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 | |
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109 | static object * |
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110 | find_skill (object *who, const shstr &sh) |
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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 * |
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118 | find_skill_by_name (object *who, const char *name) |
|
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119 | { |
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120 | if (!name) |
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121 | return 0; |
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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 | |
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150 | /* Player has a tool to use the skill. If not applied, apply it - |
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151 | * if not successful, return null. If they do have the skill tool |
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152 | * but not the skill itself, give it to them. |
|
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153 | */ |
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154 | if (skill_tool) |
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155 | { |
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156 | if (!skill) |
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157 | { |
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158 | skill = give_skill_by_name (who, skill_tool->skill); |
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159 | link_player_skills (who); |
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160 | } |
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161 | |
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162 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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163 | if (apply_special (who, skill_tool, 0)) |
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164 | return 0; |
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165 | |
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166 | return skill; |
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167 | } |
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168 | |
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169 | return 0; |
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170 | } |
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171 | |
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172 | static object * |
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173 | find_skill (object *who, const shstr &sh) |
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174 | { |
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175 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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176 | if (tmp->skill == sh && tmp->type == SKILL) |
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177 | return tmp; |
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178 | |
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179 | return 0; |
|
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180 | } |
|
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181 | |
|
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182 | // like the other function above, but for exact matches using a shstr |
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183 | // which is very common inside the server. unlike the above function, |
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184 | // we always return the skill. |
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185 | object * |
126 | object * |
186 | find_skill_by_name (object *who, const shstr &sh) |
127 | find_skill_by_name (object *who, const shstr &sh) |
187 | { |
128 | { |
188 | object *skill_tool = 0; |
129 | object *skill_tool = 0; |
189 | |
130 | |
190 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
191 | if (tmp->skill == sh) |
132 | if (tmp->skill == sh) |
192 | { |
133 | { |
193 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
134 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
194 | /* If this is a skill that can be used without applying tool, return it */ |
135 | /* If this is a skill that can be used without applying tool, return it */ |
195 | return tmp->inv_splay (); |
136 | return splay (tmp); |
196 | /* Try to find appropriate skilltool. If the player has one already |
137 | /* Try to find appropriate skilltool. If the player has one already |
197 | * applied, we try to keep using that one. |
138 | * applied, we try to keep using that one. |
198 | */ |
139 | */ |
199 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
140 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
200 | skill_tool = tmp; |
141 | skill_tool = tmp; |
… | |
… | |
213 | { |
154 | { |
214 | skill = give_skill_by_name (who, skill_tool->skill); |
155 | skill = give_skill_by_name (who, skill_tool->skill); |
215 | link_player_skills (who); |
156 | link_player_skills (who); |
216 | } |
157 | } |
217 | |
158 | |
218 | skill->inv_splay (); |
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219 | |
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220 | if (!skill_tool->flag [FLAG_APPLIED]) |
