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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.35 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.58 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
61 * subtypes. 60 * subtypes.
62 */ 61 */
63void 62void
64init_skills (void) 63init_skills (void)
65{ 64{
66 for (archetype *at = first_archetype; at; at = at->next) 65 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
68 { 67 {
69 if (skill_names[at->clone.subtype]) 68 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 71 else
73 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
74 } 73 }
75 74
76 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
78 */ 77 */
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 } 105 }
107 } 106 }
108} 107}
109 108
109static object *
110find_skill (object *who, const shstr &sh)
111{
112 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL)
114 return tmp;
115
116 return 0;
117}
118
110/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
112 * 121 *
113 * It is presumed that the player will be needing to actually 122 * 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 123 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 124 * tool, this code will equip it.
116 */ 125 */
117object * 126object *
118find_skill_by_name (object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
119{ 128{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 129 object *skill_tool = 0;
121 130
122 if (!name)
123 return NULL;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
130 { 133 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 135 /* If this is a skill that can be used without applying tool, return it */
133 136 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
136 */ 139 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 141 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 142 }
144 } 143
145 /* If this is a skill that can be used without a tool, return it */ 144 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 145 return 0;
148 146
149 /* Player has a tool to use the skill. IF not applied, apply it - 147 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 148 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
152 */ 150 */
153 if (skill_tool) 151 object *skill = find_skill (who, skill_tool->skill);
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160 152
161 if (!skill) 153 if (!skill)
162 { 154 {
163 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who); 156 link_player_skills (who);
165 } 157 }
166 158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
167 return skill; 161 return 0;
168 }
169 162
163 return splay (skill);
164}
165
166object *
167find_skill_by_name (object *who, const char *name)
168{
169 if (!name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop;
177
170 return NULL; 178 return 0;
171} 179}
172
173 180
174/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
176 * 183 *
177 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill 185 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 186 * tool, this code will equip it.
180 * 187 *
183 * this replaces find_skill. 190 * this replaces find_skill.
184 */ 191 */
185object * 192object *
186find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
187{ 194{
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
197
198 /* Try to find appropriate skilltool. If the player has one already
199 * applied, we try to keep using that one.
200 */
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202 {
203 if (QUERY_FLAG (tmp, FLAG_APPLIED))
204 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp;
207 }
208 }
209 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill; 198 return skop;
232 }
233 199
234 return NULL; 200 return 0;
235} 201}
236 202
237/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * if new_skill is null, this just unapplies the skill.
243 * flag has the current meaning:
244 * 0x1: If set, don't update the range pointer. This is useful when we
245 * need to ready a new skill, but don't want to clobber range.
246 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
247 */ 205 */
248int 206bool
249change_skill (object *who, object *new_skill, int flag) 207object::change_skill (object *new_skill)
250{ 208{
251 if (who->type != PLAYER) 209 if (type != PLAYER)
252 return 0; 210 return 0;
253 211
254 if (!new_skill) 212 // optimise this supposedly common case
255 { 213 if (new_skill == chosen_skill)
256 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
257 who->debug_desc ());
258 return 0;
259 }
260
261 player *pl = who->contr;
262
263 // move skill to front, so it will be preferred next time
264 new_skill->remove ();
265 who->insert (new_skill);
266
267 if (apply_special (who, new_skill, AP_APPLY))
268 return 0; 214 return 1;
269 215
216 if (chosen_skill)
217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221
222 chosen_skill = new_skill;
223
224 if (chosen_skill)
225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
229
230 // always clear current weapon, as the selected skill could
231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
234
235 update_stats ();
270 return 1; 236 return 1;
271}
272
273/* This function just clears the chosen_skill and range_skill values
274 * in the player.
275 */
276void
277clear_skill (object *who)
278{
279 who->chosen_skill = 0;
280 CLEAR_FLAG (who, FLAG_READY_SKILL);
281
282 if (who->type == PLAYER)
283 {
284 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
285 who->contr->ranged_ob = 0;
286 }
287} 237}
288 238
289/* do_skill() - Main skills use function-similar in scope to cast_spell(). 239/* do_skill() - Main skills use function-similar in scope to cast_spell().
290 * We handle all requests for skill use outside of some combat here. 240 * We handle all requests for skill use outside of some combat here.
