1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra 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 |
… | |
… | |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
292 | } |
292 | } |
293 | else |
293 | else |
294 | { |
294 | { |
295 | SET_FLAG (skill, FLAG_APPLIED); |
295 | SET_FLAG (skill, FLAG_APPLIED); |
296 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
296 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
297 | } |
297 | } |
298 | |
298 | |
299 | op->update_stats (); |
299 | op->update_stats (); |
300 | success = 1; |
300 | success = 1; |
301 | break; |
301 | break; |
… | |
… | |
311 | case SK_HIDING: |
311 | case SK_HIDING: |
312 | exp = success = hide (op, skill); |
312 | exp = success = hide (op, skill); |
313 | break; |
313 | break; |
314 | |
314 | |
315 | case SK_JUMPING: |
315 | case SK_JUMPING: |
316 | success = jump (op, dir, skill); |
316 | exp = success = jump (op, dir, skill); |
317 | break; |
317 | break; |
318 | |
318 | |
319 | case SK_INSCRIPTION: |
319 | case SK_INSCRIPTION: |
320 | exp = success = write_on_item (op, string, skill); |
320 | exp = success = write_on_item (op, string, skill); |
321 | break; |
321 | break; |
… | |
… | |
452 | * Monsters have no skill use time because of the random nature in |
452 | * Monsters have no skill use time because of the random nature in |
453 | * which use_monster_skill is called already simulates this. |
453 | * which use_monster_skill is called already simulates this. |
454 | * If certain skills should take more/less time, that should be |
454 | * If certain skills should take more/less time, that should be |
455 | * in the code for the skill itself. |
455 | * in the code for the skill itself. |
456 | */ |
456 | */ |
457 | |
|
|
458 | if (op->type == PLAYER) |
457 | if (op->type == PLAYER) |
459 | op->speed_left -= 1.f; |
458 | op->speed_left -= 1.f; |
460 | |
459 | |
461 | /* this is a good place to add experience for successfull use of skills. |
460 | /* this is a good place to add experience for successfull use of skills. |
462 | * Note that add_exp() will figure out player/monster experience |
461 | * 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 |
509 | * 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 |
510 | * help out exp awards for skill_ident skills. Also, if |
512 | * an item is type RUNE, we give out exp based on stats.Cha |
511 | * an item is type RUNE, we give out exp based on stats.Cha |
513 | * and level (this was the old system) -b.t. |
512 | * and level (this was the old system) -b.t. |
514 | */ |
513 | */ |
515 | |
|
|
516 | if (!op) |
514 | if (!op) |
517 | { /* no item/creature */ |
515 | { /* no item/creature */ |
518 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
516 | op_lvl = max (1, who->map->difficulty); |
519 | op_exp = 0; |
517 | op_exp = 0; |
520 | } |
518 | } |
521 | else if (op->type == RUNE || op->type == TRAP) |
519 | else if (op->type == RUNE || op->type == TRAP) |
522 | { /* all traps. If stats.Cha > 1 we use that |
520 | { /* all traps. If stats.Cha > 1 we use that |
523 | * for the amount of experience */ |
521 | * for the amount of experience */ |
… | |
… | |
527 | else |
525 | else |
528 | { /* all other items/living creatures */ |
526 | { /* all other items/living creatures */ |
529 | op_exp = op->stats.exp; |
527 | op_exp = op->stats.exp; |
530 | op_lvl = op->level; |
528 | op_lvl = op->level; |
531 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
529 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
532 | { /* for ident/make items */ |
530 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
533 | op_lvl += 5 * abs (op->magic); |
|
|
534 | } |
|
|
535 | } |
531 | } |
536 | |
532 | |
537 | if (op_lvl < 1) |
533 | if (op_lvl < 1) |
538 | op_lvl = 1; |
534 | op_lvl = 1; |
539 | |
535 | |
… | |
… | |
566 | } |
562 | } |
567 | } |
563 | } |
568 | else |
564 | else |
569 | { |
565 | { |
570 | /* Don't divide by zero here! */ |
566 | /* Don't divide by zero here! */ |
571 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
567 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
572 | } |
568 | } |
573 | } |
569 | } |
