1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
25 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
61 | * subtypes. |
60 | * subtypes. |
62 | */ |
61 | */ |
63 | void |
62 | void |
64 | init_skills (void) |
63 | init_skills (void) |
65 | { |
64 | { |
66 | for (archetype *at = first_archetype; at; at = at->next) |
65 | for_all_archetypes (at) |
67 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
68 | { |
67 | { |
69 | if (skill_names[at->clone.subtype]) |
68 | if (skill_names[at->subtype]) |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
69 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
72 | else |
71 | else |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
74 | } |
73 | } |
75 | |
74 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
75 | /* This isn't really an error if there is no skill subtype set, but |
77 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
78 | */ |
77 | */ |
… | |
… | |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
106 | } |
105 | } |
107 | } |
106 | } |
108 | } |
107 | } |
109 | |
108 | |
|
|
109 | static object * |
|
|
110 | find_skill (object *who, const shstr &sh) |
|
|
111 | { |
|
|
112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
113 | if (tmp->skill == sh && tmp->type == SKILL) |
|
|
114 | return tmp; |
|
|
115 | |
|
|
116 | return 0; |
|
|
117 | } |
|
|
118 | |
110 | /* This returns the skill pointer of the given name (the |
119 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
120 | * one that accumulates exp, has the level, etc). |
112 | * |
121 | * |
113 | * It is presumed that the player will be needing to actually |
122 | * 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 |
123 | * use the skill, so thus if use of the skill requires a skill |
115 | * tool, this code will equip it. |
124 | * tool, this code will equip it. |
116 | */ |
125 | */ |
117 | object * |
126 | object * |
118 | find_skill_by_name (object *who, const char *name) |
127 | find_skill_by_name (object *who, const shstr &sh) |
119 | { |
128 | { |
120 | object *skill = NULL, *skill_tool = NULL, *tmp; |
129 | object *skill_tool = 0; |
121 | |
130 | |
122 | if (!name) |
|
|
123 | return NULL; |
|
|
124 | |
|
|
125 | /* We make sure the length of the string in the object is greater |
|
|
126 | * in length than the passed string. Eg, if we have a skill called |
|
|
127 | * 'hi', we don't want to match if the user passed 'high' |
|
|
128 | */ |
|
|
129 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
132 | if (tmp->skill == sh) |
130 | { |
133 | { |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
134 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
132 | skill = tmp; |
135 | /* If this is a skill that can be used without applying tool, return it */ |
133 | |
136 | return splay (tmp); |
134 | /* Try to find appropriate skilltool. If the player has one already |
137 | /* Try to find appropriate skilltool. If the player has one already |
135 | * applied, we try to keep using that one. |
138 | * applied, we try to keep using that one. |
136 | */ |
139 | */ |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
140 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
138 | { |
|
|
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
140 | skill_tool = tmp; |
141 | skill_tool = tmp; |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
142 | skill_tool = tmp; |
|
|
143 | } |
142 | } |
144 | } |
143 | |
145 | /* If this is a skill that can be used without a tool, return it */ |
144 | if (!skill_tool) |
146 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
147 | return skill; |
145 | return 0; |
148 | |
146 | |
149 | /* Player has a tool to use the skill. IF not applied, apply it - |
147 | /* Player has a tool to use the skill. If not applied, apply it - |
150 | * if not successful, return null. If they do have the skill tool |
148 | * if not successful, return null. If they do have the skill tool |
151 | * but not the skill itself, give it to them. |
149 | * but not the skill itself, give it to them. |
152 | */ |
150 | */ |
153 | if (skill_tool) |
151 | object *skill = find_skill (who, skill_tool->skill); |
154 | { |
|
|
