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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.31 by root, Sun Apr 29 18:11:21 2007 UTC vs.
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
44#include <object.h> 43#include <object.h>
45#include <sproto.h> 44#include <sproto.h>
46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47#include <spells.h> 46#include <spells.h>
48 47
49/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 49 0, // SK_NONE
51 * automatically applying one for the player. 50# define def(uc, flags) flags,
52 */ 51# include "skillinc.h"
53static uint8 unarmed_skills[] = { 52# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 53};
64 54
65static int attack_hth (object *pl, int dir, const char *string, object *skill); 55static int attack_hth (object *pl, int dir, const char *string, object *skill);
66static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
67 57
70 * subtypes. 60 * subtypes.
71 */ 61 */
72void 62void
73init_skills (void) 63init_skills (void)
74{ 64{
75 int i; 65 for_all_archetypes (at)
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
80 { 67 {
81 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
82 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",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
84 else 71 else
85 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
86 } 73 }
87 74
88 /* 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
89 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
90 */ 77 */
91 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i]) 79 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96} 81}
97 82
98/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
119 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
120 } 105 }
121 } 106 }
122} 107}
123 108
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
124/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
126 * 121 *
127 * It is presumed that the player will be needing to actually 122 * It is presumed that the player will be needing to actually
128 * 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
129 * tool, this code will equip it. 124 * tool, this code will equip it.
130 */ 125 */
131object * 126object *
132find_skill_by_name (object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
133{ 128{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 129 object *skill_tool = 0;
135 130
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
144 { 133 {
145 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]))
146 skill = tmp; 135 /* If this is a skill that can be used without applying tool, return it */
147 136 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
150 */ 139 */
151 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)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 141 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 142 }
158 } 143
159 /* If this is a skill that can be used without a tool, return it */ 144 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 145 return 0;
162 146
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
166 */ 150 */
167 if (skill_tool) 151 object *skill = find_skill (who, skill_tool->skill);
168 { 152
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill) 153 if (!skill)
175 { 154 {
176 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who); 156 link_player_skills (who);
178 } 157 }
158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
179 return skill; 161 return 0;
180 } 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
181 return NULL; 178 return 0;
182} 179}
183
184 180
185/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
187 * 183 *
188 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
189 * 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
190 * tool, this code will equip it. 186 * tool, this code will equip it.
191 * 187 *
194 * this replaces find_skill. 190 * this replaces find_skill.
195 */ 191 */
196object * 192object *
197find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
198{ 194{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill; 198 return skop;
243 }
244 199
245 return NULL; 200 return 0;
246} 201}
247 202
248/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
258 */ 205 */
259 206bool
260int 207object::change_skill (object *new_skill)
261change_skill (object *who, object *new_skill, int flag)
262{ 208{
263 int old_range;
264
265 if (who->type != PLAYER) 209 if (type != PLAYER)
266 return 0; 210 return 0;
267 211
268 old_range = who->contr->shoottype; 212 // optimise this supposedly common case
269 213 if (new_skill == chosen_skill)
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1; 214 return 1;
277 }
278 215
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill) 216 if (chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY); 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
286 221
287 /* Only goal in this case was to unapply a skill */ 222 chosen_skill = new_skill;
223
288 if (!new_skill) 224 if (chosen_skill)
289 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
290 229
291 if (apply_special (who, new_skill, AP_APPLY)) 230 // always clear current weapon, as the selected skill could
292 return 0; 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;
293 234
294 if (flag & 0x1) 235 update_stats ();
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1; 236 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 237}
315 238
316/* 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().
317 * 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.
