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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.50 by root, Mon May 14 21:52:32 2007 UTC vs.
Revision 1.79 by root, Sat Nov 7 18:30:06 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 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
110static object * 114static object *
111find_skill (object *who, const shstr &sh) 115find_skill (object *who, shstr_cmp name)
112{ 116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
113 for (object *tmp = who->inv; tmp; tmp = tmp->below) 122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL) 123 if (tmp->skill == name && tmp->type == SKILL)
115 return tmp; 124 return splay (tmp);
116 125
117 return 0; 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);
118} 133}
119 134
120/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
121 * one that accumulates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
122 * 137 *
123 * It is presumed that the player will be needing to actually 138 * 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 139 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it. 140 * tool, this code will equip it.
126 */ 141 */
127object * 142object *
128find_skill_by_name (object *who, const shstr &sh) 143find_skill_by_name (object *who, shstr_cmp sh)
129{ 144{
130 object *skill_tool = 0; 145 object *skill_tool = 0;
131 146
132 for (object *tmp = who->inv; tmp; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh) 148 if (tmp->skill == sh)
134 { 149 {
135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) 150 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 */ 151 /* If this is a skill that can be used without applying tool, return it */
137 return tmp->inv_splay (); 152 return splay (tmp);
138 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
140 */ 155 */
141 else if (tmp->type == SKILL_TOOL && !skill_tool) 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 skill_tool = tmp; 157 skill_tool = tmp;
150 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
151 */ 166 */
152 object *skill = find_skill (who, skill_tool->skill); 167 object *skill = find_skill (who, skill_tool->skill);
153 168
154 if (!skill) 169 if (!skill)
155 {
156 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who);
158 }
159
160 skill->inv_splay ();
161 171
162 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
163 if (apply_special (who, skill_tool, AP_APPLY)) 173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
164 return 0; 174 return 0;
165 175
166 return skill; 176 return splay (skill);
167} 177}
168 178
169object * 179object *
170find_skill_by_name (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
171{ 181{
172 if (!name) 182 if (!name)
173 return 0; 183 return 0;
174 184
175 for (object *tmp = who->inv; tmp; tmp = tmp->below) 185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
177 && tmp->skill.begins_with (name)) 187 && tmp->skill.starts_with (name))
178 if (object *skop = find_skill_by_name (who, tmp->skill)) 188 if (object *skop = find_skill_by_name (who, tmp->skill))
179 return skop; 189 return skop;
180 190
181 return 0; 191 return 0;
182} 192}
201 return skop; 211 return skop;
202 212
203 return 0; 213 return 0;
204} 214}
205 215
206/* This changes the objects skill to new_skill. 216/* This changes the objects chosen_skill to new_skill.
207 * note that this function doesn't always need to get used -
208 * you can now add skill exp to the player without the chosen_skill being
209 * set. This function is of most interest to players to update
210 * the various range information.
211 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
212 */ 218 */
213int 219bool
214change_skill (object *who, object *new_skill, int flag) 220object::change_skill (object *new_skill)
215{ 221{
216 if (who->type != PLAYER) 222 if (type != PLAYER)
217 return 0; 223 return 0;
218 224
219#if 0
220 // optimise this supposedly common case 225 // optimise this supposedly common case
221 if (new_skill == who->chosen_skill) 226 if (new_skill == chosen_skill)
222 return 1; 227 return 1;
223#endif
224 228
225 if (!new_skill) 229 if (chosen_skill)
226 {
227 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
228 who->debug_desc ());
229 return 0;
230 } 230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
231 234
232 // the skill could be readied already because it is used by a weapon. 235 chosen_skill = new_skill;
233 who->change_weapon (0);
234 new_skill->inv_splay ();
235 236
236 if (apply_special (who, new_skill, AP_APPLY)) 237 if (chosen_skill)
237 return 0; 238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
238 242
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 ();
239 return 1; 249 return 1;
240}
241
242/* This function just clears the chosen_skill and range_skill values
243 * in the player.
244 */
245void
246clear_skill (object *who)
247{
248 who->chosen_skill = 0;
249 CLEAR_FLAG (who, FLAG_READY_SKILL);
250
251 if (player *pl = who->contr)
252 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
253 pl->ranged_ob = 0;
254} 250}
255 251
256/* 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().
257 * 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.
258 * 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
265 */ 261 */
266int 262int
267do_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)
268{ 264{
269 int success = 0, exp = 0; 265 int success = 0, exp = 0;
270 int did_alc = 0;
271 266
272 if (!skill) 267 if (!skill)
273 return 0; 268 return 0;
274 269
275 /* 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
308 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
309 } 304 }
310 else 305 else
311 { 306 {
312 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
313 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!");
314 } 309 }
315 310
316 op->update_stats (); 311 op->update_stats ();
317 success = 1; 312 success = 1;
318 break; 313 break;
328 case SK_HIDING: 323 case SK_HIDING:
329 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
330 break; 325 break;
331 326
332 case SK_JUMPING: 327 case SK_JUMPING:
333 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
334 break; 329 break;
335 330
336 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
337 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
338 break; 333 break;
400 case SK_LITERACY: 395 case SK_LITERACY:
401 case SK_WOODSMAN: 396 case SK_WOODSMAN:
402 /* 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.
