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 * |
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|
110 | find_skill (object *who, const shstr &sh) |
|
|
111 | { |
|
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112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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113 | if (tmp->skill == sh && tmp->type == SKILL) |
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114 | return tmp; |
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115 | |
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116 | return 0; |
|
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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 | if (!name) |
129 | object *skill_tool = 0; |
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130 | |
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131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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132 | if (tmp->skill == sh) |
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133 | { |
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134 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
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135 | /* If this is a skill that can be used without applying tool, return it */ |
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136 | return splay (tmp); |
|
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137 | /* Try to find appropriate skilltool. If the player has one already |
|
|
138 | * applied, we try to keep using that one. |
|
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139 | */ |
|
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140 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
|
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141 | skill_tool = tmp; |
|
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142 | } |
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143 | |
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144 | if (!skill_tool) |
121 | return 0; |
145 | return 0; |
122 | |
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123 | object *skill = 0, *skill_tool = 0; |
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124 | |
|
|
125 | /* We make sure the length of the string in the object is greater |
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126 | * in length than the passed string. Eg, if we have a skill called |
|
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127 | * 'hi', we don't want to match if the user passed 'high' |
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128 | */ |
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129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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130 | { |
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131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
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132 | skill = tmp; |
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133 | |
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134 | /* Try to find appropriate skilltool. If the player has one already |
|
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135 | * applied, we try to keep using that one. |
|
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136 | */ |
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137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
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138 | { |
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139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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140 | skill_tool = tmp; |
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141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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142 | skill_tool = tmp; |
|
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143 | } |
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144 | } |
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145 | |
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146 | /* If this is a skill that can be used without a tool, return it */ |
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147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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148 | return skill; |
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149 | |
146 | |
150 | /* 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 - |
151 | * 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 |
152 | * but not the skill itself, give it to them. |
149 | * but not the skill itself, give it to them. |
153 | */ |
150 | */ |
154 | if (skill_tool) |
151 | object *skill = find_skill (who, skill_tool->skill); |
155 | { |
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156 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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157 | if (apply_special (who, skill_tool, 0)) |
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158 | return 0; |
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159 | |
152 | |
160 | if (!skill) |
153 | if (!skill) |
161 | { |
154 | { |
162 | skill = give_skill_by_name (who, skill_tool->skill); |
155 | skill = give_skill_by_name (who, skill_tool->skill); |
163 | link_player_skills (who); |
156 | link_player_skills (who); |
164 | } |
157 | } |
165 | |
158 | |
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159 | if (!skill_tool->flag [FLAG_APPLIED]) |
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160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
166 | return skill; |
161 | return 0; |
167 | } |
162 | |
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163 | return splay (skill); |
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164 | } |
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165 | |
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166 | object * |
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167 | find_skill_by_name (object *who, const char *name) |
