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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC vs.
Revision 1.110 by root, Sun Nov 18 00:37:11 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 26/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 27
50# define def(uc, flags) flags, 52# define def(uc, flags) flags,
51# include "skillinc.h" 53# include "skillinc.h"
52# undef def 54# undef def
53}; 55};
54 56
57vector<object_ptr> skillvec;
58
55static int attack_hth (object *pl, int dir, const char *string, object *skill); 59static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 60static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 61
58/* init_skills basically just sets up the skill_names table 62/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 63 * above. The index into the array is set up by the
60 * subtypes. 64 * subtypes.
61 */ 65 */
62void 66void
63init_skills (void) 67init_skills ()
64{ 68{
65 for_all_archetypes (at) 69 // nop
66 if (at->type == SKILL) 70}
71
72void
73add_skill_archetype (object *o)
74{
75 assert (("skill name must equal skill skill", o->name == o->skill));
76
77 for (auto &&i = skillvec.begin (); i != skillvec.end (); ++i)
78 if ((*i)->name == o->name)
67 { 79 {
68 if (skill_names[at->subtype]) 80 // replace existing entry
69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 81 SKILL_INDEX (o) = i - skillvec.begin ();
70 at->subtype, &skill_names[at->subtype], &at->skill); 82 *i = o;
71 else 83 return;
72 skill_names[at->subtype] = at->skill;
73 } 84 }
74 85
75 /* This isn't really an error if there is no skill subtype set, but 86 // add new entry
76 * checking for this may catch some user errors. 87 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
77 */ 88 SKILL_INDEX (o) = skillvec.size ();
78 for (int i = 1; i < NUM_SKILLS; i++) 89 skillvec.push_back (o);
79 if (!skill_names[i])
80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81} 90}
82 91
83/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
84 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 95 * mostly used for sending exp.
87 */ 96 */
88void 97void
89link_player_skills (object *op) 98player::link_skills ()
90{ 99{
100 for (int i = 0; i < CS_NUM_SKILLS; ++i)
101 last_skill_ob [i] = 0;
102
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 103 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 104 if (tmp->type == SKILL)
93 { 105 {
94 /* This is really a warning, hence no else below */ 106 int idx = SKILL_INDEX (tmp);
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);
98 107
99 if (tmp->subtype >= NUM_SKILLS) 108 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 109
101 else 110 if (last_skill_ob [idx] != tmp)
102 { 111 {
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 112 last_skill_ob [idx] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 113 if (ns)
114 ns->last_skill_exp [idx] = -1;
105 } 115 }
106 } 116 }
107} 117}
108 118
109static object * 119static object *
110find_skill (object *who, const shstr &sh) 120find_skill (object *who, shstr_cmp name)
111{ 121{
122 if (who->chosen_skill
123 && who->chosen_skill->skill == name
124 && who->chosen_skill->type == SKILL)
125 return who->chosen_skill;
126
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 127 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 128 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 129 return splay (tmp);
115 130
116 return 0; 131 return 0;
132}
133
134object *
135player::find_skill (shstr_cmp name) const
136{
137 // might want to use last_skill_obj at one point, or maybe not
138 return ::find_skill (ob, name);
117} 139}
118 140
119/* This returns the skill pointer of the given name (the 141/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 142 * one that accumulates exp, has the level, etc).
121 * 143 *
122 * It is presumed that the player will be needing to actually 144 * 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 145 * use the skill, so thus if use of the skill requires a skill
124 * tool, this code will equip it. 146 * tool, this code will equip it.
125 */ 147 */
126object * 148object *
127find_skill_by_name (object *who, const shstr &sh) 149find_skill_by_name (object *who, shstr_cmp sh)
128{ 150{
129 object *skill_tool = 0; 151 object *skill_tool = 0;
130 152
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 153 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 154 if (tmp->skill == sh)
146 168
147 /* Player has a tool to use the skill. If not applied, apply it - 169 /* 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 170 * if not successful, return null. If they do have the skill tool
149 * but not the skill itself, give it to them. 171 * but not the skill itself, give it to them.
