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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.49 by root, Mon May 14 21:32:27 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 *
118find_skill_by_name (object *who, const char *name)
119{
120 if (!name)
121 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
150 /* 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
152 * but not the skill itself, give it to them.
153 */
154 if (skill_tool)
155 {
156 if (!skill)
157 {
158 skill = give_skill_by_name (who, skill_tool->skill);
159 link_player_skills (who);
160 }
161
162 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 if (apply_special (who, skill_tool, 0))
164 return 0;
165
166 return skill;
167 }
168
169 return 0;
170}
171
172static object *
173find_skill (object *who, const shstr &sh)
174{
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if (tmp->skill == sh && tmp->type == SKILL)
177 return tmp;
178
179 return 0;
180}
181
182// like the other function above, but for exact matches using a shstr
183// which is very common inside the server. unlike the above function,
184// we always return the skill.
185object * 126object *
186find_skill_by_name (object *who, const shstr &sh) 127find_skill_by_name (object *who, const shstr &sh)
187{ 128{
188 object *skill_tool = 0; 129 object *skill_tool = 0;
189 130
190 for (object *tmp = who->inv; tmp; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
191 if (tmp->skill == sh) 132 if (tmp->skill == sh)
192 { 133 {
193 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
194 /* If this is a skill that can be used without applying tool, return it */ 135 /* If this is a skill that can be used without applying tool, return it */
195 return tmp->inv_splay (); 136 return splay (tmp);
196 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
198 */ 139 */
199 else if (tmp->type == SKILL_TOOL && !skill_tool) 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
200 skill_tool = tmp; 141 skill_tool = tmp;
213 { 154 {
214 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
215 link_player_skills (who); 156 link_player_skills (who);
216 } 157 }
217 158
218 skill->inv_splay ();
219
220 if (!skill_tool->flag [FLAG_APPLIED]) 159 if (!skill_tool->flag [FLAG_APPLIED])
221 if (apply_special (who, skill_tool, AP_APPLY)) 160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
222 return 0; 161 return 0;
223 162
224 return skill; 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
178 return 0;
225} 179}
226 180
227/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
228 * one that accumulates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
229 * 183 *
236 * this replaces find_skill. 190 * this replaces find_skill.
237 */ 191 */
238object * 192object *
239find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
240{ 194{
241 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
196 if (tmp->type == SKILL && tmp->subtype == skillno)
197 if (object *skop = find_skill_by_name (who, tmp->skill))
198 return skop;
199
200 return 0;
201}
202
203/* This changes the objects chosen_skill to new_skill.
204 * return 1 on success, 0 on error
205 */
206bool
207object::change_skill (object *new_skill)
208{
209 if (type != PLAYER)
242 return 0; 210 return 0;
243 211
244 object *skill = NULL, *skill_tool = NULL;
245
246 for (object *tmp = who->inv; tmp; tmp = tmp->below)
247 {
248 if (tmp->type == SKILL && tmp->subtype == skillno)
249 skill = tmp;
250
251 /* Try to find appropriate skilltool. If the player has one already
252 * applied, we try to keep using that one.
253 */
254 //TODO: afaics, skill tools have subtype 0 always
255 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
256 {
257 if (QUERY_FLAG (tmp, FLAG_APPLIED))
258 skill_tool = tmp;
259 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
260 skill_tool = tmp;
261 }
262 }
263
264 /* If this is a skill that can be used without a tool, return it */
265 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
266 return skill;
267
268 /* Player has a tool to use the skill. If not applied, apply it -
269 * if not successful, return null. If they do have the skill tool
270 * but not the skill itself, give it to them.
271 */
272 if (skill_tool)
273 {
274 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
275 {
276 if (apply_special (who, skill_tool, 0))
277 return NULL;
278 }
279
280 if (!skill)
281 {
282 skill = give_skill_by_name (who, skill_tool->skill);
283 link_player_skills (who);
284 }
285
286 return skill;
287 }
288
289 return NULL;
290}
291
292/* This changes the objects skill to new_skill.