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168 | { |
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169 | if (!name) |
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170 | return 0; |
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171 | |
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172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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174 | && tmp->skill.begins_with (name)) |
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175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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176 | return skop; |
168 | |
177 | |
169 | return 0; |
178 | return 0; |
170 | } |
179 | } |
171 | |
180 | |
172 | /* This returns the skill pointer of the given name (the |
181 | /* This returns the skill pointer of the given name (the |
173 | * one that accumlates exp, has the level, etc). |
182 | * one that accumulates exp, has the level, etc). |
174 | * |
183 | * |
175 | * It is presumed that the player will be needing to actually |
184 | * It is presumed that the player will be needing to actually |
176 | * use the skill, so thus if use of the skill requires a skill |
185 | * use the skill, so thus if use of the skill requires a skill |
177 | * tool, this code will equip it. |
186 | * tool, this code will equip it. |
178 | * |
187 | * |
… | |
… | |
181 | * this replaces find_skill. |
190 | * this replaces find_skill. |
182 | */ |
191 | */ |
183 | object * |
192 | object * |
184 | find_skill_by_number (object *who, int skillno) |
193 | find_skill_by_number (object *who, int skillno) |
185 | { |
194 | { |
186 | if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) |
195 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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196 | if (tmp->type == SKILL && tmp->subtype == skillno) |
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197 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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198 | return skop; |
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199 | |
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200 | return 0; |
|
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201 | } |
|
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202 | |
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203 | /* This changes the objects chosen_skill to new_skill. |
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204 | * return 1 on success, 0 on error |
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205 | */ |
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206 | bool |
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207 | object::change_skill (object *new_skill) |
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208 | { |
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209 | if (type != PLAYER) |
187 | return 0; |
210 | return 0; |
188 | |
211 | |
189 | object *skill = NULL, *skill_tool = NULL; |
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190 | |
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191 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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192 | { |
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193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
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194 | skill = tmp; |
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195 | |
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196 | /* Try to find appropriate skilltool. If the player has one already |
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197 | * applied, we try to keep using that one. |
|
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198 | */ |
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199 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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200 | { |
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201 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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202 | skill_tool = tmp; |
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203 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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204 | skill_tool = tmp; |
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205 | } |
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206 | } |
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207 | |
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208 | /* If this is a skill that can be used without a tool, return it */ |
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209 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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210 | return skill; |
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211 | |
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212 | /* Player has a tool to use the skill. If not applied, apply it - |
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213 | * if not successful, return null. If they do have the skill tool |
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214 | * but not the skill itself, give it to them. |
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215 | */ |
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216 | if (skill_tool) |
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217 | { |
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218 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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219 | { |
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220 | if (apply_special (who, skill_tool, 0)) |
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221 | return NULL; |
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222 | } |
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223 | |
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224 | if (!skill) |
