1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
… | |
… | |
311 | case SK_HIDING: |
311 | case SK_HIDING: |
312 | exp = success = hide (op, skill); |
312 | exp = success = hide (op, skill); |
313 | break; |
313 | break; |
314 | |
314 | |
315 | case SK_JUMPING: |
315 | case SK_JUMPING: |
316 | success = jump (op, dir, skill); |
316 | exp = success = jump (op, dir, skill); |
317 | break; |
317 | break; |
318 | |
318 | |
319 | case SK_INSCRIPTION: |
319 | case SK_INSCRIPTION: |
320 | exp = success = write_on_item (op, string, skill); |
320 | exp = success = write_on_item (op, string, skill); |
321 | break; |
321 | break; |
… | |
… | |
452 | * Monsters have no skill use time because of the random nature in |
452 | * Monsters have no skill use time because of the random nature in |
453 | * which use_monster_skill is called already simulates this. |
453 | * which use_monster_skill is called already simulates this. |
454 | * If certain skills should take more/less time, that should be |
454 | * If certain skills should take more/less time, that should be |
455 | * in the code for the skill itself. |
455 | * in the code for the skill itself. |
456 | */ |
456 | */ |
457 | |
|
|
458 | if (op->type == PLAYER) |
457 | if (op->type == PLAYER) |
459 | op->speed_left -= 1.f; |
458 | op->speed_left -= 1.f; |
460 | |
459 | |
461 | /* this is a good place to add experience for successfull use of skills. |
460 | /* this is a good place to add experience for successfull use of skills. |
462 | * Note that add_exp() will figure out player/monster experience |
461 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
655 | * just dumped this as we found it, this would be a bit |
654 | * just dumped this as we found it, this would be a bit |
656 | * simpler. |
655 | * simpler. |
657 | */ |
656 | */ |
658 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
657 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
659 | void |
658 | void |
660 | show_skills (object *op, const char *search) |
659 | show_skills (object *pl, const char *search) |
661 | { |
660 | { |
662 | object *tmp = NULL; |
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|
663 | char buf[MAX_BUF]; |
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|
664 | const char *cp; |
661 | const char *cp; |
665 | int i, num_skills_found = 0; |
662 | int i, num_skills_found = 0; |
666 | static const char *const periods = "........................................"; |
663 | const char *const periods = ".............................."; // 30 |
667 | |
664 | |
668 | /* Need to have a pointer and use strdup for qsort to work properly */ |
665 | /* Need to have a pointer and use strdup for qsort to work properly */ |
669 | char skills[NUM_SKILLS][MAX_BUF]; |
666 | char skills[NUM_SKILLS][128]; // d'oh |
670 | |
667 | |
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|
668 | object *op = pl->contr->ob; |
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|
669 | |
671 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
670 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
672 | { |
671 | { |
673 | if (tmp->type == SKILL) |
672 | if (tmp->type == SKILL) |
674 | { |
673 | { |
675 | if (search && strstr (tmp->name, search) == NULL) |
674 | if (search && !strstr (tmp->name, search)) |
676 | continue; |
675 | continue; |
|
|
676 | |
|
|
677 | char buf[30]; |
|
|
678 | |
677 | /* Basically want to fill this out to 40 spaces with periods */ |
679 | /* Basically want to fill this out to 30 spaces with periods */ |
678 | sprintf (buf, "%s%s", &tmp->name, periods); |
680 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
679 | buf[40] = 0; |
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|
680 | |
681 | |
681 | if (settings.permanent_exp_ratio) |
682 | if (settings.permanent_exp_ratio) |
682 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
683 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
683 | buf, tmp->level, tmp->stats.exp, |
684 | buf, tmp->level, tmp->stats.exp, |
684 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
685 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
685 | else |
686 | else |
686 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
687 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
687 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
688 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
688 | |
689 | |
689 | /* I don't know why some characters get a bunch of skills, but |
690 | /* I don't know why some characters get a bunch of skills, but |
690 | * it sometimes happens (maybe a leftover from bugier earlier code |
691 | * it sometimes happens (maybe a leftover from bugier earlier code |
691 | * and those character are still about). In any case, lets handle |
692 | * and those character are still about). In any case, lets handle |
692 | * it so it doesn't crash the server - otherwise, one character may |
693 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
699 | break; |
700 | break; |
700 | } |
701 | } |
701 | } |
702 | } |
702 | } |
703 | } |
703 | |
704 | |
704 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
705 | dynbuf_text msg (4096, 1024); |
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|
706 | |
|
|
707 | msg << "T<Player skills:>\n\n"; |
705 | if (num_skills_found > 1) |
708 | if (num_skills_found > 1) |
706 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
709 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
707 | |
710 | |
708 | for (i = 0; i < num_skills_found; i++) |
711 | for (i = 0; i < num_skills_found; i++) |
709 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
712 | msg << " C<" << skills [i] << ">\n"; |
710 | |
713 | |
711 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
714 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
712 | |
715 | |
713 | cp = determine_god (op); |
