ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.58 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 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. */
25 26
26/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
50# define def(uc, flags) flags, 51# define def(uc, flags) flags,
51# include "skillinc.h" 52# include "skillinc.h"
52# undef def 53# undef def
53}; 54};
54 55
56vector<object_ptr> skillvec;
57
55static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 60
58/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
60 * subtypes. 63 * subtypes.
61 */ 64 */
62void 65void
63init_skills (void) 66init_skills ()
64{ 67{
65 for_all_archetypes (at) 68 // nop
66 if (at->type == SKILL) 69}
70
71void
72add_skill_archetype (object *o)
73{
74 printf ("<%s><%s>\n", &o->name, &o->skill);//D
75
76 assert (("skill name must equal skill skill", o->name == o->skill));
77
78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79 if ((*i)->name == o->name)
67 { 80 {
68 if (skill_names[at->subtype]) 81 // replace existing entry
69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 82 SKILL_INDEX (o) = i - skillvec.begin ();
70 at->subtype, &skill_names[at->subtype], &at->skill); 83 *i = o;
71 else 84 return;
72 skill_names[at->subtype] = at->skill;
73 } 85 }
74 86
75 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
76 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
77 */ 89 SKILL_INDEX (o) = skillvec.size ();
78 for (int i = 1; i < NUM_SKILLS; i++) 90 skillvec.push_back (o);
79 if (!skill_names[i])
80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81} 91}
82 92
83/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
84 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 96 * mostly used for sending exp.
87 */ 97 */
88void 98void
89link_player_skills (object *op) 99player::link_skills ()
90{ 100{
101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 last_skill_ob [i] = 0;
103
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
93 { 106 {
94 /* This is really a warning, hence no else below */ 107 int idx = SKILL_INDEX (tmp);
95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
98 108
99 if (tmp->subtype >= NUM_SKILLS) 109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 110
101 else 111 if (last_skill_ob [idx] != tmp)
102 { 112 {
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 113 last_skill_ob [idx] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 114 if (ns)
115 ns->last_skill_exp [idx] = -1;
105 } 116 }
106 } 117 }
107} 118}
108 119
109static object * 120static object *
110find_skill (object *who, const shstr &sh) 121find_skill (object *who, shstr_cmp name)
111{ 122{
123 if (who->chosen_skill
124 && who->chosen_skill->skill == name
125 && who->chosen_skill->type == SKILL)
126 return who->chosen_skill;
127
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 128 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 129 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 130 return splay (tmp);
115 131
116 return 0; 132 return 0;
133}
134
135object *
136player::find_skill (shstr_cmp name) const
137{
138 // might want to use last_skill_obj at one point, or maybe not
139 return ::find_skill (ob, name);
117} 140}
118 141
119/* This returns the skill pointer of the given name (the 142/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 143 * one that accumulates exp, has the level, etc).
121 * 144 *
122 * It is presumed that the player will be needing to actually 145 * It is presumed that the player will be needing to actually
123 * use the skill, so thus if use of the skill requires a skill 146 * use the skill, so thus if use of the skill requires a skill
124 * tool, this code will equip it. 147 * tool, this code will equip it.
125 */ 148 */
126object * 149object *
127find_skill_by_name (object *who, const shstr &sh) 150find_skill_by_name (object *who, shstr_cmp sh)
128{ 151{
129 object *skill_tool = 0; 152 object *skill_tool = 0;
130 153
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 155 if (tmp->skill == sh)
146 169
147 /* Player has a tool to use the skill. If not applied, apply it - 170 /* Player has a tool to use the skill. If not applied, apply it -
148 * if not successful, return null. If they do have the skill tool 171 * if not successful, return null. If they do have the skill tool
149 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
150 */ 173 */
151 object *skill = find_skill (who, skill_tool->skill); 174 object *skill = who->give_skill (skill_tool->skill);
152
153 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 175
159 if (!skill_tool->flag [FLAG_APPLIED]) 176 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 177 if (!who->apply (splay (skill_tool)))
161 return 0; 178 return 0;
162 179
163 return splay (skill); 180 return splay (skill);
164} 181}
165 182
166object * 183object *
167find_skill_by_name (object *who, const char *name) 184find_skill_by_name_fuzzy (object *who, const char *name)
168{ 185{
169 if (!name) 186 if (name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 187 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 188 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 189 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 190 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 191 return skop;
177 192
178 return 0; 193 return 0;
179} 194}
180 195
181/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
186 * tool, this code will equip it. 201 * tool, this code will equip it.