403 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
404 */ 399 */
400 {
401 bool found_cauldron = false;
402
405 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
406 { 404 {
407 next = tmp->above; 405 next = tmp->above;
408 406
409 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
410 { 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
411 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
412 420
413 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
414 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
415
416 did_alc = 1;
417 } 423 }
418 } 424 }
419 425
420 if (did_alc == 0) 426 if (!found_cauldron)
421 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
422 428 }
423 break; 429 break;
424 430
425 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
426 case SK_DET_CURSE: 432 case SK_DET_CURSE:
427 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
469 * 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
470 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
471 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
472 * in the code for the skill itself. 478 * in the code for the skill itself.
473 */ 479 */
474
475 if (op->type == PLAYER) 480 if (op->type == PLAYER)
476 op->speed_left -= 1.f; 481 op->speed_left -= 1.f;
477 482
478 /* 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.
479 * Note that add_exp() will figure out player/monster experience 484 * 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 532 * 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 533 * help out exp awards for skill_ident skills. Also, if
529 * 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
530 * and level (this was the old system) -b.t. 535 * and level (this was the old system) -b.t.
531 */ 536 */
532
533 if (!op) 537 if (!op)
534 { /* no item/creature */ 538 { /* no item/creature */
535 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 539 op_lvl = max (1, who->map->difficulty);
536 op_exp = 0; 540 op_exp = 0;
537 } 541 }
538 else if (op->type == RUNE || op->type == TRAP) 542 else if (op->type == RUNE || op->type == TRAP)
539 { /* all traps. If stats.Cha > 1 we use that 543 { /* all traps. If stats.Cha > 1 we use that
540 * for the amount of experience */ 544 * for the amount of experience */
544 else 548 else
545 { /* all other items/living creatures */ 549 { /* all other items/living creatures */
546 op_exp = op->stats.exp; 550 op_exp = op->stats.exp;
547 op_lvl = op->level; 551 op_lvl = op->level;
548 if (!QUERY_FLAG (op, FLAG_ALIVE)) 552 if (!QUERY_FLAG (op, FLAG_ALIVE))
549 { /* for ident/make items */ 553 op_lvl += 5 * abs (op->magic); /* for ident/make items */
550 op_lvl += 5 * abs (op->magic);
551 }
552 } 554 }
553 555
554 if (op_lvl < 1) 556 if (op_lvl < 1)
555 op_lvl = 1; 557 op_lvl = 1;
556 558
564 /* 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
565 * bse reward value (exp) and level multiplier factor. 567 * bse reward value (exp) and level multiplier factor.
566 */ 568 */
567 if (skill->type == SKILL) 569 if (skill->type == SKILL)
568 { 570 {
569 base += skill->arch->clone.stats.exp; 571 base += skill->arch->stats.exp;
570 if (settings.simple_exp) 572 if (settings.simple_exp)
571 { 573 {
572 if (skill->arch->clone.level) 574 if (skill->arch->level)
573 lvl_mult = (float) skill->arch->clone.level / 100.0; 575 lvl_mult = (float) skill->arch->level / 100.0;
574 else 576 else
575 lvl_mult = 1.0; /* no adjustment */ 577 lvl_mult = 1.0; /* no adjustment */
576 } 578 }
577 else 579 else
578 { 580 {
579 if (skill->level) 581 if (skill->level)
580 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);
581 else 583 else
582 lvl_mult = 1.0; 584 lvl_mult = 1.0;
583 } 585 }
584 } 586 }
585 else 587 else
586 { 588 {
587 /* Don't divide by zero here! */ 589 /* Don't divide by zero here! */
588 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 590 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
589 } 591 }
590 } 592 }
591 593
592 /* assemble the exp total, and return value */ 594 /* assemble the exp total, and return value */
593 595
639 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);
640 return 2; 642 return 2;
641 } 643 }
642 644
643 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
644 link_player_skills (pl); 646
645 return 1; 647 return 1;
646} 648}
647 649
648/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
649/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
673 * Note this function is a bit more complicated becauase we 675 * Note this function is a bit more complicated becauase we
674 * we want ot sort the skills before printing them. If we 676 * we want ot sort the skills before printing them. If we
675 * 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
676 * simpler. 678 * simpler.
677 */ 679 */
678 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
679void 681void
680show_skills (object *op, const char *search) 682show_skills (object *pl, const char *search)
681{ 683{
682 object *tmp = NULL;
683 char buf[MAX_BUF];
684 const char *cp; 684 const char *cp;
685 int i, num_skills_found = 0; 685 int i, num_skills_found = 0;
686 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
687 687
688 /* 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 */
689 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
690 690
691 object *op = pl->contr->ob;
691 692
692 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
693 { 694 {
694 if (tmp->type == SKILL) 695 if (tmp->type == SKILL)
695 { 696 {
696 if (search && strstr (tmp->name, search) == NULL) 697 if (search && !tmp->name.contains (search))
697 continue; 698 continue;
699
700 char buf[30];
701
698 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
699 sprintf (buf, "%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
700 buf[40] = 0;
701 704
702 if (settings.permanent_exp_ratio) 705 if (settings.permanent_exp_ratio)
703 {
704 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%%)",
705 buf, tmp->level, tmp->stats.exp, 707 buf, tmp->level, tmp->stats.exp,
706 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));
707 }
708 else 709 else
709 {
710 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 710 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)); 711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
712 } 712
713 /* 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
714 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
715 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
716 * 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
717 * crash the server numerous times. 717 * crash the server numerous times.
