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 | |
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56 | vector<object_ptr> skillvec; |
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57 | |
55 | 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); |
56 | 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); |
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 | */ |
62 | void |
65 | void |
63 | init_skills (void) |
66 | init_skills () |
64 | { |
67 | { |
65 | for_all_archetypes (at) |
68 | // nop |
66 | 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) |
67 | { |
78 | { |
68 | if (skill_names[at->subtype]) |
79 | // replace existing entry |
69 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
80 | SKILL_INDEX (o) = i - skillvec.begin (); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
81 | *i = o; |
71 | else |
82 | return; |
72 | skill_names[at->subtype] = at->skill; |
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|
73 | } |
83 | } |
74 | |
84 | |
75 | /* This isn't really an error if there is no skill subtype set, but |
85 | // add new entry |
76 | * checking for this may catch some user errors. |
86 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
77 | */ |
87 | SKILL_INDEX (o) = skillvec.size (); |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
88 | skillvec.push_back (o); |
79 | if (!skill_names[i]) |
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|
80 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
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81 | } |
89 | } |
82 | |
90 | |
83 | /* This function goes through the player inventory and sets |
91 | /* This function goes through the player inventory and sets |
84 | * up the last_skills[] array in the player object. |
92 | * up the last_skills[] array in the player object. |
85 | * the last_skills[] is used to more quickly lookup skills - |
93 | * the last_skills[] is used to more quickly lookup skills - |
86 | * mostly used for sending exp. |
94 | * mostly used for sending exp. |
87 | */ |
95 | */ |
88 | void |
96 | void |
89 | link_player_skills (object *op) |
97 | player::link_skills () |
90 | { |
98 | { |
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99 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
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100 | last_skill_ob [i] = 0; |
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101 | |
91 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
102 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
92 | if (tmp->type == SKILL) |
103 | if (tmp->type == SKILL) |
93 | { |
104 | { |
94 | /* This is really a warning, hence no else below */ |
105 | int idx = SKILL_INDEX (tmp); |
95 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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96 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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97 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
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98 | |
106 | |
99 | if (tmp->subtype >= NUM_SKILLS) |
107 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
100 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
108 | |
101 | else |
109 | if (last_skill_ob [idx] != tmp) |
102 | { |
110 | { |
103 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
111 | last_skill_ob [idx] = tmp; |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
112 | if (ns) |
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113 | ns->last_skill_exp [idx] = -1; |
105 | } |
114 | } |
106 | } |
115 | } |
107 | } |
116 | } |
108 | |
117 | |
109 | static object * |
118 | static object * |
110 | find_skill (object *who, const shstr &sh) |
119 | find_skill (object *who, shstr_cmp name) |
111 | { |
120 | { |
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121 | if (who->chosen_skill |
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122 | && who->chosen_skill->skill == name |
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123 | && who->chosen_skill->type == SKILL) |
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124 | return who->chosen_skill; |
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125 | |
112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
126 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
113 | if (tmp->skill == sh && tmp->type == SKILL) |
127 | if (tmp->skill == name && tmp->type == SKILL) |
114 | return tmp; |
128 | return splay (tmp); |
115 | |
129 | |
116 | return 0; |
130 | return 0; |
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131 | } |
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132 | |
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133 | object * |
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134 | player::find_skill (shstr_cmp name) const |
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135 | { |
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136 | // might want to use last_skill_obj at one point, or maybe not |
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137 | return ::find_skill (ob, name); |
117 | } |
138 | } |
118 | |
139 | |
