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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.76 by root, Mon Apr 27 01:38:49 2009 UTC vs.
Revision 1.110 by root, Sun Nov 18 00:37:11 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 26/* Created July 95 to separate skill utilities from actual skills -b.t. */
25 27
50# define def(uc, flags) flags, 52# define def(uc, flags) flags,
51# include "skillinc.h" 53# include "skillinc.h"
52# undef def 54# undef def
53}; 55};
54 56
57vector<object_ptr> skillvec;
58
55static int attack_hth (object *pl, int dir, const char *string, object *skill); 59static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 60static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 61
58/* init_skills basically just sets up the skill_names table 62/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 63 * above. The index into the array is set up by the
60 * subtypes. 64 * subtypes.
61 */ 65 */
62void 66void
63init_skills (void) 67init_skills ()
64{ 68{
65 for_all_archetypes (at) 69 // nop
66 if (at->type == SKILL) 70}
71
72void
73add_skill_archetype (object *o)
74{
75 assert (("skill name must equal skill skill", o->name == o->skill));
76
77 for (auto &&i = skillvec.begin (); i != skillvec.end (); ++i)
78 if ((*i)->name == o->name)
67 { 79 {
68 if (skill_names[at->subtype]) 80 // replace existing entry
69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 81 SKILL_INDEX (o) = i - skillvec.begin ();
70 at->subtype, &skill_names[at->subtype], &at->skill); 82 *i = o;
71 else 83 return;
72 skill_names[at->subtype] = at->skill;
73 } 84 }
74 85
75 /* This isn't really an error if there is no skill subtype set, but 86 // add new entry
76 * checking for this may catch some user errors. 87 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
77 */ 88 SKILL_INDEX (o) = skillvec.size ();
78 for (int i = 1; i < NUM_SKILLS; i++) 89 skillvec.push_back (o);
79 if (!skill_names[i])
80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81} 90}
82 91
83/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
84 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 95 * mostly used for sending exp.
87 */ 96 */
88void 97void
89player::link_skills () 98player::link_skills ()
90{ 99{
91 for (int i = 0; i < NUM_SKILLS; ++i) 100 for (int i = 0; i < CS_NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0; 101 last_skill_ob [i] = 0;
93 102
94 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 103 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
95 if (tmp->type == SKILL) 104 if (tmp->type == SKILL)
96 { 105 {
106 int idx = SKILL_INDEX (tmp);
107
97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 108 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
98 109
99 if (last_skill_ob [tmp->subtype] != tmp) 110 if (last_skill_ob [idx] != tmp)
100 { 111 {
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
106 last_skill_ob [tmp->subtype] = tmp; 112 last_skill_ob [idx] = tmp;
107 if (ns) 113 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1; 114 ns->last_skill_exp [idx] = -1;
109 } 115 }
110 } 116 }
111} 117}
112 118
113static object * 119static object *
123 return splay (tmp); 129 return splay (tmp);
124 130
125 return 0; 131 return 0;
126} 132}
127 133
134object *
128object *player::find_skill (shstr_cmp name) const 135player::find_skill (shstr_cmp name) const
129{ 136{
130 // might want to use last_skill_obj at one point, or maybe not 137 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name); 138 return ::find_skill (ob, name);
132} 139}
133 140
161 168
162 /* Player has a tool to use the skill. If not applied, apply it - 169 /* Player has a tool to use the skill. If not applied, apply it -
163 * if not successful, return null. If they do have the skill tool 170 * if not successful, return null. If they do have the skill tool
164 * but not the skill itself, give it to them. 171 * but not the skill itself, give it to them.
