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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.40 by root, Fri May 11 20:06:33 2007 UTC vs.
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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
61 * subtypes. 60 * subtypes.
62 */ 61 */
63void 62void
64init_skills (void) 63init_skills (void)
65{ 64{
66 for (archetype *at = first_archetype; at; at = at->next) 65 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
68 { 67 {
69 if (skill_names[at->clone.subtype]) 68 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 71 else
73 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
74 } 73 }
75 74
76 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
78 */ 77 */
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 } 105 }
107 } 106 }
108} 107}
109 108
109static object *
110find_skill (object *who, const shstr &sh)
111{
112 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL)
114 return tmp;
115
116 return 0;
117}
118
110/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
112 * 121 *
113 * It is presumed that the player will be needing to actually 122 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 123 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 124 * tool, this code will equip it.
116 */ 125 */
117object * 126object *
118find_skill_by_name (object *who, const char *name) 127find_skill_by_name (object *who, const shstr &sh)
119{ 128{
120 if (!name) 129 object *skill_tool = 0;
130
131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
133 {
134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
135 /* If this is a skill that can be used without applying tool, return it */
136 return splay (tmp);
137 /* Try to find appropriate skilltool. If the player has one already
138 * applied, we try to keep using that one.
139 */
140 else if (tmp->type == SKILL_TOOL && !skill_tool)
141 skill_tool = tmp;
142 }
143
144 if (!skill_tool)
121 return 0; 145 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 146
150 /* 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 -
151 * 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
152 * but not the skill itself, give it to them. 149 * but not the skill itself, give it to them.
153 */ 150 */
154 if (skill_tool) 151 object *skill = find_skill (who, skill_tool->skill);
155 {
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 if (apply_special (who, skill_tool, 0))
158 return 0;
159 152
160 if (!skill) 153 if (!skill)
161 { 154 {
162 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who); 156 link_player_skills (who);
164 } 157 }
165 158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
166 return skill; 161 return 0;
167 } 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;
168 177
169 return 0; 178 return 0;
170} 179}
171 180
172
173/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
174 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
175 * 183 *
176 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
177 * 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
178 * tool, this code will equip it. 186 * tool, this code will equip it.
179 * 187 *
182 * this replaces find_skill. 190 * this replaces find_skill.
183 */ 191 */
184object * 192object *
185find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
186{ 194{
187 object *skill = NULL, *skill_tool = NULL, *tmp;
188
189 if (skillno < 1 || skillno >= NUM_SKILLS)
190 return NULL;
191
192 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
193 {
194 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
195 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
196
197 /* Try to find appropriate skilltool. If the player has one already
198 * applied, we try to keep using that one.
199 */
200 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
201 {
202 if (QUERY_FLAG (tmp, FLAG_APPLIED))
203 skill_tool = tmp;
204 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
205 skill_tool = tmp;
206 }
207 }
208 /* If this is a skill that can be used without a tool, return it */
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210 return skill;
211
212 /* Player has a tool to use the skill. IF not applied, apply it -
213 * if not successful, return null. If they do have the skill tool
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill; 198 return skop;
231 }
232 199
233 return NULL; 200 return 0;
234} 201}
235 202
236/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
237 * note that this function doesn't always need to get used -
238 * you can now add skill exp to the player without the chosen_skill being
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
242 */ 205 */
243int 206bool
244change_skill (object *who, object *new_skill, int flag) 207object::change_skill (object *new_skill)
245{ 208{
246 if (who->type != PLAYER) 209 if (type != PLAYER)
247 return 0; 210 return 0;
248 211
249 // optimise this supposedly common case 212 // optimise this supposedly common case
250 if (new_skill == who->chosen_skill) 213 if (new_skill == chosen_skill)
251 return 1; 214 return 1;
252 215
253 fprintf (stderr, "cs from %s to %s\n", who->chosen_skill ? &who->chosen_skill->name : 0,
254 new_skill ? &new_skill->name : 0);//D//D//D
255
256 if (who->chosen_skill) 216 if (chosen_skill)
257 apply_special (who, who->chosen_skill, AP_UNAPPLY);
258
259 if (!new_skill)
260 {
261 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
262 who->debug_desc ());
263 return 0;
264 } 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
265 221
266 player *pl = who->contr; 222 chosen_skill = new_skill;
267 223
268 // move skill to front, so it will be prefered next time 224 if (chosen_skill)
269 new_skill->remove (); 225 {
270 who->insert (new_skill); 226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
271 229
272 if (apply_special (who, new_skill, AP_APPLY)) 230 // always clear current weapon, as the selected skill could
273 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;
274 234
235 update_stats ();
275 return 1; 236 return 1;
276}
277
278/* This function just clears the chosen_skill and range_skill values
279 * in the player.
