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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.34 by root, Mon Apr 30 05:54:14 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
61 * subtypes. 61 * subtypes.
62 */ 62 */
63void 63void
64init_skills (void) 64init_skills (void)
65{ 65{
66 for (archetype *at = first_archetype; at; at = at->next) 66 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
68 { 68 {
69 if (skill_names[at->clone.subtype]) 69 if (skill_names[at->subtype])
70 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",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 72 else
73 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
74 } 74 }
75 75
76 /* 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
77 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
78 */ 78 */
85 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 87 * mostly used for sending exp.
88 */ 88 */
89void 89void
90link_player_skills (object *op) 90player::link_skills ()
91{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
94 { 97 {
95 /* This is really a warning, hence no else below */ 98 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 99
100 if (tmp->subtype >= NUM_SKILLS) 100 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 { 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
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
106 } 110 }
107 } 111 }
108} 112}
109 113
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
110/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
112 * 137 *
113 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 140 * tool, this code will equip it.
116 */ 141 */
117object * 142object *
118find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
119{ 144{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
121 146
122 if (!name)
123 return NULL;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
130 { 149 {
131 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]))
132 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
133 152 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
136 */ 155 */
137 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)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 157 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 158 }
144 } 159
145 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 161 return 0;
148 162
149 /* 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 -
150 * 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
151 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
152 */ 166 */
153 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160 168
161 if (!skill) 169 if (!skill)
162 {
163 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who);
165 }
166 171
172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
167 return skill; 174 return 0;
168 }
169 175
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
170 return NULL; 191 return 0;
171} 192}
172
173 193
174/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
176 * 196 *
177 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 199 * tool, this code will equip it.
180 * 200 *
183 * this replaces find_skill. 203 * this replaces find_skill.
184 */ 204 */
185object * 205object *
186find_skill_by_number (object *who, int skillno) 206find_skill_by_number (object *who, int skillno)
187{ 207{
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 209 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 210 if (object *skop = find_skill_by_name (who, tmp->skill))
197
198 /* Try to find appropriate skilltool. If the player has one already
199 * applied, we try to keep using that one.
200 */
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202 {
203 if (QUERY_FLAG (tmp, FLAG_APPLIED))
204 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp;
207 }
208 }
209 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill; 211 return skop;
232 }
233 212
234 return NULL; 213 return 0;
235} 214}
236 215
237/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * if new_skill is null, this just unapplies the skill.
243 * flag has the current meaning:
244 * 0x1: If set, don't update the range pointer. This is useful when we
245 * need to ready a new skill, but don't want to clobber range.
246 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
247 */ 218 */
248int 219bool
249change_skill (object *who, object *new_skill, int flag) 220object::change_skill (object *new_skill)
250{ 221{
251 int old_range;
252
253 if (who->type != PLAYER) 222 if (type != PLAYER)
254 return 0; 223 return 0;
255 224
256 player *pl = who->contr; 225 // optimise this supposedly common case
257 226 if (new_skill == chosen_skill)
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1; 227 return 1;
260 228
261 if (!new_skill) 229 if (chosen_skill)
262 {
263 if (pl->ranged_skill)
264 apply_special (who, pl->ranged_skill, AP_UNAPPLY);
265
266 /* Only goal in this case was to unapply a skill */
267 return 0;
268 } 230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
269 234
270 // move skill to front, so it will be preferred next time 235 chosen_skill = new_skill;
271 new_skill->remove ();
272 who->insert (new_skill);
273 236
274 if (apply_special (who, new_skill, AP_APPLY)) 237 if (chosen_skill)
275 return 0; 238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
276 242
243 // always clear current weapon, as the selected skill could
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;
247
248 update_stats ();
277 return 1; 249 return 1;
278}
279
280/* This function just clears the chosen_skill and range_skill values
281 * in the player.
282 */
283void
284clear_skill (object *who)
285{
286 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
289 if (who->type == PLAYER)
290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
293 who->contr->ranged_skill = 0;
294 who->contr->ranged_ob = 0;
295 }
296 }
297} 250}
298 251
299/* 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().
300 * 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.