293 * note that this function doesn't always need to get used -
294 * you can now add skill exp to the player without the chosen_skill being
295 * set. This function is of most interest to players to update
296 * the various range information.
297 * return 1 on success, 0 on error
298 */
299int
300change_skill (object *who, object *new_skill, int flag)
301{
302 if (who->type != PLAYER)
303 return 0;
304
305#if 0
306 // optimise this supposedly common case 212 // optimise this supposedly common case
307 if (new_skill == who->chosen_skill) 213 if (new_skill == chosen_skill)
308 return 1; 214 return 1;
309#endif
310 215
311 if (!new_skill) 216 if (chosen_skill)
312 {
313 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
314 who->debug_desc ());
315 return 0;
316 } 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
317 221
318 // the skill could be readied already because it is used by a weapon. 222 chosen_skill = new_skill;
319 who->change_weapon (0);
320 new_skill->inv_splay ();
321 223
322 if (apply_special (who, new_skill, AP_APPLY)) 224 if (chosen_skill)
323 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
324 229
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 ();
325 return 1; 236 return 1;
326}
327
328/* This function just clears the chosen_skill and range_skill values
329 * in the player.
330 */
331void
332clear_skill (object *who)
333{
334 who->chosen_skill = 0;
335 CLEAR_FLAG (who, FLAG_READY_SKILL);
336
337 if (player *pl = who->contr)
338 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
339 pl->ranged_ob = 0;
340} 237}
341 238
342/* 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().
343 * 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.
344 * 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
394 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
395 } 292 }
396 else 293 else
397 { 294 {
398 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
399 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!");
400 } 297 }
401 298
402 op->update_stats (); 299 op->update_stats ();
403 success = 1; 300 success = 1;
404 break; 301 break;
414 case SK_HIDING: 311 case SK_HIDING:
415 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
416 break; 313 break;
417 314
418 case SK_JUMPING: 315 case SK_JUMPING:
419 success = jump (op, dir, skill); 316 exp = success = jump (op, dir, skill);
420 break; 317 break;
421 318
422 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
423 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
424 break; 321 break;
555 * 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
556 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
557 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
558 * in the code for the skill itself. 455 * in the code for the skill itself.
559 */ 456 */
560
561 if (op->type == PLAYER) 457 if (op->type == PLAYER)
562 op->speed_left -= 1.f; 458 op->speed_left -= 1.f;
563 459
564 /* 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.
565 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
613 * 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
614 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
615 * 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
616 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
617 */ 513 */
618
619 if (!op) 514 if (!op)
620 { /* no item/creature */ 515 { /* no item/creature */
621 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
622 op_exp = 0; 517 op_exp = 0;
623 } 518 }
624 else if (op->type == RUNE || op->type == TRAP) 519 else if (op->type == RUNE || op->type == TRAP)
625 { /* all traps. If stats.Cha > 1 we use that 520 { /* all traps. If stats.Cha > 1 we use that
626 * for the amount of experience */ 521 * for the amount of experience */
630 else 525 else
631 { /* all other items/living creatures */ 526 { /* all other items/living creatures */
632 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
633 op_lvl = op->level; 528 op_lvl = op->level;
634 if (!QUERY_FLAG (op, FLAG_ALIVE)) 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
635 { /* for ident/make items */ 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
636 op_lvl += 5 * abs (op->magic);
637 }
638 } 531 }
639 532
640 if (op_lvl < 1) 533 if (op_lvl < 1)
641 op_lvl = 1; 534 op_lvl = 1;
642 535
650 /* 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
651 * bse reward value (exp) and level multiplier factor. 544 * bse reward value (exp) and level multiplier factor.
