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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.51 by root, Thu May 17 20:27:02 2007 UTC vs.
Revision 1.76 by root, Mon Apr 27 01:38:49 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 (©) 2005,2006,2007,2008,2009 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
110static object * 113static object *
111find_skill (object *who, const shstr &sh) 114find_skill (object *who, shstr_cmp name)
112{ 115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
113 for (object *tmp = who->inv; tmp; tmp = tmp->below) 121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL) 122 if (tmp->skill == name && tmp->type == SKILL)
115 return tmp; 123 return splay (tmp);
116 124
117 return 0; 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);
118} 132}
119 133
120/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
121 * one that accumulates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
122 * 136 *
123 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
124 * 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
125 * tool, this code will equip it. 139 * tool, this code will equip it.
126 */ 140 */
127object * 141object *
128find_skill_by_name (object *who, const shstr &sh) 142find_skill_by_name (object *who, shstr_cmp sh)
129{ 143{
130 object *skill_tool = 0; 144 object *skill_tool = 0;
131 145
132 for (object *tmp = who->inv; tmp; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh) 147 if (tmp->skill == sh)
134 { 148 {
135 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]))
136 /* 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 */
137 return tmp->inv_splay (); 151 return splay (tmp);
138 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
140 */ 154 */
141 else if (tmp->type == SKILL_TOOL && !skill_tool) 155 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 skill_tool = tmp; 156 skill_tool = tmp;
150 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
151 */ 165 */
152 object *skill = find_skill (who, skill_tool->skill); 166 object *skill = find_skill (who, skill_tool->skill);
153 167
154 if (!skill) 168 if (!skill)
155 {
156 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who);
158 }
159
160 skill->inv_splay ();
161 170
162 if (!skill_tool->flag [FLAG_APPLIED]) 171 if (!skill_tool->flag [FLAG_APPLIED])
163 if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY)) 172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
164 return 0; 173 return 0;
165 174
166 return skill; 175 return splay (skill);
167} 176}
168 177
169object * 178object *
170find_skill_by_name (object *who, const char *name) 179find_skill_by_name_fuzzy (object *who, const char *name)
171{ 180{
172 if (!name) 181 if (!name)
173 return 0; 182 return 0;
174 183
175 for (object *tmp = who->inv; tmp; tmp = tmp->below) 184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
177 && tmp->skill.begins_with (name)) 186 && tmp->skill.starts_with (name))
178 if (object *skop = find_skill_by_name (who, tmp->skill)) 187 if (object *skop = find_skill_by_name (who, tmp->skill))
179 return skop; 188 return skop;
180 189
181 return 0; 190 return 0;
182} 191}
226 235
227 if (chosen_skill) 236 if (chosen_skill)
228 { 237 {
229 chosen_skill->flag [FLAG_APPLIED] = true; 238 chosen_skill->flag [FLAG_APPLIED] = true;
230 change_abil (this, chosen_skill); 239 change_abil (this, chosen_skill);
231 chosen_skill->inv_splay ();
232 } 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;
233 246
234 update_stats (); 247 update_stats ();
235 return 1; 248 return 1;
236}
237
238/* This function just clears the chosen_skill and range_skill values
239 * in the player.
240 */
241void
242clear_skill (object *who)
243{
244 if (who->chosen_skill)
245 {
246 who->chosen_skill->flag [FLAG_APPLIED] = false;
247 who->chosen_skill = 0;
248 CLEAR_FLAG (who, FLAG_READY_SKILL);
249 }
250
251 if (player *pl = who->contr)
252 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
253 pl->ranged_ob = 0;
254} 249}
255 250
256/* 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().
257 * 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.
258 * 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
265 */ 260 */
266int 261int
267do_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)
268{ 263{
269 int success = 0, exp = 0; 264 int success = 0, exp = 0;
270 int did_alc = 0;
271 265
272 if (!skill) 266 if (!skill)
273 return 0; 267 return 0;
274 268
275 /* The code below presumes that the skill points to the object that 269 /* The code below presumes that the skill points to the object that
308 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
309 } 303 }
310 else 304 else
311 { 305 {
312 SET_FLAG (skill, FLAG_APPLIED); 306 SET_FLAG (skill, FLAG_APPLIED);
313 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 307 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
314 } 308 }
315 309
316 op->update_stats (); 310 op->update_stats ();
317 success = 1; 311 success = 1;
318 break; 312 break;
328 case SK_HIDING: 322 case SK_HIDING:
329 exp = success = hide (op, skill); 323 exp = success = hide (op, skill);
330 break; 324 break;
331 325
332 case SK_JUMPING: 326 case SK_JUMPING:
333 success = jump (op, dir, skill); 327 exp = success = jump (op, dir, skill);
334 break; 328 break;
335 329
336 case SK_INSCRIPTION: 330 case SK_INSCRIPTION:
337 exp = success = write_on_item (op, string, skill); 331 exp = success = write_on_item (op, string, skill);
338 break; 332 break;
400 case SK_LITERACY: 394 case SK_LITERACY:
401 case SK_WOODSMAN: 395 case SK_WOODSMAN:
402 /* first, we try to find a cauldron, and do the alchemy thing. 396 /* first, we try to find a cauldron, and do the alchemy thing.
