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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.31 by root, Sun Apr 29 18:11:21 2007 UTC vs.
Revision 1.79 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
44#include <object.h> 44#include <object.h>
45#include <sproto.h> 45#include <sproto.h>
46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47#include <spells.h> 47#include <spells.h>
48 48
49/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 50 0, // SK_NONE
51 * automatically applying one for the player. 51# define def(uc, flags) flags,
52 */ 52# include "skillinc.h"
53static uint8 unarmed_skills[] = { 53# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 54};
64 55
65static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
66static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
67 58
70 * subtypes. 61 * subtypes.
71 */ 62 */
72void 63void
73init_skills (void) 64init_skills (void)
74{ 65{
75 int i; 66 for_all_archetypes (at)
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
80 { 68 {
81 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->subtype])
82 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
84 else 72 else
85 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
86 } 74 }
87 75
88 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
89 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
90 */ 78 */
91 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i]) 80 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96} 82}
97 83
98/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp. 87 * mostly used for sending exp.
102 */ 88 */
103void 89void
104link_player_skills (object *op) 90player::link_skills ()
105{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
106 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
107 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
108 { 97 {
109 /* This is really a warning, hence no else below */ 98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
113 99
114 if (tmp->subtype >= NUM_SKILLS) 100 if (last_skill_ob [tmp->subtype] != tmp)
115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
116 else
117 { 101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
120 } 110 }
121 } 111 }
122} 112}
123 113
114static object *
115find_skill (object *who, shstr_cmp name)
116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
133}
134
124/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
126 * 137 *
127 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
128 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
129 * tool, this code will equip it. 140 * tool, this code will equip it.
130 */ 141 */
131object * 142object *
132find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
133{ 144{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
135 146
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
144 { 149 {
145 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
146 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
147 152 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
150 */ 155 */
151 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 157 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 158 }
158 } 159
159 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 161 return 0;
162 162
163 /* Player has a tool to use the skill. IF not applied, apply it - 163 /* Player has a tool to use the skill. If not applied, apply it -
164 * if not successful, return null. If they do have the skill tool 164 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
166 */ 166 */
167 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
168 { 168
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill) 169 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who); 171
178 } 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
179 return skill; 174 return 0;
180 } 175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (!name)
183 return 0;
184
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop;
190
181 return NULL; 191 return 0;
182} 192}
183
184 193
185/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
187 * 196 *
188 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
189 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
190 * tool, this code will equip it. 199 * tool, this code will equip it.
191 * 200 *
194 * this replaces find_skill. 203 * this replaces find_skill.
195 */ 204 */
196object * 205object *
197find_skill_by_number (object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
198{ 207{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 209 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill; 211 return skop;
243 }
244 212
245 return NULL; 213 return 0;
246} 214}
247 215
248/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
258 */ 218 */
259 219bool
260int 220object::change_skill (object *new_skill)
261change_skill (object *who, object *new_skill, int flag)
262{ 221{
263 int old_range;
264
265 if (who->type != PLAYER) 222 if (type != PLAYER)
266 return 0; 223 return 0;
267 224
268 old_range = who->contr->shoottype; 225 // optimise this supposedly common case
269 226 if (new_skill == chosen_skill)
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1; 227 return 1;
277 }
278 228
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill) 229 if (chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY); 230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
286 234
287 /* Only goal in this case was to unapply a skill */ 235 chosen_skill = new_skill;
236
288 if (!new_skill) 237 if (chosen_skill)
289 return 0; 238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
290 242
291 if (apply_special (who, new_skill, AP_APPLY)) 243 // always clear current weapon, as the selected skill could
292 return 0; 244 // conflict with the current weapon skill, which would go
245 // undetected and exp would be given to the wrong skill.
246 current_weapon = 0;
293 247
294 if (flag & 0x1) 248 update_stats ();
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1; 249 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 250}
315 251
316/* do_skill() - Main skills use function-similar in scope to cast_spell(). 252/* do_skill() - Main skills use function-similar in scope to cast_spell().
317 * We handle all requests for skill use outside of some combat here. 253 * We handle all requests for skill use outside of some combat here.
