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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.37 by root, Thu May 3 09:39:56 2007 UTC vs.
Revision 1.86 by root, Sat Apr 3 22:30:21 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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
59/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
61 * subtypes. 61 * subtypes.
62 */ 62 */
63void 63void
64init_skills (void) 64init_skills ()
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))
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 * return 1 on success, 0 on error 217 * return 1 on success, 0 on error
243 */ 218 */
244int 219bool
245change_skill (object *who, object *new_skill, int flag) 220object::change_skill (object *new_skill)
246{ 221{
247 if (who->type != PLAYER) 222 if (type != PLAYER)
248 return 0; 223 return 0;
249 224
250 if (!new_skill) 225 // optimise this supposedly common case
251 { 226 if (new_skill == chosen_skill)
252 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
253 who->debug_desc ());
254 return 0;
255 }
256
257 player *pl = who->contr;
258
259 // move skill to front, so it will be preferred next time
260 new_skill->remove ();
261 who->insert (new_skill);
262
263 if (apply_special (who, new_skill, AP_APPLY))
264 return 0; 227 return 1;
265 228
229 if (chosen_skill)
230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
234
235 chosen_skill = new_skill;
236
237 if (chosen_skill)
238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
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 ();
266 return 1; 249 return 1;
267}
268
269/* This function just clears the chosen_skill and range_skill values
270 * in the player.
271 */
272void
273clear_skill (object *who)
274{
275 who->chosen_skill = 0;
276 CLEAR_FLAG (who, FLAG_READY_SKILL);
277
278 if (who->type == PLAYER)
279 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
280 who->contr->ranged_ob = 0;
281} 250}
282 251
283/* 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().
284 * 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.
285 * 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
292 */ 261 */
293int 262int
294do_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)
295{ 264{
296 int success = 0, exp = 0; 265 int success = 0, exp = 0;
297 int did_alc = 0;
298 object *tmp, *next;
299 266
300 if (!skill) 267 if (!skill)
301 return 0; 268 return 0;
302 269
303 /* 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
305 * 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
306 * the player doesn't have a bucket for that, create one. 273 * the player doesn't have a bucket for that, create one.
307 */ 274 */
308 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
309 { 276 {
310 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
311 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
312 break; 279 {
280 skill = tmp;
281 goto found;
282 }
313 283
314 if (!tmp)
315 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
316 285found: ;
317 skill = tmp;
318 } 286 }
319 287
320 // skill, by_whom, on_which_object, which direction, skill_argument 288 // skill, by_whom, on_which_object, which direction, skill_argument
321 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)))
322 return 0; 290 return 0;
335 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
336 } 304 }
337 else 305 else
338 { 306 {
339 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
340 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!");
341 } 309 }
342 310
343 op->update_stats (); 311 op->update_stats ();
344 success = 1; 312 success = 1;
345 break; 313 break;
355 case SK_HIDING: 323 case SK_HIDING:
356 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
357 break; 325 break;
358 326
359 case SK_JUMPING: 327 case SK_JUMPING:
360 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
361 break; 329 break;
362 330
363 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
364 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
365 break; 333 break;
427 case SK_LITERACY: 395 case SK_LITERACY:
428 case SK_WOODSMAN: 396 case SK_WOODSMAN:
429 /* 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.
430 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
431 */ 399 */
400 {
401 bool found_cauldron = false;
402
432 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)
433 { 404 {
434 next = tmp->above; 405 next = tmp->above;
435 406
436 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
437 { 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
438 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
439 420
440 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
441 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
442
443 did_alc = 1;
444 } 423 }
445 } 424 }
446 425
447 if (did_alc == 0) 426 if (!found_cauldron)
448 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
449 428 }
450 break; 429 break;
451 430
452 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
453 case SK_DET_CURSE: 432 case SK_DET_CURSE:
454 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
485 case SK_SUMMONING: 464 case SK_SUMMONING:
486 case SK_CLIMBING: 465 case SK_CLIMBING:
487 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
488 break; 467 break;
489 468
469 case SK_MINING:
470 success = skill_mining (op, part, skill, dir, string);
471 break;
472
473 case SK_FISHING:
474 success = skill_fishing (op, part, skill, dir, string);
475 break;
476
490 default: 477 default:
491 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 478 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
492 break; 479 break;
493 } 480 }
494 481
496 * Monsters have no skill use time because of the random nature in 483 * Monsters have no skill use time because of the random nature in
497 * which use_monster_skill is called already simulates this. 484 * which use_monster_skill is called already simulates this.
