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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.39 by root, Wed May 9 11:32:31 2007 UTC vs.
Revision 1.92 by root, Sat Apr 10 04:54:10 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 if (!name) 145 object *skill_tool = 0;
146
147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
149 {
150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
151 /* If this is a skill that can be used without applying tool, return it */
152 return splay (tmp);
153 /* Try to find appropriate skilltool. If the player has one already
154 * applied, we try to keep using that one.
155 */
156 else if (tmp->type == SKILL_TOOL && !skill_tool)
157 skill_tool = tmp;
158 }
159
160 if (!skill_tool)
121 return 0; 161 return 0;
122
123 object *skill = 0, *skill_tool = 0;
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 (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 162
150 /* 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 -
151 * 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
152 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
153 */ 166 */
154 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
155 {
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 if (apply_special (who, skill_tool, 0))
158 return 0;
159 168
160 if (!skill) 169 if (!skill)
161 {
162 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165 171
172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
166 return skill; 174 return 0;
167 } 175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (name)
183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185 && tmp->skill.starts_with (name))
186 if (object *skop = find_skill_by_name (who, tmp->skill))
187 return skop;
168 188
169 return 0; 189 return 0;
170} 190}
171 191
172
173/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
174 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
175 * 194 *
176 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
177 * use the skill, so thus if use of the skill requires a skill 196 * use the skill, so thus if use of the skill requires a skill
178 * tool, this code will equip it. 197 * tool, this code will equip it.
179 * 198 *
182 * this replaces find_skill. 201 * this replaces find_skill.
183 */ 202 */
184object * 203object *
185find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
186{ 205{
187 object *skill = NULL, *skill_tool = NULL, *tmp;
188
189 if (skillno < 1 || skillno >= NUM_SKILLS)
190 return NULL;
191
192 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
193 {
194 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
195 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
196
197 /* Try to find appropriate skilltool. If the player has one already
198 * applied, we try to keep using that one.
199 */
200 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
201 {
202 if (QUERY_FLAG (tmp, FLAG_APPLIED))
203 skill_tool = tmp;
204 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
205 skill_tool = tmp;
206 }
207 }
208 /* If this is a skill that can be used without a tool, return it */
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210 return skill;
211
212 /* Player has a tool to use the skill. IF not applied, apply it -
213 * if not successful, return null. If they do have the skill tool
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill; 209 return skop;
231 }
232 210
233 return NULL; 211 return 0;
234} 212}
235 213
236/* This changes the objects skill to new_skill. 214/* This changes the objects chosen_skill to new_skill.
237 * note that this function doesn't always need to get used -
238 * you can now add skill exp to the player without the chosen_skill being
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error 215 * return 1 on success, 0 on error
242 */ 216 */
243int 217bool
244change_skill (object *who, object *new_skill, int flag) 218object::change_skill (object *new_skill)
245{ 219{
246 if (who->type != PLAYER) 220 if (type != PLAYER)
247 return 0; 221 return 0;
248 222
249 if (!new_skill) 223 // optimise this supposedly common case
250 { 224 if (new_skill == chosen_skill)
251 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
252 who->debug_desc ());
253 return 0;
254 }
255
256 player *pl = who->contr;
257
258 // move skill to front, so it will be preferred next time
259 new_skill->remove ();
260 who->insert (new_skill);
261
262 if (apply_special (who, new_skill, AP_APPLY))
263 return 0; 225 return 1;
264 226
227 if (chosen_skill)
228 {
229 chosen_skill->flag [FLAG_APPLIED] = false;
230 change_abil (this, chosen_skill);
231 }
232
233 chosen_skill = new_skill;
234
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 ();
265 return 1; 247 return 1;
266}
267
268/* This function just clears the chosen_skill and range_skill values
269 * in the player.
270 */
271void
272clear_skill (object *who)
273{
274 who->chosen_skill = 0;
275 CLEAR_FLAG (who, FLAG_READY_SKILL);
276
277 if (who->type == PLAYER)
278 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
279 who->contr->ranged_ob = 0;
280} 248}
281 249
282/* do_skill() - Main skills use function-similar in scope to cast_spell(). 250/* do_skill() - Main skills use function-similar in scope to cast_spell().