318 * We require a separate routine outside of fire() so as to allow monsters 254 * We require a separate routine outside of fire() so as to allow monsters
325 */ 261 */
326int 262int
327do_skill (object *op, object *part, object *skill, int dir, const char *string) 263do_skill (object *op, object *part, object *skill, int dir, const char *string)
328{ 264{
329 int success = 0, exp = 0; 265 int success = 0, exp = 0;
330 int did_alc = 0;
331 object *tmp, *next;
332 266
333 if (!skill) 267 if (!skill)
334 return 0; 268 return 0;
335 269
336 /* The code below presumes that the skill points to the object that 270 /* The code below presumes that the skill points to the object that
338 * go and try to find the actual real skill pointer, and if the 272 * go and try to find the actual real skill pointer, and if the
339 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
340 */ 274 */
341 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
342 { 276 {
343 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
344 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
345 break; 279 {
280 skill = tmp;
281 goto found;
282 }
346 283
347 if (!tmp)
348 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
349 285found: ;
350 skill = tmp;
351 } 286 }
352 287
353 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
354 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 289 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
355 return 0; 290 return 0;
368 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
369 } 304 }
370 else 305 else
371 { 306 {
372 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
373 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!");
374 } 309 }
375 310
376 op->update_stats (); 311 op->update_stats ();
377 success = 1; 312 success = 1;
378 break; 313 break;
388 case SK_HIDING: 323 case SK_HIDING:
389 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
390 break; 325 break;
391 326
392 case SK_JUMPING: 327 case SK_JUMPING:
393 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
394 break; 329 break;
395 330
396 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
397 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
398 break; 333 break;
460 case SK_LITERACY: 395 case SK_LITERACY:
461 case SK_WOODSMAN: 396 case SK_WOODSMAN:
462 /* first, we try to find a cauldron, and do the alchemy thing. 397 /* first, we try to find a cauldron, and do the alchemy thing.
463 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
464 */ 399 */
400 {
401 bool found_cauldron = false;
402
465 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
466 { 404 {
467 next = tmp->above; 405 next = tmp->above;
468 406
469 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
470 { 408 {
409 found_cauldron = true;
410
411 if (tmp->skill != skill->skill)
412 {
413 op->failmsg (format ("You can't use the %s with the %s skill!",
414 query_name (tmp),
415 query_name (skill)));
416 break;
417 }
418
471 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
472 420
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
475
476 did_alc = 1;
477 } 423 }
478 } 424 }
479 425
480 if (did_alc == 0) 426 if (!found_cauldron)
481 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
482 428 }
483 break; 429 break;
484 430
485 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
486 case SK_DET_CURSE: 432 case SK_DET_CURSE:
487 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
529 * Monsters have no skill use time because of the random nature in 475 * Monsters have no skill use time because of the random nature in
530 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
531 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
532 * in the code for the skill itself. 478 * in the code for the skill itself.
533 */ 479 */
534
535 if (op->type == PLAYER) 480 if (op->type == PLAYER)
536 op->speed_left -= 1.0; 481 op->speed_left -= 1.f;
537 482
538 /* this is a good place to add experience for successfull use of skills. 483 /* this is a good place to add experience for successfull use of skills.
539 * Note that add_exp() will figure out player/monster experience 484 * Note that add_exp() will figure out player/monster experience
540 * gain problems. 485 * gain problems.
541 */ 486 */
569 * op is the object that was 'defeated'. 514 * op is the object that was 'defeated'.
570 * skill is the skill used. If no skill is used, it should just 515 * skill is the skill used. If no skill is used, it should just
571 * point back to who. 516 * point back to who.
572 * 517 *
573 */ 518 */
574
575int 519int
576calc_skill_exp (object *who, object *op, object *skill) 520calc_skill_exp (object *who, object *op, object *skill)
577{ 521{
578 int op_exp = 0, op_lvl = 0; 522 int op_exp = 0, op_lvl = 0;
579 float base, value, lvl_mult = 0.0; 523 float base, value, lvl_mult = 0.0;
588 * If an object is not alive and magical we set the base exp higher to 532 * If an object is not alive and magical we set the base exp higher to
589 * help out exp awards for skill_ident skills. Also, if 533 * help out exp awards for skill_ident skills. Also, if
590 * an item is type RUNE, we give out exp based on stats.Cha 534 * an item is type RUNE, we give out exp based on stats.Cha
591 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
592 */ 536 */
593
594 if (!op) 537 if (!op)
595 { /* no item/creature */ 538 { /* no item/creature */
596 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
597 op_exp = 0; 540 op_exp = 0;
598 } 541 }
599 else if (op->type == RUNE || op->type == TRAP) 542 else if (op->type == RUNE || op->type == TRAP)
600 { /* all traps. If stats.Cha > 1 we use that 543 { /* all traps. If stats.Cha > 1 we use that
601 * for the amount of experience */ 544 * for the amount of experience */
