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 | */ |
… | |
… | |
132 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
133 | if (tmp->skill == sh) |
132 | if (tmp->skill == sh) |
134 | { |
133 | { |
135 | 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])) |
136 | /* 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 */ |
137 | return tmp->inv_splay (); |
136 | return splay (tmp); |
138 | /* Try to find appropriate skilltool. If the player has one already |
137 | /* Try to find appropriate skilltool. If the player has one already |
139 | * applied, we try to keep using that one. |
138 | * applied, we try to keep using that one. |
140 | */ |
139 | */ |
141 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
140 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
142 | skill_tool = tmp; |
141 | skill_tool = tmp; |
… | |
… | |
155 | { |
154 | { |
156 | skill = give_skill_by_name (who, skill_tool->skill); |
155 | skill = give_skill_by_name (who, skill_tool->skill); |
157 | link_player_skills (who); |
156 | link_player_skills (who); |
158 | } |
157 | } |
159 | |
158 | |
160 | skill->inv_splay (); |
|
|
161 | |
|
|
162 | if (!skill_tool->flag [FLAG_APPLIED]) |
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
163 | if (apply_special (who, skill_tool, AP_APPLY)) |
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
164 | return 0; |
161 | return 0; |
165 | |
162 | |
166 | return skill; |
163 | return splay (skill); |
167 | } |
164 | } |
168 | |
165 | |
169 | object * |
166 | object * |
170 | find_skill_by_name (object *who, const char *name) |
167 | find_skill_by_name (object *who, const char *name) |
171 | { |
168 | { |
… | |
… | |
201 | return skop; |
198 | return skop; |
202 | |
199 | |
203 | return 0; |
200 | return 0; |
204 | } |
201 | } |
205 | |
202 | |
206 | /* This changes the objects skill to new_skill. |
203 | /* This changes the objects chosen_skill to new_skill. |
207 | * note that this function doesn't always need to get used - |
|
|
208 | * you can now add skill exp to the player without the chosen_skill being |
|
|
209 | * set. This function is of most interest to players to update |
|
|
210 | * the various range information. |
|
|
211 | * return 1 on success, 0 on error |
204 | * return 1 on success, 0 on error |
212 | */ |
205 | */ |
213 | int |
206 | bool |
214 | change_skill (object *who, object *new_skill, int flag) |
207 | object::change_skill (object *new_skill) |
215 | { |
208 | { |
216 | if (who->type != PLAYER) |
209 | if (type != PLAYER) |
217 | return 0; |
210 | return 0; |
218 | |
211 | |
219 | #if 0 |
|
|
220 | // optimise this supposedly common case |
212 | // optimise this supposedly common case |
221 | if (new_skill == who->chosen_skill) |
213 | if (new_skill == chosen_skill) |
222 | return 1; |
214 | return 1; |
223 | #endif |
|
|
224 | |
215 | |
225 | if (!new_skill) |
216 | if (chosen_skill) |
226 | { |
|
|
227 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
|
|
228 | who->debug_desc ()); |
|
|
229 | return 0; |
|
|
230 | } |
217 | { |
|
|
218 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
219 | change_abil (this, chosen_skill); |
|
|
220 | } |
231 | |
221 | |
232 | // the skill could be readied already because it is used by a weapon. |
222 | chosen_skill = new_skill; |
233 | who->change_weapon (0); |
|
|
234 | new_skill->inv_splay (); |
|
|
235 | |
223 | |
236 | if (apply_special (who, new_skill, AP_APPLY)) |
224 | if (chosen_skill) |
237 | return 0; |
225 | { |
|
|
226 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
227 | change_abil (this, chosen_skill); |
|
|
228 | } |
238 | |
229 | |
|
|
230 | // always clear current weapon, as the selected skill could |
|
|
231 | // conflict with the current weapon skill, which would go |
|
|
232 | // undetected and exp would be given to the wrong skill. |
|
|
233 | current_weapon = 0; |
|
|
234 | |
|
|
235 | update_stats (); |
239 | return 1; |
236 | return 1; |
240 | } |
|
|
241 | |
|
|
242 | /* This function just clears the chosen_skill and range_skill values |
|
|
243 | * in the player. |
|
|
244 | */ |
|
|
245 | void |
|
|
246 | clear_skill (object *who) |
|
|
247 | { |
|
|
248 | who->chosen_skill = 0; |
|
|
249 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
250 | |
|
|
251 | if (player *pl = who->contr) |
|
|
252 | if (pl->ranged_ob && pl->ranged_ob->type == SKILL) |
|
|
253 | pl->ranged_ob = 0; |
|
|
254 | } |
237 | } |
255 | |
238 | |
256 | /* 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(). |