718 */ 718 */
719 if (num_skills_found >= NUM_SKILLS) 719 if (num_skills_found >= NUM_SKILLS)
720 { 720 {
721 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.");
722 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");
723 break; 723 break;
724 } 724 }
725 } 725 }
726 } 726 }
727 727
728 clear_win_info (op); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
729 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 729
730 msg << "T<Player skills:>\n\n";
730 if (num_skills_found > 1) 731 if (num_skills_found > 1)
731 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);
732 733
733 for (i = 0; i < num_skills_found; i++) 734 for (i = 0; i < num_skills_found; i++)
734 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 735 msg << " C<" << skills [i] << ">\n";
735 736
736 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";
737 738
738 cp = determine_god (op); 739 cp = determine_god (op);
739 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";
740 741
741 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
742 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);
743} 747}
744 748
745/* 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
746 * 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
747 * 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.
759 763
760 for (skop = op->inv; skop; skop = skop->below) 764 for (skop = op->inv; skop; skop = skop->below)
761 { 765 {
762 if (skop->type == SKILL 766 if (skop->type == SKILL
763 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
764 && !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))))
765 break; 769 break;
766 else if (skop->type == SKILL_TOOL 770 else if (skop->type == SKILL_TOOL
767 && !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))))
768 break; 772 break;
769 } 773 }
770 774
771 if (!skop) 775 if (!skop)
772 { 776 {
842 * 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
843 * 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.
844 */ 848 */
845 if (player *pl = op->contr) 849 if (player *pl = op->contr)
846 { 850 {
847 if (!pl->combat_ob) 851 if (skill)
852 op->change_skill (skill);
853 else
848 { 854 {
849 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 855 if (!pl->combat_ob)
850 { 856 {
851 for (tmp = op->inv; tmp; tmp = tmp->below) 857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
852 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
853 break;
854
855 if (!tmp)
856 { 858 {
859 for (tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
861 break;
862
863 if (!tmp)
857 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
858 return 0; 865
866 pl->combat_ob = tmp;
859 } 867 }
860 868
861 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 869 if (!pl->combat_ob)
862 }
863 else
864 {
865 if (!skill)
866 { 870 {
867 /* See if the players chosen skill is a combat skill, and use 871 /* See if the players chosen skill is a combat skill, and use
868 * it if appropriate. 872 * it if appropriate.
869 */ 873 */
870 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 874 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
872 else 876 else
873 { 877 {
874 skill = find_player_hth_skill (op); 878 skill = find_player_hth_skill (op);
875 879
876 if (!skill) 880 if (!skill)
877 {
878 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!");
879 return 0;
880 } 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
881 } 888 }
882 } 889 }
883 890
884 /* now try to ready the new skill */ 891 if (!pl->combat_ob)
885 if (!change_skill (op, skill, 0)) 892 {
886 { /* oh oh, trouble! */ 893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
887 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
888 return 0; 894 return 0;
889 } 895 }
890 } 896 }
891 897
892 if (!pl->combat_ob) 898 if (!op->change_weapon (pl->combat_ob))
893 {
894 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
895 return 0; 899 return 0;
896 }
897 } 900 }
898
899 if (!op->change_weapon (pl->combat_ob))
900 return 0;
901 901
902 /* lose invisiblity/hiding status for running attacks */ 902 /* lose invisiblity/hiding status for running attacks */
903 if (pl->tmp_invis) 903 if (pl->tmp_invis)
904 { 904 {
905 pl->tmp_invis = 0; 905 pl->tmp_invis = 0;
906 op->invisible = 0; 906 op->invisible = 0;
907 op->hide = 0; 907 op->flag [FLAG_HIDDEN] = 0;
908 update_object (op, UP_OBJ_CHANGE); 908 update_object (op, UP_OBJ_CHANGE);
909 } 909 }
910 } 910 }
911 911
912 int success = attack_ob (tmp, op); 912 int success = attack_ob (tmp, op);
924 return success; 924 return success;
925} 925}
926 926
927/* 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
928 * system. In essence, this code handles 928 * system. In essence, this code handles
929 * 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
930 * treated here. If an opponent is already supplied by move_player(), 930 * treated here. If an opponent is already supplied by move_player(),
931 * 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
932 * appropriate opponent exists. 932 * appropriate opponent exists.
933 * 933 *
934 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()
1039 1039
1040 return 0; 1040 return 0;
1041 } 1041 }
1042 1042
1043 return skill_attack (NULL, op, dir, string, skill); 1043 return skill_attack (NULL, op, dir, string, skill);
1044
1045} 1044}
1045

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