605 else 548 else
606 { /* all other items/living creatures */ 549 { /* all other items/living creatures */
607 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
608 op_lvl = op->level; 551 op_lvl = op->level;
609 if (!QUERY_FLAG (op, FLAG_ALIVE)) 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
610 { /* for ident/make items */ 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
611 op_lvl += 5 * abs (op->magic);
612 }
613 } 554 }
614 555
615 if (op_lvl < 1) 556 if (op_lvl < 1)
616 op_lvl = 1; 557 op_lvl = 1;
617 558
625 /* if skill really is a skill, then we can look at the skill archetype for 566 /* if skill really is a skill, then we can look at the skill archetype for
626 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
627 */ 568 */
628 if (skill->type == SKILL) 569 if (skill->type == SKILL)
629 { 570 {
630 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
631 if (settings.simple_exp) 572 if (settings.simple_exp)
632 { 573 {
633 if (skill->arch->clone.level) 574 if (skill->arch->level)
634 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
635 else 576 else
636 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
637 } 578 }
638 else 579 else
639 { 580 {
640 if (skill->level) 581 if (skill->level)
641 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 582 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
642 else 583 else
643 lvl_mult = 1.0; 584 lvl_mult = 1.0;
644 } 585 }
645 } 586 }
646 else 587 else
647 { 588 {
648 /* Don't divide by zero here! */ 589 /* Don't divide by zero here! */
649 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
650 } 591 }
651 } 592 }
652 593
653 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
654 595
668 * This one actually teaches the player the skill as something 609 * This one actually teaches the player the skill as something
669 * they can equip. 610 * they can equip.
670 * Return 0 if the player knows the skill, 1 if the 611 * Return 0 if the player knows the skill, 1 if the
671 * player learns the skill, 2 otherwise. 612 * player learns the skill, 2 otherwise.
672 */ 613 */
673
674int 614int
675learn_skill (object *pl, object *scroll) 615learn_skill (object *pl, object *scroll)
676{ 616{
677 object *tmp;
678
679 if (!scroll->skill) 617 if (!scroll->skill)
680 { 618 {
681 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 619 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
682 return 2; 620 return 2;
683 } 621 }
684 622
685 /* can't use find_skill_by_name because we want skills the player knows 623 object *tmp = find_skill (pl, scroll->skill);
686 * but can't use natively.
687 */
688
689 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
690 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
691 break;
692 624
693 /* player already knows it */ 625 /* player already knows it */
694 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
695 return 0; 627 return 0;
696 628
709 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 641 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
710 return 2; 642 return 2;
711 } 643 }
712 644
713 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
714 link_player_skills (pl); 646
715 return 1; 647 return 1;
716} 648}
717 649
718/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
719
720/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
721static int 652static int
722clipped_percent (sint64 a, sint64 b) 653clipped_percent (sint64 a, sint64 b)
723{ 654{
724 int rv; 655 int rv;
744 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
745 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
746 * just dumped this as we found it, this would be a bit 677 * just dumped this as we found it, this would be a bit
747 * simpler. 678 * simpler.
748 */ 679 */
749 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
750void 681void
751show_skills (object *op, const char *search) 682show_skills (object *pl, const char *search)
752{ 683{
753 object *tmp = NULL;
754 char buf[MAX_BUF];
755 const char *cp; 684 const char *cp;
756 int i, num_skills_found = 0; 685 int i, num_skills_found = 0;
757 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
758 687
759 /* Need to have a pointer and use strdup for qsort to work properly */ 688 /* Need to have a pointer and use strdup for qsort to work properly */
760 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
761 690
691 object *op = pl->contr->ob;
762 692
763 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
764 { 694 {
765 if (tmp->type == SKILL) 695 if (tmp->type == SKILL)
766 { 696 {
767 if (search && strstr (tmp->name, search) == NULL) 697 if (search && !tmp->name.contains (search))
768 continue; 698 continue;
699
700 char buf[30];
701
769 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
770 sprintf (buf, "%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
771 buf[40] = 0;
772 704
773 if (settings.permanent_exp_ratio) 705 if (settings.permanent_exp_ratio)
774 {
775 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 706 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
776 buf, tmp->level, tmp->stats.exp, 707 buf, tmp->level, tmp->stats.exp,
777 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 708 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 }
779 else 709 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 710 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
782 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 712
784 /* I don't know why some characters get a bunch of skills, but 713 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 716 * it so it doesn't crash the server - otherwise, one character may
788 * crash the server numerous times. 717 * crash the server numerous times.