150 */ 172 */
151 object *skill = find_skill (who, skill_tool->skill); 173 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 }
158 174
159 if (!skill_tool->flag [FLAG_APPLIED]) 175 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 176 if (!who->apply (splay (skill_tool)))
161 return 0; 177 return 0;
162 178
163 return splay (skill); 179 return splay (skill);
164} 180}
165 181
166object * 182object *
167find_skill_by_name (object *who, const char *name) 183find_skill_by_name_fuzzy (object *who, const char *name)
168{ 184{
169 if (!name) 185 if (name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 186 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 187 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 188 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 189 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 190 return skop;
177 191
178 return 0; 192 return 0;
179} 193}
180 194
181/* This returns the skill pointer of the given name (the 195/* This returns the skill pointer of the given name (the
182 * one that accumulates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
183 * 197 *
184 * It is presumed that the player will be needing to actually 198 * It is presumed that the player will be needing to actually
185 * use the skill, so thus if use of the skill requires a skill 199 * use the skill, so thus if use of the skill requires a skill
186 * tool, this code will equip it. 200 * tool, this code will equip it.
187 * 201 *
188 * This code is basically the same as find_skill_by_name() above, 202 * This code is basically the same as find_skill_by_name() above,
189 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
190 * this replaces find_skill. 204 * this replaces find_skill.
205 *
206 * MUST NOT BE USED IN NEW CODE! (schmorp)
191 */ 207 */
192object * 208object *
193find_skill_by_number (object *who, int skillno) 209find_skill_by_number (object *who, int skillno)
194{ 210{
195 for (object *tmp = who->inv; tmp; tmp = tmp->below) 211 for (object *tmp = who->inv; tmp; tmp = tmp->below)
198 return skop; 214 return skop;
199 215
200 return 0; 216 return 0;
201} 217}
202 218
203/* This changes the objects chosen_skill to new_skill. 219object *
204 * return 1 on success, 0 on error 220object::give_skill (shstr_cmp name, bool can_use)
205 */
206bool
207object::change_skill (object *new_skill)
208{ 221{
209 if (type != PLAYER) 222 object *skill = find_skill (this, name);
210 return 0;
211 223
212 // optimise this supposedly common case
213 if (new_skill == chosen_skill)
214 return 1;
215
216 if (chosen_skill) 224 if (!skill)
217 { 225 skill = give_skill_by_name (this, name);
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221 226
222 chosen_skill = new_skill; 227 if (skill && can_use)
228 skill->flag [FLAG_CAN_USE_SKILL] = true;
223 229
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; 230 return skill;
237} 231}
238 232
239/* do_skill() - Main skills use function-similar in scope to cast_spell(). 233/* 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. 234 * 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 235 * We require a separate routine outside of fire() so as to allow monsters
242 * to utilize skills. Returns 1 on use of skill, otherwise 0. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
243 * This is changed (2002-11-30) from the old method that returned 237 * This is changed (2002-11-30) from the old method that returned
244 * exp - no caller needed that info, but it also prevented the callers 238 * exp - no caller needed that info, but it also prevented the callers
245 * from know if a skill was actually used, as many skills don't 239 * from know if a skill was actually used, as many skills don't
246 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
248 */ 242 */
249int 243int
250do_skill (object *op, object *part, object *skill, int dir, const char *string) 244do_skill (object *op, object *part, object *skill, int dir, const char *string)
251{ 245{
252 int success = 0, exp = 0; 246 int success = 0, exp = 0;
253 int did_alc = 0;
254 247
255 if (!skill) 248 if (!skill)
256 return 0; 249 return 0;
257 250
258 /* The code below presumes that the skill points to the object that 251 /* The code below presumes that the skill points to the object that
283 /* Not 100% sure if this will work with new movement code - 276 /* Not 100% sure if this will work with new movement code -
284 * the levitation skill has move_type for flying, so when 277 * the levitation skill has move_type for flying, so when
285 * equipped, that should transfer to player, when not, 278 * equipped, that should transfer to player, when not,
286 * shouldn't. 279 * shouldn't.
287 */ 280 */
288 if (QUERY_FLAG (skill, FLAG_APPLIED)) 281 if (skill->flag [FLAG_APPLIED])
289 { 282 {
290 CLEAR_FLAG (skill, FLAG_APPLIED); 283 skill->clr_flag (FLAG_APPLIED);
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 284 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 } 285 }
293 else 286 else
294 { 287 {
295 SET_FLAG (skill, FLAG_APPLIED); 288 skill->set_flag (FLAG_APPLIED);
296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 289 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
297 } 290 }
298 291
299 op->update_stats (); 292 op->update_stats ();
300 success = 1; 293 success = 1;
381 case SK_ALCHEMY: 374 case SK_ALCHEMY:
382 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
383 case SK_LITERACY: 376 case SK_LITERACY:
384 case SK_WOODSMAN: 377 case SK_WOODSMAN:
385 /* first, we try to find a cauldron, and do the alchemy thing. 378 /* first, we try to find a cauldron, and do the alchemy thing.