187 * 202 *
188 * This code is basically the same as find_skill_by_name() above, 203 * This code is basically the same as find_skill_by_name() above,
189 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
190 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
191 */ 208 */
192object * 209object *
193find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
194{ 211{
195 for (object *tmp = who->inv; tmp; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
198 return skop; 215 return skop;
199 216
200 return 0; 217 return 0;
201} 218}
202 219
203/* This changes the objects chosen_skill to new_skill. 220object *
204 * return 1 on success, 0 on error 221object::give_skill (shstr_cmp name, bool can_use)
205 */
206bool
207object::change_skill (object *new_skill)
208{ 222{
209 if (type != PLAYER) 223 object *skill = find_skill (this, name);
210 return 0;
211 224
212 // optimise this supposedly common case
213 if (new_skill == chosen_skill)
214 return 1;
215
216 if (chosen_skill) 225 if (!skill)
217 { 226 skill = give_skill_by_name (this, name);
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221 227
222 chosen_skill = new_skill; 228 if (skill && can_use)
229 skill->flag [FLAG_CAN_USE_SKILL] = true;
223 230
224 if (chosen_skill)
225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
229
230 // always clear current weapon, as the selected skill could
231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
234
235 update_stats ();
236 return 1; 231 return skill;
237} 232}
238 233
239/* do_skill() - Main skills use function-similar in scope to cast_spell(). 234/* do_skill() - Main skills use function-similar in scope to cast_spell().
240 * We handle all requests for skill use outside of some combat here. 235 * We handle all requests for skill use outside of some combat here.
241 * We require a separate routine outside of fire() so as to allow monsters 236 * We require a separate routine outside of fire() so as to allow monsters
248 */ 243 */
249int 244int
250do_skill (object *op, object *part, object *skill, int dir, const char *string) 245do_skill (object *op, object *part, object *skill, int dir, const char *string)
251{ 246{
252 int success = 0, exp = 0; 247 int success = 0, exp = 0;
253 int did_alc = 0;
254 248
255 if (!skill) 249 if (!skill)
256 return 0; 250 return 0;
257 251
258 /* The code below presumes that the skill points to the object that 252 /* The code below presumes that the skill points to the object that
283 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
284 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
285 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
286 * shouldn't. 280 * shouldn't.
287 */ 281 */
288 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
289 { 283 {
290 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 } 286 }
293 else 287 else
294 { 288 {
295 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 290 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
297 } 291 }
298 292
299 op->update_stats (); 293 op->update_stats ();
300 success = 1; 294 success = 1;
301 break; 295 break;
311 case SK_HIDING: 305 case SK_HIDING:
312 exp = success = hide (op, skill); 306 exp = success = hide (op, skill);
313 break; 307 break;
314 308
315 case SK_JUMPING: 309 case SK_JUMPING:
316 success = jump (op, dir, skill); 310 exp = success = jump (op, dir, skill);
317 break; 311 break;
318 312
319 case SK_INSCRIPTION: 313 case SK_INSCRIPTION:
320 exp = success = write_on_item (op, string, skill); 314 exp = success = write_on_item (op, string, skill);
321 break; 315 break;
383 case SK_LITERACY: 377 case SK_LITERACY:
384 case SK_WOODSMAN: 378 case SK_WOODSMAN:
385 /* first, we try to find a cauldron, and do the alchemy thing. 379 /* first, we try to find a cauldron, and do the alchemy thing.
386 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
387 */ 381 */
382 {
383 bool found_cauldron = false;
384
388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 385 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
389 { 386 {
390 next = tmp->above; 387 next = tmp->above;
391 388
392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
393 { 390 {
391 found_cauldron = true;
392
393 if (tmp->skill != skill->skill)
394 {
395 op->failmsgf ("You can't use the %s with the %s skill!",
396 query_name (tmp),
397 query_name (skill));
398 break;
399 }
400
394 attempt_do_alchemy (op, tmp); 401 attempt_do_alchemy (op, tmp, skill);
395 402
396 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
397 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
398
399 did_alc = 1;
400 } 405 }
401 } 406 }
402 407
403 if (did_alc == 0) 408 if (!found_cauldron)
404 exp = success = skill_ident (op, skill); 409 exp = success = skill_ident (op, skill);
405 410 }
406 break; 411 break;
407 412
408 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
409 case SK_DET_CURSE: 414 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill); 415 exp = success = skill_ident (op, skill);
441 case SK_SUMMONING: 446 case SK_SUMMONING:
442 case SK_CLIMBING: 447 case SK_CLIMBING:
443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 448 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
444 break; 449 break;
445 450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
453 break;
454
446 default: 455 default:
447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 456 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
448 break; 457 break;
449 } 458 }
450 459
452 * Monsters have no skill use time because of the random nature in 461 * Monsters have no skill use time because of the random nature in
453 * which use_monster_skill is called already simulates this. 462 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 463 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 464 * in the code for the skill itself.