716 | cp = determine_god (op); |
714 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
717 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
715 | |
718 | |
716 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
719 | msg << "Your equipped item power is " << (int)op->contr->item_power |
717 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
720 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
721 | << ".\n"; |
|
|
722 | |
|
|
723 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
718 | } |
724 | } |
719 | |
725 | |
720 | /* use_skill() - similar to invoke command, it executes the skill in the |
726 | /* use_skill() - similar to invoke command, it executes the skill in the |
721 | * direction that the user is facing. Returns false if we are unable to |
727 | * direction that the user is facing. Returns false if we are unable to |
722 | * change to the requested skill, or were unable to use the skill properly. |
728 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
817 | * the caller should have set it appropriately). We still want to pass |
823 | * the caller should have set it appropriately). We still want to pass |
818 | * through that code if skill is set to change to the skill. |
824 | * through that code if skill is set to change to the skill. |
819 | */ |
825 | */ |
820 | if (player *pl = op->contr) |
826 | if (player *pl = op->contr) |
821 | { |
827 | { |
822 | if (!pl->combat_ob) |
828 | if (skill) |
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|
829 | op->change_skill (skill); |
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|
830 | else |
823 | { |
831 | { |
824 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
825 | { |
|
|
826 | for (tmp = op->inv; tmp; tmp = tmp->below) |
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|
827 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
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|
828 | break; |
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|
829 | |
|
|
830 | if (!tmp) |
|
|
831 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
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|
832 | |
|
|
833 | pl->combat_ob = tmp; |
|
|
834 | } |
|
|
835 | |
|
|
836 | if (!pl->combat_ob) |
832 | if (!pl->combat_ob) |
837 | { |
833 | { |
|
|
834 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
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|
835 | { |
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|
836 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
837 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
838 | break; |
|
|
839 | |
838 | if (!skill) |
840 | if (!tmp) |
|
|
841 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
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|
842 | |
|
|
843 | pl->combat_ob = tmp; |
|
|
844 | } |
|
|
845 | |
|
|
846 | if (!pl->combat_ob) |
839 | { |
847 | { |
840 | /* See if the players chosen skill is a combat skill, and use |
848 | /* See if the players chosen skill is a combat skill, and use |
841 | * it if appropriate. |
849 | * it if appropriate. |
842 | */ |
850 | */ |
843 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
851 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
847 | skill = find_player_hth_skill (op); |
855 | skill = find_player_hth_skill (op); |
848 | |
856 | |
849 | if (!skill) |
857 | if (!skill) |
850 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
858 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
851 | } |
859 | } |
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|
860 | |
|
|
861 | if (skill) |
|
|
862 | { |
|
|
863 | op->change_skill (0); |
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|
864 | apply_special (op, skill, AP_APPLY); |
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|
865 | } |
852 | } |
866 | } |
853 | |
867 | |
854 | if (skill) |
868 | if (!pl->combat_ob) |
855 | { |
869 | { |
856 | op->change_skill (0); |
870 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
857 | apply_special (op, skill, AP_APPLY); |
871 | return 0; |
858 | } |
872 | } |
859 | } |
873 | } |
860 | |
874 | |
861 | if (!pl->combat_ob) |
875 | if (!op->change_weapon (pl->combat_ob)) |
862 | { |
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|
863 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
864 | return 0; |
876 | return 0; |
865 | } |
|
|
866 | } |
877 | } |
867 | |
|
|
868 | if (!op->change_weapon (pl->combat_ob)) |
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|
869 | return 0; |
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|
870 | |
878 | |
871 | /* lose invisiblity/hiding status for running attacks */ |
879 | /* lose invisiblity/hiding status for running attacks */ |
872 | if (pl->tmp_invis) |
880 | if (pl->tmp_invis) |
873 | { |
881 | { |
874 | pl->tmp_invis = 0; |
882 | pl->tmp_invis = 0; |
… | |
… | |
893 | return success; |
901 | return success; |
894 | } |
902 | } |
895 | |
903 | |
896 | /* skill_attack() - Core routine for use when we attack using a skills |
904 | /* skill_attack() - Core routine for use when we attack using a skills |
897 | * system. In essence, this code handles |
905 | * system. In essence, this code handles |
898 | * all skill-based attacks, ie hth, missile and melee weapons should be |
906 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
899 | * treated here. If an opponent is already supplied by move_player(), |
907 | * treated here. If an opponent is already supplied by move_player(), |
900 | * we move right onto do_skill_attack(), otherwise we find if an |
908 | * we move right onto do_skill_attack(), otherwise we find if an |
901 | * appropriate opponent exists. |
909 | * appropriate opponent exists. |
902 | * |
910 | * |
903 | * This is called by move_player() and attack_hth() |
911 | * This is called by move_player() and attack_hth() |