789 */ 718 */
790 if (num_skills_found >= NUM_SKILLS) 719 if (num_skills_found >= NUM_SKILLS)
791 { 720 {
792 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 721 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
793 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 722 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
794 break; 723 break;
795 } 724 }
796 } 725 }
797 } 726 }
798 727
799 clear_win_info (op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 729
730 msg << "T<Player skills:>\n\n";
801 if (num_skills_found > 1) 731 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 732 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
803 733
804 for (i = 0; i < num_skills_found; i++) 734 for (i = 0; i < num_skills_found; i++)
805 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 735 msg << " C<" << skills [i] << ">\n";
806 736
807 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 737 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
808 738
809 cp = determine_god (op); 739 cp = determine_god (op);
810 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 740 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
811 741
812 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 742 msg << "Your equipped item power is " << (int)op->contr->item_power
813 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 743 << " out of " << int (op->level * settings.item_power_factor)
744 << ".\n";
745
746 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
814} 747}
815 748
816/* use_skill() - similar to invoke command, it executes the skill in the 749/* use_skill() - similar to invoke command, it executes the skill in the
817 * direction that the user is facing. Returns false if we are unable to 750 * direction that the user is facing. Returns false if we are unable to
818 * change to the requested skill, or were unable to use the skill properly. 751 * change to the requested skill, or were unable to use the skill properly.
819 * This is tricky because skills can have spaces. We basically roll 752 * This is tricky because skills can have spaces. We basically roll
820 * our own find_skill_by_name so we can try to do better string matching. 753 * our own find_skill_by_name so we can try to do better string matching.
821 */ 754 */
822
823int 755int
824use_skill (object *op, const char *string) 756use_skill (object *op, const char *string)
825{ 757{
826 object *skop; 758 object *skop;
827 size_t len; 759 size_t len;
828 760
829 if (!string) 761 if (!string)
830 return 0; 762 return 0;
831 763
832 for (skop = op->inv; skop != NULL; skop = skop->below) 764 for (skop = op->inv; skop; skop = skop->below)
833 { 765 {
766 if (skop->type == SKILL
834 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
835 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 768 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
836 break; 769 break;
770 else if (skop->type == SKILL_TOOL
837 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 771 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
838 break; 772 break;
839 } 773 }
774
840 if (!skop) 775 if (!skop)
841 { 776 {
842 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 777 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
843 return 0; 778 return 0;
844 } 779 }
849 * options given to the skill. Its pretty simple - if there 784 * options given to the skill. Its pretty simple - if there
850 * are extra parameters (as deteremined by string length), we 785 * are extra parameters (as deteremined by string length), we
851 * want to skip over any leading spaces. 786 * want to skip over any leading spaces.
852 */ 787 */
853 if (len >= strlen (string)) 788 if (len >= strlen (string))
854 {
855 string = NULL; 789 string = NULL;
856 }
857 else 790 else
858 { 791 {
859 string += len; 792 string += len;
860 while (*string == 0x20) 793 while (*string == 0x20)
861 string++; 794 string++;
795
862 if (strlen (string) == 0) 796 if (strlen (string) == 0)
863 string = NULL; 797 string = NULL;
864 } 798 }
865 799
866#ifdef SKILL_UTIL_DEBUG 800#ifdef SKILL_UTIL_DEBUG
867 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 801 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
868#endif 802#endif
869 803
870 /* Change to the new skill, then execute it. */
871 if (do_skill (op, op, skop, op->facing, string)) 804 if (do_skill (op, op, skop, op->facing, string))
872 return 1; 805 return 1;
873 806
874 return 0; 807 return 0;
875} 808}
876 809
877static bool 810static bool
878hth_skill_p (object *skill) 811hth_skill_p (object *skill)
879{ 812{
880 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
881 if (skill->subtype == unarmed_skills[i])
882 return 1;
883
884 return 0;
885} 814}
886 815
887/* This finds the first unarmed skill the player has, and returns it. 816/* This finds the first unarmed skill the player has, and returns it.
888 */ 817 */
889static object * 818static object *
915 * is readied either then try to find a skill for the player to use. 844 * is readied either then try to find a skill for the player to use.
916 * it is presumed that if skill is set, it is a valid attack skill (eg, 845 * it is presumed that if skill is set, it is a valid attack skill (eg,
917 * the caller should have set it appropriately). We still want to pass 846 * the caller should have set it appropriately). We still want to pass
918 * through that code if skill is set to change to the skill. 847 * through that code if skill is set to change to the skill.
919 */ 848 */
920 if (op->type == PLAYER) 849 if (player *pl = op->contr)
921 { 850 {
922 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 851 if (skill)
852 op->change_skill (skill);
853 else
923 { 854 {
924 if (!skill) 855 if (!pl->combat_ob)
925 { 856 {
926 /* See if the players chosen skill is a combat skill, and use 857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
927 * it if appropriate.