155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
156 | { |
|
|
157 | if (apply_special (who, skill_tool, 0)) |
|
|
158 | return NULL; |
|
|
159 | } |
|
|
160 | |
152 | |
161 | if (!skill) |
153 | if (!skill) |
162 | { |
154 | { |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
155 | skill = give_skill_by_name (who, skill_tool->skill); |
164 | link_player_skills (who); |
156 | link_player_skills (who); |
165 | } |
157 | } |
166 | |
158 | |
|
|
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
|
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
167 | return skill; |
161 | return 0; |
168 | } |
|
|
169 | |
162 | |
|
|
163 | return splay (skill); |
|
|
164 | } |
|
|
165 | |
|
|
166 | object * |
|
|
167 | find_skill_by_name (object *who, const char *name) |
|
|
168 | { |
|
|
169 | if (!name) |
|
|
170 | return 0; |
|
|
171 | |
|
|
172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
|
174 | && tmp->skill.begins_with (name)) |
|
|
175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
176 | return skop; |
|
|
177 | |
170 | return NULL; |
178 | return 0; |
171 | } |
179 | } |
172 | |
|
|
173 | |
180 | |
174 | /* This returns the skill pointer of the given name (the |
181 | /* This returns the skill pointer of the given name (the |
175 | * one that accumlates exp, has the level, etc). |
182 | * one that accumulates exp, has the level, etc). |
176 | * |
183 | * |
177 | * It is presumed that the player will be needing to actually |
184 | * It is presumed that the player will be needing to actually |
178 | * use the skill, so thus if use of the skill requires a skill |
185 | * use the skill, so thus if use of the skill requires a skill |
179 | * tool, this code will equip it. |
186 | * tool, this code will equip it. |
180 | * |
187 | * |
… | |
… | |
183 | * this replaces find_skill. |
190 | * this replaces find_skill. |
184 | */ |
191 | */ |
185 | object * |
192 | object * |
186 | find_skill_by_number (object *who, int skillno) |
193 | find_skill_by_number (object *who, int skillno) |
187 | { |
194 | { |
188 | object *skill = NULL, *skill_tool = NULL, *tmp; |
|
|
189 | |
|
|
190 | if (skillno < 1 || skillno >= NUM_SKILLS) |
|
|
191 | return NULL; |
|
|
192 | |
|
|
193 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
195 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
194 | { |
|
|
195 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | skill = tmp; |
197 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
197 | |
|
|
198 | /* Try to find appropriate skilltool. If the player has one already |
|
|
199 | * applied, we try to keep using that one. |
|
|
200 | */ |
|
|
201 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
|
202 | { |
|
|
203 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
204 | skill_tool = tmp; |
|
|
205 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
206 | skill_tool = tmp; |
|
|
207 | } |
|
|
208 | } |
|
|
209 | /* If this is a skill that can be used without a tool, return it */ |
|
|
210 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
211 | return skill; |
|
|
212 | |
|
|
213 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
|
214 | * if not successful, return null. If they do have the skill tool |
|
|
215 | * but not the skill itself, give it to them. |
|
|
216 | */ |
|
|
217 | if (skill_tool) |
|
|
218 | { |
|
|
219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
220 | { |
|
|
221 | if (apply_special (who, skill_tool, 0)) |
|
|
222 | return NULL; |
|
|
223 | } |
|
|
224 | |
|
|
225 | if (!skill) |
|
|
226 | { |
|
|
227 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
228 | link_player_skills (who); |
|
|
229 | } |
|
|
230 | |
|
|
231 | return skill; |
198 | return skop; |
232 | } |
|
|
233 | |
199 | |
234 | return NULL; |
200 | return 0; |
235 | } |
201 | } |
236 | |
202 | |
237 | /* This changes the objects skill to new_skill. |
203 | /* This changes the objects chosen_skill to new_skill. |
238 | * note that this function doesn't always need to get used - |
|
|
239 | * you can now add skill exp to the player without the chosen_skill being |
|
|
240 | * set. This function is of most interest to players to update |
|
|
