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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.58 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.95 by root, Tue Apr 13 03:44:21 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24/* 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. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
58/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
60 * subtypes. 61 * subtypes.
61 */ 62 */
62void 63void
63init_skills (void) 64init_skills ()
64{ 65{
65 for_all_archetypes (at) 66 for_all_archetypes (at)
66 if (at->type == SKILL) 67 if (at->type == SKILL)
67 { 68 {
68 if (skill_names[at->subtype]) 69 if (skill_names[at->subtype])
84 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 87 * mostly used for sending exp.
87 */ 88 */
88void 89void
89link_player_skills (object *op) 90player::link_skills ()
90{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
93 { 97 {
94 /* This is really a warning, hence no else below */ 98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
98 99
99 if (tmp->subtype >= NUM_SKILLS) 100 if (last_skill_ob [tmp->subtype] != tmp)
100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
101 else
102 { 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
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
105 } 110 }
106 } 111 }
107} 112}
108 113
109static object * 114static object *
110find_skill (object *who, const shstr &sh) 115find_skill (object *who, shstr_cmp name)
111{ 116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 123 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 124 return splay (tmp);
115 125
116 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);
117} 134}
118 135
119/* This returns the skill pointer of the given name (the 136/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 137 * one that accumulates exp, has the level, etc).
121 * 138 *
122 * It is presumed that the player will be needing to actually 139 * It is presumed that the player will be needing to actually
123 * 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
124 * tool, this code will equip it. 141 * tool, this code will equip it.
125 */ 142 */
126object * 143object *
127find_skill_by_name (object *who, const shstr &sh) 144find_skill_by_name (object *who, shstr_cmp sh)
128{ 145{
129 object *skill_tool = 0; 146 object *skill_tool = 0;
130 147
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 148 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 149 if (tmp->skill == sh)
146 163
147 /* 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 -
148 * 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
149 * but not the skill itself, give it to them. 166 * but not the skill itself, give it to them.
150 */ 167 */
151 object *skill = find_skill (who, skill_tool->skill); 168 object *skill = who->give_skill (skill_tool->skill);
152
153 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 169
159 if (!skill_tool->flag [FLAG_APPLIED]) 170 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 171 if (!who->apply (splay (skill_tool)))
161 return 0; 172 return 0;
162 173
163 return splay (skill); 174 return splay (skill);
164} 175}
165 176
166object * 177object *
167find_skill_by_name (object *who, const char *name) 178find_skill_by_name_fuzzy (object *who, const char *name)
168{ 179{
169 if (!name) 180 if (name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 181 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 182 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 183 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 184 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 185 return skop;
177 186
178 return 0; 187 return 0;
179} 188}
180 189
181/* This returns the skill pointer of the given name (the 190/* This returns the skill pointer of the given name (the
198 return skop; 207 return skop;
199 208
200 return 0; 209 return 0;
201} 210}
202 211
203/* This changes the objects chosen_skill to new_skill. 212object *
204 * return 1 on success, 0 on error 213object::give_skill (shstr_cmp name, bool can_use)
205 */
206bool
207object::change_skill (object *new_skill)
208{ 214{
209 if (type != PLAYER) 215 object *skill = find_skill (this, name);
210 return 0;
211 216
212 // optimise this supposedly common case
213 if (new_skill == chosen_skill)
214 return 1;
215
216 if (chosen_skill) 217 if (!skill)
217 { 218 skill = give_skill_by_name (this, name);
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221 219
222 chosen_skill = new_skill; 220 if (skill && can_use)
221 skill->flag [FLAG_CAN_USE_SKILL] = true;
223 222
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 ();
236 return 1; 223 return skill;
237} 224}
238 225
239/* 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().
240 * 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.
241 * 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
248 */ 235 */
249int 236int
250do_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)
251{ 238{
252 int success = 0, exp = 0; 239 int success = 0, exp = 0;
253 int did_alc = 0;
254 240
255 if (!skill) 241 if (!skill)
256 return 0; 242 return 0;
257 243
258 /* 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
283 /* Not 100% sure if this will work with new movement code - 269 /* Not 100% sure if this will work with new movement code -
284 * the levitation skill has move_type for flying, so when 270 * the levitation skill has move_type for flying, so when
285 * equipped, that should transfer to player, when not, 271 * equipped, that should transfer to player, when not,
286 * shouldn't. 272 * shouldn't.