257 | * 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. |
258 | * 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 |
… | |
… | |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
309 | } |
292 | } |
310 | else |
293 | else |
311 | { |
294 | { |
312 | SET_FLAG (skill, FLAG_APPLIED); |
295 | SET_FLAG (skill, FLAG_APPLIED); |
313 | 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!"); |
314 | } |
297 | } |
315 | |
298 | |
316 | op->update_stats (); |
299 | op->update_stats (); |
317 | success = 1; |
300 | success = 1; |
318 | break; |
301 | break; |
… | |
… | |
527 | * 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 |
528 | * help out exp awards for skill_ident skills. Also, if |
511 | * help out exp awards for skill_ident skills. Also, if |
529 | * 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 |
530 | * and level (this was the old system) -b.t. |
513 | * and level (this was the old system) -b.t. |
531 | */ |
514 | */ |
532 | |
|
|
533 | if (!op) |
515 | if (!op) |
534 | { /* no item/creature */ |
516 | { /* no item/creature */ |
535 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
517 | op_lvl = max (1, who->map->difficulty); |
536 | op_exp = 0; |
518 | op_exp = 0; |
537 | } |
519 | } |
538 | else if (op->type == RUNE || op->type == TRAP) |
520 | else if (op->type == RUNE || op->type == TRAP) |
539 | { /* all traps. If stats.Cha > 1 we use that |
521 | { /* all traps. If stats.Cha > 1 we use that |
540 | * for the amount of experience */ |
522 | * for the amount of experience */ |
… | |
… | |
544 | else |
526 | else |
545 | { /* all other items/living creatures */ |
527 | { /* all other items/living creatures */ |
546 | op_exp = op->stats.exp; |
528 | op_exp = op->stats.exp; |
547 | op_lvl = op->level; |
529 | op_lvl = op->level; |
548 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
530 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
549 | { /* for ident/make items */ |
531 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
550 | op_lvl += 5 * abs (op->magic); |
|
|
551 | } |
|
|
552 | } |
532 | } |
553 | |
533 | |
554 | if (op_lvl < 1) |
534 | if (op_lvl < 1) |
555 | op_lvl = 1; |
535 | op_lvl = 1; |
556 | |
536 | |
… | |
… | |
564 | /* 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 |
565 | * bse reward value (exp) and level multiplier factor. |
545 | * bse reward value (exp) and level multiplier factor. |
566 | */ |
546 | */ |
567 | if (skill->type == SKILL) |
547 | if (skill->type == SKILL) |
568 | { |
548 | { |
569 | base += skill->arch->clone.stats.exp; |
549 | base += skill->arch->stats.exp; |
570 | if (settings.simple_exp) |
550 | if (settings.simple_exp) |
571 | { |
551 | { |
572 | if (skill->arch->clone.level) |
552 | if (skill->arch->level) |
573 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
553 | lvl_mult = (float) skill->arch->level / 100.0; |
574 | else |
554 | else |
575 | lvl_mult = 1.0; /* no adjustment */ |
555 | lvl_mult = 1.0; /* no adjustment */ |
576 | } |
556 | } |
577 | else |
557 | else |
578 | { |
558 | { |
579 | if (skill->level) |
559 | if (skill->level) |
580 | 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); |
581 | else |
561 | else |
582 | lvl_mult = 1.0; |
562 | lvl_mult = 1.0; |
583 | } |
563 | } |
584 | } |
564 | } |
585 | else |
565 | else |
586 | { |
566 | { |
587 | /* Don't divide by zero here! */ |
567 | /* Don't divide by zero here! */ |
588 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
568 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
589 | } |
569 | } |
590 | } |
570 | } |
591 | |
571 | |
592 | /* assemble the exp total, and return value */ |
572 | /* assemble the exp total, and return value */ |
593 | |
573 | |
… | |
… | |
673 | * Note this function is a bit more complicated becauase we |
653 | * Note this function is a bit more complicated becauase we |
674 | * we want ot sort the skills before printing them. If we |
654 | * we want ot sort the skills before printing them. If we |
675 | * 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 |
676 | * simpler. |
656 | * simpler. |
677 | */ |
657 | */ |
678 | |
658 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
679 | void |
659 | void |
680 | show_skills (object *op, const char *search) |
660 | show_skills (object *op, const char *search) |
681 | { |
661 | { |
682 | object *tmp = NULL; |
662 | object *tmp = NULL; |
683 | char buf[MAX_BUF]; |
663 | char buf[MAX_BUF]; |
… | |
… | |