241 | * the various range information. |
|
|
242 | * if new_skill is null, this just unapplies the skill. |
|
|
243 | * flag has the current meaning: |
|
|
244 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
|
245 | * need to ready a new skill, but don't want to clobber range. |
|
|
246 | * return 1 on success, 0 on error |
204 | * return 1 on success, 0 on error |
247 | */ |
205 | */ |
248 | int |
206 | bool |
249 | change_skill (object *who, object *new_skill, int flag) |
207 | object::change_skill (object *new_skill) |
250 | { |
208 | { |
251 | if (who->type != PLAYER) |
209 | if (type != PLAYER) |
252 | return 0; |
210 | return 0; |
253 | |
211 | |
254 | if (!new_skill) |
212 | // optimise this supposedly common case |
255 | { |
213 | if (new_skill == chosen_skill) |
256 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
|
|
257 | who->debug_desc ()); |
|
|
258 | return 0; |
|
|
259 | } |
|
|
260 | |
|
|
261 | player *pl = who->contr; |
|
|
262 | |
|
|
263 | // move skill to front, so it will be preferred next time |
|
|
264 | new_skill->remove (); |
|
|
265 | who->insert (new_skill); |
|
|
266 | |
|
|
267 | if (apply_special (who, new_skill, AP_APPLY)) |
|
|
268 | return 0; |
214 | return 1; |
269 | |
215 | |
|
|
216 | if (chosen_skill) |
|
|
217 | { |
|
|
218 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
219 | change_abil (this, chosen_skill); |
|
|
220 | } |
|
|
221 | |
|
|
222 | chosen_skill = new_skill; |
|
|
223 | |
|
|
224 | if (chosen_skill) |
|
|
225 | { |
|
|
226 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
227 | change_abil (this, chosen_skill); |
|
|
228 | } |
|
|
229 | |
|
|
230 | // always clear current weapon, as the selected skill could |
|
|
231 | // conflict with the current weapon skill, which would go |
|
|
232 | // undetected and exp would be given to the wrong skill. |
|
|
233 | current_weapon = 0; |
|
|
234 | |
|
|
235 | update_stats (); |
270 | return 1; |
236 | return 1; |
271 | } |
|
|
272 | |
|
|
273 | /* This function just clears the chosen_skill and range_skill values |
|
|
274 | * in the player. |
|
|
275 | */ |
|
|
276 | void |
|
|
277 | clear_skill (object *who) |
|
|
278 | { |
|
|
279 | who->chosen_skill = 0; |
|
|
280 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
281 | |
|
|
282 | if (who->type == PLAYER) |
|
|
283 | { |
|
|
284 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
|
|
285 | who->contr->ranged_ob = 0; |
|
|
286 | } |
|
|
287 | } |
237 | } |
288 | |
238 | |
289 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
239 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
290 | * We handle all requests for skill use outside of some combat here. |
240 | * We handle all requests for skill use outside of some combat here. |
291 | * We require a separate routine outside of fire() so as to allow monsters |
241 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
299 | int |
249 | int |
300 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
250 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
301 | { |
251 | { |
302 | int success = 0, exp = 0; |
252 | int success = 0, exp = 0; |
303 | int did_alc = 0; |
253 | int did_alc = 0; |
304 | object *tmp, *next; |
|
|
305 | |
254 | |
306 | if (!skill) |
255 | if (!skill) |
307 | return 0; |
256 | return 0; |
308 | |
257 | |
309 | /* The code below presumes that the skill points to the object that |
258 | /* The code below presumes that the skill points to the object that |
… | |
… | |
311 | * go and try to find the actual real skill pointer, and if the |
260 | * go and try to find the actual real skill pointer, and if the |
312 | * the player doesn't have a bucket for that, create one. |
261 | * the player doesn't have a bucket for that, create one. |
313 | */ |
262 | */ |
314 | if (skill->type != SKILL && op->type == PLAYER) |
263 | if (skill->type != SKILL && op->type == PLAYER) |
315 | { |
264 | { |
316 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
265 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
317 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
266 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
318 | break; |
267 | { |
|
|
268 | skill = tmp; |
|
|