287 */ 273 */
288 if (QUERY_FLAG (skill, FLAG_APPLIED)) 274 if (skill->flag [FLAG_APPLIED])
289 { 275 {
290 CLEAR_FLAG (skill, FLAG_APPLIED); 276 skill->clr_flag (FLAG_APPLIED);
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 277 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 } 278 }
293 else 279 else
294 { 280 {
295 SET_FLAG (skill, FLAG_APPLIED); 281 skill->set_flag (FLAG_APPLIED);
296 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!");
297 } 283 }
298 284
299 op->update_stats (); 285 op->update_stats ();
300 success = 1; 286 success = 1;
301 break; 287 break;
311 case SK_HIDING: 297 case SK_HIDING:
312 exp = success = hide (op, skill); 298 exp = success = hide (op, skill);
313 break; 299 break;
314 300
315 case SK_JUMPING: 301 case SK_JUMPING:
316 success = jump (op, dir, skill); 302 exp = success = jump (op, dir, skill);
317 break; 303 break;
318 304
319 case SK_INSCRIPTION: 305 case SK_INSCRIPTION:
320 exp = success = write_on_item (op, string, skill); 306 exp = success = write_on_item (op, string, skill);
321 break; 307 break;
383 case SK_LITERACY: 369 case SK_LITERACY:
384 case SK_WOODSMAN: 370 case SK_WOODSMAN:
385 /* 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.
386 * failing that, we go and identify stuff. 372 * failing that, we go and identify stuff.
387 */ 373 */
374 {
375 bool found_cauldron = false;
376
388 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)
389 { 378 {
390 next = tmp->above; 379 next = tmp->above;
391 380
392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 381 if (tmp->flag [FLAG_IS_CAULDRON])
393 { 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
394 attempt_do_alchemy (op, tmp); 393 attempt_do_alchemy (op, tmp, skill);
395 394
396 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 395 if (tmp->flag [FLAG_APPLIED])
397 esrv_send_inventory (op, tmp); 396 esrv_send_inventory (op, tmp);
398
399 did_alc = 1;
400 } 397 }
401 } 398 }
402 399
403 if (did_alc == 0) 400 if (!found_cauldron)
404 exp = success = skill_ident (op, skill); 401 exp = success = skill_ident (op, skill);
405 402 }
406 break; 403 break;
407 404
408 case SK_DET_MAGIC: 405 case SK_DET_MAGIC:
409 case SK_DET_CURSE: 406 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
441 case SK_SUMMONING: 438 case SK_SUMMONING:
442 case SK_CLIMBING: 439 case SK_CLIMBING:
443 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.");
444 break; 441 break;
445 442
443 case SK_MINING:
444 success = skill_mining (op, part, skill, dir, string);
445 break;
446
447 case SK_FISHING:
448 success = skill_fishing (op, part, skill, dir, string);
449 break;
450
446 default: 451 default:
447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 452 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
448 break; 453 break;
449 } 454 }
450 455
452 * Monsters have no skill use time because of the random nature in 457 * Monsters have no skill use time because of the random nature in
453 * which use_monster_skill is called already simulates this. 458 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 459 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 460 * in the code for the skill itself.
456 */ 461 */
457
458 if (op->type == PLAYER) 462 if (op->type == PLAYER)
459 op->speed_left -= 1.f; 463 op->speed_left -= 1.f;
460 464
461 /* this is a good place to add experience for successfull use of skills. 465 /* this is a good place to add experience for successfull use of skills.
462 * Note that add_exp() will figure out player/monster experience 466 * Note that add_exp() will figure out player/monster experience
510 * If an object is not alive and magical we set the base exp higher to 514 * If an object is not alive and magical we set the base exp higher to
511 * help out exp awards for skill_ident skills. Also, if 515 * help out exp awards for skill_ident skills. Also, if
512 * an item is type RUNE, we give out exp based on stats.Cha 516 * an item is type RUNE, we give out exp based on stats.Cha
513 * and level (this was the old system) -b.t. 517 * and level (this was the old system) -b.t.