456 */ 465 */
457
458 if (op->type == PLAYER) 466 if (op->type == PLAYER)
459 op->speed_left -= 1.f; 467 op->speed_left -= 1.f;
460 468
461 /* this is a good place to add experience for successfull use of skills. 469 /* this is a good place to add experience for successfull use of skills.
462 * Note that add_exp() will figure out player/monster experience 470 * Note that add_exp() will figure out player/monster experience
510 * If an object is not alive and magical we set the base exp higher to 518 * If an object is not alive and magical we set the base exp higher to
511 * help out exp awards for skill_ident skills. Also, if 519 * help out exp awards for skill_ident skills. Also, if
512 * an item is type RUNE, we give out exp based on stats.Cha 520 * an item is type RUNE, we give out exp based on stats.Cha
513 * and level (this was the old system) -b.t. 521 * and level (this was the old system) -b.t.
514 */ 522 */
515
516 if (!op) 523 if (!op)
517 { /* no item/creature */ 524 { /* no item/creature */
518 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 525 op_lvl = max (1, who->map->difficulty);
519 op_exp = 0; 526 op_exp = 0;
520 } 527 }
521 else if (op->type == RUNE || op->type == TRAP) 528 else if (op->type == RUNE || op->type == TRAP)
522 { /* all traps. If stats.Cha > 1 we use that 529 { /* all traps. If stats.Cha > 1 we use that
523 * for the amount of experience */ 530 * for the amount of experience */
526 } 533 }
527 else 534 else
528 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
529 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
530 op_lvl = op->level; 537 op_lvl = op->level;
531 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
532 { /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
533 op_lvl += 5 * abs (op->magic);
534 }
535 } 540 }
536 541
537 if (op_lvl < 1) 542 if (op_lvl < 1)
538 op_lvl = 1; 543 op_lvl = 1;
539 544
566 } 571 }
567 } 572 }
568 else 573 else
569 { 574 {
570 /* Don't divide by zero here! */ 575 /* Don't divide by zero here! */
571 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
572 } 577 }
573 } 578 }
574 579
575 /* assemble the exp total, and return value */ 580 /* assemble the exp total, and return value */
576 581
602 } 607 }
603 608
604 object *tmp = find_skill (pl, scroll->skill); 609 object *tmp = find_skill (pl, scroll->skill);
605 610
606 /* player already knows it */ 611 /* player already knows it */
607 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
608 return 0; 613 return 0;
609 614
610 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
611 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
612 * might never be able to learn anything. 617 * might never be able to learn anything.
621 { 626 {
622 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 627 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
623 return 2; 628 return 2;
624 } 629 }
625 630
626 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
627 link_player_skills (pl); 632
628 return 1; 633 return 1;
629} 634}
630 635
631/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
632/* Probably belongs in some global utils-type file? */ 637/* Probably belongs in some global utils-type file? */
658 * just dumped this as we found it, this would be a bit 663 * just dumped this as we found it, this would be a bit
659 * simpler. 664 * simpler.
