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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 1.96 by root, Wed Apr 14 22:35:41 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 *
130player::find_skill (shstr_cmp name) const
131{
132 // might want to use last_skill_obj at one point, or maybe not
133 return ::find_skill (ob, name);
118} 134}
119 135
120/* This returns the skill pointer of the given name (the 136/* This returns the skill pointer of the given name (the
121 * one that accumulates exp, has the level, etc). 137 * one that accumulates exp, has the level, etc).
122 * 138 *
123 * It is presumed that the player will be needing to actually 139 * 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 140 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 141 * tool, this code will equip it.
126 */ 142 */
127object * 143object *
128find_skill_by_name (object *who, const shstr &sh) 144find_skill_by_name (object *who, shstr_cmp sh)
129{ 145{
130 object *skill_tool = 0; 146 object *skill_tool = 0;
131 147
132 for (object *tmp = who->inv; tmp; tmp = tmp->below) 148 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh) 149 if (tmp->skill == sh)
147 163
148 /* Player has a tool to use the skill. If not applied, apply it - 164 /* Player has a tool to use the skill. If not applied, apply it -
149 * if not successful, return null. If they do have the skill tool 165 * if not successful, return null. If they do have the skill tool
150 * but not the skill itself, give it to them. 166 * but not the skill itself, give it to them.
151 */ 167 */
152 object *skill = find_skill (who, skill_tool->skill); 168 object *skill = who->give_skill (skill_tool->skill);
153
154 if (!skill)
155 {
156 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who);
158 }
159 169
160 if (!skill_tool->flag [FLAG_APPLIED]) 170 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 171 if (!who->apply (splay (skill_tool)))
162 return 0; 172 return 0;
163 173
164 return splay (skill); 174 return splay (skill);
165} 175}
166 176
167object * 177object *
168find_skill_by_name (object *who, const char *name) 178find_skill_by_name_fuzzy (object *who, const char *name)
169{ 179{
170 if (!name) 180 if (name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below) 181 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 182 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name)) 183 && tmp->skill.starts_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill)) 184 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop; 185 return skop;
178 186
179 return 0; 187 return 0;
180} 188}
181 189
182/* This returns the skill pointer of the given name (the 190/* This returns the skill pointer of the given name (the
199 return skop; 207 return skop;
200 208
201 return 0; 209 return 0;
202} 210}
203 211
204/* This changes the objects chosen_skill to new_skill. 212object *
205 * return 1 on success, 0 on error 213object::give_skill (shstr_cmp name, bool can_use)
206 */
207bool
208object::change_skill (object *new_skill)
209{ 214{
210 if (type != PLAYER) 215 object *skill = find_skill (this, name);
211 return 0;
212 216
213 // optimise this supposedly common case
214 if (new_skill == chosen_skill)
215 return 1;
216
217 if (chosen_skill) 217 if (!skill)
218 { 218 skill = give_skill_by_name (this, name);
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
222 219
223 chosen_skill = new_skill; 220 if (skill && can_use)
221 skill->flag [FLAG_CAN_USE_SKILL] = true;
224 222
225 if (chosen_skill)
226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
230
231 // always clear current weapon, as the selected skill could
232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
235
236 update_stats ();
237 return 1; 223 return skill;
238} 224}
239 225
240/* do_skill() - Main skills use function-similar in scope to cast_spell(). 226/* do_skill() - Main skills use function-similar in scope to cast_spell().
241 * We handle all requests for skill use outside of some combat here. 227 * We handle all requests for skill use outside of some combat here.
242 * We require a separate routine outside of fire() so as to allow monsters 228 * We require a separate routine outside of fire() so as to allow monsters
249 */ 235 */
250int 236int
251do_skill (object *op, object *part, object *skill, int dir, const char *string) 237do_skill (object *op, object *part, object *skill, int dir, const char *string)
252{ 238{
253 int success = 0, exp = 0; 239 int success = 0, exp = 0;
254 int did_alc = 0;
255 240
256 if (!skill) 241 if (!skill)
257 return 0; 242 return 0;
258 243
259 /* The code below presumes that the skill points to the object that 244 /* The code below presumes that the skill points to the object that
284 /* Not 100% sure if this will work with new movement code - 269 /* Not 100% sure if this will work with new movement code -
285 * the levitation skill has move_type for flying, so when 270 * the levitation skill has move_type for flying, so when
286 * equipped, that should transfer to player, when not, 271 * equipped, that should transfer to player, when not,
287 * shouldn't. 272 * shouldn't.