318 * 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
326int 249int
327do_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)
328{ 251{
329 int success = 0, exp = 0; 252 int success = 0, exp = 0;
330 int did_alc = 0; 253 int did_alc = 0;
331 object *tmp, *next;
332 254
333 if (!skill) 255 if (!skill)
334 return 0; 256 return 0;
335 257
336 /* 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
338 * 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
339 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
340 */ 262 */
341 if (skill->type != SKILL && op->type == PLAYER) 263 if (skill->type != SKILL && op->type == PLAYER)
342 { 264 {
343 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
344 if (tmp->type == SKILL && tmp->skill == skill->skill) 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
345 break; 267 {
268 skill = tmp;
269 goto found;
270 }
346 271
347 if (!tmp)
348 tmp = give_skill_by_name (op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
349 273found: ;
350 skill = tmp;
351 } 274 }
352 275
353 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
354 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)))
355 return 0; 278 return 0;
368 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
369 } 292 }
370 else 293 else
371 { 294 {
372 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
373 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
374 } 297 }
375 298
376 op->update_stats (); 299 op->update_stats ();
377 success = 1; 300 success = 1;
378 break; 301 break;
388 case SK_HIDING: 311 case SK_HIDING:
389 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
390 break; 313 break;
391 314
392 case SK_JUMPING: 315 case SK_JUMPING:
393 success = jump (op, dir, skill); 316 exp = success = jump (op, dir, skill);
394 break; 317 break;
395 318
396 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
397 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
398 break; 321 break;
460 case SK_LITERACY: 383 case SK_LITERACY:
461 case SK_WOODSMAN: 384 case SK_WOODSMAN:
462 /* 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.
463 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
464 */ 387 */
465 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)
466 { 389 {
467 next = tmp->above; 390 next = tmp->above;
468 391
469 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
470 { 393 {
529 * Monsters have no skill use time because of the random nature in 452 * Monsters have no skill use time because of the random nature in
530 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
531 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
532 * in the code for the skill itself. 455 * in the code for the skill itself.
533 */ 456 */
534
535 if (op->type == PLAYER) 457 if (op->type == PLAYER)
536 op->speed_left -= 1.0; 458 op->speed_left -= 1.f;
537 459
538 /* this is a good place to add experience for successfull use of skills. 460 /* this is a good place to add experience for successfull use of skills.
539 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
540 * gain problems. 462 * gain problems.
541 */ 463 */
569 * op is the object that was 'defeated'. 491 * op is the object that was 'defeated'.
570 * skill is the skill used. If no skill is used, it should just 492 * skill is the skill used. If no skill is used, it should just
571 * point back to who. 493 * point back to who.
572 * 494 *
573 */ 495 */
574
575int 496int
576calc_skill_exp (object *who, object *op, object *skill) 497calc_skill_exp (object *who, object *op, object *skill)
577{ 498{
578 int op_exp = 0, op_lvl = 0; 499 int op_exp = 0, op_lvl = 0;
579 float base, value, lvl_mult = 0.0; 500 float base, value, lvl_mult = 0.0;
588 * If an object is not alive and magical we set the base exp higher to 509 * If an object is not alive and magical we set the base exp higher to
589 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
590 * an item is type RUNE, we give out exp based on stats.Cha 511 * an item is type RUNE, we give out exp based on stats.Cha
591 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
592 */ 513 */
593
594 if (!op) 514 if (!op)
595 { /* no item/creature */ 515 { /* no item/creature */
596 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
597 op_exp = 0; 517 op_exp = 0;
598 } 518 }
599 else if (op->type == RUNE || op->type == TRAP) 519 else if (op->type == RUNE || op->type == TRAP)
600 { /* all traps. If stats.Cha > 1 we use that 520 { /* all traps. If stats.Cha > 1 we use that
601 * for the amount of experience */ 521 * for the amount of experience */
605 else 525 else
606 { /* all other items/living creatures */ 526 { /* all other items/living creatures */
607 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
608 op_lvl = op->level; 528 op_lvl = op->level;
609 if (!QUERY_FLAG (op, FLAG_ALIVE)) 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
610 { /* for ident/make items */ 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
611 op_lvl += 5 * abs (op->magic);
612 }
613 } 531 }
614 532
615 if (op_lvl < 1) 533 if (op_lvl < 1)
616 op_lvl = 1; 534 op_lvl = 1;
617 535
625 /* if skill really is a skill, then we can look at the skill archetype for 543 /* if skill really is a skill, then we can look at the skill archetype for
626 * bse reward value (exp) and level multiplier factor. 544 * bse reward value (exp) and level multiplier factor.