291 * We require a separate routine outside of fire() so as to allow monsters 241 * We require a separate routine outside of fire() so as to allow monsters
299int 249int
300do_skill (object *op, object *part, object *skill, int dir, const char *string) 250do_skill (object *op, object *part, object *skill, int dir, const char *string)
301{ 251{
302 int success = 0, exp = 0; 252 int success = 0, exp = 0;
303 int did_alc = 0; 253 int did_alc = 0;
304 object *tmp, *next;
305 254
306 if (!skill) 255 if (!skill)
307 return 0; 256 return 0;
308 257
309 /* The code below presumes that the skill points to the object that 258 /* The code below presumes that the skill points to the object that
311 * go and try to find the actual real skill pointer, and if the 260 * go and try to find the actual real skill pointer, and if the
312 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
313 */ 262 */
314 if (skill->type != SKILL && op->type == PLAYER) 263 if (skill->type != SKILL && op->type == PLAYER)
315 { 264 {
316 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
317 if (tmp->type == SKILL && tmp->skill == skill->skill) 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
318 break; 267 {
268 skill = tmp;
269 goto found;
270 }
319 271
320 if (!tmp)
321 tmp = give_skill_by_name (op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
322 273found: ;
323 skill = tmp;
324 } 274 }
325 275
326 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
327 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 277 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
328 return 0; 278 return 0;
433 case SK_LITERACY: 383 case SK_LITERACY:
434 case SK_WOODSMAN: 384 case SK_WOODSMAN:
435 /* first, we try to find a cauldron, and do the alchemy thing. 385 /* first, we try to find a cauldron, and do the alchemy thing.
436 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
437 */ 387 */
438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
439 { 389 {
440 next = tmp->above; 390 next = tmp->above;
441 391
442 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
443 { 393 {
504 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
505 * in the code for the skill itself. 455 * in the code for the skill itself.
506 */ 456 */
507 457
508 if (op->type == PLAYER) 458 if (op->type == PLAYER)
509 op->speed_left -= 1.0; 459 op->speed_left -= 1.f;
510 460
511 /* 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.
512 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
513 * gain problems. 463 * gain problems.
514 */ 464 */
597 /* if skill really is a skill, then we can look at the skill archetype for 547 /* if skill really is a skill, then we can look at the skill archetype for
598 * bse reward value (exp) and level multiplier factor. 548 * bse reward value (exp) and level multiplier factor.
599 */ 549 */
600 if (skill->type == SKILL) 550 if (skill->type == SKILL)
601 { 551 {
602 base += skill->arch->clone.stats.exp; 552 base += skill->arch->stats.exp;
603 if (settings.simple_exp) 553 if (settings.simple_exp)
604 { 554 {
605 if (skill->arch->clone.level) 555 if (skill->arch->level)
606 lvl_mult = (float) skill->arch->clone.level / 100.0; 556 lvl_mult = (float) skill->arch->level / 100.0;
607 else 557 else
608 lvl_mult = 1.0; /* no adjustment */ 558 lvl_mult = 1.0; /* no adjustment */
609 } 559 }
610 else 560 else
611 { 561 {
612 if (skill->level) 562 if (skill->level)
613 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 563 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
614 else 564 else
615 lvl_mult = 1.0; 565 lvl_mult = 1.0;
616 } 566 }
617 } 567 }
618 else 568 else
643 * player learns the skill, 2 otherwise. 593 * player learns the skill, 2 otherwise.
644 */ 594 */
645int 595int
646learn_skill (object *pl, object *scroll) 596learn_skill (object *pl, object *scroll)
647{ 597{
648 object *tmp;
649
650 if (!scroll->skill) 598 if (!scroll->skill)
651 { 599 {
652 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 600 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
653 return 2; 601 return 2;
654 } 602 }
655 603
656 /* can't use find_skill_by_name because we want skills the player knows 604 object *tmp = find_skill (pl, scroll->skill);
657 * but can't use natively.
658 */
659
660 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
661 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
662 break;
663 605
664 /* player already knows it */ 606 /* player already knows it */
665 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 607 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
666 return 0; 608 return 0;
667 609
685 link_player_skills (pl); 627 link_player_skills (pl);
686 return 1; 628 return 1;
687} 629}
688 630
689/* Gives a percentage clipped to 0% -> 100% of a/b. */ 631/* Gives a percentage clipped to 0% -> 100% of a/b. */
690
691/* Probably belongs in some global utils-type file? */ 632/* Probably belongs in some global utils-type file? */
692static int 633static int
693clipped_percent (sint64 a, sint64 b) 634clipped_percent (sint64 a, sint64 b)
694{ 635{
695 int rv; 636 int rv;
715 * Note this function is a bit more complicated becauase we 656 * Note this function is a bit more complicated becauase we
716 * we want ot sort the skills before printing them. If we 657 * we want ot sort the skills before printing them. If we
717 * just dumped this as we found it, this would be a bit 658 * just dumped this as we found it, this would be a bit
718 * simpler. 659 * simpler.