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
221 | if (apply_special (who, skill_tool, AP_APPLY)) |
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
222 | return 0; |
161 | return 0; |
223 | |
162 | |
224 | return skill; |
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; |
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177 | |
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178 | return 0; |
225 | } |
179 | } |
226 | |
180 | |
227 | /* This returns the skill pointer of the given name (the |
181 | /* This returns the skill pointer of the given name (the |
228 | * one that accumulates exp, has the level, etc). |
182 | * one that accumulates exp, has the level, etc). |
229 | * |
183 | * |
… | |
… | |
236 | * this replaces find_skill. |
190 | * this replaces find_skill. |
237 | */ |
191 | */ |
238 | object * |
192 | object * |
239 | find_skill_by_number (object *who, int skillno) |
193 | find_skill_by_number (object *who, int skillno) |
240 | { |
194 | { |
241 | 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) |
242 | return 0; |
210 | return 0; |
243 | |
211 | |
244 | object *skill = NULL, *skill_tool = NULL; |
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245 | |
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246 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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247 | { |
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248 | if (tmp->type == SKILL && tmp->subtype == skillno) |
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249 | skill = tmp; |
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250 | |
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251 | /* Try to find appropriate skilltool. If the player has one already |
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252 | * applied, we try to keep using that one. |
|
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253 | */ |
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254 | //TODO: afaics, skill tools have subtype 0 always |
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255 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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256 | { |
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257 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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258 | skill_tool = tmp; |
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259 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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260 | skill_tool = tmp; |
|
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261 | } |
|
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262 | } |
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263 | |
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264 | /* If this is a skill that can be used without a tool, return it */ |
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265 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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266 | return skill; |
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267 | |
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268 | /* Player has a tool to use the skill. If not applied, apply it - |
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269 | * if not successful, return null. If they do have the skill tool |
|
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270 | * but not the skill itself, give it to them. |
|
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271 | */ |
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272 | if (skill_tool) |
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273 | { |
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274 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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275 | { |
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276 | if (apply_special (who, skill_tool, 0)) |
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277 | return NULL; |
|
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278 | } |
|
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279 | |
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280 | if (!skill) |
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281 | { |
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282 | skill = give_skill_by_name (who, skill_tool->skill); |
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283 | link_player_skills (who); |
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284 | } |
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285 | |
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286 | return skill; |
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287 | } |
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288 | |
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289 | return NULL; |
|
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290 | } |
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291 | |
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292 | /* This changes the objects skill to new_skill. |
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293 | * note that this function doesn't always need to get used - |
