1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
… | |
… | |
84 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
85 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
86 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
87 | */ |
87 | */ |
88 | void |
88 | void |
89 | link_player_skills (object *op) |
89 | player::link_skills () |
90 | { |
90 | { |
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91 | for (int i = 0; i < NUM_SKILLS; ++i) |
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92 | last_skill_ob [i] = 0; |
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93 | |
91 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
92 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
93 | { |
96 | { |
94 | /* This is really a warning, hence no else below */ |
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
95 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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96 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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97 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
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98 | |
98 | |
99 | if (tmp->subtype >= NUM_SKILLS) |
99 | if (last_skill_ob [tmp->subtype] != tmp) |
100 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
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101 | else |
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102 | { |
100 | { |
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101 | /* This is really a warning, hence no else below */ |
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102 | if (last_skill_ob [tmp->subtype]) |
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103 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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104 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
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105 | |
103 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
106 | last_skill_ob [tmp->subtype] = tmp; |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
107 | if (ns) |
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108 | ns->last_skill_exp [tmp->subtype] = -1; |
105 | } |
109 | } |
106 | } |
110 | } |
107 | } |
111 | } |
108 | |
112 | |
109 | static object * |
113 | static object * |
110 | find_skill (object *who, const shstr &sh) |
114 | find_skill (object *who, const shstr &name) |
111 | { |
115 | { |
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116 | if (who->chosen_skill |
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117 | && who->chosen_skill->skill == name |
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118 | && who->chosen_skill->type == SKILL) |
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119 | return who->chosen_skill; |
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120 | |
112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
113 | if (tmp->skill == sh && tmp->type == SKILL) |
122 | if (tmp->skill == name && tmp->type == SKILL) |
114 | return tmp; |
123 | return splay (tmp); |
115 | |
124 | |
116 | return 0; |
125 | return 0; |
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126 | } |
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127 | |
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128 | object *player::find_skill (const shstr &name) const |
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129 | { |
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130 | // might want to use last_skill_obj at one point, or maybe not |
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131 | return ::find_skill (ob, name); |
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132 | } |
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133 | |
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134 | object *player::find_skill (const char *name) const |
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135 | { |
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136 | return find_skill (shstr (name)); |
117 | } |
137 | } |
118 | |
138 | |
119 | /* This returns the skill pointer of the given name (the |
139 | /* This returns the skill pointer of the given name (the |
120 | * one that accumulates exp, has the level, etc). |
140 | * one that accumulates exp, has the level, etc). |
121 | * |
141 | * |
122 | * It is presumed that the player will be needing to actually |
142 | * It is presumed that the player will be needing to actually |
123 | * use the skill, so thus if use of the skill requires a skill |
143 | * use the skill, so thus if use of the skill requires a skill |
124 | * tool, this code will equip it. |
144 | * tool, this code will equip it. |
125 | */ |
145 | */ |
126 | object * |
146 | object * |
127 | find_skill_by_name (object *who, const shstr &sh) |
147 | find_skill_by_name (object *who, shstr_tmp sh) |
128 | { |
148 | { |
129 | object *skill_tool = 0; |
149 | object *skill_tool = 0; |
130 | |
150 | |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
151 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
132 | if (tmp->skill == sh) |
152 | if (tmp->skill == sh) |
… | |
… | |
149 | * but not the skill itself, give it to them. |
169 | * but not the skill itself, give it to them. |
150 | */ |
170 | */ |
151 | object *skill = find_skill (who, skill_tool->skill); |
171 | object *skill = find_skill (who, skill_tool->skill); |
152 | |
172 | |
153 | if (!skill) |
173 | if (!skill) |
154 | { |
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155 | skill = give_skill_by_name (who, skill_tool->skill); |
174 | skill = give_skill_by_name (who, skill_tool->skill); |
156 | link_player_skills (who); |
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157 | } |
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158 | |
175 | |
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
176 | if (!skill_tool->flag [FLAG_APPLIED]) |
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
177 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
161 | return 0; |
178 | return 0; |
162 | |
179 | |
… | |
… | |
169 | if (!name) |
186 | if (!name) |
170 | return 0; |
187 | return 0; |
171 | |
188 | |
172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
189 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
190 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
174 | && tmp->skill.begins_with (name)) |
191 | && tmp->skill.starts_with (name)) |
175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
192 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
176 | return skop; |
193 | return skop; |
177 | |
194 | |
178 | return 0; |