280 */
281void
282clear_skill (object *who)
283{
284 who->chosen_skill = 0;
285 CLEAR_FLAG (who, FLAG_READY_SKILL);
286
287 if (who->type == PLAYER)
288 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
289 who->contr->ranged_ob = 0;
290} 237}
291 238
292/* 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().
293 * 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.
294 * 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
302int 249int
303do_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)
304{ 251{
305 int success = 0, exp = 0; 252 int success = 0, exp = 0;
306 int did_alc = 0; 253 int did_alc = 0;
307 object *tmp, *next;
308 254
309 if (!skill) 255 if (!skill)
310 return 0; 256 return 0;
311 257
312 /* 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
314 * 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
315 * the player doesn't have a bucket for that, create one. 261 * the player doesn't have a bucket for that, create one.
316 */ 262 */
317 if (skill->type != SKILL && op->type == PLAYER) 263 if (skill->type != SKILL && op->type == PLAYER)
318 { 264 {
319 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
320 if (tmp->type == SKILL && tmp->skill == skill->skill) 266 if (tmp->type == SKILL && tmp->skill == skill->skill)
321 break; 267 {
268 skill = tmp;
269 goto found;
270 }
322 271
323 if (!tmp)
324 tmp = give_skill_by_name (op, skill->skill); 272 skill = give_skill_by_name (op, skill->skill);
325 273found: ;
326 skill = tmp;
327 } 274 }
328 275
329 // skill, by_whom, on_which_object, which direction, skill_argument 276 // skill, by_whom, on_which_object, which direction, skill_argument
330 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)))
331 return 0; 278 return 0;
344 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
345 } 292 }
346 else 293 else
347 { 294 {
348 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
349 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!");
350 } 297 }
351 298
352 op->update_stats (); 299 op->update_stats ();
353 success = 1; 300 success = 1;
354 break; 301 break;
364 case SK_HIDING: 311 case SK_HIDING:
365 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
366 break; 313 break;
367 314
368 case SK_JUMPING: 315 case SK_JUMPING:
369 success = jump (op, dir, skill); 316 exp = success = jump (op, dir, skill);
370 break; 317 break;
371 318
372 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
373 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
374 break; 321 break;
436 case SK_LITERACY: 383 case SK_LITERACY:
437 case SK_WOODSMAN: 384 case SK_WOODSMAN:
438 /* 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.
439 * failing that, we go and identify stuff. 386 * failing that, we go and identify stuff.
440 */ 387 */
441 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)
442 { 389 {
443 next = tmp->above; 390 next = tmp->above;
444 391
445 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
446 { 393 {
505 * 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
506 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
507 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
508 * in the code for the skill itself. 455 * in the code for the skill itself.
509 */ 456 */
510
511 if (op->type == PLAYER) 457 if (op->type == PLAYER)
512 op->speed_left -= 1.0; 458 op->speed_left -= 1.f;
513 459
514 /* 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.
515 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
516 * gain problems. 462 * gain problems.
517 */ 463 */
563 * 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
564 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
565 * 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
566 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
567 */ 513 */
568
569 if (!op) 514 if (!op)
570 { /* no item/creature */ 515 { /* no item/creature */
571 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
572 op_exp = 0; 517 op_exp = 0;
573 } 518 }
574 else if (op->type == RUNE || op->type == TRAP) 519 else if (op->type == RUNE || op->type == TRAP)
575 { /* all traps. If stats.Cha > 1 we use that 520 { /* all traps. If stats.Cha > 1 we use that
576 * for the amount of experience */ 521 * for the amount of experience */
580 else 525 else
581 { /* all other items/living creatures */ 526 { /* all other items/living creatures */
582 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
583 op_lvl = op->level; 528 op_lvl = op->level;
584 if (!QUERY_FLAG (op, FLAG_ALIVE)) 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
585 { /* for ident/make items */ 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
586 op_lvl += 5 * abs (op->magic);
587 }
588 } 531 }
589 532
590 if (op_lvl < 1) 533 if (op_lvl < 1)
591 op_lvl = 1; 534 op_lvl = 1;
592 535
600 /* 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
601 * bse reward value (exp) and level multiplier factor. 544 * bse reward value (exp) and level multiplier factor.