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294 | * you can now add skill exp to the player without the chosen_skill being |
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295 | * set. This function is of most interest to players to update |
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296 | * the various range information. |
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297 | * return 1 on success, 0 on error |
|
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298 | */ |
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299 | int |
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300 | change_skill (object *who, object *new_skill, int flag) |
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301 | { |
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302 | if (who->type != PLAYER) |
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303 | return 0; |
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304 | |
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305 | #if 0 |
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306 | // optimise this supposedly common case |
212 | // optimise this supposedly common case |
307 | if (new_skill == who->chosen_skill) |
213 | if (new_skill == chosen_skill) |
308 | return 1; |
214 | return 1; |
309 | #endif |
|
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310 | |
215 | |
311 | if (!new_skill) |
216 | if (chosen_skill) |
312 | { |
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313 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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314 | who->debug_desc ()); |
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315 | return 0; |
|
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316 | } |
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 | } |
317 | |
221 | |
318 | // the skill could be readied already because it is used by a weapon. |
222 | chosen_skill = new_skill; |
319 | who->change_weapon (0); |
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320 | new_skill->inv_splay (); |
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321 | |
223 | |
322 | if (apply_special (who, new_skill, AP_APPLY)) |
224 | if (chosen_skill) |
323 | 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 | } |
324 | |
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 (); |
325 | return 1; |
236 | return 1; |
326 | } |
|
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327 | |
|
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328 | /* This function just clears the chosen_skill and range_skill values |
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329 | * in the player. |
|
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330 | */ |
|
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331 | void |
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332 | clear_skill (object *who) |
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333 | { |
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334 | who->chosen_skill = 0; |
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335 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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336 | |
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337 | if (player *pl = who->contr) |
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338 | if (pl->ranged_ob && pl->ranged_ob->type == SKILL) |
|
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339 | pl->ranged_ob = 0; |
|
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340 | } |
237 | } |
341 | |
238 | |
342 | /* 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(). |
343 | * 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. |
344 | * 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 |
… | |
… | |
394 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
395 | } |
292 | } |
396 | else |
293 | else |
397 | { |
294 | { |
398 | SET_FLAG (skill, FLAG_APPLIED); |
295 | SET_FLAG (skill, FLAG_APPLIED); |
399 | 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!"); |
400 | } |
297 | } |
401 | |
298 | |
402 | op->update_stats (); |
299 | op->update_stats (); |
403 | success = 1; |
300 | success = 1; |
404 | break; |
301 | break; |
… | |
… | |
613 | * 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 |
614 | * help out exp awards for skill_ident skills. Also, if |
511 | * help out exp awards for skill_ident skills. Also, if |
615 | * 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 |
616 | * and level (this was the old system) -b.t. |
513 | * and level (this was the old system) -b.t. |
617 | */ |
514 | */ |
618 | |
|
|
619 | if (!op) |
515 | if (!op) |
620 | { /* no item/creature */ |
516 | { /* no item/creature */ |
621 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
517 | op_lvl = max (1, who->map->difficulty); |
622 | op_exp = 0; |
518 | op_exp = 0; |
623 | } |
519 | } |
624 | else if (op->type == RUNE || op->type == TRAP) |
520 | else if (op->type == RUNE || op->type == TRAP) |
625 | { /* all traps. If stats.Cha > 1 we use that |
521 | { /* all traps. If stats.Cha > 1 we use that |
626 | * for the amount of experience */ |
522 | * for the amount of experience */ |
… | |
… | |
630 | else |
526 | else |
631 | { /* all other items/living creatures */ |
527 | { /* all other items/living creatures */ |
