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 |
… | |
… | |
84 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
85 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
86 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
87 | */ |
87 | */ |
88 | void |
88 | void |
89 | link_player_skills (object *op) |
89 | player::link_skills () |
90 | { |
90 | { |
|
|
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
|
|
93 | |
91 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
92 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
93 | { |
96 | { |
94 | /* This is really a warning, hence no else below */ |
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
95 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
|
|
96 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
97 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
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|
98 | |
98 | |
99 | if (tmp->subtype >= NUM_SKILLS) |
99 | if (last_skill_ob [tmp->subtype] != tmp) |
100 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
101 | else |
|
|
102 | { |
100 | { |
|
|
101 | /* This is really a warning, hence no else below */ |
|
|
102 | if (last_skill_ob [tmp->subtype]) |
|
|
103 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
104 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
105 | |
103 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
106 | last_skill_ob [tmp->subtype] = tmp; |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
107 | if (ns) |
|
|
108 | ns->last_skill_exp [tmp->subtype] = -1; |
105 | } |
109 | } |
106 | } |
110 | } |
107 | } |
111 | } |
108 | |
112 | |
109 | static object * |
113 | static object * |
… | |
… | |
149 | * but not the skill itself, give it to them. |
153 | * but not the skill itself, give it to them. |
150 | */ |
154 | */ |
151 | object *skill = find_skill (who, skill_tool->skill); |
155 | object *skill = find_skill (who, skill_tool->skill); |
152 | |
156 | |
153 | if (!skill) |
157 | if (!skill) |
154 | { |
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|
155 | skill = give_skill_by_name (who, skill_tool->skill); |
158 | skill = give_skill_by_name (who, skill_tool->skill); |
156 | link_player_skills (who); |
|
|
157 | } |
|
|
158 | |
159 | |
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
160 | if (!skill_tool->flag [FLAG_APPLIED]) |
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
161 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
161 | return 0; |
162 | return 0; |
162 | |
163 | |
… | |
… | |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
292 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
292 | } |
293 | } |
293 | else |
294 | else |
294 | { |
295 | { |
295 | SET_FLAG (skill, FLAG_APPLIED); |
296 | SET_FLAG (skill, FLAG_APPLIED); |
296 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
297 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
297 | } |
298 | } |
298 | |
299 | |
299 | op->update_stats (); |
300 | op->update_stats (); |
300 | success = 1; |
301 | success = 1; |
301 | break; |
302 | break; |
… | |
… | |
311 | case SK_HIDING: |
312 | case SK_HIDING: |
312 | exp = success = hide (op, skill); |
313 | exp = success = hide (op, skill); |
313 | break; |
314 | break; |
314 | |
315 | |
315 | case SK_JUMPING: |
316 | case SK_JUMPING: |
316 | success = jump (op, dir, skill); |
317 | exp = success = jump (op, dir, skill); |
317 | break; |
318 | break; |
318 | |
319 | |
319 | case SK_INSCRIPTION: |
320 | case SK_INSCRIPTION: |
320 | exp = success = write_on_item (op, string, skill); |
321 | exp = success = write_on_item (op, string, skill); |
321 | break; |
322 | break; |
… | |
… | |
452 | * Monsters have no skill use time because of the random nature in |
453 | * Monsters have no skill use time because of the random nature in |
453 | * which use_monster_skill is called already simulates this. |
454 | * which use_monster_skill is called already simulates this. |
454 | * If certain skills should take more/less time, that should be |
455 | * If certain skills should take more/less time, that should be |
455 | * in the code for the skill itself. |
456 | * in the code for the skill itself. |
456 | */ |
457 | */ |
457 | |
|
|
458 | if (op->type == PLAYER) |
458 | if (op->type == PLAYER) |
459 | op->speed_left -= 1.f; |
459 | op->speed_left -= 1.f; |
460 | |
460 | |
461 | /* 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. |
462 | * Note that add_exp() will figure out player/monster experience |
462 | * 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 |
510 | * 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 |
511 | * help out exp awards for skill_ident skills. Also, if |
512 | * an item is type RUNE, we give out exp based on stats.Cha |
512 | * an item is type RUNE, we give out exp based on stats.Cha |
513 | * and level (this was the old system) -b.t. |
513 | * and level (this was the old system) -b.t. |
514 | */ |
514 | */ |
515 | |
|
|
516 | if (!op) |
515 | if (!op) |
517 | { /* no item/creature */ |
516 | { /* no item/creature */ |
518 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
517 | op_lvl = max (1, who->map->difficulty); |
