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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 1.73 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)
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 *
186find_skill_by_name (object *who, const shstr &sh) 142find_skill_by_name (object *who, shstr_cmp sh)
187{ 143{
188 object *skill_tool = 0; 144 object *skill_tool = 0;
189 145
190 for (object *tmp = who->inv; tmp; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
191 if (tmp->skill == sh) 147 if (tmp->skill == sh)
192 { 148 {
193 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) 149 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 */ 150 /* If this is a skill that can be used without applying tool, return it */
195 return tmp->inv_splay (); 151 return splay (tmp);
196 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
198 */ 154 */
199 else if (tmp->type == SKILL_TOOL && !skill_tool) 155 else if (tmp->type == SKILL_TOOL && !skill_tool)
200 skill_tool = tmp; 156 skill_tool = tmp;
208 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
209 */ 165 */
210 object *skill = find_skill (who, skill_tool->skill); 166 object *skill = find_skill (who, skill_tool->skill);
211 167
212 if (!skill) 168 if (!skill)
213 {
214 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
215 link_player_skills (who);
216 }
217
218 skill->inv_splay ();
219 170
220 if (!skill_tool->flag [FLAG_APPLIED]) 171 if (!skill_tool->flag [FLAG_APPLIED])
221 if (apply_special (who, skill_tool, AP_APPLY)) 172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
222 return 0; 173 return 0;
223 174
224 return skill; 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
190 return 0;
225} 191}
226 192
227/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
228 * one that accumulates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
229 * 195 *
236 * this replaces find_skill. 202 * this replaces find_skill.
237 */ 203 */
238object * 204object *
239find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
240{ 206{
241 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
208 if (tmp->type == SKILL && tmp->subtype == skillno)
209 if (object *skop = find_skill_by_name (who, tmp->skill))
210 return skop;
211
212 return 0;
213}
214
215/* This changes the objects chosen_skill to new_skill.
216 * return 1 on success, 0 on error
217 */
218bool
219object::change_skill (object *new_skill)
220{
221 if (type != PLAYER)
242 return 0; 222 return 0;
243 223
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 224 // optimise this supposedly common case
307 if (new_skill == who->chosen_skill) 225 if (new_skill == chosen_skill)
308 return 1; 226 return 1;
309#endif
310 227
311 if (!new_skill) 228 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 } 229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
317 233
318 // the skill could be readied already because it is used by a weapon. 234 chosen_skill = new_skill;
319 who->change_weapon (0);
320 new_skill->inv_splay ();
321 235
322 if (apply_special (who, new_skill, AP_APPLY)) 236 if (chosen_skill)
323 return 0; 237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
324 241
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 ();
325 return 1; 248 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} 249}
341 250
342/* 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().
343 * 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.
344 * 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
394 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
395 } 304 }
396 else 305 else
397 { 306 {
398 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
399 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!");
400 } 309 }
401 310
402 op->update_stats (); 311 op->update_stats ();
403 success = 1; 312 success = 1;
404 break; 313 break;
414 case SK_HIDING: 323 case SK_HIDING:
415 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
416 break; 325 break;
417 326
418 case SK_JUMPING: 327 case SK_JUMPING:
419 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
420 break; 329 break;
421 330
422 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
423 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
424 break; 333 break;
555 * 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
556 * which use_monster_skill is called already simulates this. 465 * which use_monster_skill is called already simulates this.
557 * If certain skills should take more/less time, that should be 466 * If certain skills should take more/less time, that should be
558 * in the code for the skill itself. 467 * in the code for the skill itself.
559 */ 468 */
560
561 if (op->type == PLAYER) 469 if (op->type == PLAYER)
562 op->speed_left -= 1.f; 470 op->speed_left -= 1.f;
563 471
564 /* 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.
565 * Note that add_exp() will figure out player/monster experience 473 * 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 521 * 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 522 * help out exp awards for skill_ident skills. Also, if
615 * 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
616 * and level (this was the old system) -b.t. 524 * and level (this was the old system) -b.t.