165 */ 172 */
166 object *skill = find_skill (who, skill_tool->skill); 173 object *skill = who->give_skill (skill_tool->skill);
167
168 if (!skill)
169 skill = give_skill_by_name (who, skill_tool->skill);
170 174
171 if (!skill_tool->flag [FLAG_APPLIED]) 175 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 176 if (!who->apply (splay (skill_tool)))
173 return 0; 177 return 0;
174 178
175 return splay (skill); 179 return splay (skill);
176} 180}
177 181
178object * 182object *
179find_skill_by_name_fuzzy (object *who, const char *name) 183find_skill_by_name_fuzzy (object *who, const char *name)
180{ 184{
181 if (!name) 185 if (name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below) 186 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 187 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name)) 188 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill)) 189 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop; 190 return skop;
189 191
190 return 0; 192 return 0;
191} 193}
192 194
193/* This returns the skill pointer of the given name (the 195/* This returns the skill pointer of the given name (the
194 * one that accumulates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
195 * 197 *
196 * It is presumed that the player will be needing to actually 198 * It is presumed that the player will be needing to actually
197 * use the skill, so thus if use of the skill requires a skill 199 * use the skill, so thus if use of the skill requires a skill
198 * tool, this code will equip it. 200 * tool, this code will equip it.
199 * 201 *
200 * This code is basically the same as find_skill_by_name() above, 202 * This code is basically the same as find_skill_by_name() above,
201 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
202 * this replaces find_skill. 204 * this replaces find_skill.
205 *
206 * MUST NOT BE USED IN NEW CODE! (schmorp)
203 */ 207 */
204object * 208object *
205find_skill_by_number (object *who, int skillno) 209find_skill_by_number (object *who, int skillno)
206{ 210{
207 for (object *tmp = who->inv; tmp; tmp = tmp->below) 211 for (object *tmp = who->inv; tmp; tmp = tmp->below)
210 return skop; 214 return skop;
211 215
212 return 0; 216 return 0;
213} 217}
214 218
215/* This changes the objects chosen_skill to new_skill. 219object *
216 * return 1 on success, 0 on error 220object::give_skill (shstr_cmp name, bool can_use)
217 */
218bool
219object::change_skill (object *new_skill)
220{ 221{
221 if (type != PLAYER) 222 object *skill = find_skill (this, name);
222 return 0;
223 223
224 // optimise this supposedly common case
225 if (new_skill == chosen_skill)
226 return 1;
227
228 if (chosen_skill) 224 if (!skill)
229 { 225 skill = give_skill_by_name (this, name);
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
233 226
234 chosen_skill = new_skill; 227 if (skill && can_use)
228 skill->flag [FLAG_CAN_USE_SKILL] = true;
235 229
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 ();
248 return 1; 230 return skill;
249} 231}
250 232
251/* do_skill() - Main skills use function-similar in scope to cast_spell(). 233/* do_skill() - Main skills use function-similar in scope to cast_spell().
252 * We handle all requests for skill use outside of some combat here. 234 * We handle all requests for skill use outside of some combat here.
253 * We require a separate routine outside of fire() so as to allow monsters 235 * We require a separate routine outside of fire() so as to allow monsters
254 * to utilize skills. Returns 1 on use of skill, otherwise 0. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
255 * This is changed (2002-11-30) from the old method that returned 237 * This is changed (2002-11-30) from the old method that returned
256 * exp - no caller needed that info, but it also prevented the callers 238 * exp - no caller needed that info, but it also prevented the callers
257 * from know if a skill was actually used, as many skills don't 239 * from know if a skill was actually used, as many skills don't
258 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
294 /* Not 100% sure if this will work with new movement code - 276 /* Not 100% sure if this will work with new movement code -
295 * the levitation skill has move_type for flying, so when 277 * the levitation skill has move_type for flying, so when
296 * equipped, that should transfer to player, when not, 278 * equipped, that should transfer to player, when not,
297 * shouldn't. 279 * shouldn't.
298 */ 280 */
299 if (QUERY_FLAG (skill, FLAG_APPLIED)) 281 if (skill->flag [FLAG_APPLIED])
300 { 282 {
301 CLEAR_FLAG (skill, FLAG_APPLIED); 283 skill->clr_flag (FLAG_APPLIED);
302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 284 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
303 } 285 }
304 else 286 else
305 { 287 {
306 SET_FLAG (skill, FLAG_APPLIED); 288 skill->set_flag (FLAG_APPLIED);
307 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 289 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
308 } 290 }
309 291
310 op->update_stats (); 292 op->update_stats ();
311 success = 1; 293 success = 1;
392 case SK_ALCHEMY: 374 case SK_ALCHEMY:
393 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
394 case SK_LITERACY: 376 case SK_LITERACY:
395 case SK_WOODSMAN: 377 case SK_WOODSMAN:
396 /* first, we try to find a cauldron, and do the alchemy thing. 378 /* first, we try to find a cauldron, and do the alchemy thing.
