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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.46 by root, Sun May 13 15:13:57 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/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
174 * 183 *
175 * It is presumed that the player will be needing to actually 184 * It is presumed that the player will be needing to actually
176 * 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
177 * tool, this code will equip it. 186 * tool, this code will equip it.
178 * 187 *
181 * this replaces find_skill. 190 * this replaces find_skill.
182 */ 191 */
183object * 192object *
184find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
185{ 194{
186 object *skill = NULL, *skill_tool = NULL, *tmp;
187
188 if (skillno < 1 || skillno >= NUM_SKILLS)
189 return NULL;
190
191 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno) 196 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp; 197 if (object *skop = find_skill_by_name (who, tmp->skill))
195
196 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one.
198 */
199 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
200 {
201 if (QUERY_FLAG (tmp, FLAG_APPLIED))
202 skill_tool = tmp;
203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
204 skill_tool = tmp;
205 }
206 }
207 /* If this is a skill that can be used without a tool, return it */
208 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
209 return skill;
210
211 /* Player has a tool to use the skill. IF not applied, apply it -
212 * if not successful, return null. If they do have the skill tool
213 * but not the skill itself, give it to them.
214 */
215 if (skill_tool)
216 {
217 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 {
219 if (apply_special (who, skill_tool, 0))
220 return NULL;
221 }
222
223 if (!skill)
224 {
225 skill = give_skill_by_name (who, skill_tool->skill);
226 link_player_skills (who);
227 }
228
229 return skill; 198 return skop;
230 }
231 199
232 return NULL; 200 return 0;
233} 201}
234 202
235/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
236 * note that this function doesn't always need to get used -
237 * you can now add skill exp to the player without the chosen_skill being
238 * set. This function is of most interest to players to update
239 * the various range information.
240 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
241 */ 205 */
242int 206bool
243change_skill (object *who, object *new_skill, int flag) 207object::change_skill (object *new_skill)
244{ 208{
245 if (who->type != PLAYER) 209 if (type != PLAYER)
246 return 0; 210 return 0;
247 211
248#if 0
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#endif
253 215
254 if (!new_skill) 216 if (chosen_skill)
255 {
256 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
257 who->debug_desc ());
258 return 0;
259 } 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
260 221
261 // the skill could be readied already because it is used by a weapon. 222 chosen_skill = new_skill;
262 who->change_weapon (0);
263 new_skill->inv_splay ();
264 223
265 if (apply_special (who, new_skill, AP_APPLY)) 224 if (chosen_skill)
266 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
267 229
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 ();
268 return 1; 236 return 1;
269}
270
271/* This function just clears the chosen_skill and range_skill values
272 * in the player.
273 */
274void
275clear_skill (object *who)
276{
277 who->chosen_skill = 0;
278 CLEAR_FLAG (who, FLAG_READY_SKILL);
279
280 if (who->type == PLAYER)
281 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
282 who->contr->ranged_ob = 0;
283} 237}
284 238
285/* 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().
286 * 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.
287 * 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
337 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
338 } 292 }
339 else 293 else
340 { 294 {
341 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
342 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!");
343 } 297 }
344 298
345 op->update_stats (); 299 op->update_stats ();
346 success = 1; 300 success = 1;
347 break; 301 break;
357 case SK_HIDING: 311 case SK_HIDING:
358 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
359 break; 313 break;
360 314
361 case SK_JUMPING: 315 case SK_JUMPING:
362 success = jump (op, dir, skill); 316 exp = success = jump (op, dir, skill);
363 break; 317 break;
364 318
365 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
366 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
367 break; 321 break;
498 * 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
499 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
500 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
501 * in the code for the skill itself. 455 * in the code for the skill itself.
502 */ 456 */
503
504 if (op->type == PLAYER) 457 if (op->type == PLAYER)
505 op->speed_left -= 1.f; 458 op->speed_left -= 1.f;
506 459
507 /* 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.