617 */ 525 */
618
619 if (!op) 526 if (!op)
620 { /* no item/creature */ 527 { /* no item/creature */
621 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 528 op_lvl = max (1, who->map->difficulty);
622 op_exp = 0; 529 op_exp = 0;
623 } 530 }
624 else if (op->type == RUNE || op->type == TRAP) 531 else if (op->type == RUNE || op->type == TRAP)
625 { /* all traps. If stats.Cha > 1 we use that 532 { /* all traps. If stats.Cha > 1 we use that
626 * for the amount of experience */ 533 * for the amount of experience */
630 else 537 else
631 { /* all other items/living creatures */ 538 { /* all other items/living creatures */
632 op_exp = op->stats.exp; 539 op_exp = op->stats.exp;
633 op_lvl = op->level; 540 op_lvl = op->level;
634 if (!QUERY_FLAG (op, FLAG_ALIVE)) 541 if (!QUERY_FLAG (op, FLAG_ALIVE))
635 { /* for ident/make items */ 542 op_lvl += 5 * abs (op->magic); /* for ident/make items */
636 op_lvl += 5 * abs (op->magic);
637 }
638 } 543 }
639 544
640 if (op_lvl < 1) 545 if (op_lvl < 1)
641 op_lvl = 1; 546 op_lvl = 1;
642 547
650 /* 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
651 * bse reward value (exp) and level multiplier factor. 556 * bse reward value (exp) and level multiplier factor.
652 */ 557 */
653 if (skill->type == SKILL) 558 if (skill->type == SKILL)
654 { 559 {
655 base += skill->arch->clone.stats.exp; 560 base += skill->arch->stats.exp;
656 if (settings.simple_exp) 561 if (settings.simple_exp)
657 { 562 {
658 if (skill->arch->clone.level) 563 if (skill->arch->level)
659 lvl_mult = (float) skill->arch->clone.level / 100.0; 564 lvl_mult = (float) skill->arch->level / 100.0;
660 else 565 else
661 lvl_mult = 1.0; /* no adjustment */ 566 lvl_mult = 1.0; /* no adjustment */
662 } 567 }
663 else 568 else
664 { 569 {
665 if (skill->level) 570 if (skill->level)
666 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);
667 else 572 else
668 lvl_mult = 1.0; 573 lvl_mult = 1.0;
669 } 574 }
670 } 575 }
671 else 576 else
672 { 577 {
673 /* Don't divide by zero here! */ 578 /* Don't divide by zero here! */
674 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 579 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
675 } 580 }
676 } 581 }
677 582
678 /* assemble the exp total, and return value */ 583 /* assemble the exp total, and return value */
679 584
696 * player learns the skill, 2 otherwise. 601 * player learns the skill, 2 otherwise.
697 */ 602 */
698int 603int
699learn_skill (object *pl, object *scroll) 604learn_skill (object *pl, object *scroll)
700{ 605{
701 object *tmp;
702
703 if (!scroll->skill) 606 if (!scroll->skill)
704 { 607 {
705 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);
706 return 2; 609 return 2;
707 } 610 }
708 611
709 /* can't use find_skill_by_name because we want skills the player knows 612 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;
716 613
717 /* player already knows it */ 614 /* player already knows it */
718 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 615 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
719 return 0; 616 return 0;
720 617
733 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);
734 return 2; 631 return 2;
735 } 632 }
736 633
737 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
738 link_player_skills (pl); 635
739 return 1; 636 return 1;
740} 637}
741 638
742/* Gives a percentage clipped to 0% -> 100% of a/b. */ 639/* Gives a percentage clipped to 0% -> 100% of a/b. */
743/* Probably belongs in some global utils-type file? */ 640/* Probably belongs in some global utils-type file? */
767 * Note this function is a bit more complicated becauase we 664 * Note this function is a bit more complicated becauase we
768 * we want ot sort the skills before printing them. If we 665 * we want ot sort the skills before printing them. If we
769 * 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
770 * simpler. 667 * simpler.