514 */ 518 */
515
516 if (!op) 519 if (!op)
517 { /* no item/creature */ 520 { /* no item/creature */
518 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 521 op_lvl = max (1, who->map->difficulty);
519 op_exp = 0; 522 op_exp = 0;
520 } 523 }
521 else if (op->type == RUNE || op->type == TRAP) 524 else if (op->type == RUNE || op->type == TRAP)
522 { /* all traps. If stats.Cha > 1 we use that 525 { /* all traps. If stats.Cha > 1 we use that
523 * for the amount of experience */ 526 * for the amount of experience */
526 } 529 }
527 else 530 else
528 { /* all other items/living creatures */ 531 { /* all other items/living creatures */
529 op_exp = op->stats.exp; 532 op_exp = op->stats.exp;
530 op_lvl = op->level; 533 op_lvl = op->level;
531 if (!QUERY_FLAG (op, FLAG_ALIVE)) 534 if (!op->flag [FLAG_ALIVE])
532 { /* for ident/make items */ 535 op_lvl += 5 * abs (op->magic); /* for ident/make items */
533 op_lvl += 5 * abs (op->magic);
534 }
535 } 536 }
536 537
537 if (op_lvl < 1) 538 if (op_lvl < 1)
538 op_lvl = 1; 539 op_lvl = 1;
539 540
566 } 567 }
567 } 568 }
568 else 569 else
569 { 570 {
570 /* Don't divide by zero here! */ 571 /* Don't divide by zero here! */
571 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 572 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
572 } 573 }
573 } 574 }
574 575
575 /* assemble the exp total, and return value */ 576 /* assemble the exp total, and return value */
576 577
602 } 603 }
603 604
604 object *tmp = find_skill (pl, scroll->skill); 605 object *tmp = find_skill (pl, scroll->skill);
605 606
606 /* player already knows it */ 607 /* player already knows it */
607 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
608 return 0; 609 return 0;
609 610
610 /* now a random change to learn, based on player Int. 611 /* now a random change to learn, based on player Int.
611 * give bonus based on level - otherwise stupid characters 612 * give bonus based on level - otherwise stupid characters
612 * might never be able to learn anything. 613 * might never be able to learn anything.
621 { 622 {
622 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 623 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
623 return 2; 624 return 2;
624 } 625 }
625 626
626 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 627 tmp->set_flag (FLAG_CAN_USE_SKILL);
627 link_player_skills (pl); 628
628 return 1; 629 return 1;
629} 630}
630 631
631/* Gives a percentage clipped to 0% -> 100% of a/b. */ 632/* Gives a percentage clipped to 0% -> 100% of a/b. */
632/* Probably belongs in some global utils-type file? */ 633/* Probably belongs in some global utils-type file? */
658 * just dumped this as we found it, this would be a bit 659 * just dumped this as we found it, this would be a bit
659 * simpler. 660 * simpler.
660 */ 661 */
661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 662//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
662void 663void
663show_skills (object *op, const char *search) 664show_skills (object *pl, const char *search)
664{ 665{
665 object *tmp = NULL;
666 char buf[MAX_BUF];
667 const char *cp; 666 const char *cp;
668 int i, num_skills_found = 0; 667 int i, num_skills_found = 0;
669 static const char *const periods = "........................................"; 668 const char *const periods = ".............................."; // 30
670 669
671 /* Need to have a pointer and use strdup for qsort to work properly */ 670 /* Need to have a pointer and use strdup for qsort to work properly */
672 char skills[NUM_SKILLS][MAX_BUF]; 671 char skills[NUM_SKILLS][128]; // d'oh
673 672
673 object *op = pl->contr->ob;
674
674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 675 for (object *tmp = op->inv; tmp; tmp = tmp->below)
675 { 676 {
676 if (tmp->type == SKILL) 677 if (tmp->type == SKILL)
677 { 678 {
678 if (search && strstr (tmp->name, search) == NULL) 679 if (search && !tmp->name.contains (search))
679 continue; 680 continue;
681
682 char buf[30];
683
680 /* Basically want to fill this out to 40 spaces with periods */ 684 /* Basically want to fill this out to 30 spaces with periods */
681 sprintf (buf, "%s%s", &tmp->name, periods); 685 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
682 buf[40] = 0;
683 686
684 if (settings.permanent_exp_ratio) 687 if (settings.permanent_exp_ratio)
685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 688 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
686 buf, tmp->level, tmp->stats.exp, 689 buf, tmp->level, tmp->stats.exp,
687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
688 else 691 else
689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 693 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
691 694
692 /* I don't know why some characters get a bunch of skills, but 695 /* I don't know why some characters get a bunch of skills, but
693 * it sometimes happens (maybe a leftover from bugier earlier code 696 * it sometimes happens (maybe a leftover from bugier earlier code
694 * and those character are still about). In any case, lets handle 697 * and those character are still about). In any case, lets handle
695 * it so it doesn't crash the server - otherwise, one character may 698 * it so it doesn't crash the server - otherwise, one character may
696 * crash the server numerous times. 699 * crash the server numerous times.