119 | /* This returns the skill pointer of the given name (the |
140 | /* This returns the skill pointer of the given name (the |
120 | * one that accumulates exp, has the level, etc). |
141 | * one that accumulates exp, has the level, etc). |
121 | * |
142 | * |
122 | * It is presumed that the player will be needing to actually |
143 | * 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 |
144 | * use the skill, so thus if use of the skill requires a skill |
124 | * tool, this code will equip it. |
145 | * tool, this code will equip it. |
125 | */ |
146 | */ |
126 | object * |
147 | object * |
127 | find_skill_by_name (object *who, const shstr &sh) |
148 | find_skill_by_name (object *who, shstr_cmp sh) |
128 | { |
149 | { |
129 | object *skill_tool = 0; |
150 | object *skill_tool = 0; |
130 | |
151 | |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
152 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
132 | if (tmp->skill == sh) |
153 | if (tmp->skill == sh) |
… | |
… | |
146 | |
167 | |
147 | /* 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 - |
148 | * 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 |
149 | * but not the skill itself, give it to them. |
170 | * but not the skill itself, give it to them. |
150 | */ |
171 | */ |
151 | object *skill = find_skill (who, skill_tool->skill); |
172 | object *skill = who->give_skill (skill_tool->skill); |
152 | |
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153 | if (!skill) |
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154 | { |
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155 | skill = give_skill_by_name (who, skill_tool->skill); |
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156 | link_player_skills (who); |
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157 | } |
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158 | |
173 | |
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
174 | if (!skill_tool->flag [FLAG_APPLIED]) |
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
175 | if (!who->apply (splay (skill_tool))) |
161 | return 0; |
176 | return 0; |
162 | |
177 | |
163 | return splay (skill); |
178 | return splay (skill); |
164 | } |
179 | } |
165 | |
180 | |
166 | object * |
181 | object * |
167 | find_skill_by_name (object *who, const char *name) |
182 | find_skill_by_name_fuzzy (object *who, const char *name) |
168 | { |
183 | { |
169 | if (!name) |
184 | if (name) |
170 | return 0; |
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171 | |
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172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
174 | && tmp->skill.begins_with (name)) |
187 | && tmp->skill.starts_with (name)) |
175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
176 | return skop; |
189 | return skop; |
177 | |
190 | |
178 | return 0; |
191 | return 0; |
179 | } |
192 | } |
180 | |
193 | |
181 | /* This returns the skill pointer of the given name (the |
194 | /* This returns the skill pointer of the given name (the |
… | |
… | |
186 | * tool, this code will equip it. |
199 | * tool, this code will equip it. |
187 | * |
200 | * |
188 | * 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, |
189 | * but instead a skill name, we search by matching number. |
202 | * but instead a skill name, we search by matching number. |
190 | * 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) |
191 | */ |
206 | */ |
192 | object * |
207 | object * |
193 | find_skill_by_number (object *who, int skillno) |
208 | find_skill_by_number (object *who, int skillno) |
194 | { |
209 | { |
195 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
210 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
… | |
… | |
198 | return skop; |
213 | return skop; |
199 | |
214 | |
200 | return 0; |
215 | return 0; |
201 | } |
216 | } |
202 | |
217 | |
203 | /* This changes the objects chosen_skill to new_skill. |
218 | object * |
204 | * return 1 on success, 0 on error |
219 | object::give_skill (shstr_cmp name, bool can_use) |
205 | */ |
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206 | bool |
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207 | object::change_skill (object *new_skill) |
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208 | { |
220 | { |
209 | if (type != PLAYER) |
221 | object *skill = find_skill (this, name); |
210 | return 0; |
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211 | |
222 | |
212 | // optimise this supposedly common case |
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213 | if (new_skill == chosen_skill) |
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214 | return 1; |
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215 | |
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216 | if (chosen_skill) |
223 | if (!skill) |
217 | { |
224 | skill = give_skill_by_name (this, name); |
218 | chosen_skill->flag [FLAG_APPLIED] = false; |
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219 | change_abil (this, chosen_skill); |
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220 | } |
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221 | |
225 | |
