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 (©) 2005,2006,2007,2008 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 | */ |
… | |
… | |
85 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
88 | */ |
87 | */ |
89 | void |
88 | void |
90 | link_player_skills (object *op) |
89 | player::link_skills () |
91 | { |
90 | { |
|
|
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
|
|
93 | |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
93 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
94 | { |
96 | { |
95 | /* This is really a warning, hence no else below */ |
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
|
|
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
|
|
99 | |
98 | |
100 | if (tmp->subtype >= NUM_SKILLS) |
99 | if (last_skill_ob [tmp->subtype] != tmp) |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
102 | else |
|
|
103 | { |
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 | |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
106 | last_skill_ob [tmp->subtype] = tmp; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
107 | if (ns) |
|
|
108 | ns->last_skill_exp [tmp->subtype] = -1; |
106 | } |
109 | } |
107 | } |
110 | } |
108 | } |
111 | } |
109 | |
112 | |
|
|
113 | static object * |
|
|
114 | find_skill (object *who, shstr_cmp name) |
|
|
115 | { |
|
|
116 | if (who->chosen_skill |
|
|
117 | && who->chosen_skill->skill == name |
|
|
118 | && who->chosen_skill->type == SKILL) |
|
|
119 | return who->chosen_skill; |
|
|
120 | |
|
|
121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
122 | if (tmp->skill == name && tmp->type == SKILL) |
|
|
123 | return splay (tmp); |
|
|
124 | |
|
|
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); |
|
|
132 | } |
|
|
133 | |
110 | /* This returns the skill pointer of the given name (the |
134 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
135 | * one that accumulates exp, has the level, etc). |
112 | * |
136 | * |
113 | * It is presumed that the player will be needing to actually |
137 | * It is presumed that the player will be needing to actually |
114 | * 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 |
115 | * tool, this code will equip it. |
139 | * tool, this code will equip it. |
116 | */ |
140 | */ |
117 | object * |
141 | object * |
118 | find_skill_by_name (object *who, const char *name) |
|
|
119 | { |
|
|
120 | if (!name) |
|
|
121 | return 0; |
|
|
122 | |
|
|
123 | object *skill = 0, *skill_tool = 0; |
|
|
124 | |
|
|
125 | /* We make sure the length of the string in the object is greater |
|
|
126 | * in length than the passed string. Eg, if we have a skill called |
|
|
127 | * 'hi', we don't want to match if the user passed 'high' |
|
|
128 | */ |
|
|
129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
130 | { |
|
|
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
|
|
132 | skill = tmp; |
|
|
133 | |
|
|
134 | /* Try to find appropriate skilltool. If the player has one already |
|
|
135 | * applied, we try to keep using that one. |
|
|
136 | */ |
|
|
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
|
|
138 | { |
|
|
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
140 | skill_tool = tmp; |
|
|
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
142 | skill_tool = tmp; |
|
|
143 | } |
|
|
144 | } |
|
|
145 | |
|
|
146 | /* If this is a skill that can be used without a tool, return it */ |
|
|
147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
148 | return skill; |
|
|
149 | |
|
|
150 | /* Player has a tool to use the skill. If not applied, apply it - |
|
|
151 | * if not successful, return null. If they do have the skill tool |
|
|
152 | * but not the skill itself, give it to them. |
|
|
153 | */ |
|
|
154 | if (skill_tool) |
|
|
155 | { |
|
|
156 | if (!skill) |
|
|
157 | { |
|
|
158 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
159 | link_player_skills (who); |
|
|
160 | } |
|
|
161 | |
|
|
162 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
163 | if (apply_special (who, skill_tool, 0)) |
|
|
164 | return 0; |
|
|
165 | |
|
|
166 | return skill; |
|
|
167 | } |
|
|
168 | |
|
|
169 | return 0; |
|
|
170 | } |
|
|
171 | |
|
|
172 | static object * |
|
|
173 | find_skill (object *who, const shstr &sh) |
|
|
174 | { |
|
|
175 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
176 | if (tmp->skill == sh && tmp->type == SKILL) |