283 * We handle all requests for skill use outside of some combat here. 251 * We handle all requests for skill use outside of some combat here.
284 * We require a separate routine outside of fire() so as to allow monsters 252 * We require a separate routine outside of fire() so as to allow monsters
291 */ 259 */
292int 260int
293do_skill (object *op, object *part, object *skill, int dir, const char *string) 261do_skill (object *op, object *part, object *skill, int dir, const char *string)
294{ 262{
295 int success = 0, exp = 0; 263 int success = 0, exp = 0;
296 int did_alc = 0;
297 object *tmp, *next;
298 264
299 if (!skill) 265 if (!skill)
300 return 0; 266 return 0;
301 267
302 /* The code below presumes that the skill points to the object that 268 /* The code below presumes that the skill points to the object that
304 * go and try to find the actual real skill pointer, and if the 270 * go and try to find the actual real skill pointer, and if the
305 * the player doesn't have a bucket for that, create one. 271 * the player doesn't have a bucket for that, create one.
306 */ 272 */
307 if (skill->type != SKILL && op->type == PLAYER) 273 if (skill->type != SKILL && op->type == PLAYER)
308 { 274 {
309 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
310 if (tmp->type == SKILL && tmp->skill == skill->skill) 276 if (tmp->type == SKILL && tmp->skill == skill->skill)
311 break; 277 {
278 skill = tmp;
279 goto found;
280 }
312 281
313 if (!tmp)
314 tmp = give_skill_by_name (op, skill->skill); 282 skill = give_skill_by_name (op, skill->skill);
315 283found: ;
316 skill = tmp;
317 } 284 }
318 285
319 // skill, by_whom, on_which_object, which direction, skill_argument 286 // skill, by_whom, on_which_object, which direction, skill_argument
320 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 287 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
321 return 0; 288 return 0;
334 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
335 } 302 }
336 else 303 else
337 { 304 {
338 SET_FLAG (skill, FLAG_APPLIED); 305 SET_FLAG (skill, FLAG_APPLIED);
339 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 306 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
340 } 307 }
341 308
342 op->update_stats (); 309 op->update_stats ();
343 success = 1; 310 success = 1;
344 break; 311 break;
354 case SK_HIDING: 321 case SK_HIDING:
355 exp = success = hide (op, skill); 322 exp = success = hide (op, skill);
356 break; 323 break;
357 324
358 case SK_JUMPING: 325 case SK_JUMPING:
359 success = jump (op, dir, skill); 326 exp = success = jump (op, dir, skill);
360 break; 327 break;
361 328
362 case SK_INSCRIPTION: 329 case SK_INSCRIPTION:
363 exp = success = write_on_item (op, string, skill); 330 exp = success = write_on_item (op, string, skill);
364 break; 331 break;
426 case SK_LITERACY: 393 case SK_LITERACY:
427 case SK_WOODSMAN: 394 case SK_WOODSMAN:
428 /* first, we try to find a cauldron, and do the alchemy thing. 395 /* first, we try to find a cauldron, and do the alchemy thing.
429 * failing that, we go and identify stuff. 396 * failing that, we go and identify stuff.
430 */ 397 */
398 {
399 bool found_cauldron = false;
400
431 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
432 { 402 {
433 next = tmp->above; 403 next = tmp->above;
434 404
435 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
436 { 406 {
407 found_cauldron = true;
408
409 if (tmp->skill != skill->skill)
410 {
411 op->failmsgf ("You can't use the %s with the %s skill!",
412 query_name (tmp),
413 query_name (skill));
414 break;
415 }
416
437 attempt_do_alchemy (op, tmp); 417 attempt_do_alchemy (op, tmp, skill);
438 418
439 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 419 if (QUERY_FLAG (tmp, FLAG_APPLIED))
440 esrv_send_inventory (op, tmp); 420 esrv_send_inventory (op, tmp);
441
442 did_alc = 1;
443 } 421 }
444 } 422 }
445 423
446 if (did_alc == 0) 424 if (!found_cauldron)
447 exp = success = skill_ident (op, skill); 425 exp = success = skill_ident (op, skill);
448 426 }
449 break; 427 break;
450 428
451 case SK_DET_MAGIC: 429 case SK_DET_MAGIC:
452 case SK_DET_CURSE: 430 case SK_DET_CURSE:
453 exp = success = skill_ident (op, skill); 431 exp = success = skill_ident (op, skill);
484 case SK_SUMMONING: 462 case SK_SUMMONING:
485 case SK_CLIMBING: 463 case SK_CLIMBING:
486 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 464 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
487 break; 465 break;
488 466
467 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string);
469 break;
470
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
473 break;
474
489 default: 475 default:
490 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
491 break; 477 break;
492 } 478 }
493 479
495 * Monsters have no skill use time because of the random nature in 481 * Monsters have no skill use time because of the random nature in
496 * which use_monster_skill is called already simulates this. 482 * which use_monster_skill is called already simulates this.