403 * failing that, we go and identify stuff. 397 * failing that, we go and identify stuff.
404 */ 398 */
399 {
400 bool found_cauldron = false;
401
405 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 402 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
406 { 403 {
407 next = tmp->above; 404 next = tmp->above;
408 405
409 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
410 { 407 {
408 found_cauldron = true;
409
410 if (tmp->skill != skill->skill)
411 {
412 op->failmsg (format ("You can't use the %s with the %s skill!",
413 query_name (tmp),
414 query_name (skill)));
415 break;
416 }
417
411 attempt_do_alchemy (op, tmp); 418 attempt_do_alchemy (op, tmp, skill);
412 419
413 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 420 if (QUERY_FLAG (tmp, FLAG_APPLIED))
414 esrv_send_inventory (op, tmp); 421 esrv_send_inventory (op, tmp);
415
416 did_alc = 1;
417 } 422 }
418 } 423 }
419 424
420 if (did_alc == 0) 425 if (!found_cauldron)
421 exp = success = skill_ident (op, skill); 426 exp = success = skill_ident (op, skill);
422 427 }
423 break; 428 break;
424 429
425 case SK_DET_MAGIC: 430 case SK_DET_MAGIC:
426 case SK_DET_CURSE: 431 case SK_DET_CURSE:
427 exp = success = skill_ident (op, skill); 432 exp = success = skill_ident (op, skill);
469 * Monsters have no skill use time because of the random nature in 474 * Monsters have no skill use time because of the random nature in
470 * which use_monster_skill is called already simulates this. 475 * which use_monster_skill is called already simulates this.
471 * If certain skills should take more/less time, that should be 476 * If certain skills should take more/less time, that should be
472 * in the code for the skill itself. 477 * in the code for the skill itself.
473 */ 478 */
474
475 if (op->type == PLAYER) 479 if (op->type == PLAYER)
476 op->speed_left -= 1.f; 480 op->speed_left -= 1.f;
477 481
478 /* this is a good place to add experience for successfull use of skills. 482 /* this is a good place to add experience for successfull use of skills.
479 * Note that add_exp() will figure out player/monster experience 483 * Note that add_exp() will figure out player/monster experience
527 * If an object is not alive and magical we set the base exp higher to 531 * If an object is not alive and magical we set the base exp higher to
528 * help out exp awards for skill_ident skills. Also, if 532 * help out exp awards for skill_ident skills. Also, if
529 * an item is type RUNE, we give out exp based on stats.Cha 533 * an item is type RUNE, we give out exp based on stats.Cha
530 * and level (this was the old system) -b.t. 534 * and level (this was the old system) -b.t.
531 */ 535 */
532
533 if (!op) 536 if (!op)
534 { /* no item/creature */ 537 { /* no item/creature */
535 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 538 op_lvl = max (1, who->map->difficulty);
536 op_exp = 0; 539 op_exp = 0;
537 } 540 }
538 else if (op->type == RUNE || op->type == TRAP) 541 else if (op->type == RUNE || op->type == TRAP)
539 { /* all traps. If stats.Cha > 1 we use that 542 { /* all traps. If stats.Cha > 1 we use that
540 * for the amount of experience */ 543 * for the amount of experience */
544 else 547 else
545 { /* all other items/living creatures */ 548 { /* all other items/living creatures */
546 op_exp = op->stats.exp; 549 op_exp = op->stats.exp;
547 op_lvl = op->level; 550 op_lvl = op->level;
548 if (!QUERY_FLAG (op, FLAG_ALIVE)) 551 if (!QUERY_FLAG (op, FLAG_ALIVE))
549 { /* for ident/make items */ 552 op_lvl += 5 * abs (op->magic); /* for ident/make items */
550 op_lvl += 5 * abs (op->magic);
551 }
552 } 553 }
553 554
554 if (op_lvl < 1) 555 if (op_lvl < 1)
555 op_lvl = 1; 556 op_lvl = 1;
556 557
564 /* if skill really is a skill, then we can look at the skill archetype for 565 /* if skill really is a skill, then we can look at the skill archetype for
565 * bse reward value (exp) and level multiplier factor. 566 * bse reward value (exp) and level multiplier factor.