|
|
177 | return tmp; |
|
|
178 | |
|
|
179 | return 0; |
|
|
180 | } |
|
|
181 | |
|
|
182 | // like the other function above, but for exact matches using a shstr |
|
|
183 | // which is very common inside the server. unlike the above function, |
|
|
184 | // we always return the skill. |
|
|
185 | object * |
|
|
186 | find_skill_by_name (object *who, const shstr &sh) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
187 | { |
143 | { |
188 | object *skill_tool = 0; |
144 | object *skill_tool = 0; |
189 | |
145 | |
190 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
191 | if (tmp->skill == sh) |
147 | if (tmp->skill == sh) |
192 | { |
148 | { |
193 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
149 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
194 | /* If this is a skill that can be used without applying tool, return it */ |
150 | /* If this is a skill that can be used without applying tool, return it */ |
195 | return tmp->inv_splay (); |
151 | return splay (tmp); |
196 | /* Try to find appropriate skilltool. If the player has one already |
152 | /* Try to find appropriate skilltool. If the player has one already |
197 | * applied, we try to keep using that one. |
153 | * applied, we try to keep using that one. |
198 | */ |
154 | */ |
199 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
155 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
200 | skill_tool = tmp; |
156 | skill_tool = tmp; |
… | |
… | |
208 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
209 | */ |
165 | */ |
210 | object *skill = find_skill (who, skill_tool->skill); |
166 | object *skill = find_skill (who, skill_tool->skill); |
211 | |
167 | |
212 | if (!skill) |
168 | if (!skill) |
213 | { |
|
|
214 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
215 | link_player_skills (who); |
|
|
216 | } |
|
|
217 | |
|
|
218 | skill->inv_splay (); |
|
|
219 | |
170 | |
220 | if (!skill_tool->flag [FLAG_APPLIED]) |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
221 | if (apply_special (who, skill_tool, AP_APPLY)) |
172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
222 | return 0; |
173 | return 0; |
223 | |
174 | |
224 | return skill; |
175 | return splay (skill); |
|
|
176 | } |
|
|
177 | |
|
|
178 | object * |
|
|
179 | find_skill_by_name_fuzzy (object *who, const char *name) |
|
|
180 | { |
|
|
181 | if (!name) |
|
|
182 | return 0; |
|
|
183 | |
|
|
184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
|
186 | && tmp->skill.starts_with (name)) |
|
|
187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
188 | return skop; |
|
|
189 | |
|
|
190 | return 0; |
225 | } |
191 | } |
226 | |
192 | |
227 | /* This returns the skill pointer of the given name (the |
193 | /* This returns the skill pointer of the given name (the |
228 | * one that accumulates exp, has the level, etc). |
194 | * one that accumulates exp, has the level, etc). |
229 | * |
195 | * |
… | |
… | |
236 | * this replaces find_skill. |
202 | * this replaces find_skill. |
237 | */ |
203 | */ |
238 | object * |
204 | object * |
239 | find_skill_by_number (object *who, int skillno) |
205 | find_skill_by_number (object *who, int skillno) |
240 | { |
206 | { |
241 | if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) |
207 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
208 | if (tmp->type == SKILL && tmp->subtype == skillno) |
|
|
209 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
210 | return skop; |
|
|
211 | |
|
|
212 | return 0; |
|
|
213 | } |
|
|
214 | |
|
|
215 | /* This changes the objects chosen_skill to new_skill. |
|
|
216 | * return 1 on success, 0 on error |
|
|
217 | */ |
|
|
218 | bool |
|
|
219 | object::change_skill (object *new_skill) |
|
|
220 | { |
|
|
221 | if (type != PLAYER) |
242 | return 0; |
222 | return 0; |
243 | |
223 | |
244 | object *skill = NULL, *skill_tool = NULL; |
|
|
245 | |
|
|
246 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
247 | { |
|
|
248 | if (tmp->type == SKILL && tmp->subtype == skillno) |
|
|
249 | skill = tmp; |
|
|
250 | |
|
|
251 | /* Try to find appropriate skilltool. If the player has one already |
|
|
252 | * applied, we try to keep using that one. |
|
|
253 | */ |
|
|
254 | //TODO: afaics, skill tools have subtype 0 always |
|
|
255 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
|
256 | { |
|
|
257 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
