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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.92 by root, Sat Apr 10 04:54:10 2010 UTC vs.
Revision 1.110 by root, Sun Nov 18 00:37:11 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 26/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 27
51# define def(uc, flags) flags, 52# define def(uc, flags) flags,
52# include "skillinc.h" 53# include "skillinc.h"
53# undef def 54# undef def
54}; 55};
55 56
57vector<object_ptr> skillvec;
58
56static int attack_hth (object *pl, int dir, const char *string, object *skill); 59static int attack_hth (object *pl, int dir, const char *string, object *skill);
57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 60static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 61
59/* init_skills basically just sets up the skill_names table 62/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 63 * above. The index into the array is set up by the
61 * subtypes. 64 * subtypes.
62 */ 65 */
63void 66void
64init_skills () 67init_skills ()
65{ 68{
66 for_all_archetypes (at) 69 // nop
67 if (at->type == SKILL) 70}
71
72void
73add_skill_archetype (object *o)
74{
75 assert (("skill name must equal skill skill", o->name == o->skill));
76
77 for (auto &&i = skillvec.begin (); i != skillvec.end (); ++i)
78 if ((*i)->name == o->name)
68 { 79 {
69 if (skill_names[at->subtype]) 80 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 81 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->subtype, &skill_names[at->subtype], &at->skill); 82 *i = o;
72 else 83 return;
73 skill_names[at->subtype] = at->skill;
74 } 84 }
75 85
76 /* This isn't really an error if there is no skill subtype set, but 86 // add new entry
77 * checking for this may catch some user errors. 87 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 88 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 89 skillvec.push_back (o);
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82} 90}
83 91
84/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 95 * mostly used for sending exp.
88 */ 96 */
89void 97void
90player::link_skills () 98player::link_skills ()
91{ 99{
92 for (int i = 0; i < NUM_SKILLS; ++i) 100 for (int i = 0; i < CS_NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0; 101 last_skill_ob [i] = 0;
94 102
95 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 103 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SKILL) 104 if (tmp->type == SKILL)
97 { 105 {
106 int idx = SKILL_INDEX (tmp);
107
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 108 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
99 109
100 if (last_skill_ob [tmp->subtype] != tmp) 110 if (last_skill_ob [idx] != tmp)
101 { 111 {
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
107 last_skill_ob [tmp->subtype] = tmp; 112 last_skill_ob [idx] = tmp;
108 if (ns) 113 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1; 114 ns->last_skill_exp [idx] = -1;
110 } 115 }
111 } 116 }
112} 117}
113 118
114static object * 119static object *
124 return splay (tmp); 129 return splay (tmp);
125 130
126 return 0; 131 return 0;
127} 132}
128 133
134object *
129object *player::find_skill (shstr_cmp name) const 135player::find_skill (shstr_cmp name) const
130{ 136{
131 // might want to use last_skill_obj at one point, or maybe not 137 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name); 138 return ::find_skill (ob, name);
133} 139}
134 140
162 168
163 /* Player has a tool to use the skill. If not applied, apply it - 169 /* Player has a tool to use the skill. If not applied, apply it -
164 * if not successful, return null. If they do have the skill tool 170 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them. 171 * but not the skill itself, give it to them.
166 */ 172 */
167 object *skill = find_skill (who, skill_tool->skill); 173 object *skill = who->give_skill (skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171 174
172 if (!skill_tool->flag [FLAG_APPLIED]) 175 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool))) 176 if (!who->apply (splay (skill_tool)))
174 return 0; 177 return 0;
175 178
193 * one that accumulates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
194 * 197 *
195 * It is presumed that the player will be needing to actually 198 * It is presumed that the player will be needing to actually
196 * use the skill, so thus if use of the skill requires a skill 199 * use the skill, so thus if use of the skill requires a skill
197 * tool, this code will equip it. 200 * tool, this code will equip it.
198 * 201 *
199 * This code is basically the same as find_skill_by_name() above, 202 * This code is basically the same as find_skill_by_name() above,
200 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
201 * this replaces find_skill. 204 * this replaces find_skill.