497 * If certain skills should take more/less time, that should be 483 * If certain skills should take more/less time, that should be
498 * in the code for the skill itself. 484 * in the code for the skill itself.
499 */ 485 */
500
501 if (op->type == PLAYER) 486 if (op->type == PLAYER)
502 op->speed_left -= 1.0; 487 op->speed_left -= 1.f;
503 488
504 /* this is a good place to add experience for successfull use of skills. 489 /* this is a good place to add experience for successfull use of skills.
505 * Note that add_exp() will figure out player/monster experience 490 * Note that add_exp() will figure out player/monster experience
506 * gain problems. 491 * gain problems.
507 */ 492 */
553 * If an object is not alive and magical we set the base exp higher to 538 * If an object is not alive and magical we set the base exp higher to
554 * help out exp awards for skill_ident skills. Also, if 539 * help out exp awards for skill_ident skills. Also, if
555 * an item is type RUNE, we give out exp based on stats.Cha 540 * an item is type RUNE, we give out exp based on stats.Cha
556 * and level (this was the old system) -b.t. 541 * and level (this was the old system) -b.t.
557 */ 542 */
558
559 if (!op) 543 if (!op)
560 { /* no item/creature */ 544 { /* no item/creature */
561 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 545 op_lvl = max (1, who->map->difficulty);
562 op_exp = 0; 546 op_exp = 0;
563 } 547 }
564 else if (op->type == RUNE || op->type == TRAP) 548 else if (op->type == RUNE || op->type == TRAP)
565 { /* all traps. If stats.Cha > 1 we use that 549 { /* all traps. If stats.Cha > 1 we use that
566 * for the amount of experience */ 550 * for the amount of experience */
570 else 554 else
571 { /* all other items/living creatures */ 555 { /* all other items/living creatures */
572 op_exp = op->stats.exp; 556 op_exp = op->stats.exp;
573 op_lvl = op->level; 557 op_lvl = op->level;
574 if (!QUERY_FLAG (op, FLAG_ALIVE)) 558 if (!QUERY_FLAG (op, FLAG_ALIVE))
575 { /* for ident/make items */ 559 op_lvl += 5 * abs (op->magic); /* for ident/make items */
576 op_lvl += 5 * abs (op->magic);
577 }
578 } 560 }
579 561
580 if (op_lvl < 1) 562 if (op_lvl < 1)
581 op_lvl = 1; 563 op_lvl = 1;
582 564
590 /* if skill really is a skill, then we can look at the skill archetype for 572 /* if skill really is a skill, then we can look at the skill archetype for
591 * bse reward value (exp) and level multiplier factor. 573 * bse reward value (exp) and level multiplier factor.
592 */ 574 */
593 if (skill->type == SKILL) 575 if (skill->type == SKILL)
594 { 576 {
595 base += skill->arch->clone.stats.exp; 577 base += skill->arch->stats.exp;
596 if (settings.simple_exp) 578 if (settings.simple_exp)
597 { 579 {
598 if (skill->arch->clone.level) 580 if (skill->arch->level)
599 lvl_mult = (float) skill->arch->clone.level / 100.0; 581 lvl_mult = (float) skill->arch->level / 100.0;
600 else 582 else
601 lvl_mult = 1.0; /* no adjustment */ 583 lvl_mult = 1.0; /* no adjustment */
602 } 584 }
603 else 585 else
604 { 586 {
605 if (skill->level) 587 if (skill->level)
606 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 588 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
607 else 589 else
608 lvl_mult = 1.0; 590 lvl_mult = 1.0;
609 } 591 }
610 } 592 }
611 else 593 else
612 { 594 {
613 /* Don't divide by zero here! */ 595 /* Don't divide by zero here! */
614 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 596 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
615 } 597 }
616 } 598 }
617 599
618 /* assemble the exp total, and return value */ 600 /* assemble the exp total, and return value */
619 601
636 * player learns the skill, 2 otherwise. 618 * player learns the skill, 2 otherwise.