519 | op_exp = 0; |
518 | op_exp = 0; |
520 | } |
519 | } |
521 | else if (op->type == RUNE || op->type == TRAP) |
520 | else if (op->type == RUNE || op->type == TRAP) |
522 | { /* all traps. If stats.Cha > 1 we use that |
521 | { /* all traps. If stats.Cha > 1 we use that |
523 | * for the amount of experience */ |
522 | * for the amount of experience */ |
… | |
… | |
527 | else |
526 | else |
528 | { /* all other items/living creatures */ |
527 | { /* all other items/living creatures */ |
529 | op_exp = op->stats.exp; |
528 | op_exp = op->stats.exp; |
530 | op_lvl = op->level; |
529 | op_lvl = op->level; |
531 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
530 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
532 | { /* for ident/make items */ |
531 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
533 | op_lvl += 5 * abs (op->magic); |
|
|
534 | } |
|
|
535 | } |
532 | } |
536 | |
533 | |
537 | if (op_lvl < 1) |
534 | if (op_lvl < 1) |
538 | op_lvl = 1; |
535 | op_lvl = 1; |
539 | |
536 | |
… | |
… | |
566 | } |
563 | } |
567 | } |
564 | } |
568 | else |
565 | else |
569 | { |
566 | { |
570 | /* Don't divide by zero here! */ |
567 | /* Don't divide by zero here! */ |
571 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
568 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
572 | } |
569 | } |
573 | } |
570 | } |
574 | |
571 | |
575 | /* assemble the exp total, and return value */ |
572 | /* assemble the exp total, and return value */ |
576 | |
573 | |
… | |
… | |
622 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
619 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
623 | return 2; |
620 | return 2; |
624 | } |
621 | } |
625 | |
622 | |
626 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
623 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
627 | link_player_skills (pl); |
624 | |
628 | return 1; |
625 | return 1; |
629 | } |
626 | } |
630 | |
627 | |
631 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
632 | /* Probably belongs in some global utils-type file? */ |
629 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
658 | * just dumped this as we found it, this would be a bit |
655 | * just dumped this as we found it, this would be a bit |
659 | * simpler. |
656 | * simpler. |
660 | */ |
657 | */ |
661 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
658 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
662 | void |
659 | void |
663 | show_skills (object *op, const char *search) |
660 | show_skills (object *pl, const char *search) |
664 | { |
661 | { |
665 | object *tmp = NULL; |
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|
666 | char buf[MAX_BUF]; |
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|
667 | const char *cp; |
662 | const char *cp; |
668 | int i, num_skills_found = 0; |
663 | int i, num_skills_found = 0; |
669 | static const char *const periods = "........................................"; |
664 | const char *const periods = ".............................."; // 30 |
670 | |
665 | |
671 | /* Need to have a pointer and use strdup for qsort to work properly */ |
666 | /* Need to have a pointer and use strdup for qsort to work properly */ |
672 | char skills[NUM_SKILLS][MAX_BUF]; |
667 | char skills[NUM_SKILLS][128]; // d'oh |
673 | |
668 | |
|
|
669 | object *op = pl->contr->ob; |
|
|
670 | |
674 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
671 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
675 | { |
672 | { |
676 | if (tmp->type == SKILL) |
673 | if (tmp->type == SKILL) |
677 | { |
674 | { |
678 | if (search && strstr (tmp->name, search) == NULL) |
675 | if (search && !strstr (tmp->name, search)) |
679 | continue; |
676 | continue; |
|
|
677 | |
|
|
678 | char buf[30]; |
|
|
679 | |
680 | /* Basically want to fill this out to 40 spaces with periods */ |
680 | /* Basically want to fill this out to 30 spaces with periods */ |
681 | sprintf (buf, "%s%s", &tmp->name, periods); |
681 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
682 | buf[40] = 0; |
|
|
683 | |
682 | |
684 | if (settings.permanent_exp_ratio) |
683 | if (settings.permanent_exp_ratio) |
685 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
684 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
686 | buf, tmp->level, tmp->stats.exp, |
685 | buf, tmp->level, tmp->stats.exp, |
687 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
686 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
688 | else |
687 | else |
689 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
688 | 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)); |
689 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
691 | |
690 | |
692 | /* I don't know why some characters get a bunch of skills, but |
691 | /* I don't know why some characters get a bunch of skills, but |
693 | * it sometimes happens (maybe a leftover from bugier earlier code |
692 | * it sometimes happens (maybe a leftover from bugier earlier code |
694 | * and those character are still about). In any case, lets handle |
693 | * and those character are still about). In any case, lets handle |
695 | * it so it doesn't crash the server - otherwise, one character may |
