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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.38 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.73 by root, Thu Jan 1 19:42:43 2009 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 */
85 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 86 * mostly used for sending exp.
88 */ 87 */
89void 88void
90link_player_skills (object *op) 89player::link_skills ()
91{ 90{
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
94 { 96 {
95 /* This is really a warning, hence no else below */ 97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 98
100 if (tmp->subtype >= NUM_SKILLS) 99 if (last_skill_ob [tmp->subtype] != tmp)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 { 100 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 106 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
106 } 109 }
107 } 110 }
108} 111}
109 112
113static object *
114find_skill (object *who, shstr_cmp name)
115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
122 if (tmp->skill == name && tmp->type == SKILL)
123 return splay (tmp);
124
125 return 0;
126}
127
128object *player::find_skill (shstr_cmp name) const
129{
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
132}
133
110/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
112 * 136 *
113 * It is presumed that the player will be needing to actually 137 * 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 138 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 139 * tool, this code will equip it.
116 */ 140 */
117object * 141object *
118find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
119{ 143{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 144 object *skill_tool = 0;
121 145
122 if (!name)
123 return NULL;
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 (tmp = who->inv; tmp != NULL; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
130 { 148 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 149 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 150 /* If this is a skill that can be used without applying tool, return it */
133 151 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
136 */ 154 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 155 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 156 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 157 }
144 } 158
145 /* If this is a skill that can be used without a tool, return it */ 159 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 160 return 0;
148 161
149 /* Player has a tool to use the skill. IF not applied, apply it - 162 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 163 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
152 */ 165 */
153 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160 167
161 if (!skill) 168 if (!skill)
162 {
163 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who);
165 }
166 170
171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
167 return skill; 173 return 0;
168 }
169 174
175 return splay (skill);
176}
177
178object *
179find_skill_by_name_fuzzy (object *who, const char *name)
180{
181 if (!name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop;
189
170 return NULL; 190 return 0;
171} 191}
172
173 192
174/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
176 * 195 *
177 * It is presumed that the player will be needing to actually 196 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill 197 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 198 * tool, this code will equip it.
180 * 199 *
183 * this replaces find_skill. 202 * this replaces find_skill.
184 */ 203 */
185object * 204object *
186find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
187{ 206{
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 208 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 209 if (object *skop = find_skill_by_name (who, tmp->skill))
197
198 /* Try to find appropriate skilltool. If the player has one already
199 * applied, we try to keep using that one.
200 */
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202 {
203 if (QUERY_FLAG (tmp, FLAG_APPLIED))
204 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp;
207 }
208 }
209 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill; 210 return skop;
232 }
233 211
234 return NULL; 212 return 0;
235} 213}
236 214
237/* This changes the objects skill to new_skill. 215/* This changes the objects chosen_skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * return 1 on success, 0 on error 216 * return 1 on success, 0 on error
243 */ 217 */
244int 218bool
245change_skill (object *who, object *new_skill, int flag) 219object::change_skill (object *new_skill)
246{ 220{
247 if (who->type != PLAYER) 221 if (type != PLAYER)
248 return 0; 222 return 0;
249 223
250 if (!new_skill) 224 // optimise this supposedly common case
251 { 225 if (new_skill == chosen_skill)
252 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
253 who->debug_desc ());
254 return 0;
255 }
256
257 player *pl = who->contr;
258
259 // move skill to front, so it will be preferred next time
260 new_skill->remove ();
261 who->insert (new_skill);
262
263 if (apply_special (who, new_skill, AP_APPLY))
264 return 0; 226 return 1;
265 227
228 if (chosen_skill)
229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
233
234 chosen_skill = new_skill;
235
236 if (chosen_skill)
237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
241
242 // always clear current weapon, as the selected skill could
243 // conflict with the current weapon skill, which would go
244 // undetected and exp would be given to the wrong skill.
245 current_weapon = 0;
246
247 update_stats ();
266 return 1; 248 return 1;
267}
268
269/* This function just clears the chosen_skill and range_skill values
270 * in the player.
271 */
272void
273clear_skill (object *who)
274{
275 who->chosen_skill = 0;
276 CLEAR_FLAG (who, FLAG_READY_SKILL);
277
278 if (who->type == PLAYER)
279 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
280 who->contr->ranged_ob = 0;
281} 249}
282 250
283/* do_skill() - Main skills use function-similar in scope to cast_spell(). 251/* do_skill() - Main skills use function-similar in scope to cast_spell().
