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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.53 by root, Fri May 18 12:13:03 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
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)
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 }
159 171
160 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (apply_special (who, splay (skill_tool), AP_APPLY))
162 return 0; 174 return 0;
163 175
164 return splay (skill); 176 return splay (skill);
165} 177}
166 178
167object * 179object *
168find_skill_by_name (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
169{ 181{
170 if (!name) 182 if (!name)
171 return 0; 183 return 0;
172 184
173 for (object *tmp = who->inv; tmp; tmp = tmp->below) 185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name)) 187 && tmp->skill.starts_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill)) 188 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop; 189 return skop;
178 190
179 return 0; 191 return 0;
180} 192}
249 */ 261 */
250int 262int
251do_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)
252{ 264{
253 int success = 0, exp = 0; 265 int success = 0, exp = 0;
254 int did_alc = 0;
255 266
256 if (!skill) 267 if (!skill)
257 return 0; 268 return 0;
258 269
259 /* 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
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 304 }
294 else 305 else
295 { 306 {
296 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
297 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!");
298 } 309 }
299 310
300 op->update_stats (); 311 op->update_stats ();
301 success = 1; 312 success = 1;
302 break; 313 break;
312 case SK_HIDING: 323 case SK_HIDING:
313 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
314 break; 325 break;
315 326
316 case SK_JUMPING: 327 case SK_JUMPING:
317 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
318 break; 329 break;
319 330
320 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
321 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
322 break; 333 break;
384 case SK_LITERACY: 395 case SK_LITERACY:
385 case SK_WOODSMAN: 396 case SK_WOODSMAN:
386 /* 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.
387 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
388 */ 399 */
400 {
401 bool found_cauldron = false;
402
389 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)
390 { 404 {
391 next = tmp->above; 405 next = tmp->above;
392 406
393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
394 { 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
395 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
396 420
397 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
398 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
399
400 did_alc = 1;
401 } 423 }
402 } 424 }
403 425
404 if (did_alc == 0) 426 if (!found_cauldron)
405 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
406 428 }
407 break; 429 break;
408 430
409 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
410 case SK_DET_CURSE: 432 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
442 case SK_SUMMONING: 464 case SK_SUMMONING:
443 case SK_CLIMBING: 465 case SK_CLIMBING:
444 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.");
445 break; 467 break;
446 468
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
447 default: 477 default:
448 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);
449 break; 479 break;
450 } 480 }
451 481
453 * 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
454 * which use_monster_skill is called already simulates this. 484 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be 485 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself. 486 * in the code for the skill itself.
457 */ 487 */
458
459 if (op->type == PLAYER) 488 if (op->type == PLAYER)
460 op->speed_left -= 1.f; 489 op->speed_left -= 1.f;
461 490
462 /* 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.
463 * Note that add_exp() will figure out player/monster experience 492 * Note that add_exp() will figure out player/monster experience
511 * 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
512 * help out exp awards for skill_ident skills. Also, if 541 * help out exp awards for skill_ident skills. Also, if
513 * 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
514 * and level (this was the old system) -b.t. 543 * and level (this was the old system) -b.t.
515 */ 544 */
516
517 if (!op) 545 if (!op)
518 { /* no item/creature */ 546 { /* no item/creature */
519 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 547 op_lvl = max (1, who->map->difficulty);
520 op_exp = 0; 548 op_exp = 0;
521 } 549 }
522 else if (op->type == RUNE || op->type == TRAP) 550 else if (op->type == RUNE || op->type == TRAP)
523 { /* all traps. If stats.Cha > 1 we use that 551 { /* all traps. If stats.Cha > 1 we use that
524 * for the amount of experience */ 552 * for the amount of experience */
528 else 556 else
529 { /* all other items/living creatures */ 557 { /* all other items/living creatures */
530 op_exp = op->stats.exp; 558 op_exp = op->stats.exp;
531 op_lvl = op->level; 559 op_lvl = op->level;
532 if (!QUERY_FLAG (op, FLAG_ALIVE)) 560 if (!QUERY_FLAG (op, FLAG_ALIVE))
533 { /* for ident/make items */ 561 op_lvl += 5 * abs (op->magic); /* for ident/make items */
534 op_lvl += 5 * abs (op->magic);
535 }
536 } 562 }
537 563
538 if (op_lvl < 1) 564 if (op_lvl < 1)
539 op_lvl = 1; 565 op_lvl = 1;
540 566
548 /* 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
549 * bse reward value (exp) and level multiplier factor. 575 * bse reward value (exp) and level multiplier factor.