269 | goto found; |
|
|
270 | } |
319 | |
271 | |
320 | if (!tmp) |
|
|
321 | tmp = give_skill_by_name (op, skill->skill); |
272 | skill = give_skill_by_name (op, skill->skill); |
322 | |
273 | found: ; |
323 | skill = tmp; |
|
|
324 | } |
274 | } |
325 | |
275 | |
326 | // skill, by_whom, on_which_object, which direction, skill_argument |
276 | // skill, by_whom, on_which_object, which direction, skill_argument |
327 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
277 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
328 | return 0; |
278 | return 0; |
… | |
… | |
433 | case SK_LITERACY: |
383 | case SK_LITERACY: |
434 | case SK_WOODSMAN: |
384 | case SK_WOODSMAN: |
435 | /* first, we try to find a cauldron, and do the alchemy thing. |
385 | /* first, we try to find a cauldron, and do the alchemy thing. |
436 | * failing that, we go and identify stuff. |
386 | * failing that, we go and identify stuff. |
437 | */ |
387 | */ |
438 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
388 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
439 | { |
389 | { |
440 | next = tmp->above; |
390 | next = tmp->above; |
441 | |
391 | |
442 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
392 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
443 | { |
393 | { |
… | |
… | |
504 | * If certain skills should take more/less time, that should be |
454 | * If certain skills should take more/less time, that should be |
505 | * in the code for the skill itself. |
455 | * in the code for the skill itself. |
506 | */ |
456 | */ |
507 | |
457 | |
508 | if (op->type == PLAYER) |
458 | if (op->type == PLAYER) |
509 | op->speed_left -= 1.0; |
459 | op->speed_left -= 1.f; |
510 | |
460 | |
511 | /* this is a good place to add experience for successfull use of skills. |
461 | /* this is a good place to add experience for successfull use of skills. |
512 | * Note that add_exp() will figure out player/monster experience |
462 | * Note that add_exp() will figure out player/monster experience |
513 | * gain problems. |
463 | * gain problems. |
514 | */ |
464 | */ |
… | |
… | |
597 | /* if skill really is a skill, then we can look at the skill archetype for |
547 | /* if skill really is a skill, then we can look at the skill archetype for |
598 | * bse reward value (exp) and level multiplier factor. |
548 | * bse reward value (exp) and level multiplier factor. |
599 | */ |
549 | */ |
600 | if (skill->type == SKILL) |
550 | if (skill->type == SKILL) |
601 | { |
551 | { |
602 | base += skill->arch->clone.stats.exp; |
552 | base += skill->arch->stats.exp; |
603 | if (settings.simple_exp) |
553 | if (settings.simple_exp) |
604 | { |
554 | { |
605 | if (skill->arch->clone.level) |
555 | if (skill->arch->level) |
606 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
556 | lvl_mult = (float) skill->arch->level / 100.0; |
607 | else |
557 | else |
608 | lvl_mult = 1.0; /* no adjustment */ |
558 | lvl_mult = 1.0; /* no adjustment */ |
609 | } |
559 | } |
610 | else |
560 | else |
611 | { |
561 | { |
612 | if (skill->level) |
562 | if (skill->level) |
613 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
563 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
614 | else |
564 | else |
615 | lvl_mult = 1.0; |
565 | lvl_mult = 1.0; |
616 | } |
566 | } |
617 | } |
567 | } |
618 | else |
568 | else |
… | |
… | |
643 | * player learns the skill, 2 otherwise. |
593 | * player learns the skill, 2 otherwise. |
644 | */ |
594 | */ |
645 | int |
595 | int |
646 | learn_skill (object *pl, object *scroll) |
596 | learn_skill (object *pl, object *scroll) |
647 | { |
597 | { |
648 | object *tmp; |
|
|
649 | |
|
|
650 | if (!scroll->skill) |
598 | if (!scroll->skill) |
651 | { |
599 | { |
652 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
600 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
653 | return 2; |
601 | return 2; |
654 | } |
602 | } |
655 | |
603 | |
656 | /* can't use find_skill_by_name because we want skills the player knows |
604 | object *tmp = find_skill (pl, scroll->skill); |
657 | * but can't use natively. |
|
|
658 | */ |
|
|
659 | |
|
|
660 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