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225 | { |
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226 | skill = give_skill_by_name (who, skill_tool->skill); |
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227 | link_player_skills (who); |
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228 | } |
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229 | |
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230 | return skill; |
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231 | } |
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232 | |
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233 | return NULL; |
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234 | } |
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235 | |
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236 | /* This changes the objects skill to new_skill. |
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237 | * note that this function doesn't always need to get used - |
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238 | * you can now add skill exp to the player without the chosen_skill being |
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239 | * set. This function is of most interest to players to update |
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240 | * the various range information. |
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241 | * return 1 on success, 0 on error |
|
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242 | */ |
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243 | int |
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244 | change_skill (object *who, object *new_skill, int flag) |
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245 | { |
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246 | if (who->type != PLAYER) |
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247 | return 0; |
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248 | |
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249 | #if 0 |
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250 | // optimise this supposedly common case |
212 | // optimise this supposedly common case |
251 | if (new_skill == who->chosen_skill) |
213 | if (new_skill == chosen_skill) |
252 | return 1; |
214 | return 1; |
253 | #endif |
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254 | |
215 | |
255 | if (!new_skill) |
216 | if (chosen_skill) |
256 | { |
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257 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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258 | who->debug_desc ()); |
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259 | return 0; |
|
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260 | } |
217 | { |
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218 | chosen_skill->flag [FLAG_APPLIED] = false; |
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219 | change_abil (this, chosen_skill); |
|
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220 | } |
261 | |
221 | |
262 | // the skill could be readied already because it is used by a weapon. |
222 | chosen_skill = new_skill; |
263 | who->change_weapon (0); |
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|
264 | new_skill->inv_splay (); |
|
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265 | |
223 | |
266 | if (apply_special (who, new_skill, AP_APPLY)) |
224 | if (chosen_skill) |
267 | return 0; |
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 | } |
268 | |
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 (); |
269 | return 1; |
236 | return 1; |
270 | } |
|
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271 | |
|
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272 | /* This function just clears the chosen_skill and range_skill values |
|
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273 | * in the player. |
|
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274 | */ |
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275 | void |
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276 | clear_skill (object *who) |
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277 | { |
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278 | who->chosen_skill = 0; |
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279 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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280 | |
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281 | if (who->type == PLAYER) |
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282 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
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283 | who->contr->ranged_ob = 0; |
|
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284 | } |
237 | } |
285 | |
238 | |
286 | /* 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(). |
287 | * 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. |
288 | * 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 |
… | |
… | |
338 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
339 | } |
292 | } |
340 | else |
293 | else |
341 | { |
294 | { |
342 | SET_FLAG (skill, FLAG_APPLIED); |
295 | SET_FLAG (skill, FLAG_APPLIED); |
343 | 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!"); |
344 | } |
297 | } |
345 | |
298 | |
346 | op->update_stats (); |
299 | op->update_stats (); |
347 | success = 1; |
300 | success = 1; |
348 | break; |
301 | break; |
… | |
… | |
557 | * 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 |
558 | * help out exp awards for skill_ident skills. Also, if |
511 | * help out exp awards for skill_ident skills. Also, if |
559 | * 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 |
560 | * and level (this was the old system) -b.t. |
513 | * and level (this was the old system) -b.t. |
561 | */ |
514 | */ |
562 | |
|
|
563 | if (!op) |
515 | if (!op) |
564 | { /* no item/creature */ |
516 | { /* no item/creature */ |
565 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