288 */ 273 */
289 if (QUERY_FLAG (skill, FLAG_APPLIED)) 274 if (skill->flag [FLAG_APPLIED])
290 { 275 {
291 CLEAR_FLAG (skill, FLAG_APPLIED); 276 skill->clr_flag (FLAG_APPLIED);
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 277 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 278 }
294 else 279 else
295 { 280 {
296 SET_FLAG (skill, FLAG_APPLIED); 281 skill->set_flag (FLAG_APPLIED);
297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 282 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
298 } 283 }
299 284
300 op->update_stats (); 285 op->update_stats ();
301 success = 1; 286 success = 1;
302 break; 287 break;
312 case SK_HIDING: 297 case SK_HIDING:
313 exp = success = hide (op, skill); 298 exp = success = hide (op, skill);
314 break; 299 break;
315 300
316 case SK_JUMPING: 301 case SK_JUMPING:
317 success = jump (op, dir, skill); 302 exp = success = jump (op, dir, skill);
318 break; 303 break;
319 304
320 case SK_INSCRIPTION: 305 case SK_INSCRIPTION:
321 exp = success = write_on_item (op, string, skill); 306 exp = success = write_on_item (op, string, skill);
322 break; 307 break;
384 case SK_LITERACY: 369 case SK_LITERACY:
385 case SK_WOODSMAN: 370 case SK_WOODSMAN:
386 /* first, we try to find a cauldron, and do the alchemy thing. 371 /* first, we try to find a cauldron, and do the alchemy thing.
387 * failing that, we go and identify stuff. 372 * failing that, we go and identify stuff.
388 */ 373 */
374 {
375 bool found_cauldron = false;
376
389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 377 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
390 { 378 {
391 next = tmp->above; 379 next = tmp->above;
392 380
393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 381 if (tmp->flag [FLAG_IS_CAULDRON])
394 { 382 {
383 found_cauldron = true;
384
385 if (tmp->skill != skill->skill)
386 {
387 op->failmsgf ("You can't use the %s with the %s skill!",
388 query_name (tmp),
389 query_name (skill));
390 break;
391 }
392
395 attempt_do_alchemy (op, tmp); 393 attempt_do_alchemy (op, tmp, skill);
396 394
397 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 395 if (tmp->flag [FLAG_APPLIED])
398 esrv_send_inventory (op, tmp); 396 esrv_send_inventory (op, tmp);
399
400 did_alc = 1;
401 } 397 }
402 } 398 }
403 399
404 if (did_alc == 0) 400 if (!found_cauldron)
405 exp = success = skill_ident (op, skill); 401 exp = success = skill_ident (op, skill);
406 402 }
407 break; 403 break;
408 404
409 case SK_DET_MAGIC: 405 case SK_DET_MAGIC:
410 case SK_DET_CURSE: 406 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
442 case SK_SUMMONING: 438 case SK_SUMMONING:
443 case SK_CLIMBING: 439 case SK_CLIMBING:
444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 440 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
445 break; 441 break;
446 442
443 case SK_MINING:
444 success = skill_mining (op, part, skill, dir, string);
445 break;
446
447 default: 447 default:
448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
449 break; 449 break;
450 } 450 }
451 451
453 * Monsters have no skill use time because of the random nature in 453 * Monsters have no skill use time because of the random nature in
454 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself. 456 * in the code for the skill itself.
457 */ 457 */
458
459 if (op->type == PLAYER) 458 if (op->type == PLAYER)
460 op->speed_left -= 1.f; 459 op->speed_left -= 1.f;
461 460
462 /* this is a good place to add experience for successfull use of skills. 461 /* this is a good place to add experience for successfull use of skills.
463 * Note that add_exp() will figure out player/monster experience 462 * 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 510 * 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 511 * help out exp awards for skill_ident skills. Also, if
513 * an item is type RUNE, we give out exp based on stats.Cha 512 * an item is type RUNE, we give out exp based on stats.Cha
514 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
515 */ 514 */
516
517 if (!op) 515 if (!op)
518 { /* no item/creature */ 516 { /* no item/creature */
519 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 517 op_lvl = max (1, who->map->difficulty);
520 op_exp = 0; 518 op_exp = 0;
521 } 519 }
522 else if (op->type == RUNE || op->type == TRAP) 520 else if (op->type == RUNE || op->type == TRAP)
523 { /* all traps. If stats.Cha > 1 we use that 521 { /* all traps. If stats.Cha > 1 we use that
524 * for the amount of experience */ 522 * for the amount of experience */
527 } 525 }
528 else 526 else
529 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
530 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
531 op_lvl = op->level; 529 op_lvl = op->level;
532 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!op->flag [FLAG_ALIVE])
533 { /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
534 op_lvl += 5 * abs (op->magic);
535 }
536 } 532 }
537 533
538 if (op_lvl < 1) 534 if (op_lvl < 1)
539 op_lvl = 1; 535 op_lvl = 1;
540 536
548 /* if skill really is a skill, then we can look at the skill archetype for 544 /* if skill really is a skill, then we can look at the skill archetype for
549 * bse reward value (exp) and level multiplier factor. 545 * bse reward value (exp) and level multiplier factor.