222 | chosen_skill = new_skill; |
226 | if (skill && can_use) |
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227 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
223 | |
228 | |
224 | if (chosen_skill) |
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225 | { |
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226 | chosen_skill->flag [FLAG_APPLIED] = true; |
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227 | change_abil (this, chosen_skill); |
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228 | } |
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229 | |
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230 | // always clear current weapon, as the selected skill could |
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231 | // conflict with the current weapon skill, which would go |
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232 | // undetected and exp would be given to the wrong skill. |
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233 | current_weapon = 0; |
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234 | |
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235 | update_stats (); |
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236 | return 1; |
229 | return skill; |
237 | } |
230 | } |
238 | |
231 | |
239 | /* 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(). |
240 | * 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. |
241 | * 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 |
… | |
… | |
248 | */ |
241 | */ |
249 | int |
242 | int |
250 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
243 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
251 | { |
244 | { |
252 | int success = 0, exp = 0; |
245 | int success = 0, exp = 0; |
253 | int did_alc = 0; |
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254 | |
246 | |
255 | if (!skill) |
247 | if (!skill) |
256 | return 0; |
248 | return 0; |
257 | |
249 | |
258 | /* The code below presumes that the skill points to the object that |
250 | /* The code below presumes that the skill points to the object that |
… | |
… | |
283 | /* Not 100% sure if this will work with new movement code - |
275 | /* Not 100% sure if this will work with new movement code - |
284 | * the levitation skill has move_type for flying, so when |
276 | * the levitation skill has move_type for flying, so when |
285 | * equipped, that should transfer to player, when not, |
277 | * equipped, that should transfer to player, when not, |
286 | * shouldn't. |
278 | * shouldn't. |
287 | */ |
279 | */ |
288 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
280 | if (skill->flag [FLAG_APPLIED]) |
289 | { |
281 | { |
290 | CLEAR_FLAG (skill, FLAG_APPLIED); |
282 | skill->clr_flag (FLAG_APPLIED); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
283 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
292 | } |
284 | } |
293 | else |
285 | else |
294 | { |
286 | { |
295 | SET_FLAG (skill, FLAG_APPLIED); |
287 | skill->set_flag (FLAG_APPLIED); |
296 | 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!"); |
297 | } |
289 | } |
298 | |
290 | |
299 | op->update_stats (); |
291 | op->update_stats (); |
300 | success = 1; |
292 | success = 1; |
301 | break; |
293 | break; |
… | |
… | |
311 | case SK_HIDING: |
303 | case SK_HIDING: |
312 | exp = success = hide (op, skill); |
304 | exp = success = hide (op, skill); |
313 | break; |
305 | break; |
314 | |
306 | |
315 | case SK_JUMPING: |
307 | case SK_JUMPING: |
316 | success = jump (op, dir, skill); |
308 | exp = success = jump (op, dir, skill); |
317 | break; |
309 | break; |
318 | |
310 | |
319 | case SK_INSCRIPTION: |
311 | case SK_INSCRIPTION: |
320 | exp = success = write_on_item (op, string, skill); |
312 | exp = success = write_on_item (op, string, skill); |
321 | break; |
313 | break; |
… | |
… | |
383 | case SK_LITERACY: |
375 | case SK_LITERACY: |
384 | case SK_WOODSMAN: |
376 | case SK_WOODSMAN: |
385 | /* first, we try to find a cauldron, and do the alchemy thing. |
377 | /* first, we try to find a cauldron, and do the alchemy thing. |
386 | * failing that, we go and identify stuff. |
378 | * failing that, we go and identify stuff. |
387 | */ |
379 | */ |
|
|
380 | { |
|
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381 | bool found_cauldron = false; |
|
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382 | |
388 | 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) |
389 | { |
384 | { |
390 | next = tmp->above; |
385 | next = tmp->above; |
391 | |
386 | |
392 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
387 | if (tmp->flag [FLAG_IS_CAULDRON]) |
393 | { |
388 | { |
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389 | found_cauldron = true; |
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390 | |
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391 | if (tmp->skill != skill->skill) |
|
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392 | { |
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393 | op->failmsgf ("You can't use the %s with the %s skill!", |
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394 | query_name (tmp), |