627 */ 545 */
628 if (skill->type == SKILL) 546 if (skill->type == SKILL)
629 { 547 {
630 base += skill->arch->clone.stats.exp; 548 base += skill->arch->stats.exp;
631 if (settings.simple_exp) 549 if (settings.simple_exp)
632 { 550 {
633 if (skill->arch->clone.level) 551 if (skill->arch->level)
634 lvl_mult = (float) skill->arch->clone.level / 100.0; 552 lvl_mult = (float) skill->arch->level / 100.0;
635 else 553 else
636 lvl_mult = 1.0; /* no adjustment */ 554 lvl_mult = 1.0; /* no adjustment */
637 } 555 }
638 else 556 else
639 { 557 {
640 if (skill->level) 558 if (skill->level)
641 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 559 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
642 else 560 else
643 lvl_mult = 1.0; 561 lvl_mult = 1.0;
644 } 562 }
645 } 563 }
646 else 564 else
647 { 565 {
648 /* Don't divide by zero here! */ 566 /* Don't divide by zero here! */
649 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
650 } 568 }
651 } 569 }
652 570
653 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
654 572
668 * This one actually teaches the player the skill as something 586 * This one actually teaches the player the skill as something
669 * they can equip. 587 * they can equip.
670 * Return 0 if the player knows the skill, 1 if the 588 * Return 0 if the player knows the skill, 1 if the
671 * player learns the skill, 2 otherwise. 589 * player learns the skill, 2 otherwise.
672 */ 590 */
673
674int 591int
675learn_skill (object *pl, object *scroll) 592learn_skill (object *pl, object *scroll)
676{ 593{
677 object *tmp;
678
679 if (!scroll->skill) 594 if (!scroll->skill)
680 { 595 {
681 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 596 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
682 return 2; 597 return 2;
683 } 598 }
684 599
685 /* can't use find_skill_by_name because we want skills the player knows 600 object *tmp = find_skill (pl, scroll->skill);
686 * but can't use natively.
687 */
688
689 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
690 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
691 break;
692 601
693 /* player already knows it */ 602 /* player already knows it */
694 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
695 return 0; 604 return 0;
696 605
714 link_player_skills (pl); 623 link_player_skills (pl);
715 return 1; 624 return 1;
716} 625}
717 626
718/* Gives a percentage clipped to 0% -> 100% of a/b. */ 627/* Gives a percentage clipped to 0% -> 100% of a/b. */
719
720/* Probably belongs in some global utils-type file? */ 628/* Probably belongs in some global utils-type file? */
721static int 629static int
722clipped_percent (sint64 a, sint64 b) 630clipped_percent (sint64 a, sint64 b)
723{ 631{
724 int rv; 632 int rv;
744 * Note this function is a bit more complicated becauase we 652 * Note this function is a bit more complicated becauase we
745 * we want ot sort the skills before printing them. If we 653 * we want ot sort the skills before printing them. If we
746 * just dumped this as we found it, this would be a bit 654 * just dumped this as we found it, this would be a bit
747 * simpler. 655 * simpler.
748 */ 656 */
749 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
750void 658void
751show_skills (object *op, const char *search) 659show_skills (object *op, const char *search)
752{ 660{
753 object *tmp = NULL;
754 char buf[MAX_BUF];
755 const char *cp; 661 const char *cp;
756 int i, num_skills_found = 0; 662 int i, num_skills_found = 0;
757 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
758 664
759 /* Need to have a pointer and use strdup for qsort to work properly */ 665 /* Need to have a pointer and use strdup for qsort to work properly */
760 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
761 667
762
763 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
764 { 669 {
765 if (tmp->type == SKILL) 670 if (tmp->type == SKILL)
766 { 671 {
767 if (search && strstr (tmp->name, search) == NULL) 672 if (search && !strstr (tmp->name, search))
768 continue; 673 continue;
674
675 char buf[30];
676
769 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
770 sprintf (buf, "%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
771 buf[40] = 0;
772 679
773 if (settings.permanent_exp_ratio) 680 if (settings.permanent_exp_ratio)
774 {
775 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 681 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
776 buf, tmp->level, tmp->stats.exp, 682 buf, tmp->level, tmp->stats.exp,
777 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 683 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 }
779 else 684 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
782 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 686 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 687
784 /* I don't know why some characters get a bunch of skills, but 688 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 691 * it so it doesn't crash the server - otherwise, one character may
788 * crash the server numerous times. 692 * crash the server numerous times.