517 | op_lvl = max (1, who->map->difficulty); |
566 | op_exp = 0; |
518 | op_exp = 0; |
567 | } |
519 | } |
568 | else if (op->type == RUNE || op->type == TRAP) |
520 | else if (op->type == RUNE || op->type == TRAP) |
569 | { /* all traps. If stats.Cha > 1 we use that |
521 | { /* all traps. If stats.Cha > 1 we use that |
570 | * for the amount of experience */ |
522 | * for the amount of experience */ |
… | |
… | |
574 | else |
526 | else |
575 | { /* all other items/living creatures */ |
527 | { /* all other items/living creatures */ |
576 | op_exp = op->stats.exp; |
528 | op_exp = op->stats.exp; |
577 | op_lvl = op->level; |
529 | op_lvl = op->level; |
578 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
530 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
579 | { /* for ident/make items */ |
531 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
580 | op_lvl += 5 * abs (op->magic); |
|
|
581 | } |
|
|
582 | } |
532 | } |
583 | |
533 | |
584 | if (op_lvl < 1) |
534 | if (op_lvl < 1) |
585 | op_lvl = 1; |
535 | op_lvl = 1; |
586 | |
536 | |
… | |
… | |
594 | /* if skill really is a skill, then we can look at the skill archetype for |
544 | /* if skill really is a skill, then we can look at the skill archetype for |
595 | * bse reward value (exp) and level multiplier factor. |
545 | * bse reward value (exp) and level multiplier factor. |
596 | */ |
546 | */ |
597 | if (skill->type == SKILL) |
547 | if (skill->type == SKILL) |
598 | { |
548 | { |
599 | base += skill->arch->clone.stats.exp; |
549 | base += skill->arch->stats.exp; |
600 | if (settings.simple_exp) |
550 | if (settings.simple_exp) |
601 | { |
551 | { |
602 | if (skill->arch->clone.level) |
552 | if (skill->arch->level) |
603 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
553 | lvl_mult = (float) skill->arch->level / 100.0; |
604 | else |
554 | else |
605 | lvl_mult = 1.0; /* no adjustment */ |
555 | lvl_mult = 1.0; /* no adjustment */ |
606 | } |
556 | } |
607 | else |
557 | else |
608 | { |
558 | { |
609 | if (skill->level) |
559 | if (skill->level) |
610 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
560 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
611 | else |
561 | else |
612 | lvl_mult = 1.0; |
562 | lvl_mult = 1.0; |
613 | } |
563 | } |
614 | } |
564 | } |
615 | else |
565 | else |
616 | { |
566 | { |
617 | /* Don't divide by zero here! */ |
567 | /* Don't divide by zero here! */ |
618 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
568 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
619 | } |
569 | } |
620 | } |
570 | } |
621 | |
571 | |
622 | /* assemble the exp total, and return value */ |
572 | /* assemble the exp total, and return value */ |
623 | |
573 | |
… | |
… | |
640 | * player learns the skill, 2 otherwise. |
590 | * player learns the skill, 2 otherwise. |
641 | */ |
591 | */ |
642 | int |
592 | int |
643 | learn_skill (object *pl, object *scroll) |
593 | learn_skill (object *pl, object *scroll) |
644 | { |
594 | { |
645 | object *tmp; |
|
|
646 | |
|
|
647 | if (!scroll->skill) |
595 | if (!scroll->skill) |
648 | { |
596 | { |
649 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
597 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
650 | return 2; |
598 | return 2; |
651 | } |
599 | } |
652 | |
600 | |
653 | /* can't use find_skill_by_name because we want skills the player knows |
601 | object *tmp = find_skill (pl, scroll->skill); |
654 | * but can't use natively. |
|
|
655 | */ |
|
|
656 | |
|
|
657 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
658 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
659 | break; |
|
|
660 | |
602 | |
661 | /* player already knows it */ |
603 | /* player already knows it */ |
662 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
604 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
663 | return 0; |
605 | return 0; |
664 | |
606 | |
… | |
… | |
711 | * Note this function is a bit more complicated becauase we |
653 | * Note this function is a bit more complicated becauase we |
712 | * we want ot sort the skills before printing them. If we |
654 | * we want ot sort the skills before printing them. If we |
713 | * 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 |
714 | * simpler. |
656 | * simpler. |
715 | */ |
657 | */ |
716 | |
658 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
717 | void |
659 | void |
718 | show_skills (object *op, const char *search) |
660 | show_skills (object *op, const char *search) |
719 | { |
661 | { |
720 | object *tmp = NULL; |
662 | object *tmp = NULL; |
721 | char buf[MAX_BUF]; |
663 | char buf[MAX_BUF]; |
… | |
… | |
723 | int i, num_skills_found = 0; |
665 | int i, num_skills_found = 0; |
724 | static const char *const periods = "........................................"; |
666 | static const char *const periods = "........................................"; |
725 | |
667 | |
726 | /* Need to have a pointer and use strdup for qsort to work properly */ |
668 | /* Need to have a pointer and use strdup for qsort to work properly */ |
727 | char skills[NUM_SKILLS][MAX_BUF]; |
669 | char skills[NUM_SKILLS][MAX_BUF]; |
728 | |
|
|
729 | |
670 | |
730 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
671 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
731 | { |
672 | { |
732 | if (tmp->type == SKILL) |
673 | if (tmp->type == SKILL) |
733 | { |
674 | { |
… | |
… | |
736 | /* Basically want to fill this out to 40 spaces with periods */ |
677 | /* Basically want to fill this out to 40 spaces with periods */ |
737 | sprintf (buf, "%s%s", &tmp->name, periods); |
678 | sprintf (buf, "%s%s", &tmp->name, periods); |
738 | buf[40] = 0; |
679 | buf[40] = 0; |
739 | |
680 | |
740 | if (settings.permanent_exp_ratio) |
681 | if (settings.permanent_exp_ratio) |
741 | { |
|
|
742 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
682 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
743 | buf, tmp->level, tmp->stats.exp, |
683 | buf, tmp->level, tmp->stats.exp, |
744 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
684 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