258 | skill_tool = tmp; |
|
|
259 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
260 | skill_tool = tmp; |
|
|
261 | } |
|
|
262 | } |
|
|
263 | |
|
|
264 | /* If this is a skill that can be used without a tool, return it */ |
|
|
265 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
266 | return skill; |
|
|
267 | |
|
|
268 | /* Player has a tool to use the skill. If not applied, apply it - |
|
|
269 | * if not successful, return null. If they do have the skill tool |
|
|
270 | * but not the skill itself, give it to them. |
|
|
271 | */ |
|
|
272 | if (skill_tool) |
|
|
273 | { |
|
|
274 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
275 | { |
|
|
276 | if (apply_special (who, skill_tool, 0)) |
|
|
277 | return NULL; |
|
|
278 | } |
|
|
279 | |
|
|
280 | if (!skill) |
|
|
281 | { |
|
|
282 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
283 | link_player_skills (who); |
|
|
284 | } |
|
|
285 | |
|
|
286 | return skill; |
|
|
287 | } |
|
|
288 | |
|
|
289 | return NULL; |
|
|
290 | } |
|
|
291 | |
|
|
292 | /* This changes the objects skill to new_skill. |
|
|
293 | * note that this function doesn't always need to get used - |
|
|
294 | * you can now add skill exp to the player without the chosen_skill being |
|
|
295 | * set. This function is of most interest to players to update |
|
|
296 | * the various range information. |
|
|
297 | * return 1 on success, 0 on error |
|
|
298 | */ |
|
|
299 | int |
|
|
300 | change_skill (object *who, object *new_skill, int flag) |
|
|
301 | { |
|
|
302 | if (who->type != PLAYER) |
|
|
303 | return 0; |
|
|
304 | |
|
|
305 | #if 0 |
|
|
306 | // optimise this supposedly common case |
224 | // optimise this supposedly common case |
307 | if (new_skill == who->chosen_skill) |
225 | if (new_skill == chosen_skill) |
308 | return 1; |
226 | return 1; |
309 | #endif |
|
|
310 | |
227 | |
311 | if (!new_skill) |
228 | if (chosen_skill) |
312 | { |
|
|
313 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
|
|
314 | who->debug_desc ()); |
|
|
315 | return 0; |
|
|
316 | } |
229 | { |
|
|
230 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
231 | change_abil (this, chosen_skill); |
|
|
232 | } |
317 | |
233 | |
318 | // the skill could be readied already because it is used by a weapon. |
234 | chosen_skill = new_skill; |
319 | who->change_weapon (0); |
|
|
320 | new_skill->inv_splay (); |
|
|
321 | |
235 | |
322 | if (apply_special (who, new_skill, AP_APPLY)) |
236 | if (chosen_skill) |
323 | return 0; |
237 | { |
|
|
238 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
239 | change_abil (this, chosen_skill); |
|
|
240 | } |
324 | |
241 | |
|
|
242 | // always clear current weapon, as the selected skill could |
|
|
243 | // conflict with the current weapon skill, which would go |
|
|
244 | // undetected and exp would be given to the wrong skill. |
|
|
245 | current_weapon = 0; |
|
|
246 | |
|
|
247 | update_stats (); |
325 | return 1; |
248 | return 1; |
326 | } |
|
|
327 | |
|
|
328 | /* This function just clears the chosen_skill and range_skill values |
|
|
329 | * in the player. |
|
|
330 | */ |
|
|
331 | void |
|
|
332 | clear_skill (object *who) |
|
|
333 | { |
|
|
334 | who->chosen_skill = 0; |
|
|
335 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
336 | |
|
|
337 | if (player *pl = who->contr) |
|
|
338 | if (pl->ranged_ob && pl->ranged_ob->type == SKILL) |
|
|
339 | pl->ranged_ob = 0; |
|
|
340 | } |
249 | } |
341 | |
250 | |
342 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
251 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
343 | * We handle all requests for skill use outside of some combat here. |
252 | * We handle all requests for skill use outside of some combat here. |
344 | * We require a separate routine outside of fire() so as to allow monsters |
253 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
394 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
395 | } |
304 | } |
396 | else |
305 | else |
397 | { |
306 | { |
398 | SET_FLAG (skill, FLAG_APPLIED); |
307 | SET_FLAG (skill, FLAG_APPLIED); |
399 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
400 | } |
309 | } |
401 | |
310 | |
402 | op->update_stats (); |
311 | op->update_stats (); |
403 | success = 1; |
312 | success = 1; |
404 | break; |
313 | break; |
… | |
… | |
414 | case SK_HIDING: |
323 | case SK_HIDING: |
