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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * 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 |
9 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
51 | # define def(uc, flags) flags, |
51 | # define def(uc, flags) flags, |
52 | # include "skillinc.h" |
52 | # include "skillinc.h" |
53 | # undef def |
53 | # undef def |
54 | }; |
54 | }; |
55 | |
55 | |
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56 | vector<object_ptr> skillvec; |
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57 | |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
58 | |
60 | |
59 | /* init_skills basically just sets up the skill_names table |
61 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
62 | * above. The index into the array is set up by the |
61 | * subtypes. |
63 | * subtypes. |
62 | */ |
64 | */ |
63 | void |
65 | void |
64 | init_skills () |
66 | init_skills () |
65 | { |
67 | { |
66 | for_all_archetypes (at) |
68 | // nop |
67 | if (at->type == SKILL) |
69 | } |
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70 | |
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71 | void |
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72 | add_skill_archetype (object *o) |
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73 | { |
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74 | assert (("skill name must equal skill skill", o->name == o->skill)); |
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75 | |
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76 | for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
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77 | if ((*i)->name == o->name) |
68 | { |
78 | { |
69 | if (skill_names[at->subtype]) |
79 | // replace existing entry |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
80 | SKILL_INDEX (o) = i - skillvec.begin (); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
81 | *i = o; |
72 | else |
82 | return; |
73 | skill_names[at->subtype] = at->skill; |
|
|
74 | } |
83 | } |
75 | |
84 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
85 | // add new entry |
77 | * checking for this may catch some user errors. |
86 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
78 | */ |
87 | SKILL_INDEX (o) = skillvec.size (); |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
88 | skillvec.push_back (o); |
80 | if (!skill_names[i]) |
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|
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
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82 | } |
89 | } |
83 | |
90 | |
84 | /* This function goes through the player inventory and sets |
91 | /* This function goes through the player inventory and sets |
85 | * up the last_skills[] array in the player object. |
92 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
93 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
94 | * mostly used for sending exp. |
88 | */ |
95 | */ |
89 | void |
96 | void |
90 | player::link_skills () |
97 | player::link_skills () |
91 | { |
98 | { |
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
99 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
93 | last_skill_ob [i] = 0; |
100 | last_skill_ob [i] = 0; |
94 | |
101 | |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
102 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
96 | if (tmp->type == SKILL) |
103 | if (tmp->type == SKILL) |
97 | { |
104 | { |
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105 | int idx = SKILL_INDEX (tmp); |
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106 | |
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
107 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
99 | |
108 | |
100 | if (last_skill_ob [tmp->subtype] != tmp) |
109 | if (last_skill_ob [idx] != tmp) |
101 | { |
110 | { |
102 | /* This is really a warning, hence no else below */ |
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103 | if (last_skill_ob [tmp->subtype]) |
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104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
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106 | |
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107 | last_skill_ob [tmp->subtype] = tmp; |
111 | last_skill_ob [idx] = tmp; |
108 | if (ns) |
112 | if (ns) |
109 | ns->last_skill_exp [tmp->subtype] = -1; |
113 | ns->last_skill_exp [idx] = -1; |
110 | } |
114 | } |
111 | } |
115 | } |
112 | } |
116 | } |
113 | |
117 | |
114 | static object * |
118 | static object * |
… | |
… | |
124 | return splay (tmp); |
128 | return splay (tmp); |
125 | |
129 | |
126 | return 0; |
130 | return 0; |
127 | } |
131 | } |
128 | |
132 | |
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133 | object * |
129 | object *player::find_skill (shstr_cmp name) const |
134 | player::find_skill (shstr_cmp name) const |
130 | { |
135 | { |