566 */ 567 */
567 if (skill->type == SKILL) 568 if (skill->type == SKILL)
568 { 569 {
569 base += skill->arch->clone.stats.exp; 570 base += skill->arch->stats.exp;
570 if (settings.simple_exp) 571 if (settings.simple_exp)
571 { 572 {
572 if (skill->arch->clone.level) 573 if (skill->arch->level)
573 lvl_mult = (float) skill->arch->clone.level / 100.0; 574 lvl_mult = (float) skill->arch->level / 100.0;
574 else 575 else
575 lvl_mult = 1.0; /* no adjustment */ 576 lvl_mult = 1.0; /* no adjustment */
576 } 577 }
577 else 578 else
578 { 579 {
579 if (skill->level) 580 if (skill->level)
580 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 581 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
581 else 582 else
582 lvl_mult = 1.0; 583 lvl_mult = 1.0;
583 } 584 }
584 } 585 }
585 else 586 else
586 { 587 {
587 /* Don't divide by zero here! */ 588 /* Don't divide by zero here! */
588 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 589 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
589 } 590 }
590 } 591 }
591 592
592 /* assemble the exp total, and return value */ 593 /* assemble the exp total, and return value */
593 594
639 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 640 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
640 return 2; 641 return 2;
641 } 642 }
642 643
643 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
644 link_player_skills (pl); 645
645 return 1; 646 return 1;
646} 647}
647 648
648/* Gives a percentage clipped to 0% -> 100% of a/b. */ 649/* Gives a percentage clipped to 0% -> 100% of a/b. */
649/* Probably belongs in some global utils-type file? */ 650/* Probably belongs in some global utils-type file? */
673 * Note this function is a bit more complicated becauase we 674 * Note this function is a bit more complicated becauase we
674 * we want ot sort the skills before printing them. If we 675 * we want ot sort the skills before printing them. If we
675 * just dumped this as we found it, this would be a bit 676 * just dumped this as we found it, this would be a bit
676 * simpler. 677 * simpler.
677 */ 678 */
678 679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
679void 680void
680show_skills (object *op, const char *search) 681show_skills (object *pl, const char *search)
681{ 682{
682 object *tmp = NULL;
683 char buf[MAX_BUF];
684 const char *cp; 683 const char *cp;
685 int i, num_skills_found = 0; 684 int i, num_skills_found = 0;
686 static const char *const periods = "........................................"; 685 const char *const periods = ".............................."; // 30
687 686
688 /* Need to have a pointer and use strdup for qsort to work properly */ 687 /* Need to have a pointer and use strdup for qsort to work properly */
689 char skills[NUM_SKILLS][MAX_BUF]; 688 char skills[NUM_SKILLS][128]; // d'oh
690 689
690 object *op = pl->contr->ob;
691 691
692 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 692 for (object *tmp = op->inv; tmp; tmp = tmp->below)
693 { 693 {
694 if (tmp->type == SKILL) 694 if (tmp->type == SKILL)
695 { 695 {
696 if (search && strstr (tmp->name, search) == NULL) 696 if (search && !tmp->name.contains (search))
697 continue; 697 continue;
698
699 char buf[30];
700
698 /* Basically want to fill this out to 40 spaces with periods */ 701 /* Basically want to fill this out to 30 spaces with periods */
699 sprintf (buf, "%s%s", &tmp->name, periods); 702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
700 buf[40] = 0;
701 703
702 if (settings.permanent_exp_ratio) 704 if (settings.permanent_exp_ratio)
703 {
704 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 705 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
705 buf, tmp->level, tmp->stats.exp, 706 buf, tmp->level, tmp->stats.exp,
706 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 707 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
707 }
708 else 708 else
709 {
710 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 710 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
712 } 711
713 /* I don't know why some characters get a bunch of skills, but 712 /* I don't know why some characters get a bunch of skills, but
714 * it sometimes happens (maybe a leftover from bugier earlier code 713 * it sometimes happens (maybe a leftover from bugier earlier code
715 * and those character are still about). In any case, lets handle 714 * and those character are still about). In any case, lets handle
716 * it so it doesn't crash the server - otherwise, one character may 715 * it so it doesn't crash the server - otherwise, one character may
717 * crash the server numerous times. 716 * crash the server numerous times.