415 | exp = success = hide (op, skill); |
324 | exp = success = hide (op, skill); |
416 | break; |
325 | break; |
417 | |
326 | |
418 | case SK_JUMPING: |
327 | case SK_JUMPING: |
419 | success = jump (op, dir, skill); |
328 | exp = success = jump (op, dir, skill); |
420 | break; |
329 | break; |
421 | |
330 | |
422 | case SK_INSCRIPTION: |
331 | case SK_INSCRIPTION: |
423 | exp = success = write_on_item (op, string, skill); |
332 | exp = success = write_on_item (op, string, skill); |
424 | break; |
333 | break; |
… | |
… | |
555 | * Monsters have no skill use time because of the random nature in |
464 | * Monsters have no skill use time because of the random nature in |
556 | * which use_monster_skill is called already simulates this. |
465 | * which use_monster_skill is called already simulates this. |
557 | * If certain skills should take more/less time, that should be |
466 | * If certain skills should take more/less time, that should be |
558 | * in the code for the skill itself. |
467 | * in the code for the skill itself. |
559 | */ |
468 | */ |
560 | |
|
|
561 | if (op->type == PLAYER) |
469 | if (op->type == PLAYER) |
562 | op->speed_left -= 1.f; |
470 | op->speed_left -= 1.f; |
563 | |
471 | |
564 | /* this is a good place to add experience for successfull use of skills. |
472 | /* this is a good place to add experience for successfull use of skills. |
565 | * Note that add_exp() will figure out player/monster experience |
473 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
613 | * If an object is not alive and magical we set the base exp higher to |
521 | * If an object is not alive and magical we set the base exp higher to |
614 | * help out exp awards for skill_ident skills. Also, if |
522 | * help out exp awards for skill_ident skills. Also, if |
615 | * an item is type RUNE, we give out exp based on stats.Cha |
523 | * an item is type RUNE, we give out exp based on stats.Cha |
616 | * and level (this was the old system) -b.t. |
524 | * and level (this was the old system) -b.t. |
617 | */ |
525 | */ |
618 | |
|
|
619 | if (!op) |
526 | if (!op) |
620 | { /* no item/creature */ |
527 | { /* no item/creature */ |
621 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
528 | op_lvl = max (1, who->map->difficulty); |
622 | op_exp = 0; |
529 | op_exp = 0; |
623 | } |
530 | } |
624 | else if (op->type == RUNE || op->type == TRAP) |
531 | else if (op->type == RUNE || op->type == TRAP) |
625 | { /* all traps. If stats.Cha > 1 we use that |
532 | { /* all traps. If stats.Cha > 1 we use that |
626 | * for the amount of experience */ |
533 | * for the amount of experience */ |
… | |
… | |
630 | else |
537 | else |
631 | { /* all other items/living creatures */ |
538 | { /* all other items/living creatures */ |
632 | op_exp = op->stats.exp; |
539 | op_exp = op->stats.exp; |
633 | op_lvl = op->level; |
540 | op_lvl = op->level; |
634 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
541 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
635 | { /* for ident/make items */ |
542 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
636 | op_lvl += 5 * abs (op->magic); |
|
|
637 | } |
|
|
638 | } |
543 | } |
639 | |
544 | |
640 | if (op_lvl < 1) |
545 | if (op_lvl < 1) |
641 | op_lvl = 1; |
546 | op_lvl = 1; |
642 | |
547 | |
… | |
… | |
650 | /* if skill really is a skill, then we can look at the skill archetype for |
555 | /* if skill really is a skill, then we can look at the skill archetype for |
651 | * bse reward value (exp) and level multiplier factor. |
556 | * bse reward value (exp) and level multiplier factor. |
652 | */ |
557 | */ |
653 | if (skill->type == SKILL) |
558 | if (skill->type == SKILL) |
654 | { |
559 | { |
655 | base += skill->arch->clone.stats.exp; |
560 | base += skill->arch->stats.exp; |
656 | if (settings.simple_exp) |
561 | if (settings.simple_exp) |
657 | { |
562 | { |
658 | if (skill->arch->clone.level) |
563 | if (skill->arch->level) |
659 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
564 | lvl_mult = (float) skill->arch->level / 100.0; |
660 | else |
565 | else |
661 | lvl_mult = 1.0; /* no adjustment */ |
566 | lvl_mult = 1.0; /* no adjustment */ |
662 | } |
567 | } |
663 | else |
568 | else |
664 | { |
569 | { |
665 | if (skill->level) |
570 | if (skill->level) |
666 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