550 */ 576 */
551 if (skill->type == SKILL) 577 if (skill->type == SKILL)
552 { 578 {
553 base += skill->arch->clone.stats.exp; 579 base += skill->arch->stats.exp;
554 if (settings.simple_exp) 580 if (settings.simple_exp)
555 { 581 {
556 if (skill->arch->clone.level) 582 if (skill->arch->level)
557 lvl_mult = (float) skill->arch->clone.level / 100.0; 583 lvl_mult = (float) skill->arch->level / 100.0;
558 else 584 else
559 lvl_mult = 1.0; /* no adjustment */ 585 lvl_mult = 1.0; /* no adjustment */
560 } 586 }
561 else 587 else
562 { 588 {
563 if (skill->level) 589 if (skill->level)
564 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);
565 else 591 else
566 lvl_mult = 1.0; 592 lvl_mult = 1.0;
567 } 593 }
568 } 594 }
569 else 595 else
570 { 596 {
571 /* Don't divide by zero here! */ 597 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 598 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 } 599 }
574 } 600 }
575 601
576 /* assemble the exp total, and return value */ 602 /* assemble the exp total, and return value */
577 603
623 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);
624 return 2; 650 return 2;
625 } 651 }
626 652
627 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 653 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
628 link_player_skills (pl); 654
629 return 1; 655 return 1;
630} 656}
631 657
632/* Gives a percentage clipped to 0% -> 100% of a/b. */ 658/* Gives a percentage clipped to 0% -> 100% of a/b. */
633/* Probably belongs in some global utils-type file? */ 659/* Probably belongs in some global utils-type file? */
657 * Note this function is a bit more complicated becauase we 683 * Note this function is a bit more complicated becauase we
658 * we want ot sort the skills before printing them. If we 684 * we want ot sort the skills before printing them. If we
659 * 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
660 * simpler. 686 * simpler.
661 */ 687 */
662 688//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663void 689void
664show_skills (object *op, const char *search) 690show_skills (object *pl, const char *search)
665{ 691{
666 object *tmp = NULL;
667 char buf[MAX_BUF];
668 const char *cp; 692 const char *cp;
669 int i, num_skills_found = 0; 693 int i, num_skills_found = 0;
670 static const char *const periods = "........................................"; 694 const char *const periods = ".............................."; // 30
671 695
672 /* 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 */
673 char skills[NUM_SKILLS][MAX_BUF]; 697 char skills[NUM_SKILLS][128]; // d'oh
674 698
699 object *op = pl->contr->ob;
675 700
676 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 701 for (object *tmp = op->inv; tmp; tmp = tmp->below)
677 { 702 {
678 if (tmp->type == SKILL) 703 if (tmp->type == SKILL)
679 { 704 {
680 if (search && strstr (tmp->name, search) == NULL) 705 if (search && !tmp->name.contains (search))
681 continue; 706 continue;
707
708 char buf[30];
709
682 /* Basically want to fill this out to 40 spaces with periods */ 710 /* Basically want to fill this out to 30 spaces with periods */
683 sprintf (buf, "%s%s", &tmp->name, periods); 711 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 712
686 if (settings.permanent_exp_ratio) 713 if (settings.permanent_exp_ratio)
687 {
688 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%%)",
689 buf, tmp->level, tmp->stats.exp, 715 buf, tmp->level, tmp->stats.exp,
690 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));
691 }
692 else 717 else
693 {
694 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 718 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695 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));
696 } 720
697 /* 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
698 * it sometimes happens (maybe a leftover from bugier earlier code 722 * it sometimes happens (maybe a leftover from bugier earlier code
699 * and those character are still about). In any case, lets handle 723 * and those character are still about). In any case, lets handle
700 * 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
701 * crash the server numerous times. 725 * crash the server numerous times.