205 *
206 * MUST NOT BE USED IN NEW CODE! (schmorp)
202 */ 207 */
203object * 208object *
204find_skill_by_number (object *who, int skillno) 209find_skill_by_number (object *who, int skillno)
205{ 210{
206 for (object *tmp = who->inv; tmp; tmp = tmp->below) 211 for (object *tmp = who->inv; tmp; tmp = tmp->below)
209 return skop; 214 return skop;
210 215
211 return 0; 216 return 0;
212} 217}
213 218
214/* This changes the objects chosen_skill to new_skill. 219object *
215 * return 1 on success, 0 on error 220object::give_skill (shstr_cmp name, bool can_use)
216 */
217bool
218object::change_skill (object *new_skill)
219{ 221{
220 if (type != PLAYER) 222 object *skill = find_skill (this, name);
221 return 0;
222 223
223 // optimise this supposedly common case
224 if (new_skill == chosen_skill)
225 return 1;
226
227 if (chosen_skill) 224 if (!skill)
228 { 225 skill = give_skill_by_name (this, name);
229 chosen_skill->flag [FLAG_APPLIED] = false;
230 change_abil (this, chosen_skill);
231 }
232 226
233 chosen_skill = new_skill; 227 if (skill && can_use)
228 skill->flag [FLAG_CAN_USE_SKILL] = true;
234 229
235 if (chosen_skill)
236 {
237 chosen_skill->flag [FLAG_APPLIED] = true;
238 change_abil (this, chosen_skill);
239 }
240
241 // always clear current weapon, as the selected skill could
242 // conflict with the current weapon skill, which would go
243 // undetected and exp would be given to the wrong skill.
244 current_weapon = 0;
245
246 update_stats ();
247 return 1; 230 return skill;
248} 231}
249 232
250/* do_skill() - Main skills use function-similar in scope to cast_spell(). 233/* do_skill() - Main skills use function-similar in scope to cast_spell().
251 * We handle all requests for skill use outside of some combat here. 234 * We handle all requests for skill use outside of some combat here.
252 * We require a separate routine outside of fire() so as to allow monsters 235 * We require a separate routine outside of fire() so as to allow monsters
253 * to utilize skills. Returns 1 on use of skill, otherwise 0. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
254 * This is changed (2002-11-30) from the old method that returned 237 * This is changed (2002-11-30) from the old method that returned
255 * exp - no caller needed that info, but it also prevented the callers 238 * exp - no caller needed that info, but it also prevented the callers
256 * from know if a skill was actually used, as many skills don't 239 * from know if a skill was actually used, as many skills don't
257 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
293 /* Not 100% sure if this will work with new movement code - 276 /* Not 100% sure if this will work with new movement code -
294 * the levitation skill has move_type for flying, so when 277 * the levitation skill has move_type for flying, so when
295 * equipped, that should transfer to player, when not, 278 * equipped, that should transfer to player, when not,
296 * shouldn't. 279 * shouldn't.
297 */ 280 */
298 if (QUERY_FLAG (skill, FLAG_APPLIED)) 281 if (skill->flag [FLAG_APPLIED])
299 { 282 {
300 CLEAR_FLAG (skill, FLAG_APPLIED); 283 skill->clr_flag (FLAG_APPLIED);
301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 284 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
302 } 285 }
303 else 286 else
304 { 287 {
305 SET_FLAG (skill, FLAG_APPLIED); 288 skill->set_flag (FLAG_APPLIED);
306 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 289 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
307 } 290 }
308 291
309 op->update_stats (); 292 op->update_stats ();
310 success = 1; 293 success = 1;
391 case SK_ALCHEMY: 374 case SK_ALCHEMY:
392 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
393 case SK_LITERACY: 376 case SK_LITERACY:
394 case SK_WOODSMAN: 377 case SK_WOODSMAN:
395 /* first, we try to find a cauldron, and do the alchemy thing. 378 /* first, we try to find a cauldron, and do the alchemy thing.