602 */ 545 */
603 if (skill->type == SKILL) 546 if (skill->type == SKILL)
604 { 547 {
605 base += skill->arch->clone.stats.exp; 548 base += skill->arch->stats.exp;
606 if (settings.simple_exp) 549 if (settings.simple_exp)
607 { 550 {
608 if (skill->arch->clone.level) 551 if (skill->arch->level)
609 lvl_mult = (float) skill->arch->clone.level / 100.0; 552 lvl_mult = (float) skill->arch->level / 100.0;
610 else 553 else
611 lvl_mult = 1.0; /* no adjustment */ 554 lvl_mult = 1.0; /* no adjustment */
612 } 555 }
613 else 556 else
614 { 557 {
615 if (skill->level) 558 if (skill->level)
616 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);
617 else 560 else
618 lvl_mult = 1.0; 561 lvl_mult = 1.0;
619 } 562 }
620 } 563 }
621 else 564 else
622 { 565 {
623 /* Don't divide by zero here! */ 566 /* Don't divide by zero here! */
624 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
625 } 568 }
626 } 569 }
627 570
628 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
629 572
646 * player learns the skill, 2 otherwise. 589 * player learns the skill, 2 otherwise.
647 */ 590 */
648int 591int
649learn_skill (object *pl, object *scroll) 592learn_skill (object *pl, object *scroll)
650{ 593{
651 object *tmp;
652
653 if (!scroll->skill) 594 if (!scroll->skill)
654 { 595 {
655 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);
656 return 2; 597 return 2;
657 } 598 }
658 599
659 /* can't use find_skill_by_name because we want skills the player knows 600 object *tmp = find_skill (pl, scroll->skill);
660 * but can't use natively.
661 */
662
663 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
664 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
665 break;
666 601
667 /* player already knows it */ 602 /* player already knows it */
668 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
669 return 0; 604 return 0;
670 605
688 link_player_skills (pl); 623 link_player_skills (pl);
689 return 1; 624 return 1;
690} 625}
691 626
692/* Gives a percentage clipped to 0% -> 100% of a/b. */ 627/* Gives a percentage clipped to 0% -> 100% of a/b. */
693
694/* Probably belongs in some global utils-type file? */ 628/* Probably belongs in some global utils-type file? */
695static int 629static int
696clipped_percent (sint64 a, sint64 b) 630clipped_percent (sint64 a, sint64 b)
697{ 631{
698 int rv; 632 int rv;
718 * Note this function is a bit more complicated becauase we 652 * Note this function is a bit more complicated becauase we
719 * we want ot sort the skills before printing them. If we 653 * we want ot sort the skills before printing them. If we
720 * 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
721 * simpler. 655 * simpler.
722 */ 656 */
723 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
724void 658void
725show_skills (object *op, const char *search) 659show_skills (object *op, const char *search)
726{ 660{
727 object *tmp = NULL;
728 char buf[MAX_BUF];
729 const char *cp; 661 const char *cp;
730 int i, num_skills_found = 0; 662 int i, num_skills_found = 0;
731 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
732 664
733 /* 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 */
734 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
735 667
736
737 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
738 { 669 {
739 if (tmp->type == SKILL) 670 if (tmp->type == SKILL)
740 { 671 {
741 if (search && strstr (tmp->name, search) == NULL) 672 if (search && !strstr (tmp->name, search))
742 continue; 673 continue;
674
675 char buf[30];
676
743 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
744 sprintf (buf, "%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
745 buf[40] = 0;
746 679
747 if (settings.permanent_exp_ratio) 680 if (settings.permanent_exp_ratio)
748 {
749 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%%)",
750 buf, tmp->level, tmp->stats.exp, 682 buf, tmp->level, tmp->stats.exp,
751 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));
752 }
753 else 684 else
754 {
755 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
756 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));
757 } 687
758 /* 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
759 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
760 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
761 * 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
762 * crash the server numerous times. 692 * crash the server numerous times.
768 break; 698 break;
769 } 699 }
770 } 700 }
771 } 701 }
772 702
773 clear_win_info (op); 703 dynbuf_text msg (4096, 1024);
774 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704
705 msg << "T<Player skills:>\n\n";
775 if (num_skills_found > 1) 706 if (num_skills_found > 1)
776 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);
777 708
778 for (i = 0; i < num_skills_found; i++) 709 for (i = 0; i < num_skills_found; i++)
779 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
780 711
781 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";
782 713
783 cp = determine_god (op); 714 cp = determine_god (op);
784 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";
785 716
786 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
787 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);
788} 722}
789 723
790/* 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
791 * 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
792 * 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.
793 * This is tricky because skills can have spaces. We basically roll 727 * This is tricky because skills can have spaces. We basically roll
794 * 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.
