1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * 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 GNU General Public License along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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 <crossfire@schmorp.de> |
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 |
… | |
… | |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
106 | } |
106 | } |
107 | } |
107 | } |
108 | } |
108 | } |
109 | |
109 | |
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110 | static object * |
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111 | find_skill (object *who, const shstr &sh) |
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112 | { |
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113 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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114 | if (tmp->skill == sh && tmp->type == SKILL) |
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115 | return tmp; |
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116 | |
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117 | return 0; |
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118 | } |
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119 | |
110 | /* This returns the skill pointer of the given name (the |
120 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
121 | * one that accumulates exp, has the level, etc). |
112 | * |
122 | * |
113 | * It is presumed that the player will be needing to actually |
123 | * 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 |
124 | * use the skill, so thus if use of the skill requires a skill |
115 | * tool, this code will equip it. |
125 | * tool, this code will equip it. |
116 | */ |
126 | */ |
117 | object * |
127 | object * |
118 | find_skill_by_name (object *who, const char *name) |
128 | find_skill_by_name (object *who, const shstr &sh) |
119 | { |
129 | { |
120 | if (!name) |
130 | object *skill_tool = 0; |
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131 | |
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132 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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133 | if (tmp->skill == sh) |
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134 | { |
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135 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
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136 | /* If this is a skill that can be used without applying tool, return it */ |
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137 | return splay (tmp); |
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138 | /* Try to find appropriate skilltool. If the player has one already |
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139 | * applied, we try to keep using that one. |
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140 | */ |
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141 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
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142 | skill_tool = tmp; |
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143 | } |
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144 | |
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145 | if (!skill_tool) |
121 | return 0; |
146 | return 0; |
122 | |
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123 | object *skill = 0, *skill_tool = 0; |
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124 | |
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125 | /* We make sure the length of the string in the object is greater |
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126 | * in length than the passed string. Eg, if we have a skill called |
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127 | * 'hi', we don't want to match if the user passed 'high' |
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128 | */ |
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129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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130 | { |
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131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
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132 | skill = tmp; |
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133 | |
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134 | /* Try to find appropriate skilltool. If the player has one already |
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135 | * applied, we try to keep using that one. |
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136 | */ |
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137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
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138 | { |
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139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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140 | skill_tool = tmp; |
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141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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142 | skill_tool = tmp; |
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143 | } |
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144 | } |
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145 | |
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146 | /* If this is a skill that can be used without a tool, return it */ |
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147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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148 | return skill; |
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149 | |
147 | |
150 | /* Player has a tool to use the skill. If not applied, apply it - |
148 | /* 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 |
149 | * if not successful, return null. If they do have the skill tool |
152 | * but not the skill itself, give it to them. |
150 | * but not the skill itself, give it to them. |
153 | */ |
151 | */ |
154 | if (skill_tool) |
152 | object *skill = find_skill (who, skill_tool->skill); |
155 | { |
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156 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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157 | if (apply_special (who, skill_tool, 0)) |
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158 | return 0; |
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159 | |
153 | |
160 | if (!skill) |
154 | if (!skill) |
161 | { |
155 | { |
162 | skill = give_skill_by_name (who, skill_tool->skill); |
156 | skill = give_skill_by_name (who, skill_tool->skill); |
163 | link_player_skills (who); |
157 | link_player_skills (who); |
164 | } |
158 | } |
165 | |
159 | |
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160 | if (!skill_tool->flag [FLAG_APPLIED]) |
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161 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
166 | return skill; |
162 | return 0; |
167 | } |
163 | |
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164 | return splay (skill); |
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165 | } |
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166 | |
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167 | object * |
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168 | find_skill_by_name (object *who, const char *name) |
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169 | { |
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170 | if (!name) |
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171 | return 0; |
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172 | |
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173 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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174 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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175 | && tmp->skill.begins_with (name)) |