397 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
398 */ 380 */
399 { 381 {
400 bool found_cauldron = false; 382 bool found_cauldron = false;
401 383
402 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 384 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
403 { 385 {
404 next = tmp->above; 386 next = tmp->above;
405 387
406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 388 if (tmp->flag [FLAG_IS_CAULDRON])
407 { 389 {
408 found_cauldron = true; 390 found_cauldron = true;
409 391
410 if (tmp->skill != skill->skill) 392 if (tmp->skill != skill->skill)
411 { 393 {
412 op->failmsg (format ("You can't use the %s with the %s skill!", 394 op->failmsgf ("You can't use the %s with the %s skill!",
413 query_name (tmp), 395 query_name (tmp),
414 query_name (skill))); 396 query_name (skill));
415 break; 397 break;
416 } 398 }
417 399
418 attempt_do_alchemy (op, tmp, skill); 400 attempt_do_alchemy (op, tmp, skill);
419 401
420 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 402 if (tmp->flag [FLAG_APPLIED])
421 esrv_send_inventory (op, tmp); 403 esrv_send_inventory (op, tmp);
422 } 404 }
423 } 405 }
424 406
425 if (!found_cauldron) 407 if (!found_cauldron)
463 case SK_SUMMONING: 445 case SK_SUMMONING:
464 case SK_CLIMBING: 446 case SK_CLIMBING:
465 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 447 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
466 break; 448 break;
467 449
450 case SK_MINING:
451 success = skill_mining (op, part, skill, dir, string);
452 break;
453
468 default: 454 default:
469 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 455 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
470 break; 456 break;
471 } 457 }
472 458
473 /* For players we now update the speed_left from using the skill. 459 /* For players we now update the speed_left from using the skill.
474 * Monsters have no skill use time because of the random nature in 460 * Monsters have no skill use time because of the random nature in
475 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
476 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
477 * in the code for the skill itself. 463 * in the code for the skill itself.
478 */ 464 */
479 if (op->type == PLAYER) 465 if (op->type == PLAYER)
529 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
530 * 516 *
531 * If an object is not alive and magical we set the base exp higher to 517 * If an object is not alive and magical we set the base exp higher to
532 * help out exp awards for skill_ident skills. Also, if 518 * help out exp awards for skill_ident skills. Also, if
533 * an item is type RUNE, we give out exp based on stats.Cha 519 * an item is type RUNE, we give out exp based on stats.Cha
534 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
535 */ 521 */
536 if (!op) 522 if (!op)
537 { /* no item/creature */ 523 { /* no item/creature */
538 op_lvl = max (1, who->map->difficulty); 524 op_lvl = max (1, who->map->difficulty);
539 op_exp = 0; 525 op_exp = 0;
546 } 532 }
547 else 533 else
548 { /* all other items/living creatures */ 534 { /* all other items/living creatures */
549 op_exp = op->stats.exp; 535 op_exp = op->stats.exp;
550 op_lvl = op->level; 536 op_lvl = op->level;
551 if (!QUERY_FLAG (op, FLAG_ALIVE)) 537 if (!op->flag [FLAG_ALIVE])
552 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 538 op_lvl += 5 * abs (op->magic); /* for ident/make items */
553 } 539 }
554 540
555 if (op_lvl < 1) 541 if (op_lvl < 1)
556 op_lvl = 1; 542 op_lvl = 1;
603} 589}
604 590
605/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
606 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
607 * exact name of the requested skill. 593 * exact name of the requested skill.
608 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
609 * they can equip. 595 * they can equip.
610 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
611 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
612 */ 598 */
613int 599int
620 } 606 }
621 607
622 object *tmp = find_skill (pl, scroll->skill); 608 object *tmp = find_skill (pl, scroll->skill);
623 609
624 /* player already knows it */ 610 /* player already knows it */
625 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 611 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
626 return 0; 612 return 0;
627 613
628 /* now a random change to learn, based on player Int. 614 /* now a random change to learn, based on player Int.