661 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
662 | break; |
|
|
663 | |
605 | |
664 | /* player already knows it */ |
606 | /* player already knows it */ |
665 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
607 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
666 | return 0; |
608 | return 0; |
667 | |
609 | |
… | |
… | |
685 | link_player_skills (pl); |
627 | link_player_skills (pl); |
686 | return 1; |
628 | return 1; |
687 | } |
629 | } |
688 | |
630 | |
689 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
631 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
690 | |
|
|
691 | /* Probably belongs in some global utils-type file? */ |
632 | /* Probably belongs in some global utils-type file? */ |
692 | static int |
633 | static int |
693 | clipped_percent (sint64 a, sint64 b) |
634 | clipped_percent (sint64 a, sint64 b) |
694 | { |
635 | { |
695 | int rv; |
636 | int rv; |
… | |
… | |
715 | * Note this function is a bit more complicated becauase we |
656 | * Note this function is a bit more complicated becauase we |
716 | * we want ot sort the skills before printing them. If we |
657 | * we want ot sort the skills before printing them. If we |
717 | * just dumped this as we found it, this would be a bit |
658 | * just dumped this as we found it, this would be a bit |
718 | * simpler. |
659 | * simpler. |
719 | */ |
660 | */ |
720 | |
661 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
721 | void |
662 | void |
722 | show_skills (object *op, const char *search) |
663 | show_skills (object *op, const char *search) |
723 | { |
664 | { |
724 | object *tmp = NULL; |
665 | object *tmp = NULL; |
725 | char buf[MAX_BUF]; |
666 | char buf[MAX_BUF]; |
… | |
… | |
727 | int i, num_skills_found = 0; |
668 | int i, num_skills_found = 0; |
728 | static const char *const periods = "........................................"; |
669 | static const char *const periods = "........................................"; |
729 | |
670 | |
730 | /* Need to have a pointer and use strdup for qsort to work properly */ |
671 | /* Need to have a pointer and use strdup for qsort to work properly */ |
731 | char skills[NUM_SKILLS][MAX_BUF]; |
672 | char skills[NUM_SKILLS][MAX_BUF]; |
732 | |
|
|
733 | |
673 | |
734 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
674 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
735 | { |
675 | { |
736 | if (tmp->type == SKILL) |
676 | if (tmp->type == SKILL) |
737 | { |
677 | { |
… | |
… | |
740 | /* Basically want to fill this out to 40 spaces with periods */ |
680 | /* Basically want to fill this out to 40 spaces with periods */ |
741 | sprintf (buf, "%s%s", &tmp->name, periods); |
681 | sprintf (buf, "%s%s", &tmp->name, periods); |
742 | buf[40] = 0; |
682 | buf[40] = 0; |
743 | |
683 | |
744 | if (settings.permanent_exp_ratio) |
684 | if (settings.permanent_exp_ratio) |
745 | { |
|
|
746 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
685 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
747 | buf, tmp->level, tmp->stats.exp, |
686 | buf, tmp->level, tmp->stats.exp, |
748 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
687 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
749 | } |
|
|
750 | else |
688 | else |
751 | { |
|
|
752 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
689 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
753 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
690 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
754 | } |
691 | |
755 | /* I don't know why some characters get a bunch of skills, but |
692 | /* I don't know why some characters get a bunch of skills, but |
756 | * it sometimes happens (maybe a leftover from bugier earlier code |
693 | * it sometimes happens (maybe a leftover from bugier earlier code |
757 | * and those character are still about). In any case, lets handle |
694 | * and those character are still about). In any case, lets handle |
758 | * it so it doesn't crash the server - otherwise, one character may |
695 | * it so it doesn't crash the server - otherwise, one character may |
759 | * crash the server numerous times. |
696 | * crash the server numerous times. |
… | |
… | |