396 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
397 */ 380 */
398 { 381 {
399 bool found_cauldron = false; 382 bool found_cauldron = false;
400 383
401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 384 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
402 { 385 {
403 next = tmp->above; 386 next = tmp->above;
404 387
405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 388 if (tmp->flag [FLAG_IS_CAULDRON])
406 { 389 {
407 found_cauldron = true; 390 found_cauldron = true;
408 391
409 if (tmp->skill != skill->skill) 392 if (tmp->skill != skill->skill)
410 { 393 {
414 break; 397 break;
415 } 398 }
416 399
417 attempt_do_alchemy (op, tmp, skill); 400 attempt_do_alchemy (op, tmp, skill);
418 401
419 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 402 if (tmp->flag [FLAG_APPLIED])
420 esrv_send_inventory (op, tmp); 403 esrv_send_inventory (op, tmp);
421 } 404 }
422 } 405 }
423 406
424 if (!found_cauldron) 407 if (!found_cauldron)
466 449
467 case SK_MINING: 450 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string); 451 success = skill_mining (op, part, skill, dir, string);
469 break; 452 break;
470 453
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
473 break;
474
475 default: 454 default:
476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 455 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
477 break; 456 break;
478 } 457 }
479 458
480 /* For players we now update the speed_left from using the skill. 459 /* For players we now update the speed_left from using the skill.
481 * Monsters have no skill use time because of the random nature in 460 * Monsters have no skill use time because of the random nature in
482 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
483 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
484 * in the code for the skill itself. 463 * in the code for the skill itself.
485 */ 464 */
486 if (op->type == PLAYER) 465 if (op->type == PLAYER)
536 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
537 * 516 *
538 * If an object is not alive and magical we set the base exp higher to 517 * If an object is not alive and magical we set the base exp higher to
539 * help out exp awards for skill_ident skills. Also, if 518 * help out exp awards for skill_ident skills. Also, if
540 * an item is type RUNE, we give out exp based on stats.Cha 519 * an item is type RUNE, we give out exp based on stats.Cha
541 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
542 */ 521 */
543 if (!op) 522 if (!op)
544 { /* no item/creature */ 523 { /* no item/creature */
545 op_lvl = max (1, who->map->difficulty); 524 op_lvl = max (1, who->map->difficulty);
546 op_exp = 0; 525 op_exp = 0;
553 } 532 }
554 else 533 else
555 { /* all other items/living creatures */ 534 { /* all other items/living creatures */
556 op_exp = op->stats.exp; 535 op_exp = op->stats.exp;
557 op_lvl = op->level; 536 op_lvl = op->level;
558 if (!QUERY_FLAG (op, FLAG_ALIVE)) 537 if (!op->flag [FLAG_ALIVE])
559 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 538 op_lvl += 5 * abs (op->magic); /* for ident/make items */
560 } 539 }
561 540
562 if (op_lvl < 1) 541 if (op_lvl < 1)
563 op_lvl = 1; 542 op_lvl = 1;
610} 589}
611 590
612/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
613 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
614 * exact name of the requested skill. 593 * exact name of the requested skill.
615 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
616 * they can equip. 595 * they can equip.
617 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
618 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
619 */ 598 */
620int 599int
627 } 606 }
628 607
629 object *tmp = find_skill (pl, scroll->skill); 608 object *tmp = find_skill (pl, scroll->skill);
630 609
631 /* player already knows it */ 610 /* player already knows it */
632 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 611 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
633 return 0; 612 return 0;
634 613
635 /* now a random change to learn, based on player Int. 614 /* now a random change to learn, based on player Int.
636 * give bonus based on level - otherwise stupid characters 615 * give bonus based on level - otherwise stupid characters
637 * might never be able to learn anything. 616 * might never be able to learn anything.
646 { 625 {
647 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 626 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
648 return 2; 627 return 2;
649 } 628 }
650 629
651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 630 tmp->set_flag (FLAG_CAN_USE_SKILL);
652 631
653 return 1; 632 return 1;
654} 633}
655 634
656/* Gives a percentage clipped to 0% -> 100% of a/b. */ 635/* Gives a percentage clipped to 0% -> 100% of a/b. */
669 return 0; 648 return 0;
670 else if (rv > 100) 649 else if (rv > 100)
671 return 100; 650 return 100;
672 651
673 return rv; 652 return rv;
653}
654
655static int
656cmp_skillp (const void *sk1, const void *sk2)
657{
658 return strcmp (&((*(const object **) sk1)->name),
659 &((*(const object **) sk2)->name));
674} 660}
675 661
676/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
677 * their current skill list. 663 * their current skill list.
678 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
679 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
680 * max weapon improvments, item power). 666 * max weapon improvments, item power).
681 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
682 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
683 * just dumped this as we found it, this would be a bit 669 * just dumped this as we found it, this would be a bit
684 * simpler. 670 * simpler.
685 */ 671 */
686//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
687void 672void
688show_skills (object *pl, const char *search) 673show_skills (object *pl, const char *search)
689{ 674{
690 const char *cp; 675 const char *cp;
691 int i, num_skills_found = 0; 676 int i, num_skills_found = 0;
692 const char *const periods = ".............................."; // 30 677 object *skills[CS_NUM_SKILLS];
693
694 /* Need to have a pointer and use strdup for qsort to work properly */
695 char skills[NUM_SKILLS][128]; // d'oh
696
697 object *op = pl->contr->ob; 678 object *op = pl->contr->ob;
698 679
680 /* find the skills */
699 for (object *tmp = op->inv; tmp; tmp = tmp->below) 681 for (object *tmp = op->inv; tmp; tmp = tmp->below)
700 { 682 {
701 if (tmp->type == SKILL) 683 if (tmp->type == SKILL)
702 { 684 {
703 if (search && !tmp->name.contains (search)) 685 if (search && !tmp->name.contains (search))
704 continue; 686 continue;
705 687
706 char buf[30]; 688 skills[num_skills_found++] = tmp;
707
708 /* Basically want to fill this out to 30 spaces with periods */
709 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
710
711 if (settings.permanent_exp_ratio)
712 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
713 buf, tmp->level, tmp->stats.exp,
714 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
715 else
716 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
717 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
718 689
719 /* I don't know why some characters get a bunch of skills, but 690 /* I don't know why some characters get a bunch of skills, but
720 * it sometimes happens (maybe a leftover from bugier earlier code 691 * it sometimes happens (maybe a leftover from bugier earlier code
721 * and those character are still about). In any case, lets handle 692 * and those character are still about). In any case, lets handle
722 * it so it doesn't crash the server - otherwise, one character may 693 * it so it doesn't crash the server - otherwise, one character may
723 * crash the server numerous times. 694 * crash the server numerous times.
724 */ 695 */
725 if (num_skills_found >= NUM_SKILLS) 696 if (num_skills_found >= CS_NUM_SKILLS)
726 { 697 {
727 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
728 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); 699 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
729 break; 700 break;
730 } 701 }
733 704
734 dynbuf_text &msg = msg_dynbuf; msg.clear (); 705 dynbuf_text &msg = msg_dynbuf; msg.clear ();
735 706
736 msg << "T<Player skills:>\n\n"; 707 msg << "T<Player skills:>\n\n";
737 if (num_skills_found > 1) 708 if (num_skills_found > 1)
738 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
739 710
711 char buf[31]; /* +1 for '\0' */
712 const char *const periods = ".............................."; // 30
713
740 for (i = 0; i < num_skills_found; i++) 714 for (i = 0; i < num_skills_found; i++) {
741 msg << " C<" << skills [i] << ">\n"; 715 object *tmp = skills[i];
716
717 /* Basically want to fill this out to 30 spaces with periods */
718 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
719
720 msg << " C<";
721
722 if (settings.permanent_exp_ratio)
723 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
724 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
725 clipped_percent (tmp->perm_exp, tmp->stats.exp));
726 else
727 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
728 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
729
730 msg << ">\n";
731 }
742 732
743 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 733 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
744 734
745 cp = determine_god (op); 735 cp = determine_god (op);
746 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 736 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
750 << ".\n"; 740 << ".\n";
751 741
752 pl->contr->infobox (MSG_CHANNEL ("skills"), msg); 742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
753} 743}
754 744
755/* use_skill() - similar to invoke command, it executes the skill in the 745/* use_skill() - similar to invoke command, it executes the skill in the
756 * direction that the user is facing. Returns false if we are unable to 746 * direction that the user is facing. Returns false if we are unable to
757 * change to the requested skill, or were unable to use the skill properly. 747 * change to the requested skill, or were unable to use the skill properly.
758 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
759 * our own find_skill_by_name so we can try to do better string matching. 749 * our own find_skill_by_name so we can try to do better string matching.