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395 | query_name (skill)); |
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396 | break; |
|
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397 | } |
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398 | |
394 | attempt_do_alchemy (op, tmp); |
399 | attempt_do_alchemy (op, tmp, skill); |
395 | |
400 | |
396 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
401 | if (tmp->flag [FLAG_APPLIED]) |
397 | esrv_send_inventory (op, tmp); |
402 | esrv_send_inventory (op, tmp); |
398 | |
|
|
399 | did_alc = 1; |
|
|
400 | } |
403 | } |
401 | } |
404 | } |
402 | |
405 | |
403 | if (did_alc == 0) |
406 | if (!found_cauldron) |
404 | exp = success = skill_ident (op, skill); |
407 | exp = success = skill_ident (op, skill); |
405 | |
408 | } |
406 | break; |
409 | break; |
407 | |
410 | |
408 | case SK_DET_MAGIC: |
411 | case SK_DET_MAGIC: |
409 | case SK_DET_CURSE: |
412 | case SK_DET_CURSE: |
410 | exp = success = skill_ident (op, skill); |
413 | exp = success = skill_ident (op, skill); |
… | |
… | |
441 | case SK_SUMMONING: |
444 | case SK_SUMMONING: |
442 | case SK_CLIMBING: |
445 | case SK_CLIMBING: |
443 | 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."); |
444 | break; |
447 | break; |
445 | |
448 | |
|
|
449 | case SK_MINING: |
|
|
450 | success = skill_mining (op, part, skill, dir, string); |
|
|
451 | break; |
|
|
452 | |
446 | default: |
453 | default: |
447 | 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); |
448 | break; |
455 | break; |
449 | } |
456 | } |
450 | |
457 | |
… | |
… | |
452 | * Monsters have no skill use time because of the random nature in |
459 | * Monsters have no skill use time because of the random nature in |
453 | * which use_monster_skill is called already simulates this. |
460 | * which use_monster_skill is called already simulates this. |
454 | * If certain skills should take more/less time, that should be |
461 | * If certain skills should take more/less time, that should be |
455 | * in the code for the skill itself. |
462 | * in the code for the skill itself. |
456 | */ |
463 | */ |
457 | |
|
|
458 | if (op->type == PLAYER) |
464 | if (op->type == PLAYER) |
459 | op->speed_left -= 1.f; |
465 | op->speed_left -= 1.f; |
460 | |
466 | |
461 | /* this is a good place to add experience for successfull use of skills. |
467 | /* this is a good place to add experience for successfull use of skills. |
462 | * Note that add_exp() will figure out player/monster experience |
468 | * 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 |
516 | * 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 |
517 | * help out exp awards for skill_ident skills. Also, if |
512 | * an item is type RUNE, we give out exp based on stats.Cha |
518 | * an item is type RUNE, we give out exp based on stats.Cha |
513 | * and level (this was the old system) -b.t. |
519 | * and level (this was the old system) -b.t. |
514 | */ |
520 | */ |
515 | |
|
|
516 | if (!op) |
521 | if (!op) |
517 | { /* no item/creature */ |
522 | { /* no item/creature */ |
518 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
523 | op_lvl = max (1, who->map->difficulty); |
519 | op_exp = 0; |
524 | op_exp = 0; |
520 | } |
525 | } |
521 | else if (op->type == RUNE || op->type == TRAP) |
526 | else if (op->type == RUNE || op->type == TRAP) |
522 | { /* all traps. If stats.Cha > 1 we use that |
527 | { /* all traps. If stats.Cha > 1 we use that |
523 | * for the amount of experience */ |
528 | * for the amount of experience */ |
… | |
… | |
526 | } |
531 | } |
527 | else |
532 | else |
528 | { /* all other items/living creatures */ |
533 | { /* all other items/living creatures */ |
529 | op_exp = op->stats.exp; |
534 | op_exp = op->stats.exp; |
530 | op_lvl = op->level; |
535 | op_lvl = op->level; |
531 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
536 | if (!op->flag [FLAG_ALIVE]) |
532 | { /* for ident/make items */ |
537 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
533 | op_lvl += 5 * abs (op->magic); |
|
|
534 | } |
|
|
535 | } |
538 | } |
536 | |
539 | |
537 | if (op_lvl < 1) |
540 | if (op_lvl < 1) |
538 | op_lvl = 1; |
541 | op_lvl = 1; |
539 | |
542 | |
… | |
… | |
566 | } |
569 | } |
567 | } |
570 | } |
568 | else |
571 | else |
569 | { |
572 | { |
570 | /* Don't divide by zero here! */ |
573 | /* Don't divide by zero here! */ |
571 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
574 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
572 | } |
575 | } |
573 | } |
576 | } |
574 | |
577 | |
575 | /* assemble the exp total, and return value */ |
578 | /* assemble the exp total, and return value */ |
576 | |
579 | |
… | |
… | |
602 | } |
605 | } |
603 | |
606 | |
604 | object *tmp = find_skill (pl, scroll->skill); |
607 | object *tmp = find_skill (pl, scroll->skill); |
605 | |
608 | |
606 | /* player already knows it */ |
609 | /* player already knows it */ |
607 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
610 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
608 | return 0; |
611 | return 0; |
609 | |
612 | |
610 | /* now a random change to learn, based on player Int. |