195 | return 0; |
179 | } |
196 | } |
… | |
… | |
311 | case SK_HIDING: |
328 | case SK_HIDING: |
312 | exp = success = hide (op, skill); |
329 | exp = success = hide (op, skill); |
313 | break; |
330 | break; |
314 | |
331 | |
315 | case SK_JUMPING: |
332 | case SK_JUMPING: |
316 | success = jump (op, dir, skill); |
333 | exp = success = jump (op, dir, skill); |
317 | break; |
334 | break; |
318 | |
335 | |
319 | case SK_INSCRIPTION: |
336 | case SK_INSCRIPTION: |
320 | exp = success = write_on_item (op, string, skill); |
337 | exp = success = write_on_item (op, string, skill); |
321 | break; |
338 | break; |
… | |
… | |
452 | * Monsters have no skill use time because of the random nature in |
469 | * Monsters have no skill use time because of the random nature in |
453 | * which use_monster_skill is called already simulates this. |
470 | * which use_monster_skill is called already simulates this. |
454 | * If certain skills should take more/less time, that should be |
471 | * If certain skills should take more/less time, that should be |
455 | * in the code for the skill itself. |
472 | * in the code for the skill itself. |
456 | */ |
473 | */ |
457 | |
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458 | if (op->type == PLAYER) |
474 | if (op->type == PLAYER) |
459 | op->speed_left -= 1.f; |
475 | op->speed_left -= 1.f; |
460 | |
476 | |
461 | /* this is a good place to add experience for successfull use of skills. |
477 | /* this is a good place to add experience for successfull use of skills. |
462 | * Note that add_exp() will figure out player/monster experience |
478 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
619 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
635 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
620 | return 2; |
636 | return 2; |
621 | } |
637 | } |
622 | |
638 | |
623 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
639 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
624 | link_player_skills (pl); |
640 | |
625 | return 1; |
641 | return 1; |
626 | } |
642 | } |
627 | |
643 | |
628 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
644 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
629 | /* Probably belongs in some global utils-type file? */ |
645 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
655 | * just dumped this as we found it, this would be a bit |
671 | * just dumped this as we found it, this would be a bit |
656 | * simpler. |
672 | * simpler. |
657 | */ |
673 | */ |
658 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
674 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
659 | void |
675 | void |
660 | show_skills (object *op, const char *search) |
676 | show_skills (object *pl, const char *search) |
661 | { |
677 | { |
662 | object *tmp = NULL; |
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663 | char buf[MAX_BUF]; |
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664 | const char *cp; |
678 | const char *cp; |
665 | int i, num_skills_found = 0; |
679 | int i, num_skills_found = 0; |
666 | static const char *const periods = "........................................"; |
680 | const char *const periods = ".............................."; // 30 |
667 | |
681 | |
668 | /* Need to have a pointer and use strdup for qsort to work properly */ |
682 | /* Need to have a pointer and use strdup for qsort to work properly */ |
669 | char skills[NUM_SKILLS][MAX_BUF]; |
683 | char skills[NUM_SKILLS][128]; // d'oh |
670 | |
684 | |
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685 | object *op = pl->contr->ob; |
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686 | |
671 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
687 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
672 | { |
688 | { |
673 | if (tmp->type == SKILL) |
689 | if (tmp->type == SKILL) |
674 | { |
690 | { |
675 | if (search && strstr (tmp->name, search) == NULL) |
691 | if (search && !tmp->name.contains (search)) |
676 | continue; |
692 | continue; |
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693 | |
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694 | char buf[30]; |
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695 | |
677 | /* Basically want to fill this out to 40 spaces with periods */ |
696 | /* Basically want to fill this out to 30 spaces with periods */ |
678 | sprintf (buf, "%s%s", &tmp->name, periods); |
697 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
679 | buf[40] = 0; |
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680 | |
698 | |
681 | if (settings.permanent_exp_ratio) |
699 | if (settings.permanent_exp_ratio) |
682 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
700 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
683 | buf, tmp->level, tmp->stats.exp, |
701 | buf, tmp->level, tmp->stats.exp, |
684 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
702 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
685 | else |
703 | else |
686 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
704 | 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)); |
705 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
688 | |
706 | |
689 | /* I don't know why some characters get a bunch of skills, but |
707 | /* I don't know why some characters get a bunch of skills, but |
690 | * it sometimes happens (maybe a leftover from bugier earlier code |
708 | * it sometimes happens (maybe a leftover from bugier earlier code |
691 | * and those character are still about). In any case, lets handle |
709 | * and those character are still about). In any case, lets handle |
692 | * it so it doesn't crash the server - otherwise, one character may |
710 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
699 | break; |
717 | break; |
700 | } |
718 | } |
701 | } |
719 | } |
702 | } |
720 | } |
703 | |
721 | |
704 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
722 | dynbuf_text msg (4096, 1024); |
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723 | |
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724 | msg << "T<Player skills:>\n\n"; |
705 | if (num_skills_found > 1) |
725 | if (num_skills_found > 1) |
706 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
726 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
707 | |
727 | |
708 | for (i = 0; i < num_skills_found; i++) |
728 | for (i = 0; i < num_skills_found; i++) |
709 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
729 | msg << " C<" << skills [i] << ">\n"; |
710 | |
730 | |
711 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
731 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
712 | |
732 | |
713 | cp = determine_god (op); |
733 | cp = determine_god (op); |
714 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
734 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
715 | |
735 | |
716 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
736 | msg << "Your equipped item power is " << (int)op->contr->item_power |
717 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
737 | << " out of " << int (op->level * settings.item_power_factor) |
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738 | << ".\n"; |
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739 | |
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740 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
718 | } |
741 | } |
719 | |
742 | |
720 | /* use_skill() - similar to invoke command, it executes the skill in the |
743 | /* 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 |
744 | * 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. |
745 | * 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 |
840 | * 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. |
841 | * through that code if skill is set to change to the skill. |
819 | */ |
842 | */ |
820 | if (player *pl = op->contr) |
843 | if (player *pl = op->contr) |
821 | { |
844 | { |
822 | if (!pl->combat_ob) |
845 | if (skill) |
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846 | op->change_skill (skill); |
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847 | else |
823 | { |
848 | { |
824 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
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825 | { |
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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 | |
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830 | if (!tmp) |
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831 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
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832 | |
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833 | pl->combat_ob = tmp; |
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834 | } |
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835 | |
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836 | if (!pl->combat_ob) |
849 | if (!pl->combat_ob) |
837 | { |
850 | { |
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851 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
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852 | { |
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853 | for (tmp = op->inv; tmp; tmp = tmp->below) |
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854 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
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855 | break; |
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856 | |
838 | if (!skill) |
857 | if (!tmp) |
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858 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
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859 | |
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860 | pl->combat_ob = tmp; |
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|
861 | } |
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862 | |
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863 | if (!pl->combat_ob) |
839 | { |
864 | { |
840 | /* See if the players chosen skill is a combat skill, and use |
865 | /* See if the players chosen skill is a combat skill, and use |
841 | * it if appropriate. |
866 | * it if appropriate. |
842 | */ |
867 | */ |
843 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
868 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
847 | skill = find_player_hth_skill (op); |
872 | skill = find_player_hth_skill (op); |
848 | |
873 | |
849 | if (!skill) |
874 | if (!skill) |
850 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
875 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
851 | } |
876 | } |
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877 | |
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878 | if (skill) |
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879 | { |
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880 | op->change_skill (0); |
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881 | apply_special (op, skill, AP_APPLY); |
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|
882 | } |
852 | } |
883 | } |
853 | |
884 | |
854 | if (skill) |
885 | if (!pl->combat_ob) |
855 | { |
886 | { |
856 | op->change_skill (0); |
887 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
857 | apply_special (op, skill, AP_APPLY); |
888 | return 0; |
858 | } |
889 | } |
859 | } |
890 | } |
860 | |
891 | |
861 | if (!pl->combat_ob) |
892 | 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); |
|
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864 | return 0; |
893 | return 0; |
865 | } |
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866 | } |
894 | } |
867 | |
|
|
868 | if (!op->change_weapon (pl->combat_ob)) |
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869 | return 0; |
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870 | |
895 | |
871 | /* lose invisiblity/hiding status for running attacks */ |
896 | /* lose invisiblity/hiding status for running attacks */ |
872 | if (pl->tmp_invis) |
897 | if (pl->tmp_invis) |
873 | { |
898 | { |
874 | pl->tmp_invis = 0; |
899 | pl->tmp_invis = 0; |
875 | op->invisible = 0; |
900 | op->invisible = 0; |
876 | op->hide = 0; |
901 | op->flag [FLAG_HIDDEN] = 0; |
877 | update_object (op, UP_OBJ_CHANGE); |
902 | update_object (op, UP_OBJ_CHANGE); |
878 | } |
903 | } |
879 | } |
904 | } |
880 | |
905 | |
881 | int success = attack_ob (tmp, op); |
906 | int success = attack_ob (tmp, op); |
… | |
… | |
893 | return success; |
918 | return success; |
894 | } |
919 | } |
895 | |
920 | |
896 | /* skill_attack() - Core routine for use when we attack using a skills |
921 | /* skill_attack() - Core routine for use when we attack using a skills |
897 | * system. In essence, this code handles |
922 | * system. In essence, this code handles |
898 | * all skill-based attacks, ie hth, missile and melee weapons should be |
923 | * 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(), |
924 | * treated here. If an opponent is already supplied by move_player(), |
900 | * we move right onto do_skill_attack(), otherwise we find if an |
925 | * we move right onto do_skill_attack(), otherwise we find if an |
901 | * appropriate opponent exists. |
926 | * appropriate opponent exists. |
902 | * |
927 | * |
903 | * This is called by move_player() and attack_hth() |
928 | * This is called by move_player() and attack_hth() |