794 break; 698 break;
795 } 699 }
796 } 700 }
797 } 701 }
798 702
799 clear_win_info (op); 703 dynbuf_text msg (4096, 1024);
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704
705 msg << "T<Player skills:>\n\n";
801 if (num_skills_found > 1) 706 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 707 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
803 708
804 for (i = 0; i < num_skills_found; i++) 709 for (i = 0; i < num_skills_found; i++)
805 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
806 711
807 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 712 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
808 713
809 cp = determine_god (op); 714 cp = determine_god (op);
810 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 715 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
811 716
812 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 717 msg << "Your equipped item power is " << (int)op->contr->item_power
813 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 718 << " out of " << int (op->level * settings.item_power_factor)
719 << ".\n";
720
721 op->contr->infobox (MSG_CHANNEL ("skills"), msg);
814} 722}
815 723
816/* use_skill() - similar to invoke command, it executes the skill in the 724/* use_skill() - similar to invoke command, it executes the skill in the
817 * direction that the user is facing. Returns false if we are unable to 725 * direction that the user is facing. Returns false if we are unable to
818 * change to the requested skill, or were unable to use the skill properly. 726 * change to the requested skill, or were unable to use the skill properly.
819 * This is tricky because skills can have spaces. We basically roll 727 * This is tricky because skills can have spaces. We basically roll
820 * our own find_skill_by_name so we can try to do better string matching. 728 * our own find_skill_by_name so we can try to do better string matching.
821 */ 729 */
822
823int 730int
824use_skill (object *op, const char *string) 731use_skill (object *op, const char *string)
825{ 732{
826 object *skop; 733 object *skop;
827 size_t len; 734 size_t len;
828 735
829 if (!string) 736 if (!string)
830 return 0; 737 return 0;
831 738
832 for (skop = op->inv; skop != NULL; skop = skop->below) 739 for (skop = op->inv; skop; skop = skop->below)
833 { 740 {
741 if (skop->type == SKILL
834 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
835 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 743 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
836 break; 744 break;
745 else if (skop->type == SKILL_TOOL
837 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 746 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
838 break; 747 break;
839 } 748 }
749
840 if (!skop) 750 if (!skop)
841 { 751 {
842 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 752 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
843 return 0; 753 return 0;
844 } 754 }
849 * options given to the skill. Its pretty simple - if there 759 * options given to the skill. Its pretty simple - if there
850 * are extra parameters (as deteremined by string length), we 760 * are extra parameters (as deteremined by string length), we
851 * want to skip over any leading spaces. 761 * want to skip over any leading spaces.
852 */ 762 */
853 if (len >= strlen (string)) 763 if (len >= strlen (string))
854 {
855 string = NULL; 764 string = NULL;
856 }
857 else 765 else
858 { 766 {
859 string += len; 767 string += len;
860 while (*string == 0x20) 768 while (*string == 0x20)
861 string++; 769 string++;
770
862 if (strlen (string) == 0) 771 if (strlen (string) == 0)
863 string = NULL; 772 string = NULL;
864 } 773 }
865 774
866#ifdef SKILL_UTIL_DEBUG 775#ifdef SKILL_UTIL_DEBUG
867 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 776 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
868#endif 777#endif
869 778
870 /* Change to the new skill, then execute it. */
871 if (do_skill (op, op, skop, op->facing, string)) 779 if (do_skill (op, op, skop, op->facing, string))
872 return 1; 780 return 1;
873 781
874 return 0; 782 return 0;
875} 783}
876 784
877static bool 785static bool
878hth_skill_p (object *skill) 786hth_skill_p (object *skill)
879{ 787{
880 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 788 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
881 if (skill->subtype == unarmed_skills[i])
882 return 1;
883
884 return 0;
885} 789}
886 790
887/* This finds the first unarmed skill the player has, and returns it. 791/* This finds the first unarmed skill the player has, and returns it.
888 */ 792 */
889static object * 793static object *
915 * is readied either then try to find a skill for the player to use. 819 * is readied either then try to find a skill for the player to use.
916 * it is presumed that if skill is set, it is a valid attack skill (eg, 820 * it is presumed that if skill is set, it is a valid attack skill (eg,
917 * the caller should have set it appropriately). We still want to pass 821 * the caller should have set it appropriately). We still want to pass
918 * through that code if skill is set to change to the skill. 822 * through that code if skill is set to change to the skill.
919 */ 823 */
920 if (op->type == PLAYER) 824 if (player *pl = op->contr)
921 { 825 {
922 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 826 if (skill)
827 op->change_skill (skill);
828 else
923 { 829 {
924 if (!skill) 830 if (!pl->combat_ob)
925 { 831 {
926 /* See if the players chosen skill is a combat skill, and use 832 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
927 * it if appropriate.