760 */ 750 */
761int 751int
762use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
763{ 753{
831 */ 821 */
832static object * 822static object *
833find_player_hth_skill (object *op) 823find_player_hth_skill (object *op)
834{ 824{
835 for (object *tmp = op->inv; tmp; tmp = tmp->below) 825 for (object *tmp = op->inv; tmp; tmp = tmp->below)
836 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 826 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
837 return tmp; 827 return tmp;
838 828
839 return 0; 829 return 0;
840} 830}
841 831
869 } 859 }
870 else 860 else
871 { 861 {
872 if (!pl->combat_ob) 862 if (!pl->combat_ob)
873 { 863 {
874 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 864 if (op->flag [FLAG_READY_WEAPON])
875 { 865 {
876 for (tmp = op->inv; tmp; tmp = tmp->below) 866 for (tmp = op->inv; tmp; tmp = tmp->below)
877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 867 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
878 break; 868 break;
879 869
880 if (!tmp) 870 if (!tmp)
881 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 871 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
882 872
908 } 898 }
909 } 899 }
910 900
911 if (!op->apply (pl->combat_ob)) 901 if (!op->apply (pl->combat_ob))
912 return 0; 902 return 0;
903
904 if (!op->chosen_skill)
905 {
906 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
907 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
908 return 0;
909 }
913 } 910 }
914 911
915 /* lose invisiblity/hiding status for running attacks */ 912 /* lose invisiblity/hiding status for running attacks */
916 if (pl->tmp_invis) 913 if (pl->tmp_invis)
917 { 914 {
924 921
925 int success = attack_ob (tmp, op); 922 int success = attack_ob (tmp, op);
926 923
927 /* print appropriate messages to the player */ 924 /* print appropriate messages to the player */
928 925
929 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 926 if (success && string && tmp && !tmp->flag [FLAG_FREED])
930 { 927 {
931 if (op->type == PLAYER) 928 if (op->type == PLAYER)
932 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 929 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
933 else if (tmp->type == PLAYER) 930 else if (tmp->type == PLAYER)
934 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 931 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
956 int mflags; 953 int mflags;
957 954
958 if (!dir) 955 if (!dir)
959 dir = pl->facing; 956 dir = pl->facing;
960 957
961 tx = freearr_x[dir]; 958 tx = DIRX (dir);
962 ty = freearr_y[dir]; 959 ty = DIRY (dir);
963 960
964 /* If we don't yet have an opponent, find if one exists, and attack. 961 /* If we don't yet have an opponent, find if one exists, and attack.
965 * Legal opponents are the same as outlined in move_player_attack() 962 * Legal opponents are the same as outlined in move_player_attack()
966 */ 963 */
967 if (!tmp) 964 if (!tmp)
968 { 965 {
969 m = pl->map; 966 m = pl->map;
970 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
971 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
972 969
973 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
974 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
975 return 0; 972 return 0;
976 973
977 /* space must be blocked for there to be anything interesting to do */ 974 /* space must be blocked for there to be anything interesting to do */
978 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 975 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
979 return 0; 976 return 0;
980 977
981 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 978 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
982 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 979 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
983 { 980 {
984 /* Don't attack party members */ 981 /* Don't attack party members */
985 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 982 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
986 return 0; 983 return 0;
987 984
1009static int 1006static int
1010attack_hth (object *pl, int dir, const char *string, object *skill) 1007attack_hth (object *pl, int dir, const char *string, object *skill)
1011{ 1008{
1012 object *enemy = NULL, *weapon; 1009 object *enemy = NULL, *weapon;
1013 1010
1014 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1011 if (pl->flag [FLAG_READY_WEAPON])
1015 for (weapon = pl->inv; weapon; weapon = weapon->below) 1012 for (weapon = pl->inv; weapon; weapon = weapon->below)
1016 { 1013 {
1017 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1014 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1018 { 1015 {
1019 CLEAR_FLAG (weapon, FLAG_APPLIED); 1016 weapon->clr_flag (FLAG_APPLIED);
1020 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1017 pl->clr_flag (FLAG_READY_WEAPON);
1021 pl->update_stats (); 1018 pl->update_stats ();
1022 if (pl->type == PLAYER) 1019 if (pl->type == PLAYER)
1023 { 1020 {
1024 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1021 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1025 esrv_update_item (UPD_FLAGS, pl, weapon); 1022 esrv_update_item (UPD_FLAGS, pl, weapon);
1043 */ 1040 */
1044static int 1041static int
1045attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1042attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1046{ 1043{
1047 1044
1048 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1045 if (!op->flag [FLAG_READY_WEAPON])
1049 { 1046 {
1050 if (op->type == PLAYER) 1047 if (op->type == PLAYER)
1051 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1048 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1052 1049
1053 return 0; 1050 return 0;

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