508 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
556 * 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
557 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
558 * 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
559 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
560 */ 513 */
561
562 if (!op) 514 if (!op)
563 { /* no item/creature */ 515 { /* no item/creature */
564 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
565 op_exp = 0; 517 op_exp = 0;
566 } 518 }
567 else if (op->type == RUNE || op->type == TRAP) 519 else if (op->type == RUNE || op->type == TRAP)
568 { /* all traps. If stats.Cha > 1 we use that 520 { /* all traps. If stats.Cha > 1 we use that
569 * for the amount of experience */ 521 * for the amount of experience */
573 else 525 else
574 { /* all other items/living creatures */ 526 { /* all other items/living creatures */
575 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
576 op_lvl = op->level; 528 op_lvl = op->level;
577 if (!QUERY_FLAG (op, FLAG_ALIVE)) 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
578 { /* for ident/make items */ 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
579 op_lvl += 5 * abs (op->magic);
580 }
581 } 531 }
582 532
583 if (op_lvl < 1) 533 if (op_lvl < 1)
584 op_lvl = 1; 534 op_lvl = 1;
585 535
593 /* 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
594 * bse reward value (exp) and level multiplier factor. 544 * bse reward value (exp) and level multiplier factor.
595 */ 545 */
596 if (skill->type == SKILL) 546 if (skill->type == SKILL)
597 { 547 {
598 base += skill->arch->clone.stats.exp; 548 base += skill->arch->stats.exp;
599 if (settings.simple_exp) 549 if (settings.simple_exp)
600 { 550 {
601 if (skill->arch->clone.level) 551 if (skill->arch->level)
602 lvl_mult = (float) skill->arch->clone.level / 100.0; 552 lvl_mult = (float) skill->arch->level / 100.0;
603 else 553 else
604 lvl_mult = 1.0; /* no adjustment */ 554 lvl_mult = 1.0; /* no adjustment */
605 } 555 }
606 else 556 else
607 { 557 {
608 if (skill->level) 558 if (skill->level)
609 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);
610 else 560 else
611 lvl_mult = 1.0; 561 lvl_mult = 1.0;
612 } 562 }
613 } 563 }
614 else 564 else
615 { 565 {
616 /* Don't divide by zero here! */ 566 /* Don't divide by zero here! */
617 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
618 } 568 }
619 } 569 }
620 570
621 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
622 572
639 * player learns the skill, 2 otherwise. 589 * player learns the skill, 2 otherwise.
640 */ 590 */
641int 591int
642learn_skill (object *pl, object *scroll) 592learn_skill (object *pl, object *scroll)
643{ 593{
644 object *tmp;
645
646 if (!scroll->skill) 594 if (!scroll->skill)
647 { 595 {
648 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);
649 return 2; 597 return 2;
650 } 598 }
651 599
652 /* can't use find_skill_by_name because we want skills the player knows 600 object *tmp = find_skill (pl, scroll->skill);
653 * but can't use natively.
654 */
655
656 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
657 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
658 break;
659 601
660 /* player already knows it */ 602 /* player already knows it */
661 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
662 return 0; 604 return 0;
663 605
710 * Note this function is a bit more complicated becauase we 652 * Note this function is a bit more complicated becauase we
711 * we want ot sort the skills before printing them. If we 653 * we want ot sort the skills before printing them. If we
712 * 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
713 * simpler. 655 * simpler.
714 */ 656 */
715 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
716void 658void
717show_skills (object *op, const char *search) 659show_skills (object *op, const char *search)
718{ 660{
719 object *tmp = NULL;
720 char buf[MAX_BUF];
721 const char *cp; 661 const char *cp;
722 int i, num_skills_found = 0; 662 int i, num_skills_found = 0;
723 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
724 664
725 /* 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 */
726 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
727 667
728
729 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
730 { 669 {
731 if (tmp->type == SKILL) 670 if (tmp->type == SKILL)
732 { 671 {
733 if (search && strstr (tmp->name, search) == NULL) 672 if (search && !strstr (tmp->name, search))
734 continue; 673 continue;
674
675 char buf[30];
676
735 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
736 sprintf (buf, "%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
737 buf[40] = 0;
738 679
739 if (settings.permanent_exp_ratio) 680 if (settings.permanent_exp_ratio)
740 {
741 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%%)",
742 buf, tmp->level, tmp->stats.exp, 682 buf, tmp->level, tmp->stats.exp,
743 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));
744 }
745 else 684 else
746 {
747 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
748 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));
749 } 687
750 /* 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
751 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
752 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
753 * 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
754 * crash the server numerous times. 692 * crash the server numerous times.
760 break; 698 break;
761 } 699 }
762 } 700 }
763 } 701 }
764 702
765 clear_win_info (op); 703 dynbuf_text msg (4096, 1024);
766 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704
705 msg << "T<Player skills:>\n\n";
767 if (num_skills_found > 1) 706 if (num_skills_found > 1)
768 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);
769 708
770 for (i = 0; i < num_skills_found; i++) 709 for (i = 0; i < num_skills_found; i++)
771 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
772 711
773 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";
774 713
775 cp = determine_god (op); 714 cp = determine_god (op);
776 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";
777 716
778 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
779 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);
780} 722}
781 723
782/* 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
783 * 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
784 * 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.