694 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
702 | break; |
701 | break; |
703 | } |
702 | } |
704 | } |
703 | } |
705 | } |
704 | } |
706 | |
705 | |
707 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
706 | dynbuf_text msg (4096, 1024); |
|
|
707 | |
|
|
708 | msg << "T<Player skills:>\n\n"; |
708 | if (num_skills_found > 1) |
709 | if (num_skills_found > 1) |
709 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
710 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
710 | |
711 | |
711 | for (i = 0; i < num_skills_found; i++) |
712 | for (i = 0; i < num_skills_found; i++) |
712 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
713 | msg << " C<" << skills [i] << ">\n"; |
713 | |
714 | |
714 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
715 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
715 | |
716 | |
716 | cp = determine_god (op); |
717 | cp = determine_god (op); |
717 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
718 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
718 | |
719 | |
719 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
720 | msg << "Your equipped item power is " << (int)op->contr->item_power |
720 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
721 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
722 | << ".\n"; |
|
|
723 | |
|
|
724 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
721 | } |
725 | } |
722 | |
726 | |
723 | /* use_skill() - similar to invoke command, it executes the skill in the |
727 | /* 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 |
728 | * 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. |
729 | * 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 |
824 | * 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. |
825 | * through that code if skill is set to change to the skill. |
822 | */ |
826 | */ |
823 | if (player *pl = op->contr) |
827 | if (player *pl = op->contr) |
824 | { |
828 | { |
825 | if (!pl->combat_ob) |
829 | if (skill) |
|
|
830 | op->change_skill (skill); |
|
|
831 | else |
826 | { |
832 | { |
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) |
833 | if (!pl->combat_ob) |
840 | { |
834 | { |
|
|
835 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
836 | { |
|
|
837 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
838 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
839 | break; |
|
|
840 | |
841 | if (!skill) |
841 | if (!tmp) |
|
|
842 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
843 | |
|
|
844 | pl->combat_ob = tmp; |
|
|
845 | } |
|
|
846 | |
|
|
847 | if (!pl->combat_ob) |
842 | { |
848 | { |
843 | /* See if the players chosen skill is a combat skill, and use |
849 | /* See if the players chosen skill is a combat skill, and use |
844 | * it if appropriate. |
850 | * it if appropriate. |
845 | */ |
851 | */ |
846 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
852 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
850 | skill = find_player_hth_skill (op); |
856 | skill = find_player_hth_skill (op); |
851 | |
857 | |
852 | if (!skill) |
858 | if (!skill) |
853 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
859 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
854 | } |
860 | } |
|
|
861 | |
|
|
862 | if (skill) |
|
|
863 | { |
|
|
864 | op->change_skill (0); |
|
|
865 | apply_special (op, skill, AP_APPLY); |
|
|
866 | } |
855 | } |
867 | } |
856 | |
868 | |
857 | if (skill) |
869 | if (!pl->combat_ob) |
858 | { |
870 | { |
859 | op->change_skill (0); |
871 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
860 | apply_special (op, skill, AP_APPLY); |
872 | return 0; |
861 | } |
873 | } |
862 | } |
874 | } |
863 | |
875 | |
864 | if (!pl->combat_ob) |
876 | 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; |
877 | return 0; |
868 | } |
|
|
869 | } |
878 | } |
870 | |
|
|
871 | if (!op->change_weapon (pl->combat_ob)) |
|
|
872 | return 0; |
|
|
873 | |
879 | |
874 | /* lose invisiblity/hiding status for running attacks */ |
880 | /* lose invisiblity/hiding status for running attacks */ |
875 | if (pl->tmp_invis) |
881 | if (pl->tmp_invis) |
876 | { |
882 | { |
877 | pl->tmp_invis = 0; |
883 | pl->tmp_invis = 0; |
… | |
… | |
896 | return success; |
902 | return success; |
897 | } |
903 | } |
898 | |
904 | |
899 | /* skill_attack() - Core routine for use when we attack using a skills |
905 | /* skill_attack() - Core routine for use when we attack using a skills |
900 | * system. In essence, this code handles |
906 | * system. In essence, this code handles |
901 | * all skill-based attacks, ie hth, missile and melee weapons should be |
907 | * 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(), |
908 | * treated here. If an opponent is already supplied by move_player(), |
903 | * we move right onto do_skill_attack(), otherwise we find if an |
909 | * we move right onto do_skill_attack(), otherwise we find if an |
904 | * appropriate opponent exists. |
910 | * appropriate opponent exists. |
905 | * |
911 | * |
906 | * This is called by move_player() and attack_hth() |
912 | * This is called by move_player() and attack_hth() |