685 | int i, num_skills_found = 0; |
665 | int i, num_skills_found = 0; |
686 | static const char *const periods = "........................................"; |
666 | static const char *const periods = "........................................"; |
687 | |
667 | |
688 | /* 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 */ |
689 | char skills[NUM_SKILLS][MAX_BUF]; |
669 | char skills[NUM_SKILLS][MAX_BUF]; |
690 | |
|
|
691 | |
670 | |
692 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
671 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
693 | { |
672 | { |
694 | if (tmp->type == SKILL) |
673 | if (tmp->type == SKILL) |
695 | { |
674 | { |
… | |
… | |
698 | /* Basically want to fill this out to 40 spaces with periods */ |
677 | /* Basically want to fill this out to 40 spaces with periods */ |
699 | sprintf (buf, "%s%s", &tmp->name, periods); |
678 | sprintf (buf, "%s%s", &tmp->name, periods); |
700 | buf[40] = 0; |
679 | buf[40] = 0; |
701 | |
680 | |
702 | if (settings.permanent_exp_ratio) |
681 | if (settings.permanent_exp_ratio) |
703 | { |
|
|
704 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
682 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
705 | buf, tmp->level, tmp->stats.exp, |
683 | buf, tmp->level, tmp->stats.exp, |
706 | 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)); |
707 | } |
|
|
708 | else |
685 | else |
709 | { |
|
|
710 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
686 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
711 | 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)); |
712 | } |
688 | |
713 | /* 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 |
714 | * it sometimes happens (maybe a leftover from bugier earlier code |
690 | * it sometimes happens (maybe a leftover from bugier earlier code |
715 | * and those character are still about). In any case, lets handle |
691 | * and those character are still about). In any case, lets handle |
716 | * 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 |
717 | * crash the server numerous times. |
693 | * crash the server numerous times. |
… | |
… | |
723 | break; |
699 | break; |
724 | } |
700 | } |
725 | } |
701 | } |
726 | } |
702 | } |
727 | |
703 | |
728 | clear_win_info (op); |
|
|
729 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
704 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
730 | if (num_skills_found > 1) |
705 | if (num_skills_found > 1) |
731 | 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); |
732 | |
707 | |
733 | for (i = 0; i < num_skills_found; i++) |
708 | for (i = 0; i < num_skills_found; i++) |
… | |
… | |
851 | for (tmp = op->inv; tmp; tmp = tmp->below) |
826 | for (tmp = op->inv; tmp; tmp = tmp->below) |
852 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
827 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
853 | break; |
828 | break; |
854 | |
829 | |
855 | if (!tmp) |
830 | if (!tmp) |
856 | { |
|
|
857 | 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); |
858 | return 0; |
|
|
859 | } |
|
|
860 | |
832 | |
861 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
833 | pl->combat_ob = tmp; |
862 | } |
834 | } |
863 | else |
835 | |
|
|
836 | if (!pl->combat_ob) |
864 | { |
837 | { |
865 | if (!skill) |
838 | if (!skill) |
866 | { |
839 | { |
867 | /* 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 |
868 | * it if appropriate. |
841 | * it if appropriate. |
… | |
… | |
872 | else |
845 | else |
873 | { |
846 | { |
874 | skill = find_player_hth_skill (op); |
847 | skill = find_player_hth_skill (op); |
875 | |
848 | |
876 | if (!skill) |
849 | if (!skill) |
877 | { |
|
|
878 | 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!"); |
879 | return 0; |
|
|
880 | } |
|
|
881 | } |
851 | } |
882 | } |
852 | } |
883 | |
853 | |
884 | /* now try to ready the new skill */ |
854 | if (skill) |
885 | if (!change_skill (op, skill, 0)) |
855 | { |
886 | { /* oh oh, trouble! */ |
856 | op->change_skill (0); |
887 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
857 | apply_special (op, skill, AP_APPLY); |
888 | return 0; |
|
|
889 | } |
858 | } |
890 | } |
859 | } |
891 | |
860 | |
892 | if (!pl->combat_ob) |
861 | if (!pl->combat_ob) |
893 | { |
862 | { |
… | |
… | |
1039 | |
1008 | |
1040 | return 0; |
1009 | return 0; |
1041 | } |
1010 | } |
1042 | |
1011 | |
1043 | return skill_attack (NULL, op, dir, string, skill); |
1012 | return skill_attack (NULL, op, dir, string, skill); |
1044 | |
|
|
1045 | } |
1013 | } |
|
|
1014 | |