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176 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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177 | return skop; |
168 | |
178 | |
169 | return 0; |
179 | return 0; |
170 | } |
180 | } |
171 | |
181 | |
172 | /* This returns the skill pointer of the given name (the |
182 | /* This returns the skill pointer of the given name (the |
173 | * one that accumlates exp, has the level, etc). |
183 | * one that accumulates exp, has the level, etc). |
174 | * |
184 | * |
175 | * It is presumed that the player will be needing to actually |
185 | * It is presumed that the player will be needing to actually |
176 | * use the skill, so thus if use of the skill requires a skill |
186 | * use the skill, so thus if use of the skill requires a skill |
177 | * tool, this code will equip it. |
187 | * tool, this code will equip it. |
178 | * |
188 | * |
… | |
… | |
181 | * this replaces find_skill. |
191 | * this replaces find_skill. |
182 | */ |
192 | */ |
183 | object * |
193 | object * |
184 | find_skill_by_number (object *who, int skillno) |
194 | find_skill_by_number (object *who, int skillno) |
185 | { |
195 | { |
186 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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187 | |
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188 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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189 | return NULL; |
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190 | |
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191 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
196 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
192 | { |
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193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
197 | if (tmp->type == SKILL && tmp->subtype == skillno) |
194 | skill = tmp; |
198 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
195 | |
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196 | /* Try to find appropriate skilltool. If the player has one already |
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197 | * applied, we try to keep using that one. |
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198 | */ |
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199 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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200 | { |
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201 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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202 | skill_tool = tmp; |
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203 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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204 | skill_tool = tmp; |
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205 | } |
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206 | } |
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207 | /* If this is a skill that can be used without a tool, return it */ |
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208 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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209 | return skill; |
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210 | |
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211 | /* Player has a tool to use the skill. IF not applied, apply it - |
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212 | * if not successful, return null. If they do have the skill tool |
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213 | * but not the skill itself, give it to them. |
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214 | */ |
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215 | if (skill_tool) |
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216 | { |
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217 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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218 | { |
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219 | if (apply_special (who, skill_tool, 0)) |
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220 | return NULL; |
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221 | } |
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222 | |
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223 | if (!skill) |
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224 | { |
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225 | skill = give_skill_by_name (who, skill_tool->skill); |
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226 | link_player_skills (who); |
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227 | } |
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228 | |
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229 | return skill; |
199 | return skop; |
230 | } |
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231 | |
200 | |
232 | return NULL; |
201 | return 0; |
233 | } |
202 | } |
234 | |
203 | |
235 | /* This changes the objects skill to new_skill. |
204 | /* This changes the objects chosen_skill to new_skill. |
236 | * note that this function doesn't always need to get used - |
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237 | * you can now add skill exp to the player without the chosen_skill being |
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238 | * set. This function is of most interest to players to update |
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239 | * the various range information. |
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240 | * return 1 on success, 0 on error |
205 | * return 1 on success, 0 on error |
241 | */ |
206 | */ |
242 | int |
207 | bool |
243 | change_skill (object *who, object *new_skill, int flag) |
208 | object::change_skill (object *new_skill) |
244 | { |
209 | { |
245 | if (who->type != PLAYER) |
210 | if (type != PLAYER) |
246 | return 0; |
211 | return 0; |
247 | |
212 | |
248 | #if 0 |
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249 | // optimise this supposedly common case |
213 | // optimise this supposedly common case |
250 | if (new_skill == who->chosen_skill) |
214 | if (new_skill == chosen_skill) |
251 | return 1; |
215 | return 1; |
252 | #endif |
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253 | |
216 | |
254 | if (!new_skill) |
217 | if (chosen_skill) |
255 | { |
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256 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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257 | who->debug_desc ()); |
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258 | return 0; |
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259 | } |
218 | { |
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219 | chosen_skill->flag [FLAG_APPLIED] = false; |
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220 | change_abil (this, chosen_skill); |
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221 | } |
260 | |
222 | |
261 | // the skill could be readied already because it is used by a weapon. |
223 | chosen_skill = new_skill; |
262 | who->change_weapon (0); |
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263 | new_skill->inv_splay (); |
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264 | |
224 | |
265 | if (apply_special (who, new_skill, AP_APPLY)) |
225 | if (chosen_skill) |
266 | return 0; |
226 | { |
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227 | chosen_skill->flag [FLAG_APPLIED] = true; |
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228 | change_abil (this, chosen_skill); |
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229 | } |
267 | |
230 | |
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231 | // always clear current weapon, as the selected skill could |
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232 | // conflict with the current weapon skill, which would go |
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233 | // undetected and exp would be given to the wrong skill. |