550 */ 546 */
551 if (skill->type == SKILL) 547 if (skill->type == SKILL)
552 { 548 {
553 base += skill->arch->clone.stats.exp; 549 base += skill->arch->stats.exp;
554 if (settings.simple_exp) 550 if (settings.simple_exp)
555 { 551 {
556 if (skill->arch->clone.level) 552 if (skill->arch->level)
557 lvl_mult = (float) skill->arch->clone.level / 100.0; 553 lvl_mult = (float) skill->arch->level / 100.0;
558 else 554 else
559 lvl_mult = 1.0; /* no adjustment */ 555 lvl_mult = 1.0; /* no adjustment */
560 } 556 }
561 else 557 else
562 { 558 {
563 if (skill->level) 559 if (skill->level)
564 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 560 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
565 else 561 else
566 lvl_mult = 1.0; 562 lvl_mult = 1.0;
567 } 563 }
568 } 564 }
569 else 565 else
570 { 566 {
571 /* Don't divide by zero here! */ 567 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 568 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 } 569 }
574 } 570 }
575 571
576 /* assemble the exp total, and return value */ 572 /* assemble the exp total, and return value */
577 573
603 } 599 }
604 600
605 object *tmp = find_skill (pl, scroll->skill); 601 object *tmp = find_skill (pl, scroll->skill);
606 602
607 /* player already knows it */ 603 /* player already knows it */
608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 604 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
609 return 0; 605 return 0;
610 606
611 /* now a random change to learn, based on player Int. 607 /* now a random change to learn, based on player Int.
612 * give bonus based on level - otherwise stupid characters 608 * give bonus based on level - otherwise stupid characters
613 * might never be able to learn anything. 609 * might never be able to learn anything.
622 { 618 {
623 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 619 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
624 return 2; 620 return 2;
625 } 621 }
626 622
627 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 623 tmp->set_flag (FLAG_CAN_USE_SKILL);
628 link_player_skills (pl); 624
629 return 1; 625 return 1;
630} 626}
631 627
632/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
633/* Probably belongs in some global utils-type file? */ 629/* Probably belongs in some global utils-type file? */
657 * Note this function is a bit more complicated becauase we 653 * Note this function is a bit more complicated becauase we
658 * we want ot sort the skills before printing them. If we 654 * we want ot sort the skills before printing them. If we
659 * just dumped this as we found it, this would be a bit 655 * just dumped this as we found it, this would be a bit
660 * simpler. 656 * simpler.
661 */ 657 */
662 658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663void 659void
664show_skills (object *op, const char *search) 660show_skills (object *pl, const char *search)
665{ 661{
666 object *tmp = NULL;
667 char buf[MAX_BUF];
668 const char *cp; 662 const char *cp;
669 int i, num_skills_found = 0; 663 int i, num_skills_found = 0;
670 static const char *const periods = "........................................"; 664 const char *const periods = ".............................."; // 30
671 665
672 /* Need to have a pointer and use strdup for qsort to work properly */ 666 /* Need to have a pointer and use strdup for qsort to work properly */
673 char skills[NUM_SKILLS][MAX_BUF]; 667 char skills[NUM_SKILLS][128]; // d'oh
674 668
669 object *op = pl->contr->ob;
675 670
676 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (object *tmp = op->inv; tmp; tmp = tmp->below)
677 { 672 {
678 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
679 { 674 {
680 if (search && strstr (tmp->name, search) == NULL) 675 if (search && !tmp->name.contains (search))
681 continue; 676 continue;
677
678 char buf[30];
679
682 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 30 spaces with periods */
683 sprintf (buf, "%s%s", &tmp->name, periods); 681 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 682
686 if (settings.permanent_exp_ratio) 683 if (settings.permanent_exp_ratio)
687 {
688 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 684 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
689 buf, tmp->level, tmp->stats.exp, 685 buf, tmp->level, tmp->stats.exp,
690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 686 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 }
692 else 687 else
693 {
694 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 688 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)); 689 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
696 } 690
697 /* I don't know why some characters get a bunch of skills, but 691 /* I don't know why some characters get a bunch of skills, but
698 * it sometimes happens (maybe a leftover from bugier earlier code 692 * it sometimes happens (maybe a leftover from bugier earlier code
699 * and those character are still about). In any case, lets handle 693 * and those character are still about). In any case, lets handle
700 * it so it doesn't crash the server - otherwise, one character may 694 * it so it doesn't crash the server - otherwise, one character may
701 * crash the server numerous times. 695 * crash the server numerous times.