571 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
667 | else |
572 | else |
668 | lvl_mult = 1.0; |
573 | lvl_mult = 1.0; |
669 | } |
574 | } |
670 | } |
575 | } |
671 | else |
576 | else |
672 | { |
577 | { |
673 | /* Don't divide by zero here! */ |
578 | /* Don't divide by zero here! */ |
674 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
579 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
675 | } |
580 | } |
676 | } |
581 | } |
677 | |
582 | |
678 | /* assemble the exp total, and return value */ |
583 | /* assemble the exp total, and return value */ |
679 | |
584 | |
… | |
… | |
696 | * player learns the skill, 2 otherwise. |
601 | * player learns the skill, 2 otherwise. |
697 | */ |
602 | */ |
698 | int |
603 | int |
699 | learn_skill (object *pl, object *scroll) |
604 | learn_skill (object *pl, object *scroll) |
700 | { |
605 | { |
701 | object *tmp; |
|
|
702 | |
|
|
703 | if (!scroll->skill) |
606 | if (!scroll->skill) |
704 | { |
607 | { |
705 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
608 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
706 | return 2; |
609 | return 2; |
707 | } |
610 | } |
708 | |
611 | |
709 | /* can't use find_skill_by_name because we want skills the player knows |
612 | object *tmp = find_skill (pl, scroll->skill); |
710 | * but can't use natively. |
|
|
711 | */ |
|
|
712 | |
|
|
713 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
714 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
715 | break; |
|
|
716 | |
613 | |
717 | /* player already knows it */ |
614 | /* player already knows it */ |
718 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
615 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
719 | return 0; |
616 | return 0; |
720 | |
617 | |
… | |
… | |
733 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
630 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
734 | return 2; |
631 | return 2; |
735 | } |
632 | } |
736 | |
633 | |
737 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
634 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
738 | link_player_skills (pl); |
635 | |
739 | return 1; |
636 | return 1; |
740 | } |
637 | } |
741 | |
638 | |
742 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
743 | /* Probably belongs in some global utils-type file? */ |
640 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
767 | * Note this function is a bit more complicated becauase we |
664 | * Note this function is a bit more complicated becauase we |
768 | * we want ot sort the skills before printing them. If we |
665 | * we want ot sort the skills before printing them. If we |
769 | * just dumped this as we found it, this would be a bit |
666 | * just dumped this as we found it, this would be a bit |
770 | * simpler. |
667 | * simpler. |
771 | */ |
668 | */ |
772 | |
669 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
773 | void |
670 | void |
774 | show_skills (object *op, const char *search) |
671 | show_skills (object *pl, const char *search) |
775 | { |
672 | { |
776 | object *tmp = NULL; |
|
|
777 | char buf[MAX_BUF]; |
|
|
778 | const char *cp; |
673 | const char *cp; |
779 | int i, num_skills_found = 0; |
674 | int i, num_skills_found = 0; |
780 | static const char *const periods = "........................................"; |
675 | const char *const periods = ".............................."; // 30 |
781 | |
676 | |
782 | /* Need to have a pointer and use strdup for qsort to work properly */ |
677 | /* Need to have a pointer and use strdup for qsort to work properly */ |
783 | char skills[NUM_SKILLS][MAX_BUF]; |
678 | char skills[NUM_SKILLS][128]; // d'oh |
784 | |
679 | |
|
|
680 | object *op = pl->contr->ob; |
785 | |
681 | |
786 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
682 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
787 | { |
683 | { |
788 | if (tmp->type == SKILL) |
684 | if (tmp->type == SKILL) |
789 | { |
685 | { |
790 | if (search && strstr (tmp->name, search) == NULL) |
686 | if (search && !tmp->name.contains (search)) |
791 | continue; |
687 | continue; |
|
|
688 | |
|
|
689 | char buf[30]; |
|
|
690 | |
792 | /* Basically want to fill this out to 40 spaces with periods */ |
691 | /* Basically want to fill this out to 30 spaces with periods */ |
793 | sprintf (buf, "%s%s", &tmp->name, periods); |
692 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
794 | buf[40] = 0; |