765 | break; |
702 | break; |
766 | } |
703 | } |
767 | } |
704 | } |
768 | } |
705 | } |
769 | |
706 | |
770 | clear_win_info (op); |
|
|
771 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
707 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
772 | if (num_skills_found > 1) |
708 | if (num_skills_found > 1) |
773 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
709 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
774 | |
710 | |
775 | for (i = 0; i < num_skills_found; i++) |
711 | for (i = 0; i < num_skills_found; i++) |
… | |
… | |
788 | * direction that the user is facing. Returns false if we are unable to |
724 | * direction that the user is facing. Returns false if we are unable to |
789 | * change to the requested skill, or were unable to use the skill properly. |
725 | * change to the requested skill, or were unable to use the skill properly. |
790 | * This is tricky because skills can have spaces. We basically roll |
726 | * This is tricky because skills can have spaces. We basically roll |
791 | * our own find_skill_by_name so we can try to do better string matching. |
727 | * our own find_skill_by_name so we can try to do better string matching. |
792 | */ |
728 | */ |
793 | |
|
|
794 | int |
729 | int |
795 | use_skill (object *op, const char *string) |
730 | use_skill (object *op, const char *string) |
796 | { |
731 | { |
797 | object *skop; |
732 | object *skop; |
798 | size_t len; |
733 | size_t len; |
799 | |
734 | |
800 | if (!string) |
735 | if (!string) |
801 | return 0; |
736 | return 0; |
802 | |
737 | |
803 | for (skop = op->inv; skop != NULL; skop = skop->below) |
738 | for (skop = op->inv; skop; skop = skop->below) |
804 | { |
739 | { |
|
|
740 | if (skop->type == SKILL |
805 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
741 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
806 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
742 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
807 | break; |
743 | break; |
|
|
744 | else if (skop->type == SKILL_TOOL |
808 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
745 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
809 | break; |
746 | break; |
810 | } |
747 | } |
|
|
748 | |
811 | if (!skop) |
749 | if (!skop) |
812 | { |
750 | { |
813 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
751 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
814 | return 0; |
752 | return 0; |
815 | } |
753 | } |
… | |
… | |
820 | * options given to the skill. Its pretty simple - if there |
758 | * options given to the skill. Its pretty simple - if there |
821 | * are extra parameters (as deteremined by string length), we |
759 | * are extra parameters (as deteremined by string length), we |
822 | * want to skip over any leading spaces. |
760 | * want to skip over any leading spaces. |
823 | */ |
761 | */ |
824 | if (len >= strlen (string)) |
762 | if (len >= strlen (string)) |
825 | { |
|
|
826 | string = NULL; |
763 | string = NULL; |
827 | } |
|
|
828 | else |
764 | else |
829 | { |
765 | { |
830 | string += len; |
766 | string += len; |
831 | while (*string == 0x20) |
767 | while (*string == 0x20) |
832 | string++; |
768 | string++; |
|
|
769 | |
833 | if (strlen (string) == 0) |
770 | if (strlen (string) == 0) |
834 | string = NULL; |
771 | string = NULL; |
835 | } |
772 | } |
836 | |
773 | |
837 | #ifdef SKILL_UTIL_DEBUG |
774 | #ifdef SKILL_UTIL_DEBUG |
838 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
775 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
839 | #endif |
776 | #endif |
840 | |
777 | |
841 | /* Change to the new skill, then execute it. */ |
|
|
842 | if (do_skill (op, op, skop, op->facing, string)) |
778 | if (do_skill (op, op, skop, op->facing, string)) |
843 | return 1; |
779 | return 1; |
844 | |
780 | |
845 | return 0; |
781 | return 0; |
846 | } |
782 | } |
… | |
… | |
893 | for (tmp = op->inv; tmp; tmp = tmp->below) |
829 | for (tmp = op->inv; tmp; tmp = tmp->below) |
894 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
830 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
895 | break; |
831 | break; |
896 | |
832 | |
897 | if (!tmp) |
833 | if (!tmp) |