702 */ 696 */
703 if (num_skills_found >= NUM_SKILLS) 697 if (num_skills_found >= NUM_SKILLS)
704 { 698 {
705 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 699 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"); 700 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
707 break; 701 break;
708 } 702 }
709 } 703 }
710 } 704 }
711 705
712 clear_win_info (op); 706 dynbuf_text &msg = msg_dynbuf; msg.clear ();
713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707
708 msg << "T<Player skills:>\n\n";
714 if (num_skills_found > 1) 709 if (num_skills_found > 1)
715 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 710 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
716 711
717 for (i = 0; i < num_skills_found; i++) 712 for (i = 0; i < num_skills_found; i++)
718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 713 msg << " C<" << skills [i] << ">\n";
719 714
720 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 715 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
721 716
722 cp = determine_god (op); 717 cp = determine_god (op);
723 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 718 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
724 719
725 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 720 msg << "Your equipped item power is " << (int)op->contr->item_power
726 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 721 << " out of " << int (op->level * settings.item_power_factor)
722 << ".\n";
723
724 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
727} 725}
728 726
729/* use_skill() - similar to invoke command, it executes the skill in the 727/* use_skill() - similar to invoke command, it executes the skill in the
730 * direction that the user is facing. Returns false if we are unable to 728 * direction that the user is facing. Returns false if we are unable to
731 * change to the requested skill, or were unable to use the skill properly. 729 * change to the requested skill, or were unable to use the skill properly.
740 738
741 if (!string) 739 if (!string)
742 return 0; 740 return 0;
743 741
744 for (skop = op->inv; skop; skop = skop->below) 742 for (skop = op->inv; skop; skop = skop->below)
745 { 743 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)))) 744 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
745 {
746 skop = find_skill_by_name (op, skop->skill);
749 break; 747 break;
750 else if (skop->type == SKILL_TOOL
751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
752 break;
753 } 748 }
754 749
755 if (!skop) 750 if (!skop)
756 { 751 {
757 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 752 op->failmsgf ("Unable to find skill %s.", string);
753 return 0;
754 }
755
756 if (!(skill_flags [skop->subtype] & SF_USE))
757 {
758 op->failmsgf (
759 "You feel as if you wanted to do something funny, but you can't remember what. "
760 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
761 "use it with some item, or it's always active.>",
762 &skop->skill
763 );
758 return 0; 764 return 0;
759 } 765 }
760 766
761 len = strlen (skop->skill); 767 len = strlen (skop->skill);
762 768
788} 794}
789 795
790static bool 796static bool
791hth_skill_p (object *skill) 797hth_skill_p (object *skill)
792{ 798{
793 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 799 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
794} 800}
795 801
796/* This finds the first unarmed skill the player has, and returns it. 802/* This finds the first unarmed skill the player has, and returns it.
797 */ 803 */
798static object * 804static object *
799find_player_hth_skill (object *op) 805find_player_hth_skill (object *op)
800{ 806{
801 for (object *tmp = op->inv; tmp; tmp = tmp->below) 807 for (object *tmp = op->inv; tmp; tmp = tmp->below)
802 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 808 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
803 return tmp; 809 return tmp;
804 810
805 return 0; 811 return 0;
806} 812}
807 813
826 * the caller should have set it appropriately). We still want to pass 832 * 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. 833 * through that code if skill is set to change to the skill.
828 */ 834 */
829 if (player *pl = op->contr) 835 if (player *pl = op->contr)
830 { 836 {
831 if (!pl->combat_ob) 837 if (skill)
832 { 838 {
833 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 839 if (!op->apply (skill))
834 { 840 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 } 841 }
844 842 else
843 {
845 if (!pl->combat_ob) 844 if (!pl->combat_ob)
846 { 845 {
846 if (op->flag [FLAG_READY_WEAPON])
847 {
848 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
850 break;
851
847 if (!skill) 852 if (!tmp)
853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
854
855 pl->combat_ob = tmp;
856 }
857
858 if (!pl->combat_ob)
848 { 859 {
849 /* See if the players chosen skill is a combat skill, and use 860 /* See if the players chosen skill is a combat skill, and use
850 * it if appropriate. 861 * it if appropriate.