|
|
795 | |
693 | |
796 | if (settings.permanent_exp_ratio) |
694 | if (settings.permanent_exp_ratio) |
797 | { |
|
|
798 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
695 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
799 | buf, tmp->level, tmp->stats.exp, |
696 | buf, tmp->level, tmp->stats.exp, |
800 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
697 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
801 | } |
|
|
802 | else |
698 | else |
803 | { |
|
|
804 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
699 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
805 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
700 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
806 | } |
701 | |
807 | /* I don't know why some characters get a bunch of skills, but |
702 | /* I don't know why some characters get a bunch of skills, but |
808 | * it sometimes happens (maybe a leftover from bugier earlier code |
703 | * it sometimes happens (maybe a leftover from bugier earlier code |
809 | * and those character are still about). In any case, lets handle |
704 | * and those character are still about). In any case, lets handle |
810 | * it so it doesn't crash the server - otherwise, one character may |
705 | * it so it doesn't crash the server - otherwise, one character may |
811 | * crash the server numerous times. |
706 | * crash the server numerous times. |
… | |
… | |
817 | break; |
712 | break; |
818 | } |
713 | } |
819 | } |
714 | } |
820 | } |
715 | } |
821 | |
716 | |
822 | clear_win_info (op); |
717 | dynbuf_text msg (4096, 1024); |
823 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
718 | |
|
|
719 | msg << "T<Player skills:>\n\n"; |
824 | if (num_skills_found > 1) |
720 | if (num_skills_found > 1) |
825 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
721 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
826 | |
722 | |
827 | for (i = 0; i < num_skills_found; i++) |
723 | for (i = 0; i < num_skills_found; i++) |
828 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
724 | msg << " C<" << skills [i] << ">\n"; |
829 | |
725 | |
830 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
726 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
831 | |
727 | |
832 | cp = determine_god (op); |
728 | cp = determine_god (op); |
833 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
729 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
834 | |
730 | |
835 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
731 | msg << "Your equipped item power is " << (int)op->contr->item_power |
836 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
732 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
733 | << ".\n"; |
|
|
734 | |
|
|
735 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
837 | } |
736 | } |
838 | |
737 | |
839 | /* use_skill() - similar to invoke command, it executes the skill in the |
738 | /* use_skill() - similar to invoke command, it executes the skill in the |
840 | * direction that the user is facing. Returns false if we are unable to |
739 | * direction that the user is facing. Returns false if we are unable to |
841 | * change to the requested skill, or were unable to use the skill properly. |
740 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
849 | size_t len; |
748 | size_t len; |
850 | |
749 | |
851 | if (!string) |
750 | if (!string) |
852 | return 0; |
751 | return 0; |
853 | |
752 | |
854 | for (skop = op->inv; skop != NULL; skop = skop->below) |
753 | for (skop = op->inv; skop; skop = skop->below) |
855 | { |
754 | { |
|
|
755 | if (skop->type == SKILL |
856 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
756 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
857 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
757 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
858 | break; |
758 | break; |
|
|
759 | else if (skop->type == SKILL_TOOL |
859 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
760 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
860 | break; |
761 | break; |
861 | } |
762 | } |
|
|
763 | |
862 | if (!skop) |
764 | if (!skop) |
863 | { |
765 | { |
864 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
766 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
865 | return 0; |
767 | return 0; |
866 | } |
768 | } |
… | |
… | |
871 | * options given to the skill. Its pretty simple - if there |