637 */ 619 */
638int 620int
639learn_skill (object *pl, object *scroll) 621learn_skill (object *pl, object *scroll)
640{ 622{
641 object *tmp;
642
643 if (!scroll->skill) 623 if (!scroll->skill)
644 { 624 {
645 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 625 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
646 return 2; 626 return 2;
647 } 627 }
648 628
649 /* can't use find_skill_by_name because we want skills the player knows 629 object *tmp = find_skill (pl, scroll->skill);
650 * but can't use natively.
651 */
652
653 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
654 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
655 break;
656 630
657 /* player already knows it */ 631 /* player already knows it */
658 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 632 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
659 return 0; 633 return 0;
660 634
673 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 647 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
674 return 2; 648 return 2;
675 } 649 }
676 650
677 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
678 link_player_skills (pl); 652
679 return 1; 653 return 1;
680} 654}
681 655
682/* Gives a percentage clipped to 0% -> 100% of a/b. */ 656/* Gives a percentage clipped to 0% -> 100% of a/b. */
683
684/* Probably belongs in some global utils-type file? */ 657/* Probably belongs in some global utils-type file? */
685static int 658static int
686clipped_percent (sint64 a, sint64 b) 659clipped_percent (sint64 a, sint64 b)
687{ 660{
688 int rv; 661 int rv;
708 * Note this function is a bit more complicated becauase we 681 * Note this function is a bit more complicated becauase we
709 * we want ot sort the skills before printing them. If we 682 * we want ot sort the skills before printing them. If we
710 * just dumped this as we found it, this would be a bit 683 * just dumped this as we found it, this would be a bit
711 * simpler. 684 * simpler.
712 */ 685 */
713 686//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
714void 687void
715show_skills (object *op, const char *search) 688show_skills (object *pl, const char *search)
716{ 689{
717 object *tmp = NULL;
718 char buf[MAX_BUF];
719 const char *cp; 690 const char *cp;
720 int i, num_skills_found = 0; 691 int i, num_skills_found = 0;
721 static const char *const periods = "........................................"; 692 const char *const periods = ".............................."; // 30
722 693
723 /* Need to have a pointer and use strdup for qsort to work properly */ 694 /* Need to have a pointer and use strdup for qsort to work properly */
724 char skills[NUM_SKILLS][MAX_BUF]; 695 char skills[NUM_SKILLS][128]; // d'oh
725 696
697 object *op = pl->contr->ob;
726 698
727 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 699 for (object *tmp = op->inv; tmp; tmp = tmp->below)
728 { 700 {
729 if (tmp->type == SKILL) 701 if (tmp->type == SKILL)
730 { 702 {
731 if (search && strstr (tmp->name, search) == NULL) 703 if (search && !tmp->name.contains (search))
732 continue; 704 continue;
705
706 char buf[30];
707
733 /* Basically want to fill this out to 40 spaces with periods */ 708 /* Basically want to fill this out to 30 spaces with periods */
734 sprintf (buf, "%s%s", &tmp->name, periods); 709 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
735 buf[40] = 0;
736 710
737 if (settings.permanent_exp_ratio) 711 if (settings.permanent_exp_ratio)
738 {
739 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 712 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
740 buf, tmp->level, tmp->stats.exp, 713 buf, tmp->level, tmp->stats.exp,
741 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 714 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
742 }
743 else 715 else
744 {
745 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 716 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
746 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 717 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
747 } 718
748 /* I don't know why some characters get a bunch of skills, but 719 /* I don't know why some characters get a bunch of skills, but
749 * it sometimes happens (maybe a leftover from bugier earlier code 720 * it sometimes happens (maybe a leftover from bugier earlier code
750 * and those character are still about). In any case, lets handle 721 * and those character are still about). In any case, lets handle
751 * it so it doesn't crash the server - otherwise, one character may 722 * it so it doesn't crash the server - otherwise, one character may
752 * crash the server numerous times. 723 * crash the server numerous times.