498 * If certain skills should take more/less time, that should be 485 * If certain skills should take more/less time, that should be
499 * in the code for the skill itself. 486 * in the code for the skill itself.
500 */ 487 */
501
502 if (op->type == PLAYER) 488 if (op->type == PLAYER)
503 op->speed_left -= 1.0; 489 op->speed_left -= 1.f;
504 490
505 /* this is a good place to add experience for successfull use of skills. 491 /* this is a good place to add experience for successfull use of skills.
506 * Note that add_exp() will figure out player/monster experience 492 * Note that add_exp() will figure out player/monster experience
507 * gain problems. 493 * gain problems.
508 */ 494 */
554 * If an object is not alive and magical we set the base exp higher to 540 * If an object is not alive and magical we set the base exp higher to
555 * help out exp awards for skill_ident skills. Also, if 541 * help out exp awards for skill_ident skills. Also, if
556 * an item is type RUNE, we give out exp based on stats.Cha 542 * an item is type RUNE, we give out exp based on stats.Cha
557 * and level (this was the old system) -b.t. 543 * and level (this was the old system) -b.t.
558 */ 544 */
559
560 if (!op) 545 if (!op)
561 { /* no item/creature */ 546 { /* no item/creature */
562 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 547 op_lvl = max (1, who->map->difficulty);
563 op_exp = 0; 548 op_exp = 0;
564 } 549 }
565 else if (op->type == RUNE || op->type == TRAP) 550 else if (op->type == RUNE || op->type == TRAP)
566 { /* all traps. If stats.Cha > 1 we use that 551 { /* all traps. If stats.Cha > 1 we use that
567 * for the amount of experience */ 552 * for the amount of experience */
571 else 556 else
572 { /* all other items/living creatures */ 557 { /* all other items/living creatures */
573 op_exp = op->stats.exp; 558 op_exp = op->stats.exp;
574 op_lvl = op->level; 559 op_lvl = op->level;
575 if (!QUERY_FLAG (op, FLAG_ALIVE)) 560 if (!QUERY_FLAG (op, FLAG_ALIVE))
576 { /* for ident/make items */ 561 op_lvl += 5 * abs (op->magic); /* for ident/make items */
577 op_lvl += 5 * abs (op->magic);
578 }
579 } 562 }
580 563
581 if (op_lvl < 1) 564 if (op_lvl < 1)
582 op_lvl = 1; 565 op_lvl = 1;
583 566
591 /* if skill really is a skill, then we can look at the skill archetype for 574 /* if skill really is a skill, then we can look at the skill archetype for
592 * bse reward value (exp) and level multiplier factor. 575 * bse reward value (exp) and level multiplier factor.
593 */ 576 */
594 if (skill->type == SKILL) 577 if (skill->type == SKILL)
595 { 578 {
596 base += skill->arch->clone.stats.exp; 579 base += skill->arch->stats.exp;
597 if (settings.simple_exp) 580 if (settings.simple_exp)
598 { 581 {
599 if (skill->arch->clone.level) 582 if (skill->arch->level)
600 lvl_mult = (float) skill->arch->clone.level / 100.0; 583 lvl_mult = (float) skill->arch->level / 100.0;
601 else 584 else
602 lvl_mult = 1.0; /* no adjustment */ 585 lvl_mult = 1.0; /* no adjustment */
603 } 586 }
604 else 587 else
605 { 588 {
606 if (skill->level) 589 if (skill->level)
607 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 590 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
608 else 591 else
609 lvl_mult = 1.0; 592 lvl_mult = 1.0;
610 } 593 }
611 } 594 }
612 else 595 else
613 { 596 {
614 /* Don't divide by zero here! */ 597 /* Don't divide by zero here! */
615 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 598 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
616 } 599 }
617 } 600 }
618 601
619 /* assemble the exp total, and return value */ 602 /* assemble the exp total, and return value */
620 603
637 * player learns the skill, 2 otherwise. 620 * player learns the skill, 2 otherwise.