652 */ 545 */
653 if (skill->type == SKILL) 546 if (skill->type == SKILL)
654 { 547 {
655 base += skill->arch->clone.stats.exp; 548 base += skill->arch->stats.exp;
656 if (settings.simple_exp) 549 if (settings.simple_exp)
657 { 550 {
658 if (skill->arch->clone.level) 551 if (skill->arch->level)
659 lvl_mult = (float) skill->arch->clone.level / 100.0; 552 lvl_mult = (float) skill->arch->level / 100.0;
660 else 553 else
661 lvl_mult = 1.0; /* no adjustment */ 554 lvl_mult = 1.0; /* no adjustment */
662 } 555 }
663 else 556 else
664 { 557 {
665 if (skill->level) 558 if (skill->level)
666 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);
667 else 560 else
668 lvl_mult = 1.0; 561 lvl_mult = 1.0;
669 } 562 }
670 } 563 }
671 else 564 else
672 { 565 {
673 /* Don't divide by zero here! */ 566 /* Don't divide by zero here! */
674 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
675 } 568 }
676 } 569 }
677 570
678 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
679 572
696 * player learns the skill, 2 otherwise. 589 * player learns the skill, 2 otherwise.
697 */ 590 */
698int 591int
699learn_skill (object *pl, object *scroll) 592learn_skill (object *pl, object *scroll)
700{ 593{
701 object *tmp;
702
703 if (!scroll->skill) 594 if (!scroll->skill)
704 { 595 {
705 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);
706 return 2; 597 return 2;
707 } 598 }
708 599
709 /* can't use find_skill_by_name because we want skills the player knows 600 object *tmp = find_skill (pl, scroll->skill);
710 * but can't use natively.
711 */
712
713 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
714 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
715 break;
716 601
717 /* player already knows it */ 602 /* player already knows it */
718 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
719 return 0; 604 return 0;
720 605
767 * Note this function is a bit more complicated becauase we 652 * Note this function is a bit more complicated becauase we
768 * we want ot sort the skills before printing them. If we 653 * we want ot sort the skills before printing them. If we
769 * 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
770 * simpler. 655 * simpler.
771 */ 656 */
772 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
773void 658void
774show_skills (object *op, const char *search) 659show_skills (object *op, const char *search)
775{ 660{
776 object *tmp = NULL;
777 char buf[MAX_BUF];
778 const char *cp; 661 const char *cp;
779 int i, num_skills_found = 0; 662 int i, num_skills_found = 0;
780 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
781 664
782 /* 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 */
783 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
784 667
785
786 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
787 { 669 {
788 if (tmp->type == SKILL) 670 if (tmp->type == SKILL)
789 { 671 {
790 if (search && strstr (tmp->name, search) == NULL) 672 if (search && !strstr (tmp->name, search))
791 continue; 673 continue;
674
675 char buf[30];
676
792 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
793 sprintf (buf, "%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
794 buf[40] = 0;
795 679
796 if (settings.permanent_exp_ratio) 680 if (settings.permanent_exp_ratio)
797 {
798 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%%)",
799 buf, tmp->level, tmp->stats.exp, 682 buf, tmp->level, tmp->stats.exp,
800 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));
801 }
802 else 684 else
803 {
804 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
805 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));
806 } 687
807 /* 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
808 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
809 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
810 * 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
811 * crash the server numerous times. 692 * crash the server numerous times.
817 break; 698 break;
818 } 699 }
819 } 700 }
820 } 701 }
821 702
822 clear_win_info (op); 703 dynbuf_text msg (4096, 1024);
823 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704
705 msg << "T<Player skills:>\n\n";
824 if (num_skills_found > 1) 706 if (num_skills_found > 1)
825 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);
826 708
827 for (i = 0; i < num_skills_found; i++) 709 for (i = 0; i < num_skills_found; i++)
828 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
829 711
830 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";
831 713
832 cp = determine_god (op); 714 cp = determine_god (op);
833 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";
834 716
835 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
836 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);
837} 722}
838 723
839/* 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
840 * 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
841 * 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.