928 */
929 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
930 skill = op->chosen_skill;
931 else
932 { 858 {
933 skill = find_player_hth_skill (op); 859 for (tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
861 break;
934 862
935 if (!skill) 863 if (!tmp)
864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
865
866 pl->combat_ob = tmp;
867 }
868
869 if (!pl->combat_ob)
870 {
871 /* See if the players chosen skill is a combat skill, and use
872 * it if appropriate.
873 */
874 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
875 skill = op->chosen_skill;
876 else
936 { 877 {
878 skill = find_player_hth_skill (op);
879
880 if (!skill)
937 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 881 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
938 return 0; 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
939 } 888 }
940 } 889 }
941 }
942 890
943 /* now try to ready the new skill */
944 if (!change_skill (op, skill, 0))
945 { /* oh oh, trouble! */
946 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
947 return 0;
948 }
949 }
950 else
951 {
952 /* Seen some crashes below where current_weapon is not set,
953 * even though the flag says it is. So if current weapon isn't set,
954 * do some work in trying to find the object to use.
955 */
956 if (!op->current_weapon)
957 {
958 object *tmp;
959
960 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
961 for (tmp = op->inv; tmp; tmp = tmp->below)
962 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
963 break;
964
965 if (!tmp) 891 if (!pl->combat_ob)
966 { 892 {
967 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
968 op->current_weapon = NULL;
969 return 0; 894 return 0;
970 } 895 }
971 else
972 op->current_weapon = tmp;
973 } 896 }
974 897
975 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 898 if (!op->change_weapon (pl->combat_ob))
899 return 0;
976 } 900 }
977 }
978 901
979 /* lose invisiblity/hiding status for running attacks */ 902 /* lose invisiblity/hiding status for running attacks */
980 903 if (pl->tmp_invis)
981 if (op->type == PLAYER && op->contr->tmp_invis) 904 {
982 {
983 op->contr->tmp_invis = 0; 905 pl->tmp_invis = 0;
984 op->invisible = 0; 906 op->invisible = 0;
985 op->hide = 0; 907 op->flag [FLAG_HIDDEN] = 0;
986 update_object (op, UP_OBJ_CHANGE); 908 update_object (op, UP_OBJ_CHANGE);
909 }
987 } 910 }
988 911
989 int success = attack_ob (tmp, op); 912 int success = attack_ob (tmp, op);
990 913
991 /* print appropriate messages to the player */ 914 /* print appropriate messages to the player */
1001 return success; 924 return success;
1002} 925}
1003 926
1004/* skill_attack() - Core routine for use when we attack using a skills 927/* skill_attack() - Core routine for use when we attack using a skills
1005 * system. In essence, this code handles 928 * system. In essence, this code handles
1006 * all skill-based attacks, ie hth, missile and melee weapons should be 929 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1007 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
1008 * we move right onto do_skill_attack(), otherwise we find if an 931 * we move right onto do_skill_attack(), otherwise we find if an
1009 * appropriate opponent exists. 932 * appropriate opponent exists.
1010 * 933 *
1011 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
1062 } 985 }
1063 986
1064 return do_skill_attack (tmp, pl, string, skill); 987 return do_skill_attack (tmp, pl, string, skill);
1065} 988}
1066 989
1067
1068/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 990/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1069 991
1070/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 992/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1071 * (attack_hth) we check for weapon use, etc in the second (the new 993 * (attack_hth) we check for weapon use, etc in the second (the new
1072 * function skill_attack() we actually attack. 994 * function skill_attack() we actually attack.
1073 */ 995 */
1074
1075static int 996static int
1076attack_hth (object *pl, int dir, const char *string, object *skill) 997attack_hth (object *pl, int dir, const char *string, object *skill)
1077{ 998{
1078 object *enemy = NULL, *weapon; 999 object *enemy = NULL, *weapon;
1079 1000
1088 if (pl->type == PLAYER) 1009 if (pl->type == PLAYER)
1089 { 1010 {
1090 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1011 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1091 esrv_update_item (UPD_FLAGS, pl, weapon); 1012 esrv_update_item (UPD_FLAGS, pl, weapon);
1092 } 1013 }
1014
1093 break; 1015 break;
1094 } 1016 }
1095 } 1017 }
1096 1018
1097 return skill_attack (enemy, pl, dir, string, skill); 1019 return skill_attack (enemy, pl, dir, string, skill);
1117 1039
1118 return 0; 1040 return 0;
1119 } 1041 }
1120 1042
1121 return skill_attack (NULL, op, dir, string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1122
1123} 1044}
1045

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