574 | |
570 | |
575 | /* assemble the exp total, and return value */ |
571 | /* assemble the exp total, and return value */ |
576 | |
572 | |
… | |
… | |
660 | */ |
656 | */ |
661 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
657 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
662 | void |
658 | void |
663 | show_skills (object *op, const char *search) |
659 | show_skills (object *op, const char *search) |
664 | { |
660 | { |
665 | object *tmp = NULL; |
|
|
666 | char buf[MAX_BUF]; |
|
|
667 | const char *cp; |
661 | const char *cp; |
668 | int i, num_skills_found = 0; |
662 | int i, num_skills_found = 0; |
669 | static const char *const periods = "........................................"; |
663 | const char *const periods = ".............................."; // 30 |
670 | |
664 | |
671 | /* Need to have a pointer and use strdup for qsort to work properly */ |
665 | /* Need to have a pointer and use strdup for qsort to work properly */ |
672 | char skills[NUM_SKILLS][MAX_BUF]; |
666 | char skills[NUM_SKILLS][128]; // d'oh |
673 | |
667 | |
674 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
668 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
675 | { |
669 | { |
676 | if (tmp->type == SKILL) |
670 | if (tmp->type == SKILL) |
677 | { |
671 | { |
678 | if (search && strstr (tmp->name, search) == NULL) |
672 | if (search && !strstr (tmp->name, search)) |
679 | continue; |
673 | continue; |
|
|
674 | |
|
|
675 | char buf[30]; |
|
|
676 | |
680 | /* Basically want to fill this out to 40 spaces with periods */ |
677 | /* Basically want to fill this out to 30 spaces with periods */ |
681 | sprintf (buf, "%s%s", &tmp->name, periods); |
678 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
682 | buf[40] = 0; |
|
|
683 | |
679 | |
684 | if (settings.permanent_exp_ratio) |
680 | if (settings.permanent_exp_ratio) |
685 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
681 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
686 | buf, tmp->level, tmp->stats.exp, |
682 | buf, tmp->level, tmp->stats.exp, |
687 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
683 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
688 | else |
684 | else |
689 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
685 | 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)); |
686 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
691 | |
687 | |
692 | /* I don't know why some characters get a bunch of skills, but |
688 | /* I don't know why some characters get a bunch of skills, but |
693 | * it sometimes happens (maybe a leftover from bugier earlier code |
689 | * it sometimes happens (maybe a leftover from bugier earlier code |
694 | * and those character are still about). In any case, lets handle |
690 | * and those character are still about). In any case, lets handle |
695 | * it so it doesn't crash the server - otherwise, one character may |
691 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
702 | break; |
698 | break; |
703 | } |
699 | } |
704 | } |
700 | } |
705 | } |
701 | } |
706 | |
702 | |
707 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
703 | dynbuf_text msg (4096, 1024); |
|
|
704 | |
|
|
705 | msg << "T<Player skills:>\n\n"; |
708 | if (num_skills_found > 1) |
706 | if (num_skills_found > 1) |
709 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
707 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
710 | |
708 | |
711 | for (i = 0; i < num_skills_found; i++) |
709 | for (i = 0; i < num_skills_found; i++) |
712 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
710 | msg << " C<" << skills [i] << ">\n"; |
713 | |
711 | |
714 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
712 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
715 | |
713 | |
716 | cp = determine_god (op); |
714 | cp = determine_god (op); |
717 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
715 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
718 | |
716 | |
719 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
717 | msg << "Your equipped item power is " << (int)op->contr->item_power |
720 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