629 * give bonus based on level - otherwise stupid characters 615 * give bonus based on level - otherwise stupid characters
630 * might never be able to learn anything. 616 * might never be able to learn anything.
639 { 625 {
640 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 626 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
641 return 2; 627 return 2;
642 } 628 }
643 629
644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 630 tmp->set_flag (FLAG_CAN_USE_SKILL);
645 631
646 return 1; 632 return 1;
647} 633}
648 634
649/* Gives a percentage clipped to 0% -> 100% of a/b. */ 635/* Gives a percentage clipped to 0% -> 100% of a/b. */
662 return 0; 648 return 0;
663 else if (rv > 100) 649 else if (rv > 100)
664 return 100; 650 return 100;
665 651
666 return rv; 652 return rv;
653}
654
655static int
656cmp_skillp (const void *sk1, const void *sk2)
657{
658 return strcmp (&((*(const object **) sk1)->name),
659 &((*(const object **) sk2)->name));
667} 660}
668 661
669/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
670 * their current skill list. 663 * their current skill list.
671 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
672 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
673 * max weapon improvments, item power). 666 * max weapon improvments, item power).
674 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
675 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
676 * just dumped this as we found it, this would be a bit 669 * just dumped this as we found it, this would be a bit
677 * simpler. 670 * simpler.
678 */ 671 */
679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
680void 672void
681show_skills (object *pl, const char *search) 673show_skills (object *pl, const char *search)
682{ 674{
683 const char *cp; 675 const char *cp;
684 int i, num_skills_found = 0; 676 int i, num_skills_found = 0;
685 const char *const periods = ".............................."; // 30 677 object *skills[CS_NUM_SKILLS];
686
687 /* Need to have a pointer and use strdup for qsort to work properly */
688 char skills[NUM_SKILLS][128]; // d'oh
689
690 object *op = pl->contr->ob; 678 object *op = pl->contr->ob;
691 679
680 /* find the skills */
692 for (object *tmp = op->inv; tmp; tmp = tmp->below) 681 for (object *tmp = op->inv; tmp; tmp = tmp->below)
693 { 682 {
694 if (tmp->type == SKILL) 683 if (tmp->type == SKILL)
695 { 684 {
696 if (search && !tmp->name.contains (search)) 685 if (search && !tmp->name.contains (search))
697 continue; 686 continue;
698 687
699 char buf[30]; 688 skills[num_skills_found++] = tmp;
700
701 /* Basically want to fill this out to 30 spaces with periods */
702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
703
704 if (settings.permanent_exp_ratio)
705 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
706 buf, tmp->level, tmp->stats.exp,
707 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
708 else
709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
710 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
711 689
712 /* I don't know why some characters get a bunch of skills, but 690 /* I don't know why some characters get a bunch of skills, but
713 * it sometimes happens (maybe a leftover from bugier earlier code 691 * it sometimes happens (maybe a leftover from bugier earlier code
714 * and those character are still about). In any case, lets handle 692 * and those character are still about). In any case, lets handle
715 * it so it doesn't crash the server - otherwise, one character may 693 * it so it doesn't crash the server - otherwise, one character may
716 * crash the server numerous times. 694 * crash the server numerous times.