795 */ 729 */
796
797int 730int
798use_skill (object *op, const char *string) 731use_skill (object *op, const char *string)
799{ 732{
800 object *skop; 733 object *skop;
801 size_t len; 734 size_t len;
802 735
803 if (!string) 736 if (!string)
804 return 0; 737 return 0;
805 738
806 for (skop = op->inv; skop != NULL; skop = skop->below) 739 for (skop = op->inv; skop; skop = skop->below)
807 { 740 {
741 if (skop->type == SKILL
808 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
809 !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))))
810 break; 744 break;
745 else if (skop->type == SKILL_TOOL
811 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))))
812 break; 747 break;
813 } 748 }
749
814 if (!skop) 750 if (!skop)
815 { 751 {
816 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);
817 return 0; 753 return 0;
818 } 754 }
823 * options given to the skill. Its pretty simple - if there 759 * options given to the skill. Its pretty simple - if there
824 * are extra parameters (as deteremined by string length), we 760 * are extra parameters (as deteremined by string length), we
825 * want to skip over any leading spaces. 761 * want to skip over any leading spaces.
826 */ 762 */
827 if (len >= strlen (string)) 763 if (len >= strlen (string))
828 {
829 string = NULL; 764 string = NULL;
830 }
831 else 765 else
832 { 766 {
833 string += len; 767 string += len;
834 while (*string == 0x20) 768 while (*string == 0x20)
835 string++; 769 string++;
770
836 if (strlen (string) == 0) 771 if (strlen (string) == 0)
837 string = NULL; 772 string = NULL;
838 } 773 }
839 774
840#ifdef SKILL_UTIL_DEBUG 775#ifdef SKILL_UTIL_DEBUG
841 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");
842#endif 777#endif
843 778
844 /* Change to the new skill, then execute it. */
845 if (do_skill (op, op, skop, op->facing, string)) 779 if (do_skill (op, op, skop, op->facing, string))
846 return 1; 780 return 1;
847 781
848 return 0; 782 return 0;
849} 783}
887 * 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
888 * 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.
889 */ 823 */
890 if (player *pl = op->contr) 824 if (player *pl = op->contr)
891 { 825 {
892 if (!pl->combat_ob) 826 if (skill)
827 op->change_skill (skill);
828 else
893 { 829 {
894 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 830 if (!pl->combat_ob)
895 { 831 {
896 for (tmp = op->inv; tmp; tmp = tmp->below) 832 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
897 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
898 break;
899
900 if (!tmp)
901 { 833 {
834 for (tmp = op->inv; tmp; tmp = tmp->below)
835 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
836 break;
837
838 if (!tmp)
902 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 839 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
903 return 0; 840
841 pl->combat_ob = tmp;
904 } 842 }
905 843
906 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 844 if (!pl->combat_ob)
907 }
908 else
909 {
910 if (!skill)
911 { 845 {
912 /* See if the players chosen skill is a combat skill, and use 846 /* See if the players chosen skill is a combat skill, and use
913 * it if appropriate. 847 * it if appropriate.
914 */ 848 */
915 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
917 else 851 else
918 { 852 {
919 skill = find_player_hth_skill (op); 853 skill = find_player_hth_skill (op);
920 854
921 if (!skill) 855 if (!skill)
922 {
923 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!");
924 return 0;
925 } 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
926 } 863 }
927 } 864 }
928 865
929 /* now try to ready the new skill */ 866 if (!pl->combat_ob)
930 if (!change_skill (op, skill, 0)) 867 {
931 { /* oh oh, trouble! */ 868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
932 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
933 return 0; 869 return 0;
934 } 870 }
935 } 871 }
936 872
937 if (!pl->combat_ob) 873 if (!op->change_weapon (pl->combat_ob))
938 {
939 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
940 return 0; 874 return 0;
941 }
942 } 875 }
943
944 op->set_weapon (pl->combat_ob);
945 876
946 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
947 if (pl->tmp_invis) 878 if (pl->tmp_invis)
948 { 879 {
949 pl->tmp_invis = 0; 880 pl->tmp_invis = 0;
968 return success; 899 return success;
969} 900}
970 901
971/* 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
972 * system. In essence, this code handles 903 * system. In essence, this code handles
973 * 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
974 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
975 * 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
976 * appropriate opponent exists. 907 * appropriate opponent exists.
977 * 908 *
978 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()
1083 1014
1084 return 0; 1015 return 0;
1085 } 1016 }
1086 1017
1087 return skill_attack (NULL, op, dir, string, skill); 1018 return skill_attack (NULL, op, dir, string, skill);
1088
1089} 1019}
1020

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