131 | // might want to use last_skill_obj at one point, or maybe not |
136 | // might want to use last_skill_obj at one point, or maybe not |
132 | return ::find_skill (ob, name); |
137 | return ::find_skill (ob, name); |
133 | } |
138 | } |
134 | |
139 | |
… | |
… | |
162 | |
167 | |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
168 | /* 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 |
169 | * if not successful, return null. If they do have the skill tool |
165 | * but not the skill itself, give it to them. |
170 | * but not the skill itself, give it to them. |
166 | */ |
171 | */ |
167 | object *skill = find_skill (who, skill_tool->skill); |
172 | object *skill = who->give_skill (skill_tool->skill); |
168 | |
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169 | if (!skill) |
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170 | skill = give_skill_by_name (who, skill_tool->skill); |
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171 | |
173 | |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
174 | if (!skill_tool->flag [FLAG_APPLIED]) |
173 | if (!who->apply (splay (skill_tool))) |
175 | if (!who->apply (splay (skill_tool))) |
174 | return 0; |
176 | return 0; |
175 | |
177 | |
… | |
… | |
177 | } |
179 | } |
178 | |
180 | |
179 | object * |
181 | object * |
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
182 | find_skill_by_name_fuzzy (object *who, const char *name) |
181 | { |
183 | { |
182 | if (!name) |
184 | if (name) |
183 | return 0; |
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184 | |
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185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
187 | && tmp->skill.starts_with (name)) |
187 | && tmp->skill.starts_with (name)) |
188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
189 | return skop; |
189 | return skop; |
190 | |
190 | |
191 | return 0; |
191 | return 0; |
192 | } |
192 | } |
193 | |
193 | |
194 | /* This returns the skill pointer of the given name (the |
194 | /* This returns the skill pointer of the given name (the |
… | |
… | |
199 | * tool, this code will equip it. |
199 | * tool, this code will equip it. |
200 | * |
200 | * |
201 | * This code is basically the same as find_skill_by_name() above, |
201 | * This code is basically the same as find_skill_by_name() above, |
202 | * but instead a skill name, we search by matching number. |
202 | * but instead a skill name, we search by matching number. |
203 | * this replaces find_skill. |
203 | * this replaces find_skill. |
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204 | * |
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205 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
204 | */ |
206 | */ |
205 | object * |
207 | object * |
206 | find_skill_by_number (object *who, int skillno) |
208 | find_skill_by_number (object *who, int skillno) |
207 | { |
209 | { |
208 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
210 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
… | |
… | |
211 | return skop; |
213 | return skop; |
212 | |
214 | |
213 | return 0; |
215 | return 0; |
214 | } |
216 | } |
215 | |
217 | |
216 | /* This changes the objects chosen_skill to new_skill. |
218 | object * |
217 | * return 1 on success, 0 on error |
219 | object::give_skill (shstr_cmp name, bool can_use) |
218 | */ |
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219 | bool |
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220 | object::change_skill (object *new_skill) |
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221 | { |
220 | { |
222 | if (type != PLAYER) |
221 | object *skill = find_skill (this, name); |
223 | return 0; |
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224 | |
222 | |
225 | // optimise this supposedly common case |
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226 | if (new_skill == chosen_skill) |
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227 | return 1; |
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228 | |
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229 | if (chosen_skill) |
223 | if (!skill) |
230 | { |
224 | skill = give_skill_by_name (this, name); |
231 | chosen_skill->flag [FLAG_APPLIED] = false; |
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232 | change_abil (this, chosen_skill); |
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233 | } |
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234 | |
225 | |
235 | chosen_skill = new_skill; |
226 | if (skill && can_use) |
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227 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
236 | |
228 | |
237 | if (chosen_skill) |
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238 | { |
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239 | chosen_skill->flag [FLAG_APPLIED] = true; |
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240 | change_abil (this, chosen_skill); |
