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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 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 | { |
|
|
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
|
|
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) |
|
|
96 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
97 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
|
|
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); |
|
|
101 | else |
|
|
102 | { |
100 | { |
|
|
101 | /* This is really a warning, hence no else below */ |
|
|
102 | if (last_skill_ob [tmp->subtype]) |
|
|
103 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
104 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
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) |
|
|
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, shstr_cmp name) |
111 | { |
115 | { |
|
|
116 | if (who->chosen_skill |
|
|
117 | && who->chosen_skill->skill == name |
|
|
118 | && who->chosen_skill->type == SKILL) |
|
|
119 | return who->chosen_skill; |
|
|
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; |
|
|
126 | } |
|
|
127 | |
|
|
128 | object *player::find_skill (shstr_cmp name) const |
|
|
129 | { |
|
|
130 | // might want to use last_skill_obj at one point, or maybe not |
|
|
131 | return ::find_skill (ob, name); |
117 | } |
132 | } |
118 | |
133 | |
119 | /* This returns the skill pointer of the given name (the |
134 | /* This returns the skill pointer of the given name (the |
120 | * one that accumulates exp, has the level, etc). |
135 | * one that accumulates exp, has the level, etc). |
121 | * |
136 | * |
122 | * It is presumed that the player will be needing to actually |
137 | * 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 |
138 | * use the skill, so thus if use of the skill requires a skill |
124 | * tool, this code will equip it. |
139 | * tool, this code will equip it. |
125 | */ |
140 | */ |
126 | object * |
141 | object * |
127 | find_skill_by_name (object *who, const shstr &sh) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
128 | { |
143 | { |
129 | object *skill_tool = 0; |
144 | object *skill_tool = 0; |
130 | |
145 | |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
132 | if (tmp->skill == sh) |
147 | if (tmp->skill == sh) |
… | |
… | |
149 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
150 | */ |
165 | */ |
151 | object *skill = find_skill (who, skill_tool->skill); |
166 | object *skill = find_skill (who, skill_tool->skill); |
152 | |
167 | |
153 | if (!skill) |
168 | if (!skill) |
154 | { |
|
|
155 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
156 | link_player_skills (who); |
|
|
157 | } |
|
|
158 | |
170 | |
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
161 | return 0; |
173 | return 0; |
162 | |
174 | |
163 | return splay (skill); |
175 | return splay (skill); |
164 | } |
176 | } |
165 | |
177 | |
166 | object * |
178 | object * |
167 | find_skill_by_name (object *who, const char *name) |
179 | find_skill_by_name_fuzzy (object *who, const char *name) |
168 | { |
180 | { |
169 | if (!name) |
181 | if (!name) |
170 | return 0; |
182 | return 0; |
171 | |
183 | |
172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
174 | && tmp->skill.begins_with (name)) |
186 | && tmp->skill.starts_with (name)) |
175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
176 | return skop; |
188 | return skop; |
177 | |
189 | |
178 | return 0; |
190 | return 0; |
179 | } |
191 | } |
… | |
… | |
248 | */ |
260 | */ |
249 | int |
261 | int |
250 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
262 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
251 | { |
263 | { |
252 | int success = 0, exp = 0; |
264 | int success = 0, exp = 0; |
253 | int did_alc = 0; |
|
|
254 | |
265 | |
255 | if (!skill) |
266 | if (!skill) |
256 | return 0; |
267 | return 0; |
257 | |
268 | |
258 | /* The code below presumes that the skill points to the object that |
269 | /* The code below presumes that the skill points to the object that |
… | |
… | |
383 | case SK_LITERACY: |
394 | case SK_LITERACY: |
384 | case SK_WOODSMAN: |
395 | case SK_WOODSMAN: |
385 | /* first, we try to find a cauldron, and do the alchemy thing. |
396 | /* first, we try to find a cauldron, and do the alchemy thing. |
386 | * failing that, we go and identify stuff. |
397 | * failing that, we go and identify stuff. |
387 | */ |
398 | */ |
|
|
399 | { |
|
|
400 | bool found_cauldron = false; |
|
|
401 | |
388 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
402 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
389 | { |
403 | { |
390 | next = tmp->above; |
404 | next = tmp->above; |
391 | |
405 | |
392 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
406 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