719 */ 660 */
720 661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
721void 662void
722show_skills (object *op, const char *search) 663show_skills (object *op, const char *search)
723{ 664{
724 object *tmp = NULL; 665 object *tmp = NULL;
725 char buf[MAX_BUF]; 666 char buf[MAX_BUF];
727 int i, num_skills_found = 0; 668 int i, num_skills_found = 0;
728 static const char *const periods = "........................................"; 669 static const char *const periods = "........................................";
729 670
730 /* Need to have a pointer and use strdup for qsort to work properly */ 671 /* Need to have a pointer and use strdup for qsort to work properly */
731 char skills[NUM_SKILLS][MAX_BUF]; 672 char skills[NUM_SKILLS][MAX_BUF];
732
733 673
734 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
735 { 675 {
736 if (tmp->type == SKILL) 676 if (tmp->type == SKILL)
737 { 677 {
740 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 40 spaces with periods */
741 sprintf (buf, "%s%s", &tmp->name, periods); 681 sprintf (buf, "%s%s", &tmp->name, periods);
742 buf[40] = 0; 682 buf[40] = 0;
743 683
744 if (settings.permanent_exp_ratio) 684 if (settings.permanent_exp_ratio)
745 {
746 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
747 buf, tmp->level, tmp->stats.exp, 686 buf, tmp->level, tmp->stats.exp,
748 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
749 }
750 else 688 else
751 {
752 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
753 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
754 } 691
755 /* I don't know why some characters get a bunch of skills, but 692 /* I don't know why some characters get a bunch of skills, but
756 * it sometimes happens (maybe a leftover from bugier earlier code 693 * it sometimes happens (maybe a leftover from bugier earlier code
757 * and those character are still about). In any case, lets handle 694 * and those character are still about). In any case, lets handle
758 * it so it doesn't crash the server - otherwise, one character may 695 * it so it doesn't crash the server - otherwise, one character may
759 * crash the server numerous times. 696 * crash the server numerous times.
765 break; 702 break;
766 } 703 }
767 } 704 }
768 } 705 }
769 706
770 clear_win_info (op);
771 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
772 if (num_skills_found > 1) 708 if (num_skills_found > 1)
773 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
774 710
775 for (i = 0; i < num_skills_found; i++) 711 for (i = 0; i < num_skills_found; i++)
788 * direction that the user is facing. Returns false if we are unable to 724 * direction that the user is facing. Returns false if we are unable to
789 * change to the requested skill, or were unable to use the skill properly. 725 * change to the requested skill, or were unable to use the skill properly.
790 * This is tricky because skills can have spaces. We basically roll 726 * This is tricky because skills can have spaces. We basically roll
791 * our own find_skill_by_name so we can try to do better string matching. 727 * our own find_skill_by_name so we can try to do better string matching.
792 */ 728 */
793
794int 729int
795use_skill (object *op, const char *string) 730use_skill (object *op, const char *string)
796{ 731{
797 object *skop; 732 object *skop;
798 size_t len; 733 size_t len;
799 734
800 if (!string) 735 if (!string)
801 return 0; 736 return 0;
802 737
803 for (skop = op->inv; skop != NULL; skop = skop->below) 738 for (skop = op->inv; skop; skop = skop->below)
804 { 739 {
740 if (skop->type == SKILL
805 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 741 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
806 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
807 break; 743 break;
744 else if (skop->type == SKILL_TOOL
808 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 745 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
809 break; 746 break;
810 } 747 }
748
811 if (!skop) 749 if (!skop)
812 { 750 {
813 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 751 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
814 return 0; 752 return 0;
815 } 753 }
820 * options given to the skill. Its pretty simple - if there 758 * options given to the skill. Its pretty simple - if there
821 * are extra parameters (as deteremined by string length), we 759 * are extra parameters (as deteremined by string length), we
822 * want to skip over any leading spaces. 760 * want to skip over any leading spaces.
823 */ 761 */
824 if (len >= strlen (string)) 762 if (len >= strlen (string))
825 {
826 string = NULL; 763 string = NULL;
827 }
828 else 764 else
829 { 765 {
830 string += len; 766 string += len;
831 while (*string == 0x20) 767 while (*string == 0x20)
832 string++; 768 string++;
769
833 if (strlen (string) == 0) 770 if (strlen (string) == 0)
834 string = NULL; 771 string = NULL;
835 } 772 }
836 773
837#ifdef SKILL_UTIL_DEBUG 774#ifdef SKILL_UTIL_DEBUG
838 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 775 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
839#endif 776#endif
840 777
841 /* Change to the new skill, then execute it. */
842 if (do_skill (op, op, skop, op->facing, string)) 778 if (do_skill (op, op, skop, op->facing, string))
843 return 1; 779 return 1;
844 780
845 return 0; 781 return 0;
846} 782}
893 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
894 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
895 break; 831 break;
896 832
897 if (!tmp) 833 if (!tmp)
898 {
899 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
900 return 0;
901 }
902 835
903 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 836 pl->combat_ob = tmp;
904 } 837 }
905 else 838
839 if (!pl->combat_ob)
906 { 840 {
907 if (!skill) 841 if (!skill)
908 { 842 {
909 /* See if the players chosen skill is a combat skill, and use 843 /* See if the players chosen skill is a combat skill, and use
910 * it if appropriate. 844 * it if appropriate.
914 else 848 else
915 { 849 {
916 skill = find_player_hth_skill (op); 850 skill = find_player_hth_skill (op);
917 851
918 if (!skill) 852 if (!skill)
919 {
920 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 853 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
921 return 0;
922 }
923 } 854 }
924 } 855 }
925 856
926 /* now try to ready the new skill */ 857 if (skill)
927 if (!change_skill (op, skill, 0)) 858 {
928 { /* oh oh, trouble! */ 859 op->change_skill (0);
929 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 860 apply_special (op, skill, AP_APPLY);
930 return 0;
931 } 861 }
932 } 862 }
933 863
934 if (!pl->combat_ob) 864 if (!pl->combat_ob)
935 { 865 {
936 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 866 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
937 return 0; 867 return 0;
938 } 868 }
939 } 869 }
940 870
941 if (op->current_weapon != pl->combat_ob) 871 if (!op->change_weapon (pl->combat_ob))
942 { 872 return 0;
943 op->current_weapon = pl->combat_ob;
944 op->update_stats ();
945 }
946 873
947 /* lose invisiblity/hiding status for running attacks */ 874 /* lose invisiblity/hiding status for running attacks */
948
949 if (pl->tmp_invis) 875 if (pl->tmp_invis)
950 { 876 {
951 pl->tmp_invis = 0; 877 pl->tmp_invis = 0;
952 op->invisible = 0; 878 op->invisible = 0;
953 op->hide = 0; 879 op->hide = 0;
1031 } 957 }
1032 958
1033 return do_skill_attack (tmp, pl, string, skill); 959 return do_skill_attack (tmp, pl, string, skill);
1034} 960}
1035 961
1036
1037/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 962/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1038 963
1039/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 964/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1040 * (attack_hth) we check for weapon use, etc in the second (the new 965 * (attack_hth) we check for weapon use, etc in the second (the new
1041 * function skill_attack() we actually attack. 966 * function skill_attack() we actually attack.
1042 */ 967 */
1043
1044static int 968static int
1045attack_hth (object *pl, int dir, const char *string, object *skill) 969attack_hth (object *pl, int dir, const char *string, object *skill)
1046{ 970{
1047 object *enemy = NULL, *weapon; 971 object *enemy = NULL, *weapon;
1048 972
1057 if (pl->type == PLAYER) 981 if (pl->type == PLAYER)
1058 { 982 {
1059 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 983 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1060 esrv_update_item (UPD_FLAGS, pl, weapon); 984 esrv_update_item (UPD_FLAGS, pl, weapon);
1061 } 985 }
986
1062 break; 987 break;
1063 } 988 }
1064 } 989 }
1065 990
1066 return skill_attack (enemy, pl, dir, string, skill); 991 return skill_attack (enemy, pl, dir, string, skill);
1086 1011
1087 return 0; 1012 return 0;
1088 } 1013 }
1089 1014
1090 return skill_attack (NULL, op, dir, string, skill); 1015 return skill_attack (NULL, op, dir, string, skill);
1091
1092} 1016}
1017

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