753 */ 724 */
754 if (num_skills_found >= NUM_SKILLS) 725 if (num_skills_found >= NUM_SKILLS)
755 { 726 {
756 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 727 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
757 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 728 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
758 break; 729 break;
759 } 730 }
760 } 731 }
761 } 732 }
762 733
763 clear_win_info (op); 734 dynbuf_text &msg = msg_dynbuf; msg.clear ();
764 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 735
736 msg << "T<Player skills:>\n\n";
765 if (num_skills_found > 1) 737 if (num_skills_found > 1)
766 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 738 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
767 739
768 for (i = 0; i < num_skills_found; i++) 740 for (i = 0; i < num_skills_found; i++)
769 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 741 msg << " C<" << skills [i] << ">\n";
770 742
771 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 743 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
772 744
773 cp = determine_god (op); 745 cp = determine_god (op);
774 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 746 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
775 747
776 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 748 msg << "Your equipped item power is " << (int)op->contr->item_power
777 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 749 << " out of " << int (op->level * settings.item_power_factor)
750 << ".\n";
751
752 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
778} 753}
779 754
780/* use_skill() - similar to invoke command, it executes the skill in the 755/* use_skill() - similar to invoke command, it executes the skill in the
781 * direction that the user is facing. Returns false if we are unable to 756 * direction that the user is facing. Returns false if we are unable to
782 * change to the requested skill, or were unable to use the skill properly. 757 * change to the requested skill, or were unable to use the skill properly.
783 * This is tricky because skills can have spaces. We basically roll 758 * This is tricky because skills can have spaces. We basically roll
784 * our own find_skill_by_name so we can try to do better string matching. 759 * our own find_skill_by_name so we can try to do better string matching.
785 */ 760 */
786
787int 761int
788use_skill (object *op, const char *string) 762use_skill (object *op, const char *string)
789{ 763{
790 object *skop; 764 object *skop;
791 size_t len; 765 size_t len;
792 766
793 if (!string) 767 if (!string)
794 return 0; 768 return 0;
795 769
796 for (skop = op->inv; skop != NULL; skop = skop->below) 770 for (skop = op->inv; skop; skop = skop->below)
797 { 771 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
798 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
799 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 772 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
773 {
774 skop = find_skill_by_name (op, skop->skill);
800 break; 775 break;
801 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
802 break;
803 } 776 }
777
804 if (!skop) 778 if (!skop)
805 { 779 {
806 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 780 op->failmsgf ("Unable to find skill %s.", string);
781 return 0;
782 }
783
784 if (!(skill_flags [skop->subtype] & SF_USE))
785 {
786 op->failmsgf (
787 "You feel as if you wanted to do something funny, but you can't remember what. "
788 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
789 "use it with some item, or it's always active.>",
790 &skop->skill
791 );
807 return 0; 792 return 0;
808 } 793 }
809 794
810 len = strlen (skop->skill); 795 len = strlen (skop->skill);
811 796
813 * options given to the skill. Its pretty simple - if there 798 * options given to the skill. Its pretty simple - if there
814 * are extra parameters (as deteremined by string length), we 799 * are extra parameters (as deteremined by string length), we
815 * want to skip over any leading spaces. 800 * want to skip over any leading spaces.
816 */ 801 */
817 if (len >= strlen (string)) 802 if (len >= strlen (string))
818 {
819 string = NULL; 803 string = NULL;
820 }
821 else 804 else
822 { 805 {
823 string += len; 806 string += len;
824 while (*string == 0x20) 807 while (*string == 0x20)
825 string++; 808 string++;
809
826 if (strlen (string) == 0) 810 if (strlen (string) == 0)
827 string = NULL; 811 string = NULL;
828 } 812 }
829 813
830#ifdef SKILL_UTIL_DEBUG 814#ifdef SKILL_UTIL_DEBUG
831 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 815 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
832#endif 816#endif
833 817
834 /* Change to the new skill, then execute it. */
835 if (do_skill (op, op, skop, op->facing, string)) 818 if (do_skill (op, op, skop, op->facing, string))
836 return 1; 819 return 1;
837 820
838 return 0; 821 return 0;
839} 822}
840 823
841static bool 824static bool
842hth_skill_p (object *skill) 825hth_skill_p (object *skill)
843{ 826{
844 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 827 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
845} 828}
846 829
847/* This finds the first unarmed skill the player has, and returns it. 830/* This finds the first unarmed skill the player has, and returns it.