393 | { |
407 | { |
|
|
408 | found_cauldron = true; |
|
|
409 | |
|
|
410 | if (tmp->skill != skill->skill) |
|
|
411 | { |
|
|
412 | op->failmsg (format ("You can't use the %s with the %s skill!", |
|
|
413 | query_name (tmp), |
|
|
414 | query_name (skill))); |
|
|
415 | break; |
|
|
416 | } |
|
|
417 | |
394 | attempt_do_alchemy (op, tmp); |
418 | attempt_do_alchemy (op, tmp, skill); |
395 | |
419 | |
396 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
420 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
397 | esrv_send_inventory (op, tmp); |
421 | esrv_send_inventory (op, tmp); |
398 | |
|
|
399 | did_alc = 1; |
|
|
400 | } |
422 | } |
401 | } |
423 | } |
402 | |
424 | |
403 | if (did_alc == 0) |
425 | if (!found_cauldron) |
404 | exp = success = skill_ident (op, skill); |
426 | exp = success = skill_ident (op, skill); |
405 | |
427 | } |
406 | break; |
428 | break; |
407 | |
429 | |
408 | case SK_DET_MAGIC: |
430 | case SK_DET_MAGIC: |
409 | case SK_DET_CURSE: |
431 | case SK_DET_CURSE: |
410 | exp = success = skill_ident (op, skill); |
432 | exp = success = skill_ident (op, skill); |
… | |
… | |
618 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
640 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
619 | return 2; |
641 | return 2; |
620 | } |
642 | } |
621 | |
643 | |
622 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
644 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
623 | link_player_skills (pl); |
645 | |
624 | return 1; |
646 | return 1; |
625 | } |
647 | } |
626 | |
648 | |
627 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
649 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 | /* Probably belongs in some global utils-type file? */ |
650 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
654 | * just dumped this as we found it, this would be a bit |
676 | * just dumped this as we found it, this would be a bit |
655 | * simpler. |
677 | * simpler. |
656 | */ |
678 | */ |
657 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
679 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
658 | void |
680 | void |
659 | show_skills (object *op, const char *search) |
681 | show_skills (object *pl, const char *search) |
660 | { |
682 | { |
661 | const char *cp; |
683 | const char *cp; |
662 | int i, num_skills_found = 0; |
684 | int i, num_skills_found = 0; |
663 | const char *const periods = ".............................."; // 30 |
685 | const char *const periods = ".............................."; // 30 |
664 | |
686 | |
665 | /* Need to have a pointer and use strdup for qsort to work properly */ |
687 | /* Need to have a pointer and use strdup for qsort to work properly */ |
666 | char skills[NUM_SKILLS][128]; // d'oh |
688 | char skills[NUM_SKILLS][128]; // d'oh |
667 | |
689 | |
|
|
690 | object *op = pl->contr->ob; |
|
|
691 | |
668 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
692 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
669 | { |
693 | { |
670 | if (tmp->type == SKILL) |
694 | if (tmp->type == SKILL) |
671 | { |
695 | { |
672 | if (search && !strstr (tmp->name, search)) |
696 | if (search && !tmp->name.contains (search)) |
673 | continue; |
697 | continue; |
674 | |
698 | |
675 | char buf[30]; |
699 | char buf[30]; |
676 | |
700 | |
677 | /* Basically want to fill this out to 30 spaces with periods */ |
701 | /* Basically want to fill this out to 30 spaces with periods */ |
… | |
… | |
716 | |
740 | |
717 | msg << "Your equipped item power is " << (int)op->contr->item_power |
741 | msg << "Your equipped item power is " << (int)op->contr->item_power |
718 | << " out of " << int (op->level * settings.item_power_factor) |
742 | << " out of " << int (op->level * settings.item_power_factor) |
719 | << ".\n"; |
743 | << ".\n"; |
720 | |
744 | |
721 | op->contr->infobox (MSG_CHANNEL ("skills"), msg); |
745 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
722 | } |
746 | } |
723 | |
747 | |
724 | /* use_skill() - similar to invoke command, it executes the skill in the |
748 | /* 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 |
749 | * 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. |
750 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
877 | /* lose invisiblity/hiding status for running attacks */ |
901 | /* lose invisiblity/hiding status for running attacks */ |
878 | if (pl->tmp_invis) |
902 | if (pl->tmp_invis) |
879 | { |
903 | { |
880 | pl->tmp_invis = 0; |
904 | pl->tmp_invis = 0; |
881 | op->invisible = 0; |
905 | op->invisible = 0; |
882 | op->hide = 0; |
906 | op->flag [FLAG_HIDDEN] = 0; |
883 | update_object (op, UP_OBJ_CHANGE); |
907 | update_object (op, UP_OBJ_CHANGE); |
884 | } |
908 | } |
885 | } |
909 | } |
886 | |
910 | |
887 | int success = attack_ob (tmp, op); |
911 | int success = attack_ob (tmp, op); |