 else
559 lvl_mult = 1.0; /* no adjustment */ 583 lvl_mult = 1.0; /* no adjustment */
560 } 584 }
561 else 585 else
562 { 586 {
563 if (skill->level) 587 if (skill->level)
564 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 588 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
565 else 589 else
566 lvl_mult = 1.0; 590 lvl_mult = 1.0;
567 } 591 }
568 } 592 }
569 else 593 else
570 { 594 {
571 /* Don't divide by zero here! */ 595 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 596 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 } 597 }
574 } 598 }
575 599
576 /* assemble the exp total, and return value */ 600 /* assemble the exp total, and return value */
577 601
623 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 647 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
624 return 2; 648 return 2;
625 } 649 }
626 650
627 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
628 link_player_skills (pl); 652
629 return 1; 653 return 1;
630} 654}
631 655
632/* Gives a percentage clipped to 0% -> 100% of a/b. */ 656/* Gives a percentage clipped to 0% -> 100% of a/b. */
633/* Probably belongs in some global utils-type file? */ 657/* Probably belongs in some global utils-type file? */
657 * Note this function is a bit more complicated becauase we 681 * Note this function is a bit more complicated becauase we
658 * we want ot sort the skills before printing them. If we 682 * we want ot sort the skills before printing them. If we
659 * just dumped this as we found it, this would be a bit 683 * just dumped this as we found it, this would be a bit
660 * simpler. 684 * simpler.
661 */ 685 */
662 686//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663void 687void
664show_skills (object *op, const char *search) 688show_skills (object *pl, const char *search)
665{ 689{
666 object *tmp = NULL;
667 char buf[MAX_BUF];
668 const char *cp; 690 const char *cp;
669 int i, num_skills_found = 0; 691 int i, num_skills_found = 0;
670 static const char *const periods = "........................................"; 692 const char *const periods = ".............................."; // 30
671 693
672 /* Need to have a pointer and use strdup for qsort to work properly */ 694 /* Need to have a pointer and use strdup for qsort to work properly */
673 char skills[NUM_SKILLS][MAX_BUF]; 695 char skills[NUM_SKILLS][128]; // d'oh
674 696
697 object *op = pl->contr->ob;
675 698
676 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 699 for (object *tmp = op->inv; tmp; tmp = tmp->below)
677 { 700 {
678 if (tmp->type == SKILL) 701 if (tmp->type == SKILL)
679 { 702 {
680 if (search && strstr (tmp->name, search) == NULL) 703 if (search && !tmp->name.contains (search))
681 continue; 704 continue;
705
706 char buf[30];
707
682 /* Basically want to fill this out to 40 spaces with periods */ 708 /* Basically want to fill this out to 30 spaces with periods */
683 sprintf (buf, "%s%s", &tmp->name, periods); 709 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 710
686 if (settings.permanent_exp_ratio) 711 if (settings.permanent_exp_ratio)
687 {
688 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 712 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
689 buf, tmp->level, tmp->stats.exp, 713 buf, tmp->level, tmp->stats.exp,
690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 714 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 }
692 else 715 else
693 {
694 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 716 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 717 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
696 } 718
697 /* I don't know why some characters get a bunch of skills, but 719 /* I don't know why some characters get a bunch of skills, but
698 * it sometimes happens (maybe a leftover from bugier earlier code 720 * it sometimes happens (maybe a leftover from bugier earlier code
699 * and those character are still about). In any case, lets handle 721 * and those character are still about). In any case, lets handle
700 * it so it doesn't crash the server - otherwise, one character may 722 * it so it doesn't crash the server - otherwise, one character may
701 * crash the server numerous times. 723 * crash the server numerous times.
702 */ 724 */
703 if (num_skills_found >= NUM_SKILLS) 725 if (num_skills_found >= NUM_SKILLS)
704 { 726 {
705 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 727 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
706 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 728 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
707 break; 729 break;
708 } 730 }
709 } 731 }
710 } 732 }
711 733
712 clear_win_info (op); 734 dynbuf_text &msg = msg_dynbuf; msg.clear ();
713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 735
736 msg << "T<Player skills:>\n\n";
714 if (num_skills_found > 1) 737 if (num_skills_found > 1)
715 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 738 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
716 739
717 for (i = 0; i < num_skills_found; i++) 740 for (i = 0; i < num_skills_found; i++)
718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 741 msg << " C<" << skills [i] << ">\n";
719 742
720 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 743 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
721 744
722 cp = determine_god (op); 745 cp = determine_god (op);
723 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 746 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
724 747
725 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 748 msg << "Your equipped item power is " << (int)op->contr->item_power
726 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 749 << " out of " << int (op->level * settings.item_power_factor)
750 << ".\n";
751
752 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
727} 753}
728 754
729/* use_skill() - similar to invoke command, it executes the skill in the 755/* use_skill() - similar to invoke command, it executes the skill in the
730 * direction that the user is facing. Returns false if we are unable to 756 * direction that the user is facing. Returns false if we are unable to
731 * change to the requested skill, or were unable to use the skill properly. 757 * change to the requested skill, or were unable to use the skill properly.