771 */ 668 */
772 669//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
773void 670void
774show_skills (object *op, const char *search) 671show_skills (object *pl, const char *search)
775{ 672{
776 object *tmp = NULL;
777 char buf[MAX_BUF];
778 const char *cp; 673 const char *cp;
779 int i, num_skills_found = 0; 674 int i, num_skills_found = 0;
780 static const char *const periods = "........................................"; 675 const char *const periods = ".............................."; // 30
781 676
782 /* 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 */
783 char skills[NUM_SKILLS][MAX_BUF]; 678 char skills[NUM_SKILLS][128]; // d'oh
784 679
680 object *op = pl->contr->ob;
785 681
786 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 682 for (object *tmp = op->inv; tmp; tmp = tmp->below)
787 { 683 {
788 if (tmp->type == SKILL) 684 if (tmp->type == SKILL)
789 { 685 {
790 if (search && strstr (tmp->name, search) == NULL) 686 if (search && !tmp->name.contains (search))
791 continue; 687 continue;
688
689 char buf[30];
690
792 /* Basically want to fill this out to 40 spaces with periods */ 691 /* Basically want to fill this out to 30 spaces with periods */
793 sprintf (buf, "%s%s", &tmp->name, periods); 692 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
794 buf[40] = 0;
795 693
796 if (settings.permanent_exp_ratio) 694 if (settings.permanent_exp_ratio)
797 {
798 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%%)",
799 buf, tmp->level, tmp->stats.exp, 696 buf, tmp->level, tmp->stats.exp,
800 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));
801 }
802 else 698 else
803 {
804 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 699 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)); 700 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
806 } 701
807 /* 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
808 * it sometimes happens (maybe a leftover from bugier earlier code 703 * it sometimes happens (maybe a leftover from bugier earlier code
809 * and those character are still about). In any case, lets handle 704 * and those character are still about). In any case, lets handle
810 * 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
811 * crash the server numerous times. 706 * crash the server numerous times.
817 break; 712 break;
818 } 713 }
819 } 714 }
820 } 715 }
821 716
822 clear_win_info (op); 717 dynbuf_text msg (4096, 1024);
823 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 718
719 msg << "T<Player skills:>\n\n";
824 if (num_skills_found > 1) 720 if (num_skills_found > 1)
825 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);
826 722
827 for (i = 0; i < num_skills_found; i++) 723 for (i = 0; i < num_skills_found; i++)
828 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 724 msg << " C<" << skills [i] << ">\n";
829 725
830 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";
831 727
832 cp = determine_god (op); 728 cp = determine_god (op);
833 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";
834 730
835 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
836 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);
837} 736}
838 737
839/* 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
840 * 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
841 * 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.
849 size_t len; 748 size_t len;
850 749
851 if (!string) 750 if (!string)
852 return 0; 751 return 0;
853 752
854 for (skop = op->inv; skop != NULL; skop = skop->below) 753 for (skop = op->inv; skop; skop = skop->below)
855 { 754 {
755 if (skop->type == SKILL
856 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 756 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
857 !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))))
858 break; 758 break;
759 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)))) 760 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
860 break; 761 break;
861 } 762 }
763
862 if (!skop) 764 if (!skop)
863 { 765 {
864 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);
865 return 0; 767 return 0;
866 } 768 }
871 * options given to the skill. Its pretty simple - if there 773 * options given to the skill. Its pretty simple - if there
872 * are extra parameters (as deteremined by string length), we 774 * are extra parameters (as deteremined by string length), we
873 * want to skip over any leading spaces. 775 * want to skip over any leading spaces.