717 */ 695 */
718 if (num_skills_found >= NUM_SKILLS) 696 if (num_skills_found >= CS_NUM_SKILLS)
719 { 697 {
720 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
721 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 699 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
722 break; 700 break;
723 } 701 }
724 } 702 }
725 } 703 }
726 704
727 dynbuf_text &msg = msg_dynbuf; msg.clear (); 705 dynbuf_text &msg = msg_dynbuf; msg.clear ();
728 706
729 msg << "T<Player skills:>\n\n"; 707 msg << "T<Player skills:>\n\n";
730 if (num_skills_found > 1) 708 if (num_skills_found > 1)
731 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
732 710
711 char buf[31]; /* +1 for '\0' */
712 const char *const periods = ".............................."; // 30
713
733 for (i = 0; i < num_skills_found; i++) 714 for (i = 0; i < num_skills_found; i++) {
734 msg << " C<" << skills [i] << ">\n"; 715 object *tmp = skills[i];
716
717 /* Basically want to fill this out to 30 spaces with periods */
718 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
719
720 msg << " C<";
721
722 if (settings.permanent_exp_ratio)
723 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
724 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
725 clipped_percent (tmp->perm_exp, tmp->stats.exp));
726 else
727 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
728 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
729
730 msg << ">\n";
731 }
735 732
736 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 733 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
737 734
738 cp = determine_god (op); 735 cp = determine_god (op);
739 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 736 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
743 << ".\n"; 740 << ".\n";
744 741
745 pl->contr->infobox (MSG_CHANNEL ("skills"), msg); 742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
746} 743}
747 744
748/* use_skill() - similar to invoke command, it executes the skill in the 745/* use_skill() - similar to invoke command, it executes the skill in the
749 * direction that the user is facing. Returns false if we are unable to 746 * direction that the user is facing. Returns false if we are unable to
750 * change to the requested skill, or were unable to use the skill properly. 747 * change to the requested skill, or were unable to use the skill properly.
751 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
752 * our own find_skill_by_name so we can try to do better string matching. 749 * our own find_skill_by_name so we can try to do better string matching.
753 */ 750 */
754int 751int
755use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
756{ 753{
759 756
760 if (!string) 757 if (!string)
761 return 0; 758 return 0;
762 759
763 for (skop = op->inv; skop; skop = skop->below) 760 for (skop = op->inv; skop; skop = skop->below)
764 { 761 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
765 if (skop->type == SKILL
766 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
767 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 762 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
763 {
764 skop = find_skill_by_name (op, skop->skill);
768 break; 765 break;
769 else if (skop->type == SKILL_TOOL
770 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
771 break;
772 } 766 }
773 767
774 if (!skop) 768 if (!skop)
775 { 769 {
776 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 770 op->failmsgf ("Unable to find skill %s.", string);
771 return 0;
772 }
773
774 if (!(skill_flags [skop->subtype] & SF_USE))
775 {
776 op->failmsgf (
777 "You feel as if you wanted to do something funny, but you can't remember what. "
778 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
779 "use it with some item, or it's always active.>",
780 &skop->skill
781 );
777 return 0; 782 return 0;
778 } 783 }
779 784
780 len = strlen (skop->skill); 785 len = strlen (skop->skill);
781 786
807} 812}
808 813
809static bool 814static bool
810hth_skill_p (object *skill) 815hth_skill_p (object *skill)
811{ 816{
812 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 817 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
813} 818}
814 819
815/* This finds the first unarmed skill the player has, and returns it. 820/* This finds the first unarmed skill the player has, and returns it.
816 */ 821 */
817static object * 822static object *
818find_player_hth_skill (object *op) 823find_player_hth_skill (object *op)
819{ 824{
820 for (object *tmp = op->inv; tmp; tmp = tmp->below) 825 for (object *tmp = op->inv; tmp; tmp = tmp->below)
821 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 826 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
822 return tmp; 827 return tmp;
823 828
824 return 0; 829 return 0;
825} 830}
826 831
846 * through that code if skill is set to change to the skill. 851 * through that code if skill is set to change to the skill.