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241 | } |
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242 | |
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243 | // always clear current weapon, as the selected skill could |
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244 | // conflict with the current weapon skill, which would go |
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245 | // undetected and exp would be given to the wrong skill. |
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246 | current_weapon = 0; |
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247 | |
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248 | update_stats (); |
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249 | return 1; |
229 | return skill; |
250 | } |
230 | } |
251 | |
231 | |
252 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
232 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
253 | * We handle all requests for skill use outside of some combat here. |
233 | * We handle all requests for skill use outside of some combat here. |
254 | * We require a separate routine outside of fire() so as to allow monsters |
234 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
295 | /* Not 100% sure if this will work with new movement code - |
275 | /* Not 100% sure if this will work with new movement code - |
296 | * the levitation skill has move_type for flying, so when |
276 | * the levitation skill has move_type for flying, so when |
297 | * equipped, that should transfer to player, when not, |
277 | * equipped, that should transfer to player, when not, |
298 | * shouldn't. |
278 | * shouldn't. |
299 | */ |
279 | */ |
300 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
280 | if (skill->flag [FLAG_APPLIED]) |
301 | { |
281 | { |
302 | CLEAR_FLAG (skill, FLAG_APPLIED); |
282 | skill->clr_flag (FLAG_APPLIED); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
283 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
304 | } |
284 | } |
305 | else |
285 | else |
306 | { |
286 | { |
307 | SET_FLAG (skill, FLAG_APPLIED); |
287 | skill->set_flag (FLAG_APPLIED); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
288 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
309 | } |
289 | } |
310 | |
290 | |
311 | op->update_stats (); |
291 | op->update_stats (); |
312 | success = 1; |
292 | success = 1; |
… | |
… | |
402 | |
382 | |
403 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
383 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
404 | { |
384 | { |
405 | next = tmp->above; |
385 | next = tmp->above; |
406 | |
386 | |
407 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
387 | if (tmp->flag [FLAG_IS_CAULDRON]) |
408 | { |
388 | { |
409 | found_cauldron = true; |
389 | found_cauldron = true; |
410 | |
390 | |
411 | if (tmp->skill != skill->skill) |
391 | if (tmp->skill != skill->skill) |
412 | { |
392 | { |
413 | op->failmsg (format ("You can't use the %s with the %s skill!", |
393 | op->failmsgf ("You can't use the %s with the %s skill!", |
414 | query_name (tmp), |
394 | query_name (tmp), |
415 | query_name (skill))); |
395 | query_name (skill)); |
416 | break; |
396 | break; |
417 | } |
397 | } |
418 | |
398 | |
419 | attempt_do_alchemy (op, tmp, skill); |
399 | attempt_do_alchemy (op, tmp, skill); |
420 | |
400 | |
421 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
401 | if (tmp->flag [FLAG_APPLIED]) |
422 | esrv_send_inventory (op, tmp); |
402 | esrv_send_inventory (op, tmp); |
423 | } |
403 | } |
424 | } |
404 | } |
425 | |
405 | |
426 | if (!found_cauldron) |
406 | if (!found_cauldron) |
… | |
… | |
466 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
446 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
467 | break; |
447 | break; |
468 | |
448 | |
469 | case SK_MINING: |
449 | case SK_MINING: |
470 | success = skill_mining (op, part, skill, dir, string); |
450 | success = skill_mining (op, part, skill, dir, string); |
471 | break; |
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472 | |
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473 | case SK_FISHING: |
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474 | success = skill_fishing (op, part, skill, dir, string); |
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475 | break; |
451 | break; |
476 | |
452 | |
477 | default: |
453 | default: |
478 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
454 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
479 | break; |
455 | break; |
… | |
… | |
555 | } |
531 | } |
556 | else |
532 | else |
557 | { /* all other items/living creatures */ |
533 | { /* all other items/living creatures */ |
558 | op_exp = op->stats.exp; |
534 | op_exp = op->stats.exp; |
559 | op_lvl = op->level; |
535 | op_lvl = op->level; |
560 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
536 | if (!op->flag [FLAG_ALIVE]) |
561 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