723 break; 722 break;
724 } 723 }
725 } 724 }
726 } 725 }
727 726
728 clear_win_info (op); 727 dynbuf_text &msg = msg_dynbuf; msg.clear ();
729 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728
729 msg << "T<Player skills:>\n\n";
730 if (num_skills_found > 1) 730 if (num_skills_found > 1)
731 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 731 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
732 732
733 for (i = 0; i < num_skills_found; i++) 733 for (i = 0; i < num_skills_found; i++)
734 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 734 msg << " C<" << skills [i] << ">\n";
735 735
736 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 736 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
737 737
738 cp = determine_god (op); 738 cp = determine_god (op);
739 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 739 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
740 740
741 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 741 msg << "Your equipped item power is " << (int)op->contr->item_power
742 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 742 << " out of " << int (op->level * settings.item_power_factor)
743 << ".\n";
744
745 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
743} 746}
744 747
745/* use_skill() - similar to invoke command, it executes the skill in the 748/* use_skill() - similar to invoke command, it executes the skill in the
746 * direction that the user is facing. Returns false if we are unable to 749 * direction that the user is facing. Returns false if we are unable to
747 * change to the requested skill, or were unable to use the skill properly. 750 * change to the requested skill, or were unable to use the skill properly.
842 * the caller should have set it appropriately). We still want to pass 845 * the caller should have set it appropriately). We still want to pass
843 * through that code if skill is set to change to the skill. 846 * through that code if skill is set to change to the skill.
844 */ 847 */
845 if (player *pl = op->contr) 848 if (player *pl = op->contr)
846 { 849 {
847 if (!pl->combat_ob) 850 if (skill)
851 op->change_skill (skill);
852 else
848 { 853 {
849 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 854 if (!pl->combat_ob)
850 { 855 {
851 for (tmp = op->inv; tmp; tmp = tmp->below) 856 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
852 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
853 break;
854
855 if (!tmp)
856 { 857 {
858 for (tmp = op->inv; tmp; tmp = tmp->below)
859 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
860 break;
861
862 if (!tmp)
857 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 863 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
858 return 0; 864
865 pl->combat_ob = tmp;
859 } 866 }
860 867
861 pl->combat_ob = tmp; 868 if (!pl->combat_ob)
862 }
863 else
864 {
865 if (!skill)
866 { 869 {
867 /* See if the players chosen skill is a combat skill, and use 870 /* See if the players chosen skill is a combat skill, and use
868 * it if appropriate. 871 * it if appropriate.
869 */ 872 */
870 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 873 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
872 else 875 else
873 { 876 {
874 skill = find_player_hth_skill (op); 877 skill = find_player_hth_skill (op);
875 878
876 if (!skill) 879 if (!skill)
877 {
878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 880 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
879 return 0;
880 } 881 }
882
883 if (skill)
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
881 } 887 }
882 } 888 }
883 889
884 pl->combat_ob = skill; 890 if (!pl->combat_ob)
885 apply_special (op, skill, AP_APPLY); 891 {
892 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
893 return 0;
894 }
886 } 895 }
887 896
888 if (!pl->combat_ob) 897 if (!op->change_weapon (pl->combat_ob))
889 {
890 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
891 return 0; 898 return 0;
892 }
893 } 899 }
894
895 if (!op->change_weapon (pl->combat_ob))
896 return 0;
897 900
898 /* lose invisiblity/hiding status for running attacks */ 901 /* lose invisiblity/hiding status for running attacks */
899 if (pl->tmp_invis) 902 if (pl->tmp_invis)
900 { 903 {
901 pl->tmp_invis = 0; 904 pl->tmp_invis = 0;
902 op->invisible = 0; 905 op->invisible = 0;
903 op->hide = 0; 906 op->flag [FLAG_HIDDEN] = 0;
904 update_object (op, UP_OBJ_CHANGE); 907 update_object (op, UP_OBJ_CHANGE);
905 } 908 }
906 } 909 }
907 910
908 int success = attack_ob (tmp, op); 911 int success = attack_ob (tmp, op);
920 return success; 923 return success;
921} 924}
922 925
923/* skill_attack() - Core routine for use when we attack using a skills 926/* skill_attack() - Core routine for use when we attack using a skills
924 * system. In essence, this code handles 927 * system. In essence, this code handles
925 * all skill-based attacks, ie hth, missile and melee weapons should be 928 * all skill-based attacks, i.e. hth, missile and melee weapons should be
926 * treated here. If an opponent is already supplied by move_player(), 929 * treated here. If an opponent is already supplied by move_player(),
927 * we move right onto do_skill_attack(), otherwise we find if an 930 * we move right onto do_skill_attack(), otherwise we find if an
928 * appropriate opponent exists. 931 * appropriate opponent exists.
929 * 932 *
930 * This is called by move_player() and attack_hth() 933 * This is called by move_player() and attack_hth()

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