301 * 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
308 */ 261 */
309int 262int
310do_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)
311{ 264{
312 int success = 0, exp = 0; 265 int success = 0, exp = 0;
313 int did_alc = 0;
314 object *tmp, *next;
315 266
316 if (!skill) 267 if (!skill)
317 return 0; 268 return 0;
318 269
319 /* 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
321 * 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
322 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
323 */ 274 */
324 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
325 { 276 {
326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
327 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
328 break; 279 {
280 skill = tmp;
281 goto found;
282 }
329 283
330 if (!tmp)
331 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
332 285found: ;
333 skill = tmp;
334 } 286 }
335 287
336 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
337 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)))
338 return 0; 290 return 0;
351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
352 } 304 }
353 else 305 else
354 { 306 {
355 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
356 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!");
357 } 309 }
358 310
359 op->update_stats (); 311 op->update_stats ();
360 success = 1; 312 success = 1;
361 break; 313 break;
371 case SK_HIDING: 323 case SK_HIDING:
372 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
373 break; 325 break;
374 326
375 case SK_JUMPING: 327 case SK_JUMPING:
376 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
377 break; 329 break;
378 330
379 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
380 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
381 break; 333 break;
443 case SK_LITERACY: 395 case SK_LITERACY:
444 case SK_WOODSMAN: 396 case SK_WOODSMAN:
445 /* 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.
446 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
447 */ 399 */
400 {
401 bool found_cauldron = false;
402
448 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)
449 { 404 {
450 next = tmp->above; 405 next = tmp->above;
451 406
452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
453 { 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
454 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
455 420
456 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
457 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
458
459 did_alc = 1;
460 } 423 }
461 } 424 }
462 425
463 if (did_alc == 0) 426 if (!found_cauldron)
464 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
465 428 }
466 break; 429 break;
467 430
468 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
469 case SK_DET_CURSE: 432 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
512 * 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
513 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
514 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
515 * in the code for the skill itself. 478 * in the code for the skill itself.
516 */ 479 */
517
518 if (op->type == PLAYER) 480 if (op->type == PLAYER)
519 op->speed_left -= 1.0; 481 op->speed_left -= 1.f;
520 482
521 /* 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.
522 * Note that add_exp() will figure out player/monster experience 484 * Note that add_exp() will figure out player/monster experience
523 * gain problems. 485 * gain problems.
524 */ 486 */
570 * 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
571 * help out exp awards for skill_ident skills. Also, if 533 * help out exp awards for skill_ident skills. Also, if
572 * 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
573 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
574 */ 536 */
575
576 if (!op) 537 if (!op)
577 { /* no item/creature */ 538 { /* no item/creature */
578 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
579 op_exp = 0; 540 op_exp = 0;
580 } 541 }
581 else if (op->type == RUNE || op->type == TRAP) 542 else if (op->type == RUNE || op->type == TRAP)
582 { /* all traps. If stats.Cha > 1 we use that 543 { /* all traps. If stats.Cha > 1 we use that
583 * for the amount of experience */ 544 * for the amount of experience */
587 else 548 else
588 { /* all other items/living creatures */ 549 { /* all other items/living creatures */
589 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
590 op_lvl = op->level; 551 op_lvl = op->level;
591 if (!QUERY_FLAG (op, FLAG_ALIVE)) 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
592 { /* for ident/make items */ 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
593 op_lvl += 5 * abs (op->magic);
594 }
595 } 554 }
596 555
597 if (op_lvl < 1) 556 if (op_lvl < 1)
598 op_lvl = 1; 557 op_lvl = 1;
599 558
607 /* 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
608 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
609 */ 568 */
610 if (skill->type == SKILL) 569 if (skill->type == SKILL)
611 { 570 {
612 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
613 if (settings.simple_exp) 572 if (settings.simple_exp)
614 { 573 {
615 if (skill->arch->clone.level) 574 if (skill->arch->level)
616 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
617 else 576 else
618 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
619 } 578 }
620 else 579 else
621 { 580 {
622 if (skill->level) 581 if (skill->level)
623 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);
624 else 583 else
625 lvl_mult = 1.0; 584 lvl_mult = 1.0;
626 } 585 }
627 } 586 }
628 else 587 else
629 { 588 {
630 /* Don't divide by zero here! */ 589 /* Don't divide by zero here! */
631 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
632 } 591 }
633 } 592 }
634 593
635 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
636 595
653 * player learns the skill, 2 otherwise. 612 * player learns the skill, 2 otherwise.
654 */ 613 */
655int 614int
656learn_skill (object *pl, object *scroll) 615learn_skill (object *pl, object *scroll)
657{ 616{
658 object *tmp;
659
660 if (!scroll->skill) 617 if (!scroll->skill)
661 { 618 {
662 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);
663 return 2; 620 return 2;
664 } 621 }
665 622
666 /* can't use find_skill_by_name because we want skills the player knows 623 object *tmp = find_skill (pl, scroll->skill);
667 * but can't use natively.