740 766
741 if (!string) 767 if (!string)
742 return 0; 768 return 0;
743 769
744 for (skop = op->inv; skop; skop = skop->below) 770 for (skop = op->inv; skop; skop = skop->below)
745 { 771 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
746 if (skop->type == SKILL
747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
748 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 772 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
773 {
774 skop = find_skill_by_name (op, skop->skill);
749 break; 775 break;
750 else if (skop->type == SKILL_TOOL
751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
752 break;
753 } 776 }
754 777
755 if (!skop) 778 if (!skop)
756 { 779 {
757 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 780 op->failmsgf ("Unable to find skill %s.", string);
781 return 0;
782 }
783
784 if (!(skill_flags [skop->subtype] & SF_USE))
785 {
786 op->failmsgf (
787 "You feel as if you wanted to do something funny, but you can't remember what. "
788 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
789 "use it with some item, or it's always active.>",
790 &skop->skill
791 );
758 return 0; 792 return 0;
759 } 793 }
760 794
761 len = strlen (skop->skill); 795 len = strlen (skop->skill);
762 796
788} 822}
789 823
790static bool 824static bool
791hth_skill_p (object *skill) 825hth_skill_p (object *skill)
792{ 826{
793 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 827 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
794} 828}
795 829
796/* This finds the first unarmed skill the player has, and returns it. 830/* This finds the first unarmed skill the player has, and returns it.
797 */ 831 */
798static object * 832static object *
826 * the caller should have set it appropriately). We still want to pass 860 * the caller should have set it appropriately). We still want to pass
827 * through that code if skill is set to change to the skill. 861 * through that code if skill is set to change to the skill.
828 */ 862 */
829 if (player *pl = op->contr) 863 if (player *pl = op->contr)
830 { 864 {
831 if (!pl->combat_ob) 865 if (skill)
832 { 866 {
833 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 867 if (!op->apply (skill))
834 { 868 return 0;
835 for (tmp = op->inv; tmp; tmp = tmp->below)
836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
837 break;
838
839 if (!tmp)
840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841
842 pl->combat_ob = tmp;
843 } 869 }
844 870 else
871 {
845 if (!pl->combat_ob) 872 if (!pl->combat_ob)
846 { 873 {
874 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
875 {
876 for (tmp = op->inv; tmp; tmp = tmp->below)
877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
878 break;
879
847 if (!skill) 880 if (!tmp)
881 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
882
883 pl->combat_ob = tmp;
884 }
885
886 if (!pl->combat_ob)
848 { 887 {
849 /* See if the players chosen skill is a combat skill, and use 888 /* See if the players chosen skill is a combat skill, and use
850 * it if appropriate. 889 * it if appropriate.
851 */ 890 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 891 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = find_player_hth_skill (op); 895 skill = find_player_hth_skill (op);
857 896
858 if (!skill) 897 if (!skill)
859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 898 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
860 } 899 }
900
901 op->apply (skill);
861 } 902 }
862 903
863 if (skill) 904 if (!pl->combat_ob)
864 { 905 {
865 op->change_skill (0); 906 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
866 apply_special (op, skill, AP_APPLY); 907 return 0;
867 } 908 }
868 } 909 }
869 910
870 if (!pl->combat_ob) 911 if (!op->apply (pl->combat_ob))
871 {
872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 return 0; 912 return 0;
874 }
875 } 913 }
876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879 914
880 /* lose invisiblity/hiding status for running attacks */ 915 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis) 916 if (pl->tmp_invis)
882 { 917 {
883 pl->tmp_invis = 0; 918 pl->tmp_invis = 0;
884 op->invisible = 0; 919 op->invisible = 0;
885 op->hide = 0; 920 op->flag [FLAG_HIDDEN] = 0;
886 update_object (op, UP_OBJ_CHANGE); 921 update_object (op, UP_OBJ_CHANGE);
887 } 922 }
888 } 923 }
889 924
890 int success = attack_ob (tmp, op); 925 int success = attack_ob (tmp, op);
902 return success; 937 return success;
903} 938}
904 939
905/* skill_attack() - Core routine for use when we attack using a skills 940/* skill_attack() - Core routine for use when we attack using a skills
906 * system. In essence, this code handles 941 * system. In essence, this code handles
907 * all skill-based attacks, ie hth, missile and melee weapons should be 942 * all skill-based attacks, i.e. hth, missile and melee weapons should be
908 * treated here. If an opponent is already supplied by move_player(), 943 * treated here. If an opponent is already supplied by move_player(),
909 * we move right onto do_skill_attack(), otherwise we find if an 944 * we move right onto do_skill_attack(), otherwise we find if an
910 * appropriate opponent exists. 945 * appropriate opponent exists.
911 * 946 *
912 * This is called by move_player() and attack_hth() 947 * This is called by move_player() and attack_hth()

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