660 */ 665 */
661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
662void 667void
663show_skills (object *op, const char *search) 668show_skills (object *pl, const char *search)
664{ 669{
665 object *tmp = NULL;
666 char buf[MAX_BUF];
667 const char *cp; 670 const char *cp;
668 int i, num_skills_found = 0; 671 int i, num_skills_found = 0;
669 static const char *const periods = "........................................"; 672 const char *const periods = ".............................."; // 30
670 673
671 /* Need to have a pointer and use strdup for qsort to work properly */ 674 /* Need to have a pointer and use strdup for qsort to work properly */
672 char skills[NUM_SKILLS][MAX_BUF]; 675 char skills[NUM_SKILLS][128]; // d'oh
673 676
677 object *op = pl->contr->ob;
678
674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
675 { 680 {
676 if (tmp->type == SKILL) 681 if (tmp->type == SKILL)
677 { 682 {
678 if (search && strstr (tmp->name, search) == NULL) 683 if (search && !tmp->name.contains (search))
679 continue; 684 continue;
685
686 char buf[30];
687
680 /* Basically want to fill this out to 40 spaces with periods */ 688 /* Basically want to fill this out to 30 spaces with periods */
681 sprintf (buf, "%s%s", &tmp->name, periods); 689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
682 buf[40] = 0;
683 690
684 if (settings.permanent_exp_ratio) 691 if (settings.permanent_exp_ratio)
685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
686 buf, tmp->level, tmp->stats.exp, 693 buf, tmp->level, tmp->stats.exp,
687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 694 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
688 else 695 else
689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 697 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
691 698
692 /* I don't know why some characters get a bunch of skills, but 699 /* I don't know why some characters get a bunch of skills, but
693 * it sometimes happens (maybe a leftover from bugier earlier code 700 * it sometimes happens (maybe a leftover from bugier earlier code
694 * and those character are still about). In any case, lets handle 701 * and those character are still about). In any case, lets handle
695 * it so it doesn't crash the server - otherwise, one character may 702 * it so it doesn't crash the server - otherwise, one character may
696 * crash the server numerous times. 703 * crash the server numerous times.
697 */ 704 */
698 if (num_skills_found >= NUM_SKILLS) 705 if (num_skills_found >= NUM_SKILLS)
699 { 706 {
700 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 707 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
701 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 708 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
702 break; 709 break;
703 } 710 }
704 } 711 }
705 } 712 }
706 713
707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
715
716 msg << "T<Player skills:>\n\n";
708 if (num_skills_found > 1) 717 if (num_skills_found > 1)
709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 718 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
710 719
711 for (i = 0; i < num_skills_found; i++) 720 for (i = 0; i < num_skills_found; i++)
712 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 721 msg << " C<" << skills [i] << ">\n";
713 722
714 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 723 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
715 724
716 cp = determine_god (op); 725 cp = determine_god (op);
717 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 726 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
718 727
719 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 728 msg << "Your equipped item power is " << (int)op->contr->item_power
720 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 729 << " out of " << int (op->level * settings.item_power_factor)
730 << ".\n";
731
732 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
721} 733}
722 734
723/* use_skill() - similar to invoke command, it executes the skill in the 735/* use_skill() - similar to invoke command, it executes the skill in the
724 * direction that the user is facing. Returns false if we are unable to 736 * direction that the user is facing. Returns false if we are unable to
725 * change to the requested skill, or were unable to use the skill properly. 737 * change to the requested skill, or were unable to use the skill properly.
734 746
735 if (!string) 747 if (!string)
736 return 0; 748 return 0;
737 749
738 for (skop = op->inv; skop; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
739 { 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
740 if (skop->type == SKILL
741 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 752 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
753 {
754 skop = find_skill_by_name (op, skop->skill);
743 break; 755 break;
744 else if (skop->type == SKILL_TOOL
745 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
746 break;
747 } 756 }
748 757
749 if (!skop) 758 if (!skop)
750 { 759 {
751 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 760 op->failmsgf ("Unable to find skill %s.", string);
761 return 0;
762 }
763
764 if (!(skill_flags [skop->subtype] & SF_USE))
765 {
766 op->failmsgf (
767 "You feel as if you wanted to do something funny, but you can't remember what. "
768 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
769 "use it with some item, or it's always active.>",
770 &skop->skill
771 );
752 return 0; 772 return 0;
753 } 773 }
754 774
755 len = strlen (skop->skill); 775 len = strlen (skop->skill);
756 776
782} 802}
783 803
784static bool 804static bool
785hth_skill_p (object *skill) 805hth_skill_p (object *skill)
786{ 806{
787 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
788} 808}
789 809
790/* This finds the first unarmed skill the player has, and returns it. 810/* This finds the first unarmed skill the player has, and returns it.
791 */ 811 */
792static object * 812static object *
793find_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
794{ 814{
795 for (object *tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
796 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
797 return tmp; 817 return tmp;
798 818
799 return 0; 819 return 0;
800} 820}
801 821
820 * the caller should have set it appropriately). We still want to pass 840 * the caller should have set it appropriately). We still want to pass
821 * through that code if skill is set to change to the skill. 841 * through that code if skill is set to change to the skill.