638 */ 621 */
639int 622int
640learn_skill (object *pl, object *scroll) 623learn_skill (object *pl, object *scroll)
641{ 624{
642 object *tmp;
643
644 if (!scroll->skill) 625 if (!scroll->skill)
645 { 626 {
646 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 627 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
647 return 2; 628 return 2;
648 } 629 }
649 630
650 /* can't use find_skill_by_name because we want skills the player knows 631 object *tmp = find_skill (pl, scroll->skill);
651 * but can't use natively.
652 */
653
654 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
655 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
656 break;
657 632
658 /* player already knows it */ 633 /* player already knows it */
659 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 634 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
660 return 0; 635 return 0;
661 636
674 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 649 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
675 return 2; 650 return 2;
676 } 651 }
677 652
678 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 653 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
679 link_player_skills (pl); 654
680 return 1; 655 return 1;
681} 656}
682 657
683/* Gives a percentage clipped to 0% -> 100% of a/b. */ 658/* Gives a percentage clipped to 0% -> 100% of a/b. */
684
685/* Probably belongs in some global utils-type file? */ 659/* Probably belongs in some global utils-type file? */
686static int 660static int
687clipped_percent (sint64 a, sint64 b) 661clipped_percent (sint64 a, sint64 b)
688{ 662{
689 int rv; 663 int rv;
709 * Note this function is a bit more complicated becauase we 683 * Note this function is a bit more complicated becauase we
710 * we want ot sort the skills before printing them. If we 684 * we want ot sort the skills before printing them. If we
711 * just dumped this as we found it, this would be a bit 685 * just dumped this as we found it, this would be a bit
712 * simpler. 686 * simpler.
713 */ 687 */
714 688//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
715void 689void
716show_skills (object *op, const char *search) 690show_skills (object *pl, const char *search)
717{ 691{
718 object *tmp = NULL;
719 char buf[MAX_BUF];
720 const char *cp; 692 const char *cp;
721 int i, num_skills_found = 0; 693 int i, num_skills_found = 0;
722 static const char *const periods = "........................................"; 694 const char *const periods = ".............................."; // 30
723 695
724 /* Need to have a pointer and use strdup for qsort to work properly */ 696 /* Need to have a pointer and use strdup for qsort to work properly */
725 char skills[NUM_SKILLS][MAX_BUF]; 697 char skills[NUM_SKILLS][128]; // d'oh
726 698
699 object *op = pl->contr->ob;
727 700
728 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 701 for (object *tmp = op->inv; tmp; tmp = tmp->below)
729 { 702 {
730 if (tmp->type == SKILL) 703 if (tmp->type == SKILL)
731 { 704 {
732 if (search && strstr (tmp->name, search) == NULL) 705 if (search && !tmp->name.contains (search))
733 continue; 706 continue;
707
708 char buf[30];
709
734 /* Basically want to fill this out to 40 spaces with periods */ 710 /* Basically want to fill this out to 30 spaces with periods */
735 sprintf (buf, "%s%s", &tmp->name, periods); 711 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
736 buf[40] = 0;
737 712
738 if (settings.permanent_exp_ratio) 713 if (settings.permanent_exp_ratio)
739 {
740 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 714 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
741 buf, tmp->level, tmp->stats.exp, 715 buf, tmp->level, tmp->stats.exp,
742 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 716 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
743 }
744 else 717 else
745 {
746 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 718 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
747 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 719 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
748 } 720
749 /* I don't know why some characters get a bunch of skills, but 721 /* I don't know why some characters get a bunch of skills, but
750 * it sometimes happens (maybe a leftover from bugier earlier code 722 * it sometimes happens (maybe a leftover from bugier earlier code
751 * and those character are still about). In any case, lets handle 723 * and those character are still about). In any case, lets handle
752 * it so it doesn't crash the server - otherwise, one character may 724 * it so it doesn't crash the server - otherwise, one character may
753 * crash the server numerous times. 725 * crash the server numerous times.