537 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
562 | } |
538 | } |
563 | |
539 | |
564 | if (op_lvl < 1) |
540 | if (op_lvl < 1) |
565 | op_lvl = 1; |
541 | op_lvl = 1; |
… | |
… | |
629 | } |
605 | } |
630 | |
606 | |
631 | object *tmp = find_skill (pl, scroll->skill); |
607 | object *tmp = find_skill (pl, scroll->skill); |
632 | |
608 | |
633 | /* player already knows it */ |
609 | /* player already knows it */ |
634 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
610 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
635 | return 0; |
611 | return 0; |
636 | |
612 | |
637 | /* now a random change to learn, based on player Int. |
613 | /* now a random change to learn, based on player Int. |
638 | * give bonus based on level - otherwise stupid characters |
614 | * give bonus based on level - otherwise stupid characters |
639 | * might never be able to learn anything. |
615 | * might never be able to learn anything. |
… | |
… | |
648 | { |
624 | { |
649 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
625 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
650 | return 2; |
626 | return 2; |
651 | } |
627 | } |
652 | |
628 | |
653 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
629 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
654 | |
630 | |
655 | return 1; |
631 | return 1; |
656 | } |
632 | } |
657 | |
633 | |
658 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
634 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
… | |
… | |
671 | return 0; |
647 | return 0; |
672 | else if (rv > 100) |
648 | else if (rv > 100) |
673 | return 100; |
649 | return 100; |
674 | |
650 | |
675 | return rv; |
651 | return rv; |
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652 | } |
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653 | |
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654 | static int |
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655 | cmp_skillp (const void *sk1, const void *sk2) |
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656 | { |
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657 | return strcmp (&((*(const object **) sk1)->name), |
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658 | &((*(const object **) sk2)->name)); |
676 | } |
659 | } |
677 | |
660 | |
678 | /* show_skills() - Meant to allow players to examine |
661 | /* show_skills() - Meant to allow players to examine |
679 | * their current skill list. |
662 | * their current skill list. |
680 | * This shows the amount of exp they have in the skills. |
663 | * This shows the amount of exp they have in the skills. |
… | |
… | |
683 | * Note this function is a bit more complicated becauase we |
666 | * Note this function is a bit more complicated becauase we |
684 | * we want ot sort the skills before printing them. If we |
667 | * we want ot sort the skills before printing them. If we |
685 | * just dumped this as we found it, this would be a bit |
668 | * just dumped this as we found it, this would be a bit |
686 | * simpler. |
669 | * simpler. |
687 | */ |
670 | */ |
688 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
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689 | void |
671 | void |
690 | show_skills (object *pl, const char *search) |
672 | show_skills (object *pl, const char *search) |
691 | { |
673 | { |
692 | const char *cp; |
674 | const char *cp; |
693 | int i, num_skills_found = 0; |
675 | int i, num_skills_found = 0; |
694 | const char *const periods = ".............................."; // 30 |
676 | object *skills[CS_NUM_SKILLS]; |
695 | |
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696 | /* Need to have a pointer and use strdup for qsort to work properly */ |
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697 | char skills[NUM_SKILLS][128]; // d'oh |
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698 | |
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699 | object *op = pl->contr->ob; |
677 | object *op = pl->contr->ob; |
700 | |
678 | |
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679 | /* find the skills */ |
701 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
680 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
702 | { |
681 | { |
703 | if (tmp->type == SKILL) |
682 | if (tmp->type == SKILL) |
704 | { |
683 | { |
705 | if (search && !tmp->name.contains (search)) |
684 | if (search && !tmp->name.contains (search)) |
706 | continue; |
685 | continue; |
707 | |
686 | |
708 | char buf[30]; |
687 | skills[num_skills_found++] = tmp; |
709 | |
|
|
710 | /* Basically want to fill this out to 30 spaces with periods */ |
|
|
711 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
|
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712 | |
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|
713 | if (settings.permanent_exp_ratio) |
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714 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