822 */ 842 */
823 if (player *pl = op->contr) 843 if (player *pl = op->contr)
824 { 844 {
825 if (!pl->combat_ob) 845 if (skill)
826 { 846 {
827 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 847 if (!op->apply (skill))
828 { 848 return 0;
829 for (tmp = op->inv; tmp; tmp = tmp->below)
830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
831 break;
832
833 if (!tmp)
834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
835
836 pl->combat_ob = tmp;
837 } 849 }
838 850 else
851 {
839 if (!pl->combat_ob) 852 if (!pl->combat_ob)
840 { 853 {
854 if (op->flag [FLAG_READY_WEAPON])
855 {
856 for (tmp = op->inv; tmp; tmp = tmp->below)
857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
858 break;
859
841 if (!skill) 860 if (!tmp)
861 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
862
863 pl->combat_ob = tmp;
864 }
865
866 if (!pl->combat_ob)
842 { 867 {
843 /* See if the players chosen skill is a combat skill, and use 868 /* See if the players chosen skill is a combat skill, and use
844 * it if appropriate. 869 * it if appropriate.
845 */ 870 */
846 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 871 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
850 skill = find_player_hth_skill (op); 875 skill = find_player_hth_skill (op);
851 876
852 if (!skill) 877 if (!skill)
853 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
854 } 879 }
880
881 op->apply (skill);
855 } 882 }
856 883
857 if (skill) 884 if (!pl->combat_ob)
858 { 885 {
859 op->change_skill (0); 886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
860 apply_special (op, skill, AP_APPLY); 887 return 0;
861 } 888 }
862 } 889 }
863 890
864 if (!pl->combat_ob) 891 if (!op->apply (pl->combat_ob))
865 {
866 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
867 return 0; 892 return 0;
868 }
869 } 893 }
870
871 if (!op->change_weapon (pl->combat_ob))
872 return 0;
873 894
874 /* lose invisiblity/hiding status for running attacks */ 895 /* lose invisiblity/hiding status for running attacks */
875 if (pl->tmp_invis) 896 if (pl->tmp_invis)
876 { 897 {
877 pl->tmp_invis = 0; 898 pl->tmp_invis = 0;
878 op->invisible = 0; 899 op->invisible = 0;
879 op->hide = 0; 900 op->flag [FLAG_HIDDEN] = 0;
880 update_object (op, UP_OBJ_CHANGE); 901 update_object (op, UP_OBJ_CHANGE);
881 } 902 }
882 } 903 }
883 904
884 int success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
885 906
886 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
887 908
888 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
889 { 910 {
890 if (op->type == PLAYER) 911 if (op->type == PLAYER)
891 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 912 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
892 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
893 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 914 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
896 return success; 917 return success;
897} 918}
898 919
899/* skill_attack() - Core routine for use when we attack using a skills 920/* skill_attack() - Core routine for use when we attack using a skills
900 * system. In essence, this code handles 921 * system. In essence, this code handles
901 * all skill-based attacks, ie hth, missile and melee weapons should be 922 * all skill-based attacks, i.e. hth, missile and melee weapons should be
902 * treated here. If an opponent is already supplied by move_player(), 923 * treated here. If an opponent is already supplied by move_player(),
903 * we move right onto do_skill_attack(), otherwise we find if an 924 * we move right onto do_skill_attack(), otherwise we find if an
904 * appropriate opponent exists. 925 * appropriate opponent exists.
905 * 926 *
906 * This is called by move_player() and attack_hth() 927 * This is called by move_player() and attack_hth()
936 /* space must be blocked for there to be anything interesting to do */ 957 /* space must be blocked for there to be anything interesting to do */
937 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 958 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
938 return 0; 959 return 0;
939 960
940 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 961 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
941 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 962 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
942 { 963 {
943 /* Don't attack party members */ 964 /* Don't attack party members */
944 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 965 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
945 return 0; 966 return 0;
946 967
968static int 989static int
969attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
970{ 991{
971 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
972 993
973 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
974 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
975 { 996 {
976 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
977 { 998 {
978 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
979 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
980 pl->update_stats (); 1001 pl->update_stats ();
981 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
982 { 1003 {
983 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1004 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
984 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1002 */ 1023 */
1003static int 1024static int
1004attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1005{ 1026{
1006 1027
1007 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1008 { 1029 {
1009 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1010 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1031 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1011 1032
1012 return 0; 1033 return 0;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines