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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 | * |
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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 | |
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618 | 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); |
619 | return 2; |
636 | return 2; |
620 | } |
637 | } |
621 | |
638 | |
622 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
639 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
623 | link_player_skills (pl); |
640 | |
624 | return 1; |
641 | return 1; |
625 | } |
642 | } |
626 | |
643 | |
627 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
644 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 | /* Probably belongs in some global utils-type file? */ |
645 | /* Probably belongs in some global utils-type file? */ |
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654 | * 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 |
655 | * simpler. |
672 | * simpler. |
656 | */ |
673 | */ |
657 | //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. |
658 | void |
675 | void |
659 | show_skills (object *op, const char *search) |
676 | show_skills (object *pl, const char *search) |
660 | { |
677 | { |
661 | const char *cp; |
678 | const char *cp; |
662 | int i, num_skills_found = 0; |
679 | int i, num_skills_found = 0; |
663 | const char *const periods = ".............................."; // 30 |
680 | const char *const periods = ".............................."; // 30 |
664 | |
681 | |
665 | /* 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 */ |
666 | char skills[NUM_SKILLS][128]; // d'oh |
683 | char skills[NUM_SKILLS][128]; // d'oh |
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684 | |
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685 | object *op = pl->contr->ob; |
667 | |
686 | |
668 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
687 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
669 | { |
688 | { |
670 | if (tmp->type == SKILL) |
689 | if (tmp->type == SKILL) |
671 | { |
690 | { |
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716 | |
735 | |
717 | msg << "Your equipped item power is " << (int)op->contr->item_power |
736 | msg << "Your equipped item power is " << (int)op->contr->item_power |
718 | << " out of " << int (op->level * settings.item_power_factor) |
737 | << " out of " << int (op->level * settings.item_power_factor) |
719 | << ".\n"; |
738 | << ".\n"; |
720 | |
739 | |
721 | op->contr->infobox (MSG_CHANNEL ("skills"), msg); |
740 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
722 | } |
741 | } |
723 | |
742 | |
724 | /* 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 |
725 | * 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 |
726 | * 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. |
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877 | /* lose invisiblity/hiding status for running attacks */ |
896 | /* lose invisiblity/hiding status for running attacks */ |
878 | if (pl->tmp_invis) |
897 | if (pl->tmp_invis) |
879 | { |
898 | { |
880 | pl->tmp_invis = 0; |
899 | pl->tmp_invis = 0; |
881 | op->invisible = 0; |
900 | op->invisible = 0; |
882 | op->hide = 0; |
901 | op->flag [FLAG_HIDDEN] = 0; |
883 | update_object (op, UP_OBJ_CHANGE); |
902 | update_object (op, UP_OBJ_CHANGE); |
884 | } |
903 | } |
885 | } |
904 | } |
886 | |
905 | |
887 | int success = attack_ob (tmp, op); |
906 | int success = attack_ob (tmp, op); |