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715 | buf, tmp->level, tmp->stats.exp, |
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716 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
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717 | else |
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718 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
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719 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
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720 | |
688 | |
721 | /* I don't know why some characters get a bunch of skills, but |
689 | /* I don't know why some characters get a bunch of skills, but |
722 | * it sometimes happens (maybe a leftover from bugier earlier code |
690 | * it sometimes happens (maybe a leftover from bugier earlier code |
723 | * and those character are still about). In any case, lets handle |
691 | * and those character are still about). In any case, lets handle |
724 | * it so it doesn't crash the server - otherwise, one character may |
692 | * it so it doesn't crash the server - otherwise, one character may |
725 | * crash the server numerous times. |
693 | * crash the server numerous times. |
726 | */ |
694 | */ |
727 | if (num_skills_found >= NUM_SKILLS) |
695 | if (num_skills_found >= CS_NUM_SKILLS) |
728 | { |
696 | { |
729 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
697 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
730 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
698 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
731 | break; |
699 | break; |
732 | } |
700 | } |
… | |
… | |
735 | |
703 | |
736 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
704 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
737 | |
705 | |
738 | msg << "T<Player skills:>\n\n"; |
706 | msg << "T<Player skills:>\n\n"; |
739 | if (num_skills_found > 1) |
707 | if (num_skills_found > 1) |
740 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
708 | qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp); |
741 | |
709 | |
|
|
710 | char buf[31]; /* +1 for '\0' */ |
|
|
711 | const char *const periods = ".............................."; // 30 |
|
|
712 | |
742 | for (i = 0; i < num_skills_found; i++) |
713 | for (i = 0; i < num_skills_found; i++) { |
743 | msg << " C<" << skills [i] << ">\n"; |
714 | object *tmp = skills[i]; |
|
|
715 | |
|
|
716 | /* Basically want to fill this out to 30 spaces with periods */ |
|
|
717 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
|
|
718 | |
|
|
719 | msg << " C<"; |
|
|
720 | |
|
|
721 | if (settings.permanent_exp_ratio) |
|
|
722 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
|
|
723 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul), |
|
|
724 | clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
725 | else |
|
|
726 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
727 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
728 | |
|
|
729 | msg << ">\n"; |
|
|
730 | } |
744 | |
731 | |
745 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
732 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
746 | |
733 | |
747 | cp = determine_god (op); |
734 | cp = determine_god (op); |
748 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
735 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
… | |
… | |
777 | break; |
764 | break; |
778 | } |
765 | } |
779 | |
766 | |
780 | if (!skop) |
767 | if (!skop) |
781 | { |
768 | { |
782 | op->failmsg (format ("Unable to find skill %s.", string)); |
769 | op->failmsgf ("Unable to find skill %s.", string); |
783 | return 0; |
770 | return 0; |
784 | } |
771 | } |
785 | |
772 | |
786 | if (!(skill_flags [skop->subtype] & SF_USE)) |
773 | if (!(skill_flags [skop->subtype] & SF_USE)) |
787 | { |
774 | { |
788 | op->failmsg (format ( |
775 | op->failmsgf ( |
789 | "You feel as if you wanted to do something funny, but you can't remember what. " |
776 | "You feel as if you wanted to do something funny, but you can't remember what. " |
790 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
777 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
791 | "use it with some item, or it's always active.>", |
778 | "use it with some item, or it's always active.>", |
792 | &skop->skill |
779 | &skop->skill |
793 | )); |
780 | ); |
794 | return 0; |
781 | return 0; |
795 | } |
782 | } |
796 | |
783 | |
797 | len = strlen (skop->skill); |
784 | len = strlen (skop->skill); |
798 | |
785 | |
… | |
… | |
833 | */ |
820 | */ |
834 | static object * |
821 | static object * |
835 | find_player_hth_skill (object *op) |
822 | find_player_hth_skill (object *op) |
836 | { |
823 | { |
837 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
824 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
838 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
825 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