874 */ 776 */
875 if (len >= strlen (string)) 777 if (len >= strlen (string))
876 {
877 string = NULL; 778 string = NULL;
878 }
879 else 779 else
880 { 780 {
881 string += len; 781 string += len;
882 while (*string == 0x20) 782 while (*string == 0x20)
883 string++; 783 string++;
784
884 if (strlen (string) == 0) 785 if (strlen (string) == 0)
885 string = NULL; 786 string = NULL;
886 } 787 }
887 788
888#ifdef SKILL_UTIL_DEBUG 789#ifdef SKILL_UTIL_DEBUG
889 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");
890#endif 791#endif
891 792
892 /* Change to the new skill, then execute it. */
893 if (do_skill (op, op, skop, op->facing, string)) 793 if (do_skill (op, op, skop, op->facing, string))
894 return 1; 794 return 1;
895 795
896 return 0; 796 return 0;
897} 797}
935 * 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
936 * 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.
937 */ 837 */
938 if (player *pl = op->contr) 838 if (player *pl = op->contr)
939 { 839 {
940 if (!pl->combat_ob) 840 if (skill)
841 op->change_skill (skill);
842 else
941 { 843 {
942 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 844 if (!pl->combat_ob)
943 { 845 {
944 for (tmp = op->inv; tmp; tmp = tmp->below) 846 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
945 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
946 break;
947
948 if (!tmp)
949 { 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)
950 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);
951 return 0; 854
855 pl->combat_ob = tmp;
952 } 856 }
953 857
954 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 858 if (!pl->combat_ob)
955 }
956 else
957 {
958 if (!skill)
959 { 859 {
960 /* 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
961 * it if appropriate. 861 * it if appropriate.
962 */ 862 */
963 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 863 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
965 else 865 else
966 { 866 {
967 skill = find_player_hth_skill (op); 867 skill = find_player_hth_skill (op);
968 868
969 if (!skill) 869 if (!skill)
970 {
971 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!");
972 return 0;
973 } 871 }
872
873 if (skill)
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
974 } 877 }
975 } 878 }
976 879
977 /* now try to ready the new skill */ 880 if (!pl->combat_ob)
978 if (!change_skill (op, skill, 0)) 881 {
979 { /* oh oh, trouble! */ 882 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; 883 return 0;
982 } 884 }
983 } 885 }
984 886
985 if (!pl->combat_ob) 887 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; 888 return 0;
989 }
990 } 889 }
991
992 if (!op->change_weapon (pl->combat_ob))
993 return 0;
994 890
995 /* lose invisiblity/hiding status for running attacks */ 891 /* lose invisiblity/hiding status for running attacks */
996 if (pl->tmp_invis) 892 if (pl->tmp_invis)
997 { 893 {
998 pl->tmp_invis = 0; 894 pl->tmp_invis = 0;
999 op->invisible = 0; 895 op->invisible = 0;
1000 op->hide = 0; 896 op->flag [FLAG_HIDDEN] = 0;
1001 update_object (op, UP_OBJ_CHANGE); 897 update_object (op, UP_OBJ_CHANGE);
1002 } 898 }
1003 } 899 }
1004 900
1005 int success = attack_ob (tmp, op); 901 int success = attack_ob (tmp, op);
1017 return success; 913 return success;
1018} 914}
1019 915
1020/* 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
1021 * system. In essence, this code handles 917 * system. In essence, this code handles
1022 * 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
1023 * treated here. If an opponent is already supplied by move_player(), 919 * treated here. If an opponent is already supplied by move_player(),
1024 * 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
1025 * appropriate opponent exists. 921 * appropriate opponent exists.
1026 * 922 *
1027 * This is called by move_player() and attack_hth() 923 * This is called by move_player() and attack_hth()
1132 1028
1133 return 0; 1029 return 0;
1134 } 1030 }
1135 1031
1136 return skill_attack (NULL, op, dir, string, skill); 1032 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1033}
1034

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