898 | { |
|
|
899 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
834 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
900 | return 0; |
|
|
901 | } |
|
|
902 | |
835 | |
903 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
836 | pl->combat_ob = tmp; |
904 | } |
837 | } |
905 | else |
838 | |
|
|
839 | if (!pl->combat_ob) |
906 | { |
840 | { |
907 | if (!skill) |
841 | if (!skill) |
908 | { |
842 | { |
909 | /* See if the players chosen skill is a combat skill, and use |
843 | /* See if the players chosen skill is a combat skill, and use |
910 | * it if appropriate. |
844 | * it if appropriate. |
… | |
… | |
914 | else |
848 | else |
915 | { |
849 | { |
916 | skill = find_player_hth_skill (op); |
850 | skill = find_player_hth_skill (op); |
917 | |
851 | |
918 | if (!skill) |
852 | if (!skill) |
919 | { |
|
|
920 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
853 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
921 | return 0; |
|
|
922 | } |
|
|
923 | } |
854 | } |
924 | } |
855 | } |
925 | |
856 | |
926 | /* now try to ready the new skill */ |
857 | if (skill) |
927 | if (!change_skill (op, skill, 0)) |
858 | { |
928 | { /* oh oh, trouble! */ |
859 | op->change_skill (0); |
929 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
860 | apply_special (op, skill, AP_APPLY); |
930 | return 0; |
|
|
931 | } |
861 | } |
932 | } |
862 | } |
933 | |
863 | |
934 | if (!pl->combat_ob) |
864 | if (!pl->combat_ob) |
935 | { |
865 | { |
936 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
866 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
937 | return 0; |
867 | return 0; |
938 | } |
868 | } |
939 | } |
869 | } |
940 | |
870 | |
941 | if (op->current_weapon != pl->combat_ob) |
871 | if (!op->change_weapon (pl->combat_ob)) |
942 | { |
872 | return 0; |
943 | op->current_weapon = pl->combat_ob; |
|
|
944 | op->update_stats (); |
|
|
945 | } |
|
|
946 | |
873 | |
947 | /* lose invisiblity/hiding status for running attacks */ |
874 | /* lose invisiblity/hiding status for running attacks */ |
948 | |
|
|
949 | if (pl->tmp_invis) |
875 | if (pl->tmp_invis) |
950 | { |
876 | { |
951 | pl->tmp_invis = 0; |
877 | pl->tmp_invis = 0; |
952 | op->invisible = 0; |
878 | op->invisible = 0; |
953 | op->hide = 0; |
879 | op->hide = 0; |
… | |
… | |
1031 | } |
957 | } |
1032 | |
958 | |
1033 | return do_skill_attack (tmp, pl, string, skill); |
959 | return do_skill_attack (tmp, pl, string, skill); |
1034 | } |
960 | } |
1035 | |
961 | |
1036 | |
|
|
1037 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
962 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1038 | |
963 | |
1039 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
964 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1040 | * (attack_hth) we check for weapon use, etc in the second (the new |
965 | * (attack_hth) we check for weapon use, etc in the second (the new |
1041 | * function skill_attack() we actually attack. |
966 | * function skill_attack() we actually attack. |
1042 | */ |
967 | */ |
1043 | |
|
|
1044 | static int |
968 | static int |
1045 | attack_hth (object *pl, int dir, const char *string, object *skill) |
969 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1046 | { |
970 | { |
1047 | object *enemy = NULL, *weapon; |
971 | object *enemy = NULL, *weapon; |
1048 | |
972 | |
… | |
… | |
1057 | if (pl->type == PLAYER) |
981 | if (pl->type == PLAYER) |
1058 | { |
982 | { |
1059 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
983 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1060 | esrv_update_item (UPD_FLAGS, pl, weapon); |
984 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1061 | } |
985 | } |
|
|
986 | |
1062 | break; |
987 | break; |
1063 | } |
988 | } |
1064 | } |
989 | } |
1065 | |
990 | |
1066 | return skill_attack (enemy, pl, dir, string, skill); |
991 | return skill_attack (enemy, pl, dir, string, skill); |
… | |
… | |
1086 | |
1011 | |
1087 | return 0; |
1012 | return 0; |
1088 | } |
1013 | } |
1089 | |
1014 | |
1090 | return skill_attack (NULL, op, dir, string, skill); |
1015 | return skill_attack (NULL, op, dir, string, skill); |
1091 | |
|
|
1092 | } |
1016 | } |
|
|
1017 | |