613 | /* now a random change to learn, based on player Int. |
611 | * give bonus based on level - otherwise stupid characters |
614 | * give bonus based on level - otherwise stupid characters |
612 | * might never be able to learn anything. |
615 | * might never be able to learn anything. |
… | |
… | |
621 | { |
624 | { |
622 | 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); |
623 | return 2; |
626 | return 2; |
624 | } |
627 | } |
625 | |
628 | |
626 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
629 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
627 | link_player_skills (pl); |
630 | |
628 | return 1; |
631 | return 1; |
629 | } |
632 | } |
630 | |
633 | |
631 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
634 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
632 | /* Probably belongs in some global utils-type file? */ |
635 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
658 | * just dumped this as we found it, this would be a bit |
661 | * just dumped this as we found it, this would be a bit |
659 | * simpler. |
662 | * simpler. |
660 | */ |
663 | */ |
661 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
664 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
662 | void |
665 | void |
663 | show_skills (object *op, const char *search) |
666 | show_skills (object *pl, const char *search) |
664 | { |
667 | { |
665 | object *tmp = NULL; |
|
|
666 | char buf[MAX_BUF]; |
|
|
667 | const char *cp; |
668 | const char *cp; |
668 | int i, num_skills_found = 0; |
669 | int i, num_skills_found = 0; |
669 | static const char *const periods = "........................................"; |
670 | const char *const periods = ".............................."; // 30 |
670 | |
671 | |
671 | /* Need to have a pointer and use strdup for qsort to work properly */ |
672 | /* Need to have a pointer and use strdup for qsort to work properly */ |
672 | char skills[NUM_SKILLS][MAX_BUF]; |
673 | char skills[NUM_SKILLS][128]; // d'oh |
673 | |
674 | |
|
|
675 | object *op = pl->contr->ob; |
|
|
676 | |
674 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
677 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
675 | { |
678 | { |
676 | if (tmp->type == SKILL) |
679 | if (tmp->type == SKILL) |
677 | { |
680 | { |
678 | if (search && strstr (tmp->name, search) == NULL) |
681 | if (search && !tmp->name.contains (search)) |
679 | continue; |
682 | continue; |
|
|
683 | |
|
|
684 | char buf[30]; |
|
|
685 | |
680 | /* Basically want to fill this out to 40 spaces with periods */ |
686 | /* Basically want to fill this out to 30 spaces with periods */ |
681 | sprintf (buf, "%s%s", &tmp->name, periods); |
687 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
682 | buf[40] = 0; |
|
|
683 | |
688 | |
684 | if (settings.permanent_exp_ratio) |
689 | if (settings.permanent_exp_ratio) |
685 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
690 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
686 | buf, tmp->level, tmp->stats.exp, |
691 | buf, tmp->level, tmp->stats.exp, |
687 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
692 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
688 | else |
693 | else |
689 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
694 | 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)); |
695 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
691 | |
696 | |
692 | /* I don't know why some characters get a bunch of skills, but |
697 | /* I don't know why some characters get a bunch of skills, but |
693 | * it sometimes happens (maybe a leftover from bugier earlier code |
698 | * it sometimes happens (maybe a leftover from bugier earlier code |
694 | * and those character are still about). In any case, lets handle |
699 | * and those character are still about). In any case, lets handle |
695 | * it so it doesn't crash the server - otherwise, one character may |
700 | * it so it doesn't crash the server - otherwise, one character may |
696 | * crash the server numerous times. |
701 | * crash the server numerous times. |
697 | */ |
702 | */ |
698 | if (num_skills_found >= NUM_SKILLS) |
703 | if (num_skills_found >= NUM_SKILLS) |
699 | { |
704 | { |
700 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
705 | 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"); |
706 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
702 | break; |
707 | break; |
703 | } |
708 | } |
704 | } |
709 | } |
705 | } |
710 | } |
706 | |
711 | |
707 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
712 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
|
|
713 | |
|
|
714 | msg << "T<Player skills:>\n\n"; |
708 | if (num_skills_found > 1) |
715 | if (num_skills_found > 1) |
709 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
716 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
710 | |
717 | |
711 | for (i = 0; i < num_skills_found; i++) |
718 | for (i = 0; i < num_skills_found; i++) |
712 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
719 | msg << " C<" << skills [i] << ">\n"; |
713 | |
720 | |
714 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
721 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
715 | |
722 | |
716 | cp = determine_god (op); |
723 | cp = determine_god (op); |
717 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
724 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
718 | |
725 | |
719 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
726 | msg << "Your equipped item power is " << (int)op->contr->item_power |
720 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
727 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
728 | << ".\n"; |
|
|
729 | |
|
|
730 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
721 | } |
731 | } |
722 | |
732 | |
723 | /* use_skill() - similar to invoke command, it executes the skill in the |
733 | /* 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 |
734 | * 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. |
735 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
734 | |
744 | |
735 | if (!string) |
745 | if (!string) |
736 | return 0; |
746 | return 0; |
737 | |
747 | |
738 | for (skop = op->inv; skop; skop = skop->below) |
748 | for (skop = op->inv; skop; skop = skop->below) |
739 | { |
749 | 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)))) |
750 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
751 | { |
|
|
752 | skop = find_skill_by_name (op, skop->skill); |
743 | break; |
753 | break; |
744 | else if (skop->type == SKILL_TOOL |
|
|
745 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
746 | break; |
|
|
747 | } |
754 | } |
748 | |
755 | |
749 | if (!skop) |
756 | if (!skop) |
750 | { |
757 | { |
751 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
758 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
759 | return 0; |
|
|
760 | } |
|
|
761 | |
|
|
762 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
763 | { |
|
|
764 | op->failmsgf ( |
|
|
765 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
766 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
767 | "use it with some item, or it's always active.>", |
|
|
768 | &skop->skill |
|
|
769 | ); |
752 | return 0; |
770 | return 0; |
753 | } |
771 | } |
754 | |
772 | |
755 | len = strlen (skop->skill); |
773 | len = strlen (skop->skill); |
756 | |
774 | |
… | |
… | |
782 | } |
800 | } |
783 | |
801 | |
784 | static bool |
802 | static bool |
785 | hth_skill_p (object *skill) |
803 | hth_skill_p (object *skill) |
786 | { |
804 | { |
787 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
805 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
788 | } |
806 | } |
789 | |
807 | |
790 | /* This finds the first unarmed skill the player has, and returns it. |
808 | /* This finds the first unarmed skill the player has, and returns it. |
791 | */ |
809 | */ |
792 | static object * |
810 | static object * |
793 | find_player_hth_skill (object *op) |
811 | find_player_hth_skill (object *op) |
794 | { |
812 | { |
795 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
813 | 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)) |
814 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
797 | return tmp; |
815 | return tmp; |
798 | |
816 | |
799 | return 0; |
817 | return 0; |
800 | } |
818 | } |
801 | |
819 | |
… | |
… | |
820 | * the caller should have set it appropriately). We still want to pass |
838 | * 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. |
839 | * through that code if skill is set to change to the skill. |
822 | */ |
840 | */ |
823 | if (player *pl = op->contr) |
841 | if (player *pl = op->contr) |
824 | { |
842 | { |
825 | if (!pl->combat_ob) |
843 | if (skill) |
826 | { |
844 | { |
827 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
845 | if (!op->apply (skill)) |
828 | { |
846 | 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 | } |
847 | } |
838 | |
848 | else |
|
|
849 | { |
839 | if (!pl->combat_ob) |
850 | if (!pl->combat_ob) |
840 | { |
851 | { |
|
|
852 | if (op->flag [FLAG_READY_WEAPON]) |
|
|
853 | { |
|
|
854 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
855 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
|
|
856 | break; |
|
|
857 | |
841 | if (!skill) |
858 | if (!tmp) |
|
|
859 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
860 | |
|
|
861 | pl->combat_ob = tmp; |
|
|
862 | } |
|
|
863 | |
|
|
864 | if (!pl->combat_ob) |
842 | { |
865 | { |
843 | /* See if the players chosen skill is a combat skill, and use |
866 | /* See if the players chosen skill is a combat skill, and use |
844 | * it if appropriate. |
867 | * it if appropriate. |
845 | */ |
868 | */ |
846 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
869 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
850 | skill = find_player_hth_skill (op); |
873 | skill = find_player_hth_skill (op); |
851 | |
874 | |
852 | if (!skill) |
875 | if (!skill) |
853 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
876 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
854 | } |
877 | } |
|
|
878 | |
|
|
879 | op->apply (skill); |
855 | } |
880 | } |
856 | |
881 | |
857 | if (skill) |
882 | if (!pl->combat_ob) |
858 | { |
883 | { |
859 | op->change_skill (0); |
884 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