792 size_t len; 734 size_t len;
793 735
794 if (!string) 736 if (!string)
795 return 0; 737 return 0;
796 738
797 for (skop = op->inv; skop != NULL; skop = skop->below) 739 for (skop = op->inv; skop; skop = skop->below)
798 { 740 {
741 if (skop->type == SKILL
799 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
800 !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))))
801 break; 744 break;
745 else if (skop->type == SKILL_TOOL
802 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))))
803 break; 747 break;
804 } 748 }
749
805 if (!skop) 750 if (!skop)
806 { 751 {
807 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);
808 return 0; 753 return 0;
809 } 754 }
814 * options given to the skill. Its pretty simple - if there 759 * options given to the skill. Its pretty simple - if there
815 * are extra parameters (as deteremined by string length), we 760 * are extra parameters (as deteremined by string length), we
816 * want to skip over any leading spaces. 761 * want to skip over any leading spaces.
817 */ 762 */
818 if (len >= strlen (string)) 763 if (len >= strlen (string))
819 {
820 string = NULL; 764 string = NULL;
821 }
822 else 765 else
823 { 766 {
824 string += len; 767 string += len;
825 while (*string == 0x20) 768 while (*string == 0x20)
826 string++; 769 string++;
770
827 if (strlen (string) == 0) 771 if (strlen (string) == 0)
828 string = NULL; 772 string = NULL;
829 } 773 }
830 774
831#ifdef SKILL_UTIL_DEBUG 775#ifdef SKILL_UTIL_DEBUG
832 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");
833#endif 777#endif
834 778
835 /* Change to the new skill, then execute it. */
836 if (do_skill (op, op, skop, op->facing, string)) 779 if (do_skill (op, op, skop, op->facing, string))
837 return 1; 780 return 1;
838 781
839 return 0; 782 return 0;
840} 783}
878 * 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
879 * 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.
880 */ 823 */
881 if (player *pl = op->contr) 824 if (player *pl = op->contr)
882 { 825 {
883 if (!pl->combat_ob) 826 if (skill)
827 op->change_skill (skill);
828 else
884 { 829 {
885 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 830 if (!pl->combat_ob)
886 { 831 {
887 for (tmp = op->inv; tmp; tmp = tmp->below) 832 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
888 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
889 break;
890
891 if (!tmp)
892 { 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)
893 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);
894 return 0; 840
841 pl->combat_ob = tmp;
895 } 842 }
896 843
897 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 844 if (!pl->combat_ob)
898 }
899 else
900 {
901 if (!skill)
902 { 845 {
903 /* 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
904 * it if appropriate. 847 * it if appropriate.
905 */ 848 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
908 else 851 else
909 { 852 {
910 skill = find_player_hth_skill (op); 853 skill = find_player_hth_skill (op);
911 854
912 if (!skill) 855 if (!skill)
913 {
914 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!");
915 return 0;
916 } 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
917 } 863 }
918 } 864 }
919 865
920 /* now try to ready the new skill */ 866 if (!pl->combat_ob)
921 if (!change_skill (op, skill, 0)) 867 {
922 { /* oh oh, trouble! */ 868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
923 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
924 return 0; 869 return 0;
925 } 870 }
926 } 871 }
927 872
928 if (!pl->combat_ob) 873 if (!op->change_weapon (pl->combat_ob))
929 {
930 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
931 return 0; 874 return 0;
932 }
933 } 875 }
934
935 if (!op->change_weapon (pl->combat_ob))
936 return 0;
937 876
938 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
939 if (pl->tmp_invis) 878 if (pl->tmp_invis)
940 { 879 {
941 pl->tmp_invis = 0; 880 pl->tmp_invis = 0;
960 return success; 899 return success;
961} 900}
962 901
963/* 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
964 * system. In essence, this code handles 903 * system. In essence, this code handles
965 * 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
966 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
967 * 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
968 * appropriate opponent exists. 907 * appropriate opponent exists.
969 * 908 *
970 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()
1075 1014
1076 return 0; 1015 return 0;
1077 } 1016 }
1078 1017
1079 return skill_attack (NULL, op, dir, string, skill); 1018 return skill_attack (NULL, op, dir, string, skill);
1080
1081} 1019}
1020

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