702 */ 726 */
703 if (num_skills_found >= NUM_SKILLS) 727 if (num_skills_found >= NUM_SKILLS)
704 { 728 {
705 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.");
706 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");
707 break; 731 break;
708 } 732 }
709 } 733 }
710 } 734 }
711 735
712 clear_win_info (op); 736 dynbuf_text &msg = msg_dynbuf; msg.clear ();
713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 737
738 msg << "T<Player skills:>\n\n";
714 if (num_skills_found > 1) 739 if (num_skills_found > 1)
715 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);
716 741
717 for (i = 0; i < num_skills_found; i++) 742 for (i = 0; i < num_skills_found; i++)
718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 743 msg << " C<" << skills [i] << ">\n";
719 744
720 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";
721 746
722 cp = determine_god (op); 747 cp = determine_god (op);
723 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";
724 749
725 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
726 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);
727} 755}
728 756
729/* 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
730 * 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
731 * 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.
743 771
744 for (skop = op->inv; skop; skop = skop->below) 772 for (skop = op->inv; skop; skop = skop->below)
745 { 773 {
746 if (skop->type == SKILL 774 if (skop->type == SKILL
747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) 775 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
748 && !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))))
749 break; 777 break;
750 else if (skop->type == SKILL_TOOL 778 else if (skop->type == SKILL_TOOL
751 && !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))))
752 break; 780 break;
753 } 781 }
754 782
755 if (!skop) 783 if (!skop)
756 { 784 {
788} 816}
789 817
790static bool 818static bool
791hth_skill_p (object *skill) 819hth_skill_p (object *skill)
792{ 820{
793 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;
794} 822}
795 823
796/* 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.
797 */ 825 */
798static object * 826static object *
826 * 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
827 * 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.
828 */ 856 */
829 if (player *pl = op->contr) 857 if (player *pl = op->contr)
830 { 858 {
831 if (!pl->combat_ob) 859 if (skill)
860 op->change_skill (skill);
861 else
832 { 862 {
833 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
834 {
835 for (tmp = op->inv; tmp; tmp = tmp->below)
836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
837 break;
838
839 if (!tmp)
840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841
842 pl->combat_ob = tmp;
843 }
844
845 if (!pl->combat_ob) 863 if (!pl->combat_ob)
846 { 864 {
865 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
866 {
867 for (tmp = op->inv; tmp; tmp = tmp->below)
868 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
869 break;
870
847 if (!skill) 871 if (!tmp)
872 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
873
874 pl->combat_ob = tmp;
875 }
876
877 if (!pl->combat_ob)
848 { 878 {
849 /* 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
850 * it if appropriate. 880 * it if appropriate.
851 */ 881 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 882 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = find_player_hth_skill (op); 886 skill = find_player_hth_skill (op);
857 887
858 if (!skill) 888 if (!skill)
859 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!");
860 } 890 }
891
892 op->apply (skill);
861 } 893 }
862 894
863 op->change_skill (0); 895 if (!pl->combat_ob)
864 apply_special (op, skill, AP_APPLY); 896 {
897 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
898 return 0;
899 }
865 } 900 }
866 901
867 if (!pl->combat_ob) 902 if (!op->apply (pl->combat_ob))
868 {
869 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
870 return 0; 903 return 0;
871 }
872 } 904 }
873
874 if (!op->change_weapon (pl->combat_ob))
875 return 0;
876 905
877 /* lose invisiblity/hiding status for running attacks */ 906 /* lose invisiblity/hiding status for running attacks */
878 if (pl->tmp_invis) 907 if (pl->tmp_invis)
879 { 908 {
880 pl->tmp_invis = 0; 909 pl->tmp_invis = 0;
881 op->invisible = 0; 910 op->invisible = 0;
882 op->hide = 0; 911 op->flag [FLAG_HIDDEN] = 0;
883 update_object (op, UP_OBJ_CHANGE); 912 update_object (op, UP_OBJ_CHANGE);
884 } 913 }
885 } 914 }
886 915
887 int success = attack_ob (tmp, op); 916 int success = attack_ob (tmp, op);
899 return success; 928 return success;
900} 929}
901 930
902/* 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
903 * system. In essence, this code handles 932 * system. In essence, this code handles
904 * 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
905 * treated here. If an opponent is already supplied by move_player(), 934 * treated here. If an opponent is already supplied by move_player(),
906 * 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
907 * appropriate opponent exists. 936 * appropriate opponent exists.
908 * 937 *
909 * This is called by move_player() and attack_hth() 938 * This is called by move_player() and attack_hth()

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