284 * We handle all requests for skill use outside of some combat here. 252 * We handle all requests for skill use outside of some combat here.
285 * We require a separate routine outside of fire() so as to allow monsters 253 * We require a separate routine outside of fire() so as to allow monsters
293int 261int
294do_skill (object *op, object *part, object *skill, int dir, const char *string) 262do_skill (object *op, object *part, object *skill, int dir, const char *string)
295{ 263{
296 int success = 0, exp = 0; 264 int success = 0, exp = 0;
297 int did_alc = 0; 265 int did_alc = 0;
298 object *tmp, *next;
299 266
300 if (!skill) 267 if (!skill)
301 return 0; 268 return 0;
302 269
303 /* The code below presumes that the skill points to the object that 270 /* The code below presumes that the skill points to the object that
305 * go and try to find the actual real skill pointer, and if the 272 * go and try to find the actual real skill pointer, and if the
306 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
307 */ 274 */
308 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
309 { 276 {
310 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
311 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
312 break; 279 {
280 skill = tmp;
281 goto found;
282 }
313 283
314 if (!tmp)
315 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
316 285found: ;
317 skill = tmp;
318 } 286 }
319 287
320 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
321 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 289 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
322 return 0; 290 return 0;
335 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
336 } 304 }
337 else 305 else
338 { 306 {
339 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
340 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
341 } 309 }
342 310
343 op->update_stats (); 311 op->update_stats ();
344 success = 1; 312 success = 1;
345 break; 313 break;
355 case SK_HIDING: 323 case SK_HIDING:
356 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
357 break; 325 break;
358 326
359 case SK_JUMPING: 327 case SK_JUMPING:
360 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
361 break; 329 break;
362 330
363 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
364 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
365 break; 333 break;
427 case SK_LITERACY: 395 case SK_LITERACY:
428 case SK_WOODSMAN: 396 case SK_WOODSMAN:
429 /* first, we try to find a cauldron, and do the alchemy thing. 397 /* first, we try to find a cauldron, and do the alchemy thing.
430 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
431 */ 399 */
432 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 400 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
433 { 401 {
434 next = tmp->above; 402 next = tmp->above;
435 403
436 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 404 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
437 { 405 {
496 * Monsters have no skill use time because of the random nature in 464 * Monsters have no skill use time because of the random nature in
497 * which use_monster_skill is called already simulates this. 465 * which use_monster_skill is called already simulates this.
498 * If certain skills should take more/less time, that should be 466 * If certain skills should take more/less time, that should be
499 * in the code for the skill itself. 467 * in the code for the skill itself.
500 */ 468 */
501
502 if (op->type == PLAYER) 469 if (op->type == PLAYER)
503 op->speed_left -= 1.0; 470 op->speed_left -= 1.f;
504 471
505 /* this is a good place to add experience for successfull use of skills. 472 /* this is a good place to add experience for successfull use of skills.
506 * Note that add_exp() will figure out player/monster experience 473 * Note that add_exp() will figure out player/monster experience
507 * gain problems. 474 * gain problems.
508 */ 475 */
554 * If an object is not alive and magical we set the base exp higher to 521 * If an object is not alive and magical we set the base exp higher to
555 * help out exp awards for skill_ident skills. Also, if 522 * help out exp awards for skill_ident skills. Also, if
556 * an item is type RUNE, we give out exp based on stats.Cha 523 * an item is type RUNE, we give out exp based on stats.Cha
557 * and level (this was the old system) -b.t. 524 * and level (this was the old system) -b.t.
558 */ 525 */
559
560 if (!op) 526 if (!op)
561 { /* no item/creature */ 527 { /* no item/creature */
562 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 528 op_lvl = max (1, who->map->difficulty);
563 op_exp = 0; 529 op_exp = 0;
564 } 530 }
565 else if (op->type == RUNE || op->type == TRAP) 531 else if (op->type == RUNE || op->type == TRAP)
566 { /* all traps. If stats.Cha > 1 we use that 532 { /* all traps. If stats.Cha > 1 we use that
567 * for the amount of experience */ 533 * for the amount of experience */
571 else 537 else
572 { /* all other items/living creatures */ 538 { /* all other items/living creatures */
573 op_exp = op->stats.exp; 539 op_exp = op->stats.exp;
574 op_lvl = op->level; 540 op_lvl = op->level;
575 if (!QUERY_FLAG (op, FLAG_ALIVE)) 541 if (!QUERY_FLAG (op, FLAG_ALIVE))
576 { /* for ident/make items */ 542 op_lvl += 5 * abs (op->magic); /* for ident/make items */
577 op_lvl += 5 * abs (op->magic);
578 }
579 } 543 }
580 544
581 if (op_lvl < 1) 545 if (op_lvl < 1)
582 op_lvl = 1; 546 op_lvl = 1;
583 547
591 /* if skill really is a skill, then we can look at the skill archetype for 555 /* if skill really is a skill, then we can look at the skill archetype for
592 * bse reward value (exp) and level multiplier factor. 556 * bse reward value (exp) and level multiplier factor.
593 */ 557 */
594 if (skill->type == SKILL) 558 if (skill->type == SKILL)
595 { 559 {
596 base += skill->arch->clone.stats.exp; 560 base += skill->arch->stats.exp;
597 if (settings.simple_exp) 561 if (settings.simple_exp)
598 { 562 {
599 if (skill->arch->clone.level) 563 if (skill->arch->level)
600 lvl_mult = (float) skill->arch->clone.level / 100.0; 564 lvl_mult = (float) skill->arch->level / 100.0;
601 else 565 else
602 lvl_mult = 1.0; /* no adjustment */ 566 lvl_mult = 1.0; /* no adjustment */
603 } 567 }
604 else 568 else
605 { 569 {
606 if (skill->level) 570 if (skill->level)
607 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 571 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
608 else 572 else
609 lvl_mult = 1.0; 573 lvl_mult = 1.0;
610 } 574 }
611 } 575 }
612 else 576 else
613 { 577 {
614 /* Don't divide by zero here! */ 578 /* Don't divide by zero here! */
615 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 579 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
616 } 580 }
617 } 581 }
618 582
619 /* assemble the exp total, and return value */ 583 /* assemble the exp total, and return value */
620 584
637 * player learns the skill, 2 otherwise. 601 * player learns the skill, 2 otherwise.
638 */ 602 */
639int 603int
640learn_skill (object *pl, object *scroll) 604learn_skill (object *pl, object *scroll)
641{ 605{
642 object *tmp;
643
644 if (!scroll->skill) 606 if (!scroll->skill)
645 { 607 {
646 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 608 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
647 return 2; 609 return 2;
648 } 610 }
649 611
650 /* can't use find_skill_by_name because we want skills the player knows 612 object *tmp = find_skill (pl, scroll->skill);
651 * but can't use natively.
652 */
653
654 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
655 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
656 break;
657 613
658 /* player already knows it */ 614 /* player already knows it */
659 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 615 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
660 return 0; 616 return 0;
661 617
674 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 630 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
675 return 2; 631 return 2;
676 } 632 }
677 633
678 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
679 link_player_skills (pl); 635
680 return 1; 636 return 1;
681} 637}
682 638
683/* Gives a percentage clipped to 0% -> 100% of a/b. */ 639/* Gives a percentage clipped to 0% -> 100% of a/b. */
684
685/* Probably belongs in some global utils-type file? */ 640/* Probably belongs in some global utils-type file? */
686static int 641static int
687clipped_percent (sint64 a, sint64 b) 642clipped_percent (sint64 a, sint64 b)
688{ 643{
689 int rv; 644 int rv;
709 * Note this function is a bit more complicated becauase we 664 * Note this function is a bit more complicated becauase we
710 * we want ot sort the skills before printing them. If we 665 * we want ot sort the skills before printing them. If we
711 * just dumped this as we found it, this would be a bit 666 * just dumped this as we found it, this would be a bit
712 * simpler. 667 * simpler.
713 */ 668 */
714 669//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
715void 670void
716show_skills (object *op, const char *search) 671show_skills (object *pl, const char *search)
717{ 672{
718 object *tmp = NULL;
719 char buf[MAX_BUF];
720 const char *cp; 673 const char *cp;
721 int i, num_skills_found = 0; 674 int i, num_skills_found = 0;
722 static const char *const periods = "........................................"; 675 const char *const periods = ".............................."; // 30
723 676
724 /* Need to have a pointer and use strdup for qsort to work properly */ 677 /* Need to have a pointer and use strdup for qsort to work properly */
725 char skills[NUM_SKILLS][MAX_BUF]; 678 char skills[NUM_SKILLS][128]; // d'oh
726 679
680 object *op = pl->contr->ob;
727 681
728 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 682 for (object *tmp = op->inv; tmp; tmp = tmp->below)
729 { 683 {
730 if (tmp->type == SKILL) 684 if (tmp->type == SKILL)
731 { 685 {
732 if (search && strstr (tmp->name, search) == NULL) 686 if (search && !tmp->name.contains (search))
733 continue; 687 continue;
688
689 char buf[30];
690
734 /* Basically want to fill this out to 40 spaces with periods */ 691 /* Basically want to fill this out to 30 spaces with periods */
735 sprintf (buf, "%s%s", &tmp->name, periods); 692 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
736 buf[40] = 0;
737 693
738 if (settings.permanent_exp_ratio) 694 if (settings.permanent_exp_ratio)
739 {
740 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 695 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
741 buf, tmp->level, tmp->stats.exp, 696 buf, tmp->level, tmp->stats.exp,
742 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 697 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
743 }
744 else 698 else
745 {
746 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 699 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
747 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 700 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
748 } 701
749 /* I don't know why some characters get a bunch of skills, but 702 /* I don't know why some characters get a bunch of skills, but
750 * it sometimes happens (maybe a leftover from bugier earlier code 703 * it sometimes happens (maybe a leftover from bugier earlier code
751 * and those character are still about). In any case, lets handle 704 * and those character are still about). In any case, lets handle
752 * it so it doesn't crash the server - otherwise, one character may 705 * it so it doesn't crash the server - otherwise, one character may
753 * crash the server numerous times. 706 * crash the server numerous times.
759 break; 712 break;
760 } 713 }
761 } 714 }
762 } 715 }
763 716
764 clear_win_info (op); 717 dynbuf_text msg (4096, 1024);
765 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 718
719 msg << "T<Player skills:>\n\n";
766 if (num_skills_found > 1) 720 if (num_skills_found > 1)
767 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 721 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
768 722
769 for (i = 0; i < num_skills_found; i++) 723 for (i = 0; i < num_skills_found; i++)
770 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 724 msg << " C<" << skills [i] << ">\n";
771 725
772 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 726 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
773 727
774 cp = determine_god (op); 728 cp = determine_god (op);
775 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 729 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
776 730
777 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 731 msg << "Your equipped item power is " << (int)op->contr->item_power
778 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 732 << " out of " << int (op->level * settings.item_power_factor)
733 << ".\n";
734
735 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
779} 736}
780 737
781/* use_skill() - similar to invoke command, it executes the skill in the 738/* use_skill() - similar to invoke command, it executes the skill in the
782 * direction that the user is facing. Returns false if we are unable to 739 * direction that the user is facing. Returns false if we are unable to
783 * change to the requested skill, or were unable to use the skill properly. 740 * change to the requested skill, or were unable to use the skill properly.
784 * This is tricky because skills can have spaces. We basically roll 741 * This is tricky because skills can have spaces. We basically roll
785 * our own find_skill_by_name so we can try to do better string matching. 742 * our own find_skill_by_name so we can try to do better string matching.
786 */ 743 */
787
788int 744int
789use_skill (object *op, const char *string) 745use_skill (object *op, const char *string)
790{ 746{
791 object *skop; 747 object *skop;
792 size_t len; 748 size_t len;
793 749
794 if (!string) 750 if (!string)
795 return 0; 751 return 0;
796 752
797 for (skop = op->inv; skop != NULL; skop = skop->below) 753 for (skop = op->inv; skop; skop = skop->below)
798 { 754 {
755 if (skop->type == SKILL
799 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 756 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
800 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 757 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
801 break; 758 break;
759 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)))) 760 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
803 break; 761 break;
804 } 762 }
763
805 if (!skop) 764 if (!skop)
806 { 765 {
807 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 766 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
808 return 0; 767 return 0;
809 } 768 }
814 * options given to the skill. Its pretty simple - if there 773 * options given to the skill. Its pretty simple - if there
815 * are extra parameters (as deteremined by string length), we 774 * are extra parameters (as deteremined by string length), we
816 * want to skip over any leading spaces. 775 * want to skip over any leading spaces.
817 */ 776 */
818 if (len >= strlen (string)) 777 if (len >= strlen (string))
819 {
820 string = NULL; 778 string = NULL;
821 }
822 else 779 else
823 { 780 {
824 string += len; 781 string += len;
825 while (*string == 0x20) 782 while (*string == 0x20)
826 string++; 783 string++;
784
827 if (strlen (string) == 0) 785 if (strlen (string) == 0)
828 string = NULL; 786 string = NULL;
829 } 787 }
830 788
831#ifdef SKILL_UTIL_DEBUG 789#ifdef SKILL_UTIL_DEBUG
832 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 790 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
833#endif 791#endif
834 792
835 /* Change to the new skill, then execute it. */
836 if (do_skill (op, op, skop, op->facing, string)) 793 if (do_skill (op, op, skop, op->facing, string))
837 return 1; 794 return 1;
838 795
839 return 0; 796 return 0;
840} 797}
878 * the caller should have set it appropriately). We still want to pass 835 * 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. 836 * through that code if skill is set to change to the skill.
880 */ 837 */
881 if (player *pl = op->contr) 838 if (player *pl = op->contr)
882 { 839 {
883 if (!pl->combat_ob) 840 if (skill)
841 op->change_skill (skill);
842 else
884 { 843 {
885 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 844 if (!pl->combat_ob)
886 { 845 {
887 for (tmp = op->inv; tmp; tmp = tmp->below) 846 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
888 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
889 break;
890
891 if (!tmp)
892 { 847 {
848 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
850 break;
851
852 if (!tmp)
893 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
894 return 0; 854
855 pl->combat_ob = tmp;
895 } 856 }
896 857
897 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 858 if (!pl->combat_ob)
898 }
899 else
900 {
901 if (!skill)
902 { 859 {
903 /* See if the players chosen skill is a combat skill, and use 860 /* See if the players chosen skill is a combat skill, and use
904 * it if appropriate. 861 * it if appropriate.
905 */ 862 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 863 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
908 else 865 else
909 { 866 {
910 skill = find_player_hth_skill (op); 867 skill = find_player_hth_skill (op);
911 868
912 if (!skill) 869 if (!skill)
913 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0;
916 } 871 }
872
873 if (skill)
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
917 } 877 }
918 } 878 }
919 879
920 /* now try to ready the new skill */ 880 if (!pl->combat_ob)
921 if (!change_skill (op, skill, 0)) 881 {
922 { /* oh oh, trouble! */ 882 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; 883 return 0;
925 } 884 }
926 } 885 }
927 886
928 if (!pl->combat_ob) 887 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; 888 return 0;
932 }
933 } 889 }
934
935 op->set_weapon (pl->combat_ob);
936 890
937 /* lose invisiblity/hiding status for running attacks */ 891 /* lose invisiblity/hiding status for running attacks */
938 if (pl->tmp_invis) 892 if (pl->tmp_invis)
939 { 893 {
940 pl->tmp_invis = 0; 894 pl->tmp_invis = 0;
941 op->invisible = 0; 895 op->invisible = 0;
942 op->hide = 0; 896 op->flag [FLAG_HIDDEN] = 0;
943 update_object (op, UP_OBJ_CHANGE); 897 update_object (op, UP_OBJ_CHANGE);
944 } 898 }
945 } 899 }
946 900
947 int success = attack_ob (tmp, op); 901 int success = attack_ob (tmp, op);
959 return success; 913 return success;
960} 914}
961 915
962/* skill_attack() - Core routine for use when we attack using a skills 916/* skill_attack() - Core routine for use when we attack using a skills
963 * system. In essence, this code handles 917 * system. In essence, this code handles
964 * all skill-based attacks, ie hth, missile and melee weapons should be 918 * all skill-based attacks, i.e. hth, missile and melee weapons should be
965 * treated here. If an opponent is already supplied by move_player(), 919 * treated here. If an opponent is already supplied by move_player(),
966 * we move right onto do_skill_attack(), otherwise we find if an 920 * we move right onto do_skill_attack(), otherwise we find if an
967 * appropriate opponent exists. 921 * appropriate opponent exists.
968 * 922 *
969 * This is called by move_player() and attack_hth() 923 * This is called by move_player() and attack_hth()
1074 1028
1075 return 0; 1029 return 0;
1076 } 1030 }
1077 1031
1078 return skill_attack (NULL, op, dir, string, skill); 1032 return skill_attack (NULL, op, dir, string, skill);
1079
1080} 1033}
1034

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