386 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
387 */ 380 */
381 {
382 bool found_cauldron = false;
383
388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 384 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
389 { 385 {
390 next = tmp->above; 386 next = tmp->above;
391 387
392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 388 if (tmp->flag [FLAG_IS_CAULDRON])
393 { 389 {
390 found_cauldron = true;
391
392 if (tmp->skill != skill->skill)
393 {
394 op->failmsgf ("You can't use the %s with the %s skill!",
395 query_name (tmp),
396 query_name (skill));
397 break;
398 }
399
394 attempt_do_alchemy (op, tmp); 400 attempt_do_alchemy (op, tmp, skill);
395 401
396 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 402 if (tmp->flag [FLAG_APPLIED])
397 esrv_send_inventory (op, tmp); 403 esrv_send_inventory (op, tmp);
398
399 did_alc = 1;
400 } 404 }
401 } 405 }
402 406
403 if (did_alc == 0) 407 if (!found_cauldron)
404 exp = success = skill_ident (op, skill); 408 exp = success = skill_ident (op, skill);
405 409 }
406 break; 410 break;
407 411
408 case SK_DET_MAGIC: 412 case SK_DET_MAGIC:
409 case SK_DET_CURSE: 413 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill); 414 exp = success = skill_ident (op, skill);
441 case SK_SUMMONING: 445 case SK_SUMMONING:
442 case SK_CLIMBING: 446 case SK_CLIMBING:
443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 447 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
444 break; 448 break;
445 449
450 case SK_MINING:
451 success = skill_mining (op, part, skill, dir, string);
452 break;
453
446 default: 454 default:
447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 455 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
448 break; 456 break;
449 } 457 }
450 458
451 /* For players we now update the speed_left from using the skill. 459 /* For players we now update the speed_left from using the skill.
452 * Monsters have no skill use time because of the random nature in 460 * Monsters have no skill use time because of the random nature in
453 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 463 * in the code for the skill itself.
456 */ 464 */
457 if (op->type == PLAYER) 465 if (op->type == PLAYER)
507 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
508 * 516 *
509 * If an object is not alive and magical we set the base exp higher to 517 * If an object is not alive and magical we set the base exp higher to
510 * help out exp awards for skill_ident skills. Also, if 518 * help out exp awards for skill_ident skills. Also, if
511 * an item is type RUNE, we give out exp based on stats.Cha 519 * an item is type RUNE, we give out exp based on stats.Cha
512 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
513 */ 521 */
514 if (!op) 522 if (!op)
515 { /* no item/creature */ 523 { /* no item/creature */
516 op_lvl = max (1, who->map->difficulty); 524 op_lvl = max (1, who->map->difficulty);
517 op_exp = 0; 525 op_exp = 0;
524 } 532 }
525 else 533 else
526 { /* all other items/living creatures */ 534 { /* all other items/living creatures */
527 op_exp = op->stats.exp; 535 op_exp = op->stats.exp;
528 op_lvl = op->level; 536 op_lvl = op->level;
529 if (!QUERY_FLAG (op, FLAG_ALIVE)) 537 if (!op->flag [FLAG_ALIVE])
530 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 538 op_lvl += 5 * abs (op->magic); /* for ident/make items */
531 } 539 }
532 540
533 if (op_lvl < 1) 541 if (op_lvl < 1)
534 op_lvl = 1; 542 op_lvl = 1;
581} 589}
582 590
583/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
584 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
585 * exact name of the requested skill. 593 * exact name of the requested skill.
586 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
587 * they can equip. 595 * they can equip.
588 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
589 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
590 */ 598 */
591int 599int
598 } 606 }
599 607
600 object *tmp = find_skill (pl, scroll->skill); 608 object *tmp = find_skill (pl, scroll->skill);
601 609
602 /* player already knows it */ 610 /* player already knows it */
603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 611 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
604 return 0; 612 return 0;
605 613
606 /* now a random change to learn, based on player Int. 614 /* now a random change to learn, based on player Int.
607 * give bonus based on level - otherwise stupid characters 615 * give bonus based on level - otherwise stupid characters
608 * might never be able to learn anything. 616 * might never be able to learn anything.
617 { 625 {
618 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 626 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
619 return 2; 627 return 2;
620 } 628 }
621 629
622 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 630 tmp->set_flag (FLAG_CAN_USE_SKILL);
623 link_player_skills (pl); 631
624 return 1; 632 return 1;
625} 633}
626 634
627/* Gives a percentage clipped to 0% -> 100% of a/b. */ 635/* Gives a percentage clipped to 0% -> 100% of a/b. */
628/* Probably belongs in some global utils-type file? */ 636/* Probably belongs in some global utils-type file? */
640 return 0; 648 return 0;
641 else if (rv > 100) 649 else if (rv > 100)
642 return 100; 650 return 100;
643 651
644 return rv; 652 return rv;
653}
654
655static int
656cmp_skillp (const void *sk1, const void *sk2)
657{
658 return strcmp (&((*(const object **) sk1)->name),
659 &((*(const object **) sk2)->name));
645} 660}
646 661
647/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
648 * their current skill list. 663 * their current skill list.
649 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
650 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
651 * max weapon improvments, item power). 666 * max weapon improvments, item power).
652 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
653 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
654 * just dumped this as we found it, this would be a bit 669 * just dumped this as we found it, this would be a bit
655 * simpler. 670 * simpler.
656 */ 671 */
657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
658void 672void
659show_skills (object *op, const char *search) 673show_skills (object *pl, const char *search)
660{ 674{
661 const char *cp; 675 const char *cp;
662 int i, num_skills_found = 0; 676 int i, num_skills_found = 0;
663 const char *const periods = ".............................."; // 30 677 object *skills[CS_NUM_SKILLS];
678 object *op = pl->contr->ob;
664 679
665 /* Need to have a pointer and use strdup for qsort to work properly */ 680 /* find the skills */
666 char skills[NUM_SKILLS][128]; // d'oh
667
668 for (object *tmp = op->inv; tmp; tmp = tmp->below) 681 for (object *tmp = op->inv; tmp; tmp = tmp->below)
669 { 682 {
670 if (tmp->type == SKILL) 683 if (tmp->type == SKILL)
671 { 684 {
672 if (search && !strstr (tmp->name, search)) 685 if (search && !tmp->name.contains (search))
673 continue; 686 continue;
674 687
675 char buf[30]; 688 skills[num_skills_found++] = tmp;
676
677 /* Basically want to fill this out to 30 spaces with periods */
678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
679
680 if (settings.permanent_exp_ratio)
681 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
682 buf, tmp->level, tmp->stats.exp,
683 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
684 else
685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
686 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
687 689
688 /* I don't know why some characters get a bunch of skills, but 690 /* I don't know why some characters get a bunch of skills, but
689 * it sometimes happens (maybe a leftover from bugier earlier code 691 * it sometimes happens (maybe a leftover from bugier earlier code
690 * and those character are still about). In any case, lets handle 692 * and those character are still about). In any case, lets handle
691 * it so it doesn't crash the server - otherwise, one character may 693 * it so it doesn't crash the server - otherwise, one character may
692 * crash the server numerous times. 694 * crash the server numerous times.
693 */ 695 */
694 if (num_skills_found >= NUM_SKILLS) 696 if (num_skills_found >= CS_NUM_SKILLS)
695 { 697 {
696 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
697 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 699 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
698 break; 700 break;
699 } 701 }
700 } 702 }
701 } 703 }
702 704
703 dynbuf_text msg (4096, 1024); 705 dynbuf_text &msg = msg_dynbuf; msg.clear ();
704 706
705 msg << "T<Player skills:>\n\n"; 707 msg << "T<Player skills:>\n\n";
706 if (num_skills_found > 1) 708 if (num_skills_found > 1)
707 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
708 710
711 char buf[31]; /* +1 for '\0' */
712 const char *const periods = ".............................."; // 30
713
709 for (i = 0; i < num_skills_found; i++) 714 for (i = 0; i < num_skills_found; i++) {
710 msg << " C<" << skills [i] << ">\n"; 715 object *tmp = skills[i];
716
717 /* Basically want to fill this out to 30 spaces with periods */
718 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
719
720 msg << " C<";
721
722 if (settings.permanent_exp_ratio)
723 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
724 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
725 clipped_percent (tmp->perm_exp, tmp->stats.exp));
726 else
727 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
728 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
729
730 msg << ">\n";
731 }
711 732
712 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 733 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
713 734
714 cp = determine_god (op); 735 cp = determine_god (op);
715 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 736 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
716 737
717 msg << "Your equipped item power is " << (int)op->contr->item_power 738 msg << "Your equipped item power is " << (int)op->contr->item_power
718 << " out of " << int (op->level * settings.item_power_factor) 739 << " out of " << int (op->level * settings.item_power_factor)
719 << ".\n"; 740 << ".\n";
720 741
721 op->contr->infobox (MSG_CHANNEL ("skills"), msg); 742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
722} 743}
723 744
724/* use_skill() - similar to invoke command, it executes the skill in the 745/* use_skill() - similar to invoke command, it executes the skill in the
725 * direction that the user is facing. Returns false if we are unable to 746 * direction that the user is facing. Returns false if we are unable to
726 * change to the requested skill, or were unable to use the skill properly. 747 * change to the requested skill, or were unable to use the skill properly.
727 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
728 * our own find_skill_by_name so we can try to do better string matching. 749 * our own find_skill_by_name so we can try to do better string matching.
729 */ 750 */
730int 751int
731use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
732{ 753{
735 756
736 if (!string) 757 if (!string)
737 return 0; 758 return 0;
738 759
739 for (skop = op->inv; skop; skop = skop->below) 760 for (skop = op->inv; skop; skop = skop->below)
740 { 761 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
741 if (skop->type == SKILL
742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
743 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 762 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
763 {
764 skop = find_skill_by_name (op, skop->skill);
744 break; 765 break;
745 else if (skop->type == SKILL_TOOL
746 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
747 break;
748 } 766 }
749 767
750 if (!skop) 768 if (!skop)
751 { 769 {
752 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 770 op->failmsgf ("Unable to find skill %s.", string);
771 return 0;
772 }
773
774 if (!(skill_flags [skop->subtype] & SF_USE))
775 {
776 op->failmsgf (
777 "You feel as if you wanted to do something funny, but you can't remember what. "
778 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
779 "use it with some item, or it's always active.>",
780 &skop->skill
781 );
753 return 0; 782 return 0;
754 } 783 }
755 784
756 len = strlen (skop->skill); 785 len = strlen (skop->skill);
757 786
783} 812}
784 813
785static bool 814static bool
786hth_skill_p (object *skill) 815hth_skill_p (object *skill)
787{ 816{
788 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 817 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
789} 818}
790 819
791/* This finds the first unarmed skill the player has, and returns it. 820/* This finds the first unarmed skill the player has, and returns it.
792 */ 821 */
793static object * 822static object *
794find_player_hth_skill (object *op) 823find_player_hth_skill (object *op)
795{ 824{
796 for (object *tmp = op->inv; tmp; tmp = tmp->below) 825 for (object *tmp = op->inv; tmp; tmp = tmp->below)
797 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 826 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
798 return tmp; 827 return tmp;
799 828
800 return 0; 829 return 0;
801} 830}
802 831
822 * through that code if skill is set to change to the skill. 851 * through that code if skill is set to change to the skill.