847 */ 852 */
848 if (player *pl = op->contr) 853 if (player *pl = op->contr)
849 { 854 {
850 if (skill) 855 if (skill)
851 op->change_skill (skill); 856 {
857 if (!op->apply (skill))
858 return 0;
859 }
852 else 860 else
853 { 861 {
854 if (!pl->combat_ob) 862 if (!pl->combat_ob)
855 { 863 {
856 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 864 if (op->flag [FLAG_READY_WEAPON])
857 { 865 {
858 for (tmp = op->inv; tmp; tmp = tmp->below) 866 for (tmp = op->inv; tmp; tmp = tmp->below)
859 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 867 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
860 break; 868 break;
861 869
862 if (!tmp) 870 if (!tmp)
863 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 871 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
864 872
878 886
879 if (!skill) 887 if (!skill)
880 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 888 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
881 } 889 }
882 890
883 if (skill) 891 op->apply (skill);
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
887 }
888 } 892 }
889 893
890 if (!pl->combat_ob) 894 if (!pl->combat_ob)
891 { 895 {
892 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 896 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
893 return 0; 897 return 0;
894 } 898 }
895 } 899 }
896 900
897 if (!op->change_weapon (pl->combat_ob)) 901 if (!op->apply (pl->combat_ob))
898 return 0; 902 return 0;
903
904 if (!op->chosen_skill)
905 {
906 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
907 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
908 return 0;
909 }
899 } 910 }
900 911
901 /* lose invisiblity/hiding status for running attacks */ 912 /* lose invisiblity/hiding status for running attacks */
902 if (pl->tmp_invis) 913 if (pl->tmp_invis)
903 { 914 {
910 921
911 int success = attack_ob (tmp, op); 922 int success = attack_ob (tmp, op);
912 923
913 /* print appropriate messages to the player */ 924 /* print appropriate messages to the player */
914 925
915 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 926 if (success && string && tmp && !tmp->flag [FLAG_FREED])
916 { 927 {
917 if (op->type == PLAYER) 928 if (op->type == PLAYER)
918 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 929 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
919 else if (tmp->type == PLAYER) 930 else if (tmp->type == PLAYER)
920 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 931 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
942 int mflags; 953 int mflags;
943 954
944 if (!dir) 955 if (!dir)
945 dir = pl->facing; 956 dir = pl->facing;
946 957
947 tx = freearr_x[dir]; 958 tx = DIRX (dir);
948 ty = freearr_y[dir]; 959 ty = DIRY (dir);
949 960
950 /* If we don't yet have an opponent, find if one exists, and attack. 961 /* If we don't yet have an opponent, find if one exists, and attack.
951 * Legal opponents are the same as outlined in move_player_attack() 962 * Legal opponents are the same as outlined in move_player_attack()
952 */ 963 */
953 if (!tmp) 964 if (!tmp)
954 { 965 {
955 m = pl->map; 966 m = pl->map;
956 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
957 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
958 969
959 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
960 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
961 return 0; 972 return 0;
962 973
963 /* space must be blocked for there to be anything interesting to do */ 974 /* space must be blocked for there to be anything interesting to do */
964 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 975 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
965 return 0; 976 return 0;
966 977
967 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 978 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
968 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 979 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
969 { 980 {
970 /* Don't attack party members */ 981 /* Don't attack party members */
971 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 982 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
972 return 0; 983 return 0;
973 984
995static int 1006static int
996attack_hth (object *pl, int dir, const char *string, object *skill) 1007attack_hth (object *pl, int dir, const char *string, object *skill)
997{ 1008{
998 object *enemy = NULL, *weapon; 1009 object *enemy = NULL, *weapon;
999 1010
1000 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1011 if (pl->flag [FLAG_READY_WEAPON])
1001 for (weapon = pl->inv; weapon; weapon = weapon->below) 1012 for (weapon = pl->inv; weapon; weapon = weapon->below)
1002 { 1013 {
1003 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1014 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1004 { 1015 {
1005 CLEAR_FLAG (weapon, FLAG_APPLIED); 1016 weapon->clr_flag (FLAG_APPLIED);
1006 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1017 pl->clr_flag (FLAG_READY_WEAPON);
1007 pl->update_stats (); 1018 pl->update_stats ();
1008 if (pl->type == PLAYER) 1019 if (pl->type == PLAYER)
1009 { 1020 {
1010 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1021 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1011 esrv_update_item (UPD_FLAGS, pl, weapon); 1022 esrv_update_item (UPD_FLAGS, pl, weapon);
1029 */ 1040 */
1030static int 1041static int
1031attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1042attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1032{ 1043{
1033 1044
1034 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1045 if (!op->flag [FLAG_READY_WEAPON])
1035 { 1046 {
1036 if (op->type == PLAYER) 1047 if (op->type == PLAYER)
1037 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1048 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1038 1049
1039 return 0; 1050 return 0;

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