632 | op_exp = op->stats.exp; |
528 | op_exp = op->stats.exp; |
633 | op_lvl = op->level; |
529 | op_lvl = op->level; |
634 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
530 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
635 | { /* for ident/make items */ |
531 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
636 | op_lvl += 5 * abs (op->magic); |
|
|
637 | } |
|
|
638 | } |
532 | } |
639 | |
533 | |
640 | if (op_lvl < 1) |
534 | if (op_lvl < 1) |
641 | op_lvl = 1; |
535 | op_lvl = 1; |
642 | |
536 | |
… | |
… | |
650 | /* 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 |
651 | * bse reward value (exp) and level multiplier factor. |
545 | * bse reward value (exp) and level multiplier factor. |
652 | */ |
546 | */ |
653 | if (skill->type == SKILL) |
547 | if (skill->type == SKILL) |
654 | { |
548 | { |
655 | base += skill->arch->clone.stats.exp; |
549 | base += skill->arch->stats.exp; |
656 | if (settings.simple_exp) |
550 | if (settings.simple_exp) |
657 | { |
551 | { |
658 | if (skill->arch->clone.level) |
552 | if (skill->arch->level) |
659 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
553 | lvl_mult = (float) skill->arch->level / 100.0; |
660 | else |
554 | else |
661 | lvl_mult = 1.0; /* no adjustment */ |
555 | lvl_mult = 1.0; /* no adjustment */ |
662 | } |
556 | } |
663 | else |
557 | else |
664 | { |
558 | { |
665 | if (skill->level) |
559 | if (skill->level) |
666 | 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); |
667 | else |
561 | else |
668 | lvl_mult = 1.0; |
562 | lvl_mult = 1.0; |
669 | } |
563 | } |
670 | } |
564 | } |
671 | else |
565 | else |
672 | { |
566 | { |
673 | /* Don't divide by zero here! */ |
567 | /* Don't divide by zero here! */ |
674 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
568 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
675 | } |
569 | } |
676 | } |
570 | } |
677 | |
571 | |
678 | /* assemble the exp total, and return value */ |
572 | /* assemble the exp total, and return value */ |
679 | |
573 | |
… | |
… | |
696 | * player learns the skill, 2 otherwise. |
590 | * player learns the skill, 2 otherwise. |
697 | */ |
591 | */ |
698 | int |
592 | int |
699 | learn_skill (object *pl, object *scroll) |
593 | learn_skill (object *pl, object *scroll) |
700 | { |
594 | { |
701 | object *tmp; |
|
|
702 | |
|
|
703 | if (!scroll->skill) |
595 | if (!scroll->skill) |
704 | { |
596 | { |
705 | 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); |
706 | return 2; |
598 | return 2; |
707 | } |
599 | } |
708 | |
600 | |
709 | /* can't use find_skill_by_name because we want skills the player knows |
601 | object *tmp = find_skill (pl, scroll->skill); |
710 | * but can't use natively. |
|
|
711 | */ |
|
|
712 | |
|
|
713 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
714 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
715 | break; |
|
|
716 | |
602 | |
717 | /* player already knows it */ |
603 | /* player already knows it */ |
718 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
604 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
719 | return 0; |
605 | return 0; |
720 | |
606 | |
… | |
… | |
767 | * Note this function is a bit more complicated becauase we |
653 | * Note this function is a bit more complicated becauase we |
768 | * we want ot sort the skills before printing them. If we |
654 | * we want ot sort the skills before printing them. If we |
769 | * 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 |
770 | * simpler. |
656 | * simpler. |
771 | */ |
657 | */ |
772 | |
658 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
773 | void |
659 | void |
774 | show_skills (object *op, const char *search) |
660 | show_skills (object *op, const char *search) |
775 | { |
661 | { |
776 | object *tmp = NULL; |
662 | object *tmp = NULL; |
777 | char buf[MAX_BUF]; |
663 | char buf[MAX_BUF]; |
… | |
… | |
779 | int i, num_skills_found = 0; |
665 | int i, num_skills_found = 0; |
780 | static const char *const periods = "........................................"; |
666 | static const char *const periods = "........................................"; |
781 | |
667 | |
782 | /* 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 */ |
783 | char skills[NUM_SKILLS][MAX_BUF]; |
669 | char skills[NUM_SKILLS][MAX_BUF]; |
784 | |
|
|
785 | |
670 | |
786 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
671 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
787 | { |
672 | { |
788 | if (tmp->type == SKILL) |
673 | if (tmp->type == SKILL) |
789 | { |
674 | { |
… | |
… | |
792 | /* Basically want to fill this out to 40 spaces with periods */ |
677 | /* Basically want to fill this out to 40 spaces with periods */ |
793 | sprintf (buf, "%s%s", &tmp->name, periods); |
678 | sprintf (buf, "%s%s", &tmp->name, periods); |
794 | buf[40] = 0; |
679 | buf[40] = 0; |
795 | |
680 | |
796 | if (settings.permanent_exp_ratio) |
681 | if (settings.permanent_exp_ratio) |
797 | { |
|
|
798 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
682 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
799 | buf, tmp->level, tmp->stats.exp, |
683 | buf, tmp->level, tmp->stats.exp, |
800 | 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)); |
801 | } |
|
|
802 | else |
685 | else |
803 | { |
|
|
804 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