860 | apply_special (op, skill, AP_APPLY); |
885 | return 0; |
861 | } |
886 | } |
862 | } |
887 | } |
863 | |
888 | |
864 | if (!pl->combat_ob) |
889 | if (!op->apply (pl->combat_ob)) |
865 | { |
|
|
866 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
867 | return 0; |
890 | return 0; |
868 | } |
|
|
869 | } |
891 | } |
870 | |
|
|
871 | if (!op->change_weapon (pl->combat_ob)) |
|
|
872 | return 0; |
|
|
873 | |
892 | |
874 | /* lose invisiblity/hiding status for running attacks */ |
893 | /* lose invisiblity/hiding status for running attacks */ |
875 | if (pl->tmp_invis) |
894 | if (pl->tmp_invis) |
876 | { |
895 | { |
877 | pl->tmp_invis = 0; |
896 | pl->tmp_invis = 0; |
878 | op->invisible = 0; |
897 | op->invisible = 0; |
879 | op->hide = 0; |
898 | op->flag [FLAG_HIDDEN] = 0; |
880 | update_object (op, UP_OBJ_CHANGE); |
899 | update_object (op, UP_OBJ_CHANGE); |
881 | } |
900 | } |
882 | } |
901 | } |
883 | |
902 | |
884 | int success = attack_ob (tmp, op); |
903 | int success = attack_ob (tmp, op); |
885 | |
904 | |
886 | /* print appropriate messages to the player */ |
905 | /* print appropriate messages to the player */ |
887 | |
906 | |
888 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
907 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
889 | { |
908 | { |
890 | if (op->type == PLAYER) |
909 | if (op->type == PLAYER) |
891 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
910 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
892 | else if (tmp->type == PLAYER) |
911 | else if (tmp->type == PLAYER) |
893 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
912 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
896 | return success; |
915 | return success; |
897 | } |
916 | } |
898 | |
917 | |
899 | /* skill_attack() - Core routine for use when we attack using a skills |
918 | /* skill_attack() - Core routine for use when we attack using a skills |
900 | * system. In essence, this code handles |
919 | * system. In essence, this code handles |
901 | * all skill-based attacks, ie hth, missile and melee weapons should be |
920 | * 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(), |
921 | * treated here. If an opponent is already supplied by move_player(), |
903 | * we move right onto do_skill_attack(), otherwise we find if an |
922 | * we move right onto do_skill_attack(), otherwise we find if an |
904 | * appropriate opponent exists. |
923 | * appropriate opponent exists. |
905 | * |
924 | * |
906 | * This is called by move_player() and attack_hth() |
925 | * This is called by move_player() and attack_hth() |
… | |
… | |
936 | /* space must be blocked for there to be anything interesting to do */ |
955 | /* 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))) |
956 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
938 | return 0; |
957 | return 0; |
939 | |
958 | |
940 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
959 | 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) |
960 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
942 | { |
961 | { |
943 | /* Don't attack party members */ |
962 | /* Don't attack party members */ |
944 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
963 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
945 | return 0; |
964 | return 0; |
946 | |
965 | |
… | |
… | |
968 | static int |
987 | static int |
969 | attack_hth (object *pl, int dir, const char *string, object *skill) |
988 | attack_hth (object *pl, int dir, const char *string, object *skill) |
970 | { |
989 | { |
971 | object *enemy = NULL, *weapon; |
990 | object *enemy = NULL, *weapon; |
972 | |
991 | |
973 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
992 | if (pl->flag [FLAG_READY_WEAPON]) |
974 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
993 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
975 | { |
994 | { |
976 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
995 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
977 | { |
996 | { |
978 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
997 | weapon->clr_flag (FLAG_APPLIED); |
979 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
998 | pl->clr_flag (FLAG_READY_WEAPON); |
980 | pl->update_stats (); |
999 | pl->update_stats (); |
981 | if (pl->type == PLAYER) |
1000 | if (pl->type == PLAYER) |
982 | { |
1001 | { |
983 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1002 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
984 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1003 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1002 | */ |
1021 | */ |
1003 | static int |
1022 | static int |
1004 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1023 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1005 | { |
1024 | { |
1006 | |
1025 | |
1007 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1026 | if (!op->flag [FLAG_READY_WEAPON]) |
1008 | { |
1027 | { |
1009 | if (op->type == PLAYER) |
1028 | if (op->type == PLAYER) |
1010 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1029 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1011 | |
1030 | |
1012 | return 0; |
1031 | return 0; |