839 | return tmp; |
826 | return tmp; |
840 | |
827 | |
841 | return 0; |
828 | return 0; |
842 | } |
829 | } |
843 | |
830 | |
… | |
… | |
871 | } |
858 | } |
872 | else |
859 | else |
873 | { |
860 | { |
874 | if (!pl->combat_ob) |
861 | if (!pl->combat_ob) |
875 | { |
862 | { |
876 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
863 | if (op->flag [FLAG_READY_WEAPON]) |
877 | { |
864 | { |
878 | for (tmp = op->inv; tmp; tmp = tmp->below) |
865 | for (tmp = op->inv; tmp; tmp = tmp->below) |
879 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
866 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
880 | break; |
867 | break; |
881 | |
868 | |
882 | if (!tmp) |
869 | if (!tmp) |
883 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
870 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
884 | |
871 | |
… | |
… | |
910 | } |
897 | } |
911 | } |
898 | } |
912 | |
899 | |
913 | if (!op->apply (pl->combat_ob)) |
900 | if (!op->apply (pl->combat_ob)) |
914 | return 0; |
901 | return 0; |
|
|
902 | |
|
|
903 | if (!op->chosen_skill) |
|
|
904 | { |
|
|
905 | LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ()); |
|
|
906 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!"); |
|
|
907 | return 0; |
|
|
908 | } |
915 | } |
909 | } |
916 | |
910 | |
917 | /* lose invisiblity/hiding status for running attacks */ |
911 | /* lose invisiblity/hiding status for running attacks */ |
918 | if (pl->tmp_invis) |
912 | if (pl->tmp_invis) |
919 | { |
913 | { |
… | |
… | |
926 | |
920 | |
927 | int success = attack_ob (tmp, op); |
921 | int success = attack_ob (tmp, op); |
928 | |
922 | |
929 | /* print appropriate messages to the player */ |
923 | /* print appropriate messages to the player */ |
930 | |
924 | |
931 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
925 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
932 | { |
926 | { |
933 | if (op->type == PLAYER) |
927 | if (op->type == PLAYER) |
934 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
928 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
935 | else if (tmp->type == PLAYER) |
929 | else if (tmp->type == PLAYER) |
936 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
930 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
979 | /* space must be blocked for there to be anything interesting to do */ |
973 | /* space must be blocked for there to be anything interesting to do */ |
980 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
974 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
981 | return 0; |
975 | return 0; |
982 | |
976 | |
983 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
977 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
984 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
978 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
985 | { |
979 | { |
986 | /* Don't attack party members */ |
980 | /* Don't attack party members */ |
987 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
981 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
988 | return 0; |
982 | return 0; |
989 | |
983 | |
… | |
… | |
1011 | static int |
1005 | static int |
1012 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1006 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1013 | { |
1007 | { |
1014 | object *enemy = NULL, *weapon; |
1008 | object *enemy = NULL, *weapon; |
1015 | |
1009 | |
1016 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1010 | if (pl->flag [FLAG_READY_WEAPON]) |
1017 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1011 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1018 | { |
1012 | { |
1019 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1013 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1020 | { |
1014 | { |
1021 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1015 | weapon->clr_flag (FLAG_APPLIED); |
1022 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1016 | pl->clr_flag (FLAG_READY_WEAPON); |
1023 | pl->update_stats (); |
1017 | pl->update_stats (); |
1024 | if (pl->type == PLAYER) |
1018 | if (pl->type == PLAYER) |
1025 | { |
1019 | { |
1026 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1020 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1027 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1021 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1045 | */ |
1039 | */ |
1046 | static int |
1040 | static int |
1047 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1041 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1048 | { |
1042 | { |
1049 | |
1043 | |
1050 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1044 | if (!op->flag [FLAG_READY_WEAPON]) |
1051 | { |
1045 | { |
1052 | if (op->type == PLAYER) |
1046 | if (op->type == PLAYER) |
1053 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1047 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1054 | |
1048 | |
1055 | return 0; |
1049 | return 0; |