697 */ 700 */
698 if (num_skills_found >= NUM_SKILLS) 701 if (num_skills_found >= NUM_SKILLS)
699 { 702 {
700 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 703 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
701 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 704 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
702 break; 705 break;
703 } 706 }
704 } 707 }
705 } 708 }
706 709
707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 710 dynbuf_text &msg = msg_dynbuf; msg.clear ();
711
712 msg << "T<Player skills:>\n\n";
708 if (num_skills_found > 1) 713 if (num_skills_found > 1)
709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 714 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
710 715
711 for (i = 0; i < num_skills_found; i++) 716 for (i = 0; i < num_skills_found; i++)
712 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 717 msg << " C<" << skills [i] << ">\n";
713 718
714 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 719 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
715 720
716 cp = determine_god (op); 721 cp = determine_god (op);
717 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 722 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
718 723
719 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 724 msg << "Your equipped item power is " << (int)op->contr->item_power
720 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 725 << " out of " << int (op->level * settings.item_power_factor)
726 << ".\n";
727
728 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
721} 729}
722 730
723/* use_skill() - similar to invoke command, it executes the skill in the 731/* use_skill() - similar to invoke command, it executes the skill in the
724 * direction that the user is facing. Returns false if we are unable to 732 * direction that the user is facing. Returns false if we are unable to
725 * change to the requested skill, or were unable to use the skill properly. 733 * change to the requested skill, or were unable to use the skill properly.
734 742
735 if (!string) 743 if (!string)
736 return 0; 744 return 0;
737 745
738 for (skop = op->inv; skop; skop = skop->below) 746 for (skop = op->inv; skop; skop = skop->below)
739 { 747 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
740 if (skop->type == SKILL
741 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 748 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
749 {
750 skop = find_skill_by_name (op, skop->skill);
743 break; 751 break;
744 else if (skop->type == SKILL_TOOL
745 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
746 break;
747 } 752 }
748 753
749 if (!skop) 754 if (!skop)
750 { 755 {
751 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 756 op->failmsgf ("Unable to find skill %s.", string);
757 return 0;
758 }
759
760 if (!(skill_flags [skop->subtype] & SF_USE))
761 {
762 op->failmsgf (
763 "You feel as if you wanted to do something funny, but you can't remember what. "
764 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
765 "use it with some item, or it's always active.>",
766 &skop->skill
767 );
752 return 0; 768 return 0;
753 } 769 }
754 770
755 len = strlen (skop->skill); 771 len = strlen (skop->skill);
756 772
782} 798}
783 799
784static bool 800static bool
785hth_skill_p (object *skill) 801hth_skill_p (object *skill)
786{ 802{
787 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 803 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
788} 804}
789 805
790/* This finds the first unarmed skill the player has, and returns it. 806/* This finds the first unarmed skill the player has, and returns it.
791 */ 807 */
792static object * 808static object *
793find_player_hth_skill (object *op) 809find_player_hth_skill (object *op)
794{ 810{
795 for (object *tmp = op->inv; tmp; tmp = tmp->below) 811 for (object *tmp = op->inv; tmp; tmp = tmp->below)
796 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 812 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
797 return tmp; 813 return tmp;
798 814
799 return 0; 815 return 0;
800} 816}
801 817
820 * the caller should have set it appropriately). We still want to pass 836 * the caller should have set it appropriately). We still want to pass
821 * through that code if skill is set to change to the skill. 837 * through that code if skill is set to change to the skill.
822 */ 838 */
823 if (player *pl = op->contr) 839 if (player *pl = op->contr)
824 { 840 {
825 if (!pl->combat_ob) 841 if (skill)
826 { 842 {
827 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 843 if (!op->apply (skill))
828 { 844 return 0;
829 for (tmp = op->inv; tmp; tmp = tmp->below)
830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
831 break;
832
833 if (!tmp)
834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
835
836 pl->combat_ob = tmp;
837 } 845 }
838 846 else
847 {
839 if (!pl->combat_ob) 848 if (!pl->combat_ob)
840 { 849 {
850 if (op->flag [FLAG_READY_WEAPON])
851 {
852 for (tmp = op->inv; tmp; tmp = tmp->below)
853 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
854 break;
855
841 if (!skill) 856 if (!tmp)
857 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
858
859 pl->combat_ob = tmp;
860 }
861
862 if (!pl->combat_ob)
842 { 863 {
843 /* See if the players chosen skill is a combat skill, and use 864 /* See if the players chosen skill is a combat skill, and use
844 * it if appropriate. 865 * it if appropriate.
845 */ 866 */
846 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 867 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
850 skill = find_player_hth_skill (op); 871 skill = find_player_hth_skill (op);
851 872
852 if (!skill) 873 if (!skill)
853 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 874 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
854 } 875 }
876
877 op->apply (skill);
855 } 878 }
856 879
857 if (skill) 880 if (!pl->combat_ob)
858 { 881 {
859 op->change_skill (0); 882 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
860 apply_special (op, skill, AP_APPLY); 883 return 0;
861 } 884 }
862 } 885 }
863 886
864 if (!pl->combat_ob) 887 if (!op->apply (pl->combat_ob))
865 {
866 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
867 return 0; 888 return 0;
868 }
869 } 889 }
870
871 if (!op->change_weapon (pl->combat_ob))
872 return 0;
873 890
874 /* lose invisiblity/hiding status for running attacks */ 891 /* lose invisiblity/hiding status for running attacks */
875 if (pl->tmp_invis) 892 if (pl->tmp_invis)
876 { 893 {
877 pl->tmp_invis = 0; 894 pl->tmp_invis = 0;
878 op->invisible = 0; 895 op->invisible = 0;
879 op->hide = 0; 896 op->flag [FLAG_HIDDEN] = 0;
880 update_object (op, UP_OBJ_CHANGE); 897 update_object (op, UP_OBJ_CHANGE);
881 } 898 }
882 } 899 }
883 900
884 int success = attack_ob (tmp, op); 901 int success = attack_ob (tmp, op);
885 902
886 /* print appropriate messages to the player */ 903 /* print appropriate messages to the player */
887 904
888 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 905 if (success && string && tmp && !tmp->flag [FLAG_FREED])
889 { 906 {
890 if (op->type == PLAYER) 907 if (op->type == PLAYER)
891 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 908 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
892 else if (tmp->type == PLAYER) 909 else if (tmp->type == PLAYER)
893 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 910 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
896 return success; 913 return success;
897} 914}
898 915
899/* skill_attack() - Core routine for use when we attack using a skills 916/* skill_attack() - Core routine for use when we attack using a skills
900 * system. In essence, this code handles 917 * system. In essence, this code handles
901 * all skill-based attacks, ie hth, missile and melee weapons should be 918 * all skill-based attacks, i.e. hth, missile and melee weapons should be
902 * treated here. If an opponent is already supplied by move_player(), 919 * treated here. If an opponent is already supplied by move_player(),
903 * we move right onto do_skill_attack(), otherwise we find if an 920 * we move right onto do_skill_attack(), otherwise we find if an
904 * appropriate opponent exists. 921 * appropriate opponent exists.
905 * 922 *
906 * This is called by move_player() and attack_hth() 923 * This is called by move_player() and attack_hth()
936 /* space must be blocked for there to be anything interesting to do */ 953 /* space must be blocked for there to be anything interesting to do */
937 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 954 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
938 return 0; 955 return 0;
939 956
940 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 957 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
941 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 958 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
942 { 959 {
943 /* Don't attack party members */ 960 /* Don't attack party members */
944 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 961 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
945 return 0; 962 return 0;
946 963
968static int 985static int
969attack_hth (object *pl, int dir, const char *string, object *skill) 986attack_hth (object *pl, int dir, const char *string, object *skill)
970{ 987{
971 object *enemy = NULL, *weapon; 988 object *enemy = NULL, *weapon;
972 989
973 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 990 if (pl->flag [FLAG_READY_WEAPON])
974 for (weapon = pl->inv; weapon; weapon = weapon->below) 991 for (weapon = pl->inv; weapon; weapon = weapon->below)
975 { 992 {
976 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 993 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
977 { 994 {
978 CLEAR_FLAG (weapon, FLAG_APPLIED); 995 weapon->clr_flag (FLAG_APPLIED);
979 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 996 pl->clr_flag (FLAG_READY_WEAPON);
980 pl->update_stats (); 997 pl->update_stats ();
981 if (pl->type == PLAYER) 998 if (pl->type == PLAYER)
982 { 999 {
983 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1000 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
984 esrv_update_item (UPD_FLAGS, pl, weapon); 1001 esrv_update_item (UPD_FLAGS, pl, weapon);
1002 */ 1019 */
1003static int 1020static int
1004attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1021attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1005{ 1022{
1006 1023
1007 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1024 if (!op->flag [FLAG_READY_WEAPON])
1008 { 1025 {
1009 if (op->type == PLAYER) 1026 if (op->type == PLAYER)
1010 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1027 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1011 1028
1012 return 0; 1029 return 0;

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