754 */ 726 */
755 if (num_skills_found >= NUM_SKILLS) 727 if (num_skills_found >= NUM_SKILLS)
756 { 728 {
757 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 729 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
758 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 730 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
759 break; 731 break;
760 } 732 }
761 } 733 }
762 } 734 }
763 735
764 clear_win_info (op); 736 dynbuf_text &msg = msg_dynbuf; msg.clear ();
765 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 737
738 msg << "T<Player skills:>\n\n";
766 if (num_skills_found > 1) 739 if (num_skills_found > 1)
767 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 740 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
768 741
769 for (i = 0; i < num_skills_found; i++) 742 for (i = 0; i < num_skills_found; i++)
770 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 743 msg << " C<" << skills [i] << ">\n";
771 744
772 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 745 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
773 746
774 cp = determine_god (op); 747 cp = determine_god (op);
775 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 748 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
776 749
777 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 750 msg << "Your equipped item power is " << (int)op->contr->item_power
778 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 751 << " out of " << int (op->level * settings.item_power_factor)
752 << ".\n";
753
754 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
779} 755}
780 756
781/* use_skill() - similar to invoke command, it executes the skill in the 757/* use_skill() - similar to invoke command, it executes the skill in the
782 * direction that the user is facing. Returns false if we are unable to 758 * direction that the user is facing. Returns false if we are unable to
783 * change to the requested skill, or were unable to use the skill properly. 759 * change to the requested skill, or were unable to use the skill properly.
784 * This is tricky because skills can have spaces. We basically roll 760 * This is tricky because skills can have spaces. We basically roll
785 * our own find_skill_by_name so we can try to do better string matching. 761 * our own find_skill_by_name so we can try to do better string matching.
786 */ 762 */
787
788int 763int
789use_skill (object *op, const char *string) 764use_skill (object *op, const char *string)
790{ 765{
791 object *skop; 766 object *skop;
792 size_t len; 767 size_t len;
793 768
794 if (!string) 769 if (!string)
795 return 0; 770 return 0;
796 771
797 for (skop = op->inv; skop != NULL; skop = skop->below) 772 for (skop = op->inv; skop; skop = skop->below)
798 { 773 {
774 if (skop->type == SKILL
799 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 775 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
800 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 776 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
801 break; 777 break;
778 else if (skop->type == SKILL_TOOL
802 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 779 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
803 break; 780 break;
804 } 781 }
782
805 if (!skop) 783 if (!skop)
806 { 784 {
807 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 785 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
808 return 0; 786 return 0;
809 } 787 }
814 * options given to the skill. Its pretty simple - if there 792 * options given to the skill. Its pretty simple - if there
815 * are extra parameters (as deteremined by string length), we 793 * are extra parameters (as deteremined by string length), we
816 * want to skip over any leading spaces. 794 * want to skip over any leading spaces.
817 */ 795 */
818 if (len >= strlen (string)) 796 if (len >= strlen (string))
819 {
820 string = NULL; 797 string = NULL;
821 }
822 else 798 else
823 { 799 {
824 string += len; 800 string += len;
825 while (*string == 0x20) 801 while (*string == 0x20)
826 string++; 802 string++;
803
827 if (strlen (string) == 0) 804 if (strlen (string) == 0)
828 string = NULL; 805 string = NULL;
829 } 806 }
830 807
831#ifdef SKILL_UTIL_DEBUG 808#ifdef SKILL_UTIL_DEBUG
832 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 809 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
833#endif 810#endif
834 811
835 /* Change to the new skill, then execute it. */
836 if (do_skill (op, op, skop, op->facing, string)) 812 if (do_skill (op, op, skop, op->facing, string))
837 return 1; 813 return 1;
838 814
839 return 0; 815 return 0;
840} 816}
841 817
842static bool 818static bool
843hth_skill_p (object *skill) 819hth_skill_p (object *skill)
844{ 820{
845 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 821 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
846} 822}
847 823
848/* This finds the first unarmed skill the player has, and returns it. 824/* This finds the first unarmed skill the player has, and returns it.