851 */ 862 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 863 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = find_player_hth_skill (op); 867 skill = find_player_hth_skill (op);
857 868
858 if (!skill) 869 if (!skill)
859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
860 } 871 }
872
873 op->apply (skill);
861 } 874 }
862 875
863 if (skill) 876 if (!pl->combat_ob)
864 { 877 {
865 op->change_skill (0); 878 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
866 apply_special (op, skill, AP_APPLY); 879 return 0;
867 } 880 }
868 } 881 }
869 882
870 if (!pl->combat_ob) 883 if (!op->apply (pl->combat_ob))
871 {
872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 return 0; 884 return 0;
874 }
875 } 885 }
876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879 886
880 /* lose invisiblity/hiding status for running attacks */ 887 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis) 888 if (pl->tmp_invis)
882 { 889 {
883 pl->tmp_invis = 0; 890 pl->tmp_invis = 0;
884 op->invisible = 0; 891 op->invisible = 0;
885 op->hide = 0; 892 op->flag [FLAG_HIDDEN] = 0;
886 update_object (op, UP_OBJ_CHANGE); 893 update_object (op, UP_OBJ_CHANGE);
887 } 894 }
888 } 895 }
889 896
890 int success = attack_ob (tmp, op); 897 int success = attack_ob (tmp, op);
891 898
892 /* print appropriate messages to the player */ 899 /* print appropriate messages to the player */
893 900
894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 901 if (success && string && tmp && !tmp->flag [FLAG_FREED])
895 { 902 {
896 if (op->type == PLAYER) 903 if (op->type == PLAYER)
897 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 904 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
898 else if (tmp->type == PLAYER) 905 else if (tmp->type == PLAYER)
899 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 906 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
902 return success; 909 return success;
903} 910}
904 911
905/* skill_attack() - Core routine for use when we attack using a skills 912/* skill_attack() - Core routine for use when we attack using a skills
906 * system. In essence, this code handles 913 * system. In essence, this code handles
907 * all skill-based attacks, ie hth, missile and melee weapons should be 914 * 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(), 915 * treated here. If an opponent is already supplied by move_player(),
909 * we move right onto do_skill_attack(), otherwise we find if an 916 * we move right onto do_skill_attack(), otherwise we find if an
910 * appropriate opponent exists. 917 * appropriate opponent exists.
911 * 918 *
912 * This is called by move_player() and attack_hth() 919 * This is called by move_player() and attack_hth()
942 /* space must be blocked for there to be anything interesting to do */ 949 /* space must be blocked for there to be anything interesting to do */
943 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 950 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
944 return 0; 951 return 0;
945 952
946 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 953 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
947 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 954 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
948 { 955 {
949 /* Don't attack party members */ 956 /* Don't attack party members */
950 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 957 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
951 return 0; 958 return 0;
952 959
974static int 981static int
975attack_hth (object *pl, int dir, const char *string, object *skill) 982attack_hth (object *pl, int dir, const char *string, object *skill)
976{ 983{
977 object *enemy = NULL, *weapon; 984 object *enemy = NULL, *weapon;
978 985
979 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 986 if (pl->flag [FLAG_READY_WEAPON])
980 for (weapon = pl->inv; weapon; weapon = weapon->below) 987 for (weapon = pl->inv; weapon; weapon = weapon->below)
981 { 988 {
982 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 989 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
983 { 990 {
984 CLEAR_FLAG (weapon, FLAG_APPLIED); 991 weapon->clr_flag (FLAG_APPLIED);
985 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 992 pl->clr_flag (FLAG_READY_WEAPON);
986 pl->update_stats (); 993 pl->update_stats ();
987 if (pl->type == PLAYER) 994 if (pl->type == PLAYER)
988 { 995 {
989 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 996 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
990 esrv_update_item (UPD_FLAGS, pl, weapon); 997 esrv_update_item (UPD_FLAGS, pl, weapon);
1008 */ 1015 */
1009static int 1016static int
1010attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1017attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1011{ 1018{
1012 1019
1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1020 if (!op->flag [FLAG_READY_WEAPON])
1014 { 1021 {
1015 if (op->type == PLAYER) 1022 if (op->type == PLAYER)
1016 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1023 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1017 1024
1018 return 0; 1025 return 0;

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