686 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
805 | 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)); |
806 | } |
688 | |
807 | /* 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 |
808 | * it sometimes happens (maybe a leftover from bugier earlier code |
690 | * it sometimes happens (maybe a leftover from bugier earlier code |
809 | * and those character are still about). In any case, lets handle |
691 | * and those character are still about). In any case, lets handle |
810 | * 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 |
811 | * crash the server numerous times. |
693 | * crash the server numerous times. |
… | |
… | |
817 | break; |
699 | break; |
818 | } |
700 | } |
819 | } |
701 | } |
820 | } |
702 | } |
821 | |
703 | |
822 | clear_win_info (op); |
|
|
823 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
704 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
824 | if (num_skills_found > 1) |
705 | if (num_skills_found > 1) |
825 | 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); |
826 | |
707 | |
827 | for (i = 0; i < num_skills_found; i++) |
708 | for (i = 0; i < num_skills_found; i++) |
… | |
… | |
849 | size_t len; |
730 | size_t len; |
850 | |
731 | |
851 | if (!string) |
732 | if (!string) |
852 | return 0; |
733 | return 0; |
853 | |
734 | |
854 | for (skop = op->inv; skop != NULL; skop = skop->below) |
735 | for (skop = op->inv; skop; skop = skop->below) |
855 | { |
736 | { |
|
|
737 | if (skop->type == SKILL |
856 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
738 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
857 | !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)))) |
858 | break; |
740 | break; |
|
|
741 | else if (skop->type == SKILL_TOOL |
859 | 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)))) |
860 | break; |
743 | break; |
861 | } |
744 | } |
|
|
745 | |
862 | if (!skop) |
746 | if (!skop) |
863 | { |
747 | { |
864 | 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); |
865 | return 0; |
749 | return 0; |
866 | } |
750 | } |
… | |
… | |
871 | * options given to the skill. Its pretty simple - if there |
755 | * options given to the skill. Its pretty simple - if there |
872 | * are extra parameters (as deteremined by string length), we |
756 | * are extra parameters (as deteremined by string length), we |
873 | * want to skip over any leading spaces. |
757 | * want to skip over any leading spaces. |
874 | */ |
758 | */ |
875 | if (len >= strlen (string)) |
759 | if (len >= strlen (string)) |
876 | { |
|
|
877 | string = NULL; |
760 | string = NULL; |
878 | } |
|
|
879 | else |
761 | else |
880 | { |
762 | { |
881 | string += len; |
763 | string += len; |
882 | while (*string == 0x20) |
764 | while (*string == 0x20) |
883 | string++; |
765 | string++; |
|
|
766 | |
884 | if (strlen (string) == 0) |
767 | if (strlen (string) == 0) |
885 | string = NULL; |
768 | string = NULL; |
886 | } |
769 | } |
887 | |
770 | |
888 | #ifdef SKILL_UTIL_DEBUG |
771 | #ifdef SKILL_UTIL_DEBUG |
889 | 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"); |
890 | #endif |
773 | #endif |
891 | |
774 | |
892 | /* Change to the new skill, then execute it. */ |
|
|
893 | if (do_skill (op, op, skop, op->facing, string)) |
775 | if (do_skill (op, op, skop, op->facing, string)) |
894 | return 1; |
776 | return 1; |
895 | |
777 | |
896 | return 0; |
778 | return 0; |
897 | } |
779 | } |
… | |
… | |
944 | for (tmp = op->inv; tmp; tmp = tmp->below) |
826 | for (tmp = op->inv; tmp; tmp = tmp->below) |
945 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
827 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
946 | break; |
828 | break; |
947 | |
829 | |
948 | if (!tmp) |
830 | if (!tmp) |
949 | { |
|
|
950 | 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); |
951 | return 0; |
|
|
952 | } |
|
|
953 | |
832 | |
954 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
833 | pl->combat_ob = tmp; |
955 | } |
834 | } |
956 | else |
835 | |
|
|
836 | if (!pl->combat_ob) |
957 | { |
837 | { |
958 | if (!skill) |
838 | if (!skill) |
959 | { |
839 | { |
960 | /* 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 |
961 | * it if appropriate. |
841 | * it if appropriate. |
… | |
… | |
965 | else |
845 | else |
966 | { |
846 | { |
967 | skill = find_player_hth_skill (op); |
847 | skill = find_player_hth_skill (op); |
968 | |
848 | |
969 | if (!skill) |
849 | if (!skill) |
970 | { |
|
|
971 | 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!"); |
972 | return 0; |
|
|
973 | } |
|
|
974 | } |
851 | } |
975 | } |
852 | } |
976 | |
853 | |
977 | /* now try to ready the new skill */ |
854 | if (skill) |
978 | if (!change_skill (op, skill, 0)) |
855 | { |
979 | { /* oh oh, trouble! */ |
856 | op->change_skill (0); |
980 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
857 | apply_special (op, skill, AP_APPLY); |
981 | return 0; |
|
|
982 | } |
858 | } |
983 | } |
859 | } |
984 | |
860 | |
985 | if (!pl->combat_ob) |
861 | if (!pl->combat_ob) |
986 | { |
862 | { |
… | |
… | |
1132 | |
1008 | |
1133 | return 0; |
1009 | return 0; |
1134 | } |
1010 | } |
1135 | |
1011 | |
1136 | return skill_attack (NULL, op, dir, string, skill); |
1012 | return skill_attack (NULL, op, dir, string, skill); |
1137 | |
|
|
1138 | } |
1013 | } |
|
|
1014 | |