745 | } |
|
|
746 | else |
685 | else |
747 | { |
|
|
748 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
686 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
749 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
687 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
750 | } |
688 | |
751 | /* I don't know why some characters get a bunch of skills, but |
689 | /* I don't know why some characters get a bunch of skills, but |
752 | * it sometimes happens (maybe a leftover from bugier earlier code |
690 | * it sometimes happens (maybe a leftover from bugier earlier code |
753 | * and those character are still about). In any case, lets handle |
691 | * and those character are still about). In any case, lets handle |
754 | * it so it doesn't crash the server - otherwise, one character may |
692 | * it so it doesn't crash the server - otherwise, one character may |
755 | * crash the server numerous times. |
693 | * crash the server numerous times. |
… | |
… | |
761 | break; |
699 | break; |
762 | } |
700 | } |
763 | } |
701 | } |
764 | } |
702 | } |
765 | |
703 | |
766 | clear_win_info (op); |
|
|
767 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
704 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
768 | if (num_skills_found > 1) |
705 | if (num_skills_found > 1) |
769 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
706 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
770 | |
707 | |
771 | for (i = 0; i < num_skills_found; i++) |
708 | for (i = 0; i < num_skills_found; i++) |
… | |
… | |
793 | size_t len; |
730 | size_t len; |
794 | |
731 | |
795 | if (!string) |
732 | if (!string) |
796 | return 0; |
733 | return 0; |
797 | |
734 | |
798 | for (skop = op->inv; skop != NULL; skop = skop->below) |
735 | for (skop = op->inv; skop; skop = skop->below) |
799 | { |
736 | { |
|
|
737 | if (skop->type == SKILL |
800 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
738 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
801 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
739 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
802 | break; |
740 | break; |
|
|
741 | else if (skop->type == SKILL_TOOL |
803 | else if (skop->type == SKILL_TOOL && !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)))) |
804 | break; |
743 | break; |
805 | } |
744 | } |
|
|
745 | |
806 | if (!skop) |
746 | if (!skop) |
807 | { |
747 | { |
808 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
748 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
809 | return 0; |
749 | return 0; |
810 | } |
750 | } |
… | |
… | |
815 | * options given to the skill. Its pretty simple - if there |
755 | * options given to the skill. Its pretty simple - if there |
816 | * are extra parameters (as deteremined by string length), we |
756 | * are extra parameters (as deteremined by string length), we |
817 | * want to skip over any leading spaces. |
757 | * want to skip over any leading spaces. |
818 | */ |
758 | */ |
819 | if (len >= strlen (string)) |
759 | if (len >= strlen (string)) |
820 | { |
|
|
821 | string = NULL; |
760 | string = NULL; |
822 | } |
|
|
823 | else |
761 | else |
824 | { |
762 | { |
825 | string += len; |
763 | string += len; |
826 | while (*string == 0x20) |
764 | while (*string == 0x20) |
827 | string++; |
765 | string++; |
|
|
766 | |
828 | if (strlen (string) == 0) |
767 | if (strlen (string) == 0) |
829 | string = NULL; |
768 | string = NULL; |
830 | } |
769 | } |
831 | |
770 | |
832 | #ifdef SKILL_UTIL_DEBUG |
771 | #ifdef SKILL_UTIL_DEBUG |
833 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
772 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
834 | #endif |
773 | #endif |
835 | |
774 | |
836 | /* Change to the new skill, then execute it. */ |
|
|
837 | if (do_skill (op, op, skop, op->facing, string)) |
775 | if (do_skill (op, op, skop, op->facing, string)) |
838 | return 1; |
776 | return 1; |
839 | |
777 | |
840 | return 0; |
778 | return 0; |
841 | } |
779 | } |
… | |
… | |
888 | for (tmp = op->inv; tmp; tmp = tmp->below) |
826 | for (tmp = op->inv; tmp; tmp = tmp->below) |
889 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
827 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
890 | break; |
828 | break; |
891 | |
829 | |
892 | if (!tmp) |
830 | if (!tmp) |
893 | { |
|
|
894 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
831 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
895 | return 0; |
|
|
896 | } |
|
|
897 | |
832 | |
898 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
833 | pl->combat_ob = tmp; |
899 | } |
834 | } |
900 | else |
835 | |
|
|
836 | if (!pl->combat_ob) |
901 | { |
837 | { |
902 | if (!skill) |
838 | if (!skill) |
903 | { |
839 | { |
904 | /* See if the players chosen skill is a combat skill, and use |
840 | /* See if the players chosen skill is a combat skill, and use |
905 | * it if appropriate. |
841 | * it if appropriate. |
… | |
… | |
909 | else |
845 | else |
910 | { |
846 | { |
911 | skill = find_player_hth_skill (op); |
847 | skill = find_player_hth_skill (op); |
912 | |
848 | |
913 | if (!skill) |
849 | if (!skill) |
914 | { |
|
|
915 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
850 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
916 | return 0; |
|
|
917 | } |
|
|
918 | } |
851 | } |
919 | } |
852 | } |
920 | |
853 | |
921 | /* now try to ready the new skill */ |
854 | if (skill) |
922 | if (!change_skill (op, skill, 0)) |
855 | { |
923 | { /* oh oh, trouble! */ |
856 | op->change_skill (0); |
924 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
857 | apply_special (op, skill, AP_APPLY); |
925 | return 0; |
|
|
926 | } |
858 | } |
927 | } |
859 | } |
928 | |
860 | |
929 | if (!pl->combat_ob) |
861 | if (!pl->combat_ob) |
930 | { |
862 | { |
… | |
… | |
1076 | |
1008 | |
1077 | return 0; |
1009 | return 0; |
1078 | } |
1010 | } |
1079 | |
1011 | |
1080 | return skill_attack (NULL, op, dir, string, skill); |
1012 | return skill_attack (NULL, op, dir, string, skill); |
1081 | |
|
|
1082 | } |
1013 | } |
|
|
1014 | |