928 */
929 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
930 skill = op->chosen_skill;
931 else
932 { 833 {
933 skill = find_player_hth_skill (op); 834 for (tmp = op->inv; tmp; tmp = tmp->below)
835 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
836 break;
934 837
935 if (!skill) 838 if (!tmp)
839 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
840
841 pl->combat_ob = tmp;
842 }
843
844 if (!pl->combat_ob)
845 {
846 /* See if the players chosen skill is a combat skill, and use
847 * it if appropriate.
848 */
849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
850 skill = op->chosen_skill;
851 else
936 { 852 {
853 skill = find_player_hth_skill (op);
854
855 if (!skill)
937 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 856 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
938 return 0; 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
939 } 863 }
940 } 864 }
941 }
942 865
943 /* now try to ready the new skill */
944 if (!change_skill (op, skill, 0))
945 { /* oh oh, trouble! */
946 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
947 return 0;
948 }
949 }
950 else
951 {
952 /* Seen some crashes below where current_weapon is not set,
953 * even though the flag says it is. So if current weapon isn't set,
954 * do some work in trying to find the object to use.
955 */
956 if (!op->current_weapon)
957 {
958 object *tmp;
959
960 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
961 for (tmp = op->inv; tmp; tmp = tmp->below)
962 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
963 break;
964
965 if (!tmp) 866 if (!pl->combat_ob)
966 { 867 {
967 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
968 op->current_weapon = NULL;
969 return 0; 869 return 0;
970 } 870 }
971 else
972 op->current_weapon = tmp;
973 } 871 }
974 872
975 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 873 if (!op->change_weapon (pl->combat_ob))
874 return 0;
976 } 875 }
977 }
978 876
979 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
980 878 if (pl->tmp_invis)
981 if (op->type == PLAYER && op->contr->tmp_invis) 879 {
982 {
983 op->contr->tmp_invis = 0; 880 pl->tmp_invis = 0;
984 op->invisible = 0; 881 op->invisible = 0;
985 op->hide = 0; 882 op->hide = 0;
986 update_object (op, UP_OBJ_CHANGE); 883 update_object (op, UP_OBJ_CHANGE);
884 }
987 } 885 }
988 886
989 int success = attack_ob (tmp, op); 887 int success = attack_ob (tmp, op);
990 888
991 /* print appropriate messages to the player */ 889 /* print appropriate messages to the player */
1001 return success; 899 return success;
1002} 900}
1003 901
1004/* skill_attack() - Core routine for use when we attack using a skills 902/* skill_attack() - Core routine for use when we attack using a skills
1005 * system. In essence, this code handles 903 * system. In essence, this code handles
1006 * all skill-based attacks, ie hth, missile and melee weapons should be 904 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1007 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
1008 * we move right onto do_skill_attack(), otherwise we find if an 906 * we move right onto do_skill_attack(), otherwise we find if an
1009 * appropriate opponent exists. 907 * appropriate opponent exists.
1010 * 908 *
1011 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()
1062 } 960 }
1063 961
1064 return do_skill_attack (tmp, pl, string, skill); 962 return do_skill_attack (tmp, pl, string, skill);
1065} 963}
1066 964
1067
1068/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 965/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1069 966
1070/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 967/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1071 * (attack_hth) we check for weapon use, etc in the second (the new 968 * (attack_hth) we check for weapon use, etc in the second (the new
1072 * function skill_attack() we actually attack. 969 * function skill_attack() we actually attack.
1073 */ 970 */
1074
1075static int 971static int
1076attack_hth (object *pl, int dir, const char *string, object *skill) 972attack_hth (object *pl, int dir, const char *string, object *skill)
1077{ 973{
1078 object *enemy = NULL, *weapon; 974 object *enemy = NULL, *weapon;
1079 975
1088 if (pl->type == PLAYER) 984 if (pl->type == PLAYER)
1089 { 985 {
1090 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 986 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1091 esrv_update_item (UPD_FLAGS, pl, weapon); 987 esrv_update_item (UPD_FLAGS, pl, weapon);
1092 } 988 }
989
1093 break; 990 break;
1094 } 991 }
1095 } 992 }
1096 993
1097 return skill_attack (enemy, pl, dir, string, skill); 994 return skill_attack (enemy, pl, dir, string, skill);
1117 1014
1118 return 0; 1015 return 0;
1119 } 1016 }
1120 1017
1121 return skill_attack (NULL, op, dir, string, skill); 1018 return skill_attack (NULL, op, dir, string, skill);
1122
1123} 1019}
1020

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