848 */ 831 */
849static object * 832static object *
877 * the caller should have set it appropriately). We still want to pass 860 * the caller should have set it appropriately). We still want to pass
878 * through that code if skill is set to change to the skill. 861 * through that code if skill is set to change to the skill.
879 */ 862 */
880 if (player *pl = op->contr) 863 if (player *pl = op->contr)
881 { 864 {
882 if (!pl->combat_ob) 865 if (skill)
883 { 866 {
884 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 867 if (!op->apply (skill))
868 return 0;
869 }
870 else
871 {
872 if (!pl->combat_ob)
885 { 873 {
886 for (tmp = op->inv; tmp; tmp = tmp->below) 874 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
887 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
888 break;
889
890 if (!tmp)
891 { 875 {
876 for (tmp = op->inv; tmp; tmp = tmp->below)
877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
878 break;
879
880 if (!tmp)
892 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 881 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
893 return 0; 882
883 pl->combat_ob = tmp;
894 } 884 }
895 885
896 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 886 if (!pl->combat_ob)
897 }
898 else
899 {
900 if (!skill)
901 { 887 {
902 /* See if the players chosen skill is a combat skill, and use 888 /* See if the players chosen skill is a combat skill, and use
903 * it if appropriate. 889 * it if appropriate.
904 */ 890 */
905 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 891 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 else 893 else
908 { 894 {
909 skill = find_player_hth_skill (op); 895 skill = find_player_hth_skill (op);
910 896
911 if (!skill) 897 if (!skill)
912 {
913 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 898 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
914 return 0;
915 }
916 } 899 }
900
901 op->apply (skill);
917 } 902 }
918 903
919 /* now try to ready the new skill */ 904 if (!pl->combat_ob)
920 if (!change_skill (op, skill, 0)) 905 {
921 { /* oh oh, trouble! */ 906 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
922 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
923 return 0; 907 return 0;
924 } 908 }
925 } 909 }
926 910
927 if (!pl->combat_ob) 911 if (!op->apply (pl->combat_ob))
928 {
929 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
930 return 0; 912 return 0;
931 }
932 } 913 }
933
934 op->set_weapon (pl->combat_ob);
935 914
936 /* lose invisiblity/hiding status for running attacks */ 915 /* lose invisiblity/hiding status for running attacks */
937 if (pl->tmp_invis) 916 if (pl->tmp_invis)
938 { 917 {
939 pl->tmp_invis = 0; 918 pl->tmp_invis = 0;
940 op->invisible = 0; 919 op->invisible = 0;
941 op->hide = 0; 920 op->flag [FLAG_HIDDEN] = 0;
942 update_object (op, UP_OBJ_CHANGE); 921 update_object (op, UP_OBJ_CHANGE);
943 } 922 }
944 } 923 }
945 924
946 int success = attack_ob (tmp, op); 925 int success = attack_ob (tmp, op);
958 return success; 937 return success;
959} 938}
960 939
961/* skill_attack() - Core routine for use when we attack using a skills 940/* skill_attack() - Core routine for use when we attack using a skills
962 * system. In essence, this code handles 941 * system. In essence, this code handles
963 * all skill-based attacks, ie hth, missile and melee weapons should be 942 * all skill-based attacks, i.e. hth, missile and melee weapons should be
964 * treated here. If an opponent is already supplied by move_player(), 943 * treated here. If an opponent is already supplied by move_player(),
965 * we move right onto do_skill_attack(), otherwise we find if an 944 * we move right onto do_skill_attack(), otherwise we find if an
966 * appropriate opponent exists. 945 * appropriate opponent exists.
967 * 946 *
968 * This is called by move_player() and attack_hth() 947 * This is called by move_player() and attack_hth()
1073 1052
1074 return 0; 1053 return 0;
1075 } 1054 }
1076 1055
1077 return skill_attack (NULL, op, dir, string, skill); 1056 return skill_attack (NULL, op, dir, string, skill);
1078
1079} 1057}
1058

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