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234 | current_weapon = 0; |
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235 | |
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236 | update_stats (); |
268 | return 1; |
237 | return 1; |
269 | } |
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270 | |
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271 | /* This function just clears the chosen_skill and range_skill values |
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272 | * in the player. |
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273 | */ |
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274 | void |
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275 | clear_skill (object *who) |
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276 | { |
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277 | who->chosen_skill = 0; |
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278 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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279 | |
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280 | if (who->type == PLAYER) |
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281 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
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282 | who->contr->ranged_ob = 0; |
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283 | } |
238 | } |
284 | |
239 | |
285 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
240 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
286 | * We handle all requests for skill use outside of some combat here. |
241 | * We handle all requests for skill use outside of some combat here. |
287 | * We require a separate routine outside of fire() so as to allow monsters |
242 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
639 | * player learns the skill, 2 otherwise. |
594 | * player learns the skill, 2 otherwise. |
640 | */ |
595 | */ |
641 | int |
596 | int |
642 | learn_skill (object *pl, object *scroll) |
597 | learn_skill (object *pl, object *scroll) |
643 | { |
598 | { |
644 | object *tmp; |
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645 | |
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646 | if (!scroll->skill) |
599 | if (!scroll->skill) |
647 | { |
600 | { |
648 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
601 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
649 | return 2; |
602 | return 2; |
650 | } |
603 | } |
651 | |
604 | |
652 | /* can't use find_skill_by_name because we want skills the player knows |
605 | object *tmp = find_skill (pl, scroll->skill); |
653 | * but can't use natively. |
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654 | */ |
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655 | |
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656 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
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657 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
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658 | break; |
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659 | |
606 | |
660 | /* player already knows it */ |
607 | /* player already knows it */ |
661 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
608 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
662 | return 0; |
609 | return 0; |
663 | |
610 | |
… | |
… | |
792 | size_t len; |
739 | size_t len; |
793 | |
740 | |
794 | if (!string) |
741 | if (!string) |
795 | return 0; |
742 | return 0; |
796 | |
743 | |
797 | for (skop = op->inv; skop != NULL; skop = skop->below) |
744 | for (skop = op->inv; skop; skop = skop->below) |
798 | { |
745 | { |
|
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746 | if (skop->type == SKILL |
799 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
747 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
800 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
748 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
801 | break; |
749 | break; |
|
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750 | else if (skop->type == SKILL_TOOL |
802 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
751 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
803 | break; |
752 | break; |
804 | } |
753 | } |
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754 | |
805 | if (!skop) |
755 | if (!skop) |
806 | { |
756 | { |
807 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
757 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
808 | return 0; |
758 | return 0; |
809 | } |
759 | } |
… | |
… | |
814 | * options given to the skill. Its pretty simple - if there |
764 | * options given to the skill. Its pretty simple - if there |
815 | * are extra parameters (as deteremined by string length), we |
765 | * are extra parameters (as deteremined by string length), we |
816 | * want to skip over any leading spaces. |
766 | * want to skip over any leading spaces. |
817 | */ |
767 | */ |
818 | if (len >= strlen (string)) |
768 | if (len >= strlen (string)) |
819 | { |
|
|
820 | string = NULL; |
769 | string = NULL; |
821 | } |
|
|
822 | else |
770 | else |
823 | { |
771 | { |
824 | string += len; |
772 | string += len; |
825 | while (*string == 0x20) |
773 | while (*string == 0x20) |
826 | string++; |
774 | string++; |
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|
775 | |
827 | if (strlen (string) == 0) |
776 | if (strlen (string) == 0) |
828 | string = NULL; |
777 | string = NULL; |
829 | } |
778 | } |
830 | |
779 | |
831 | #ifdef SKILL_UTIL_DEBUG |
780 | #ifdef SKILL_UTIL_DEBUG |
832 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
781 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
833 | #endif |
782 | #endif |
834 | |
783 | |
835 | /* Change to the new skill, then execute it. */ |
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|
836 | if (do_skill (op, op, skop, op->facing, string)) |
784 | if (do_skill (op, op, skop, op->facing, string)) |
837 | return 1; |
785 | return 1; |
838 | |
786 | |
839 | return 0; |
787 | return 0; |
840 | } |
788 | } |
… | |
… | |
887 | for (tmp = op->inv; tmp; tmp = tmp->below) |
835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
888 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
836 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
889 | break; |
837 | break; |
890 | |
838 | |
891 | if (!tmp) |
839 | if (!tmp) |
892 | { |
|
|
893 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
840 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
894 | return 0; |
|
|
895 | } |
|
|
896 | |
841 | |
897 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
842 | pl->combat_ob = tmp; |
898 | } |
843 | } |
899 | else |
844 | |
|
|
845 | if (!pl->combat_ob) |
900 | { |
846 | { |
901 | if (!skill) |
847 | if (!skill) |
902 | { |
848 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
849 | /* See if the players chosen skill is a combat skill, and use |
904 | * it if appropriate. |
850 | * it if appropriate. |
… | |
… | |
908 | else |
854 | else |
909 | { |
855 | { |
910 | skill = find_player_hth_skill (op); |
856 | skill = find_player_hth_skill (op); |
911 | |
857 | |
912 | if (!skill) |
858 | if (!skill) |
913 | { |
|
|
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
859 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
|
|
916 | } |
|
|
917 | } |
860 | } |
918 | } |
861 | } |
919 | |
862 | |
920 | /* now try to ready the new skill */ |
863 | if (skill) |
921 | if (!change_skill (op, skill, 0)) |
864 | { |
922 | { /* oh oh, trouble! */ |
865 | op->change_skill (0); |
923 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
866 | apply_special (op, skill, AP_APPLY); |
924 | return 0; |
|
|
925 | } |
867 | } |
926 | } |
868 | } |
927 | |
869 | |
928 | if (!pl->combat_ob) |
870 | if (!pl->combat_ob) |
929 | { |
871 | { |
… | |
… | |
1075 | |
1017 | |
1076 | return 0; |
1018 | return 0; |
1077 | } |
1019 | } |
1078 | |
1020 | |
1079 | return skill_attack (NULL, op, dir, string, skill); |
1021 | return skill_attack (NULL, op, dir, string, skill); |
1080 | |
|
|
1081 | } |
1022 | } |
|
|
1023 | |