849 */ 825 */
850static object * 826static object *
878 * the caller should have set it appropriately). We still want to pass 854 * the caller should have set it appropriately). We still want to pass
879 * through that code if skill is set to change to the skill. 855 * through that code if skill is set to change to the skill.
880 */ 856 */
881 if (player *pl = op->contr) 857 if (player *pl = op->contr)
882 { 858 {
883 if (!pl->combat_ob) 859 if (skill)
860 op->change_skill (skill);
861 else
884 { 862 {
885 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 863 if (!pl->combat_ob)
886 { 864 {
887 for (tmp = op->inv; tmp; tmp = tmp->below) 865 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
888 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
889 break;
890
891 if (!tmp)
892 { 866 {
867 for (tmp = op->inv; tmp; tmp = tmp->below)
868 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
869 break;
870
871 if (!tmp)
893 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 872 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
894 return 0; 873
874 pl->combat_ob = tmp;
895 } 875 }
896 876
897 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 877 if (!pl->combat_ob)
898 }
899 else
900 {
901 if (!skill)
902 { 878 {
903 /* See if the players chosen skill is a combat skill, and use 879 /* See if the players chosen skill is a combat skill, and use
904 * it if appropriate. 880 * it if appropriate.
905 */ 881 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 882 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
908 else 884 else
909 { 885 {
910 skill = find_player_hth_skill (op); 886 skill = find_player_hth_skill (op);
911 887
912 if (!skill) 888 if (!skill)
913 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 889 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0;
916 }
917 } 890 }
891
892 op->apply (skill);
918 } 893 }
919 894
920 /* now try to ready the new skill */ 895 if (!pl->combat_ob)
921 if (!change_skill (op, skill, 0)) 896 {
922 { /* oh oh, trouble! */ 897 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
923 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
924 return 0; 898 return 0;
925 } 899 }
926 } 900 }
927 901
928 if (!pl->combat_ob) 902 if (!op->apply (pl->combat_ob))
929 {
930 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
931 return 0; 903 return 0;
932 }
933 } 904 }
934 905
935 if (op->current_weapon != pl->combat_ob)
936 {
937 op->current_weapon = pl->combat_ob;
938 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
939 op->update_stats ();
940 }
941
942 /* lose invisiblity/hiding status for running attacks */ 906 /* lose invisiblity/hiding status for running attacks */
943
944 if (pl->tmp_invis) 907 if (pl->tmp_invis)
945 { 908 {
946 pl->tmp_invis = 0; 909 pl->tmp_invis = 0;
947 op->invisible = 0; 910 op->invisible = 0;
948 op->hide = 0; 911 op->flag [FLAG_HIDDEN] = 0;
949 update_object (op, UP_OBJ_CHANGE); 912 update_object (op, UP_OBJ_CHANGE);
950 } 913 }
951 } 914 }
952 915
953 int success = attack_ob (tmp, op); 916 int success = attack_ob (tmp, op);
965 return success; 928 return success;
966} 929}
967 930
968/* skill_attack() - Core routine for use when we attack using a skills 931/* skill_attack() - Core routine for use when we attack using a skills
969 * system. In essence, this code handles 932 * system. In essence, this code handles
970 * all skill-based attacks, ie hth, missile and melee weapons should be 933 * all skill-based attacks, i.e. hth, missile and melee weapons should be
971 * treated here. If an opponent is already supplied by move_player(), 934 * treated here. If an opponent is already supplied by move_player(),
972 * we move right onto do_skill_attack(), otherwise we find if an 935 * we move right onto do_skill_attack(), otherwise we find if an
973 * appropriate opponent exists. 936 * appropriate opponent exists.
974 * 937 *
975 * This is called by move_player() and attack_hth() 938 * This is called by move_player() and attack_hth()
1080 1043
1081 return 0; 1044 return 0;
1082 } 1045 }
1083 1046
1084 return skill_attack (NULL, op, dir, string, skill); 1047 return skill_attack (NULL, op, dir, string, skill);
1085
1086} 1048}
1049

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