849 size_t len; 734 size_t len;
850 735
851 if (!string) 736 if (!string)
852 return 0; 737 return 0;
853 738
854 for (skop = op->inv; skop != NULL; skop = skop->below) 739 for (skop = op->inv; skop; skop = skop->below)
855 { 740 {
741 if (skop->type == SKILL
856 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
857 !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))))
858 break; 744 break;
745 else if (skop->type == SKILL_TOOL
859 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))))
860 break; 747 break;
861 } 748 }
749
862 if (!skop) 750 if (!skop)
863 { 751 {
864 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);
865 return 0; 753 return 0;
866 } 754 }
871 * options given to the skill. Its pretty simple - if there 759 * options given to the skill. Its pretty simple - if there
872 * are extra parameters (as deteremined by string length), we 760 * are extra parameters (as deteremined by string length), we
873 * want to skip over any leading spaces. 761 * want to skip over any leading spaces.
874 */ 762 */
875 if (len >= strlen (string)) 763 if (len >= strlen (string))
876 {
877 string = NULL; 764 string = NULL;
878 }
879 else 765 else
880 { 766 {
881 string += len; 767 string += len;
882 while (*string == 0x20) 768 while (*string == 0x20)
883 string++; 769 string++;
770
884 if (strlen (string) == 0) 771 if (strlen (string) == 0)
885 string = NULL; 772 string = NULL;
886 } 773 }
887 774
888#ifdef SKILL_UTIL_DEBUG 775#ifdef SKILL_UTIL_DEBUG
889 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");
890#endif 777#endif
891 778
892 /* Change to the new skill, then execute it. */
893 if (do_skill (op, op, skop, op->facing, string)) 779 if (do_skill (op, op, skop, op->facing, string))
894 return 1; 780 return 1;
895 781
896 return 0; 782 return 0;
897} 783}
935 * 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
936 * 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.
937 */ 823 */
938 if (player *pl = op->contr) 824 if (player *pl = op->contr)
939 { 825 {
940 if (!pl->combat_ob) 826 if (skill)
827 op->change_skill (skill);
828 else
941 { 829 {
942 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 830 if (!pl->combat_ob)
943 { 831 {
944 for (tmp = op->inv; tmp; tmp = tmp->below) 832 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
945 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
946 break;
947
948 if (!tmp)
949 { 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)
950 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);
951 return 0; 840
841 pl->combat_ob = tmp;
952 } 842 }
953 843
954 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 844 if (!pl->combat_ob)
955 }
956 else
957 {
958 if (!skill)
959 { 845 {
960 /* 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
961 * it if appropriate. 847 * it if appropriate.
962 */ 848 */
963 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
965 else 851 else
966 { 852 {
967 skill = find_player_hth_skill (op); 853 skill = find_player_hth_skill (op);
968 854
969 if (!skill) 855 if (!skill)
970 {
971 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!");
972 return 0;
973 } 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
974 } 863 }
975 } 864 }
976 865
977 /* now try to ready the new skill */ 866 if (!pl->combat_ob)
978 if (!change_skill (op, skill, 0)) 867 {
979 { /* oh oh, trouble! */ 868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
980 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
981 return 0; 869 return 0;
982 } 870 }
983 } 871 }
984 872
985 if (!pl->combat_ob) 873 if (!op->change_weapon (pl->combat_ob))
986 {
987 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
988 return 0; 874 return 0;
989 }
990 } 875 }
991
992 if (!op->change_weapon (pl->combat_ob))
993 return 0;
994 876
995 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
996 if (pl->tmp_invis) 878 if (pl->tmp_invis)
997 { 879 {
998 pl->tmp_invis = 0; 880 pl->tmp_invis = 0;
1017 return success; 899 return success;
1018} 900}
1019 901
1020/* 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
1021 * system. In essence, this code handles 903 * system. In essence, this code handles
1022 * 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
1023 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
1024 * 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
1025 * appropriate opponent exists. 907 * appropriate opponent exists.
1026 * 908 *
1027 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()
1132 1014
1133 return 0; 1015 return 0;
1134 } 1016 }
1135 1017
1136 return skill_attack (NULL, op, dir, string, skill); 1018 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1019}
1020

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