718 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
719 | << ".\n"; |
|
|
720 | |
|
|
721 | op->contr->infobox (MSG_CHANNEL ("skills"), msg); |
721 | } |
722 | } |
722 | |
723 | |
723 | /* use_skill() - similar to invoke command, it executes the skill in the |
724 | /* 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 |
725 | * 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. |
726 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
820 | * the caller should have set it appropriately). We still want to pass |
821 | * 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. |
822 | * through that code if skill is set to change to the skill. |
822 | */ |
823 | */ |
823 | if (player *pl = op->contr) |
824 | if (player *pl = op->contr) |
824 | { |
825 | { |
825 | if (!pl->combat_ob) |
826 | if (skill) |
|
|
827 | op->change_skill (skill); |
|
|
828 | else |
826 | { |
829 | { |
827 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
828 | { |
|
|
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 | } |
|
|
838 | |
|
|
839 | if (!pl->combat_ob) |
830 | if (!pl->combat_ob) |
840 | { |
831 | { |
|
|
832 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
833 | { |
|
|
834 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
835 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
836 | break; |
|
|
837 | |
841 | if (!skill) |
838 | if (!tmp) |
|
|
839 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
840 | |
|
|
841 | pl->combat_ob = tmp; |
|
|
842 | } |
|
|
843 | |
|
|
844 | if (!pl->combat_ob) |
842 | { |
845 | { |
843 | /* See if the players chosen skill is a combat skill, and use |
846 | /* See if the players chosen skill is a combat skill, and use |
844 | * it if appropriate. |
847 | * it if appropriate. |
845 | */ |
848 | */ |
846 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
849 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
850 | skill = find_player_hth_skill (op); |
853 | skill = find_player_hth_skill (op); |
851 | |
854 | |
852 | if (!skill) |
855 | if (!skill) |
853 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
856 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
854 | } |
857 | } |
|
|
858 | |
|
|
859 | if (skill) |
|
|
860 | { |
|
|
861 | op->change_skill (0); |
|
|
862 | apply_special (op, skill, AP_APPLY); |
|
|
863 | } |
855 | } |
864 | } |
856 | |
865 | |
857 | if (skill) |
866 | if (!pl->combat_ob) |
858 | { |
867 | { |
859 | op->change_skill (0); |
868 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
860 | apply_special (op, skill, AP_APPLY); |
869 | return 0; |
861 | } |
870 | } |
862 | } |
871 | } |
863 | |
872 | |
864 | if (!pl->combat_ob) |
873 | if (!op->change_weapon (pl->combat_ob)) |
865 | { |
|
|
866 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
867 | return 0; |
874 | return 0; |
868 | } |
|
|
869 | } |
875 | } |
870 | |
|
|
871 | if (!op->change_weapon (pl->combat_ob)) |
|
|
872 | return 0; |
|
|
873 | |
876 | |
874 | /* lose invisiblity/hiding status for running attacks */ |
877 | /* lose invisiblity/hiding status for running attacks */ |
875 | if (pl->tmp_invis) |
878 | if (pl->tmp_invis) |
876 | { |
879 | { |
877 | pl->tmp_invis = 0; |
880 | pl->tmp_invis = 0; |
… | |
… | |
896 | return success; |
899 | return success; |
897 | } |
900 | } |
898 | |
901 | |
899 | /* skill_attack() - Core routine for use when we attack using a skills |
902 | /* skill_attack() - Core routine for use when we attack using a skills |
900 | * system. In essence, this code handles |
903 | * system. In essence, this code handles |
901 | * all skill-based attacks, ie hth, missile and melee weapons should be |
904 | * 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(), |
905 | * treated here. If an opponent is already supplied by move_player(), |
903 | * we move right onto do_skill_attack(), otherwise we find if an |
906 | * we move right onto do_skill_attack(), otherwise we find if an |
904 | * appropriate opponent exists. |
907 | * appropriate opponent exists. |
905 | * |
908 | * |
906 | * This is called by move_player() and attack_hth() |
909 | * This is called by move_player() and attack_hth() |