823 */ 852 */
824 if (player *pl = op->contr) 853 if (player *pl = op->contr)
825 { 854 {
826 if (skill) 855 if (skill)
827 op->change_skill (skill); 856 {
857 if (!op->apply (skill))
858 return 0;
859 }
828 else 860 else
829 { 861 {
830 if (!pl->combat_ob) 862 if (!pl->combat_ob)
831 { 863 {
832 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 864 if (op->flag [FLAG_READY_WEAPON])
833 { 865 {
834 for (tmp = op->inv; tmp; tmp = tmp->below) 866 for (tmp = op->inv; tmp; tmp = tmp->below)
835 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 867 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
836 break; 868 break;
837 869
838 if (!tmp) 870 if (!tmp)
839 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 871 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
840 872
854 886
855 if (!skill) 887 if (!skill)
856 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 888 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
857 } 889 }
858 890
859 if (skill) 891 op->apply (skill);
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
863 }
864 } 892 }
865 893
866 if (!pl->combat_ob) 894 if (!pl->combat_ob)
867 { 895 {
868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 896 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
869 return 0; 897 return 0;
870 } 898 }
871 } 899 }
872 900
873 if (!op->change_weapon (pl->combat_ob)) 901 if (!op->apply (pl->combat_ob))
874 return 0; 902 return 0;
903
904 if (!op->chosen_skill)
905 {
906 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
907 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
908 return 0;
909 }
875 } 910 }
876 911
877 /* lose invisiblity/hiding status for running attacks */ 912 /* lose invisiblity/hiding status for running attacks */
878 if (pl->tmp_invis) 913 if (pl->tmp_invis)
879 { 914 {
880 pl->tmp_invis = 0; 915 pl->tmp_invis = 0;
881 op->invisible = 0; 916 op->invisible = 0;
882 op->hide = 0; 917 op->flag [FLAG_HIDDEN] = 0;
883 update_object (op, UP_OBJ_CHANGE); 918 update_object (op, UP_OBJ_CHANGE);
884 } 919 }
885 } 920 }
886 921
887 int success = attack_ob (tmp, op); 922 int success = attack_ob (tmp, op);
888 923
889 /* print appropriate messages to the player */ 924 /* print appropriate messages to the player */
890 925
891 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 926 if (success && string && tmp && !tmp->flag [FLAG_FREED])
892 { 927 {
893 if (op->type == PLAYER) 928 if (op->type == PLAYER)
894 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 929 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
895 else if (tmp->type == PLAYER) 930 else if (tmp->type == PLAYER)
896 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 931 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
918 int mflags; 953 int mflags;
919 954
920 if (!dir) 955 if (!dir)
921 dir = pl->facing; 956 dir = pl->facing;
922 957
923 tx = freearr_x[dir]; 958 tx = DIRX (dir);
924 ty = freearr_y[dir]; 959 ty = DIRY (dir);
925 960
926 /* If we don't yet have an opponent, find if one exists, and attack. 961 /* If we don't yet have an opponent, find if one exists, and attack.
927 * Legal opponents are the same as outlined in move_player_attack() 962 * Legal opponents are the same as outlined in move_player_attack()
928 */ 963 */
929 if (!tmp) 964 if (!tmp)
930 { 965 {
931 m = pl->map; 966 m = pl->map;
932 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
933 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
934 969
935 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
936 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
937 return 0; 972 return 0;
938 973
939 /* space must be blocked for there to be anything interesting to do */ 974 /* space must be blocked for there to be anything interesting to do */
940 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 975 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
941 return 0; 976 return 0;
942 977
943 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 978 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
944 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 979 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
945 { 980 {
946 /* Don't attack party members */ 981 /* Don't attack party members */
947 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 982 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
948 return 0; 983 return 0;
949 984
971static int 1006static int
972attack_hth (object *pl, int dir, const char *string, object *skill) 1007attack_hth (object *pl, int dir, const char *string, object *skill)
973{ 1008{
974 object *enemy = NULL, *weapon; 1009 object *enemy = NULL, *weapon;
975 1010
976 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1011 if (pl->flag [FLAG_READY_WEAPON])
977 for (weapon = pl->inv; weapon; weapon = weapon->below) 1012 for (weapon = pl->inv; weapon; weapon = weapon->below)
978 { 1013 {
979 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1014 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
980 { 1015 {
981 CLEAR_FLAG (weapon, FLAG_APPLIED); 1016 weapon->clr_flag (FLAG_APPLIED);
982 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1017 pl->clr_flag (FLAG_READY_WEAPON);
983 pl->update_stats (); 1018 pl->update_stats ();
984 if (pl->type == PLAYER) 1019 if (pl->type == PLAYER)
985 { 1020 {
986 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1021 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
987 esrv_update_item (UPD_FLAGS, pl, weapon); 1022 esrv_update_item (UPD_FLAGS, pl, weapon);
1005 */ 1040 */
1006static int 1041static int
1007attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1042attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1008{ 1043{
1009 1044
1010 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1045 if (!op->flag [FLAG_READY_WEAPON])
1011 { 1046 {
1012 if (op->type == PLAYER) 1047 if (op->type == PLAYER)
1013 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1048 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1014 1049
1015 return 0; 1050 return 0;

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