668 */
669
670 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
671 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
672 break;
673 624
674 /* player already knows it */ 625 /* player already knows it */
675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
676 return 0; 627 return 0;
677 628
690 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);
691 return 2; 642 return 2;
692 } 643 }
693 644
694 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
695 link_player_skills (pl); 646
696 return 1; 647 return 1;
697} 648}
698 649
699/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
702static int 652static int
703clipped_percent (sint64 a, sint64 b) 653clipped_percent (sint64 a, sint64 b)
704{ 654{
705 int rv; 655 int rv;
725 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
726 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
727 * 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
728 * simpler. 678 * simpler.
729 */ 679 */
730 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
731void 681void
732show_skills (object *op, const char *search) 682show_skills (object *pl, const char *search)
733{ 683{
734 object *tmp = NULL;
735 char buf[MAX_BUF];
736 const char *cp; 684 const char *cp;
737 int i, num_skills_found = 0; 685 int i, num_skills_found = 0;
738 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
739 687
740 /* 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 */
741 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
742 690
691 object *op = pl->contr->ob;
743 692
744 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
745 { 694 {
746 if (tmp->type == SKILL) 695 if (tmp->type == SKILL)
747 { 696 {
748 if (search && strstr (tmp->name, search) == NULL) 697 if (search && !tmp->name.contains (search))
749 continue; 698 continue;
699
700 char buf[30];
701
750 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
751 sprintf (buf, "%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
752 buf[40] = 0;
753 704
754 if (settings.permanent_exp_ratio) 705 if (settings.permanent_exp_ratio)
755 {
756 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%%)",
757 buf, tmp->level, tmp->stats.exp, 707 buf, tmp->level, tmp->stats.exp,
758 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));
759 }
760 else 709 else
761 {
762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 710 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
763 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));
764 } 712
765 /* 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
766 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
767 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
768 * 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
769 * crash the server numerous times. 717 * crash the server numerous times.
770 */ 718 */
771 if (num_skills_found >= NUM_SKILLS) 719 if (num_skills_found >= NUM_SKILLS)
772 { 720 {
773 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.");
774 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");
775 break; 723 break;
776 } 724 }
777 } 725 }
778 } 726 }
779 727
780 clear_win_info (op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 729
730 msg << "T<Player skills:>\n\n";
782 if (num_skills_found > 1) 731 if (num_skills_found > 1)
783 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);
784 733
785 for (i = 0; i < num_skills_found; i++) 734 for (i = 0; i < num_skills_found; i++)
786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 735 msg << " C<" << skills [i] << ">\n";
787 736
788 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";
789 738
790 cp = determine_god (op); 739 cp = determine_god (op);
791 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";
792 741
793 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
794 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);
795} 747}
796 748
797/* 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
798 * 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
799 * 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.
800 * This is tricky because skills can have spaces. We basically roll 752 * This is tricky because skills can have spaces. We basically roll
801 * 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.
802 */ 754 */
803
804int 755int
805use_skill (object *op, const char *string) 756use_skill (object *op, const char *string)
806{ 757{
807 object *skop; 758 object *skop;
808 size_t len; 759 size_t len;
809 760
810 if (!string) 761 if (!string)
811 return 0; 762 return 0;
812 763
813 for (skop = op->inv; skop != NULL; skop = skop->below) 764 for (skop = op->inv; skop; skop = skop->below)
814 { 765 {
766 if (skop->type == SKILL
815 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
816 !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))))
817 break; 769 break;
770 else if (skop->type == SKILL_TOOL
818 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))))
819 break; 772 break;
820 } 773 }
774
821 if (!skop) 775 if (!skop)
822 { 776 {
823 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);
824 return 0; 778 return 0;
825 } 779 }
830 * options given to the skill. Its pretty simple - if there 784 * options given to the skill. Its pretty simple - if there
831 * are extra parameters (as deteremined by string length), we 785 * are extra parameters (as deteremined by string length), we
832 * want to skip over any leading spaces. 786 * want to skip over any leading spaces.
833 */ 787 */
834 if (len >= strlen (string)) 788 if (len >= strlen (string))
835 {
836 string = NULL; 789 string = NULL;
837 }
838 else 790 else
839 { 791 {
840 string += len; 792 string += len;
841 while (*string == 0x20) 793 while (*string == 0x20)
842 string++; 794 string++;
795
843 if (strlen (string) == 0) 796 if (strlen (string) == 0)
844 string = NULL; 797 string = NULL;
845 } 798 }
846 799
847#ifdef SKILL_UTIL_DEBUG 800#ifdef SKILL_UTIL_DEBUG
848 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");
849#endif 802#endif
850 803
851 /* Change to the new skill, then execute it. */
852 if (do_skill (op, op, skop, op->facing, string)) 804 if (do_skill (op, op, skop, op->facing, string))
853 return 1; 805 return 1;
854 806
855 return 0; 807 return 0;
856} 808}
892 * 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.
893 * 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,
894 * 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
895 * 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.
896 */ 848 */
897 if (op->type == PLAYER) 849 if (player *pl = op->contr)
898 { 850 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 851 if (skill)
852 op->change_skill (skill);
853 else
900 { 854 {
901 if (!skill) 855 if (!pl->combat_ob)
902 { 856 {
903 /* See if the players chosen skill is a combat skill, and use 857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
904 * it if appropriate.
905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 skill = op->chosen_skill;
908 else
909 { 858 {
910 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;
911 862
912 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
913 { 877 {
878 skill = find_player_hth_skill (op);
879
880 if (!skill)
914 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!");
915 return 0; 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
916 } 888 }
917 } 889 }
918 }
919 890
920 /* now try to ready the new skill */
921 if (!change_skill (op, skill, 0))
922 { /* oh oh, trouble! */
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924 return 0;
925 }
926 }
927 else
928 {
929 /* Seen some crashes below where current_weapon is not set,
930 * even though the flag says it is. So if current weapon isn't set,
931 * do some work in trying to find the object to use.
932 */
933 if (!op->current_weapon)
934 {
935 object *tmp;
936
937 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
938 for (tmp = op->inv; tmp; tmp = tmp->below)
939 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940 break;
941
942 if (!tmp) 891 if (!pl->combat_ob)
943 { 892 {
944 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);
945 op->current_weapon = NULL;
946 return 0; 894 return 0;
947 } 895 }
948 else
949 op->current_weapon = tmp;
950 } 896 }
951 897
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 898 if (!op->change_weapon (pl->combat_ob))
899 return 0;
953 } 900 }
954 }
955 901
956 /* lose invisiblity/hiding status for running attacks */ 902 /* lose invisiblity/hiding status for running attacks */
957 903 if (pl->tmp_invis)
958 if (op->type == PLAYER && op->contr->tmp_invis) 904 {
959 {
960 op->contr->tmp_invis = 0; 905 pl->tmp_invis = 0;
961 op->invisible = 0; 906 op->invisible = 0;
962 op->hide = 0; 907 op->flag [FLAG_HIDDEN] = 0;
963 update_object (op, UP_OBJ_CHANGE); 908 update_object (op, UP_OBJ_CHANGE);
909 }
964 } 910 }
965 911
966 int success = attack_ob (tmp, op); 912 int success = attack_ob (tmp, op);
967 913
968 /* print appropriate messages to the player */ 914 /* print appropriate messages to the player */
978 return success; 924 return success;
979} 925}
980 926
981/* 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
982 * system. In essence, this code handles 928 * system. In essence, this code handles
983 * 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
984 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
985 * 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
986 * appropriate opponent exists. 932 * appropriate opponent exists.
987 * 933 *
988 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
1039 } 985 }
1040 986
1041 return do_skill_attack (tmp, pl, string, skill); 987 return do_skill_attack (tmp, pl, string, skill);
1042} 988}
1043 989
1044
1045/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 990/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 991
1047/* 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
1048 * (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
1049 * function skill_attack() we actually attack. 994 * function skill_attack() we actually attack.
1050 */ 995 */
1051
1052static int 996static int
1053attack_hth (object *pl, int dir, const char *string, object *skill) 997attack_hth (object *pl, int dir, const char *string, object *skill)
1054{ 998{
1055 object *enemy = NULL, *weapon; 999 object *enemy = NULL, *weapon;
1056 1000
1065 if (pl->type == PLAYER) 1009 if (pl->type == PLAYER)
1066 { 1010 {
1067 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.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon); 1012 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 } 1013 }
1014
1070 break; 1015 break;
1071 } 1016 }
1072 } 1017 }
1073 1018
1074 return skill_attack (enemy, pl, dir, string, skill); 1019 return skill_attack (enemy, pl, dir, string, skill);
1094 1039
1095 return 0; 1040 return 0;
1096 } 1041 }
1097 1042
1098 return skill_attack (NULL, op, dir, string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1099
1100} 1044}
1045

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