773 | * options given to the skill. Its pretty simple - if there |
872 | * are extra parameters (as deteremined by string length), we |
774 | * are extra parameters (as deteremined by string length), we |
873 | * want to skip over any leading spaces. |
775 | * want to skip over any leading spaces. |
874 | */ |
776 | */ |
875 | if (len >= strlen (string)) |
777 | if (len >= strlen (string)) |
876 | { |
|
|
877 | string = NULL; |
778 | string = NULL; |
878 | } |
|
|
879 | else |
779 | else |
880 | { |
780 | { |
881 | string += len; |
781 | string += len; |
882 | while (*string == 0x20) |
782 | while (*string == 0x20) |
883 | string++; |
783 | string++; |
|
|
784 | |
884 | if (strlen (string) == 0) |
785 | if (strlen (string) == 0) |
885 | string = NULL; |
786 | string = NULL; |
886 | } |
787 | } |
887 | |
788 | |
888 | #ifdef SKILL_UTIL_DEBUG |
789 | #ifdef SKILL_UTIL_DEBUG |
889 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
790 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
890 | #endif |
791 | #endif |
891 | |
792 | |
892 | /* Change to the new skill, then execute it. */ |
|
|
893 | if (do_skill (op, op, skop, op->facing, string)) |
793 | if (do_skill (op, op, skop, op->facing, string)) |
894 | return 1; |
794 | return 1; |
895 | |
795 | |
896 | return 0; |
796 | return 0; |
897 | } |
797 | } |
… | |
… | |
935 | * the caller should have set it appropriately). We still want to pass |
835 | * the caller should have set it appropriately). We still want to pass |
936 | * through that code if skill is set to change to the skill. |
836 | * through that code if skill is set to change to the skill. |
937 | */ |
837 | */ |
938 | if (player *pl = op->contr) |
838 | if (player *pl = op->contr) |
939 | { |
839 | { |
940 | if (!pl->combat_ob) |
840 | if (skill) |
|
|
841 | op->change_skill (skill); |
|
|
842 | else |
941 | { |
843 | { |
942 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
844 | if (!pl->combat_ob) |
943 | { |
845 | { |
944 | for (tmp = op->inv; tmp; tmp = tmp->below) |
846 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
945 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
946 | break; |
|
|
947 | |
|
|
948 | if (!tmp) |
|
|
949 | { |
847 | { |
|
|
848 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
849 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
850 | break; |
|
|
851 | |
|
|
852 | if (!tmp) |
950 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
853 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
951 | return 0; |
854 | |
|
|
855 | pl->combat_ob = tmp; |
952 | } |
856 | } |
953 | |
857 | |
954 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
858 | if (!pl->combat_ob) |
955 | } |
|
|
956 | else |
|
|
957 | { |
|
|
958 | if (!skill) |
|
|
959 | { |
859 | { |
960 | /* See if the players chosen skill is a combat skill, and use |
860 | /* See if the players chosen skill is a combat skill, and use |
961 | * it if appropriate. |
861 | * it if appropriate. |
962 | */ |
862 | */ |
963 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
863 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
965 | else |
865 | else |
966 | { |
866 | { |
967 | skill = find_player_hth_skill (op); |
867 | skill = find_player_hth_skill (op); |
968 | |
868 | |
969 | if (!skill) |
869 | if (!skill) |
970 | { |
|
|
971 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
870 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
972 | return 0; |
|
|
973 | } |
871 | } |
|
|
872 | |
|
|
873 | if (skill) |
|
|
874 | { |
|
|
875 | op->change_skill (0); |
|
|
876 | apply_special (op, skill, AP_APPLY); |
974 | } |
877 | } |
975 | } |
878 | } |
976 | |
879 | |
977 | /* now try to ready the new skill */ |
880 | if (!pl->combat_ob) |
978 | if (!change_skill (op, skill, 0)) |
881 | { |
979 | { /* oh oh, trouble! */ |
882 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
980 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
|
|
981 | return 0; |
883 | return 0; |
982 | } |
884 | } |
983 | } |
885 | } |
984 | |
886 | |
985 | if (!pl->combat_ob) |
887 | if (!op->change_weapon (pl->combat_ob)) |
986 | { |
|
|
987 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
988 | return 0; |
888 | return 0; |
989 | } |
|
|
990 | } |
889 | } |
991 | |
|
|
992 | if (!op->change_weapon (pl->combat_ob)) |
|
|
993 | return 0; |
|
|
994 | |
890 | |
995 | /* lose invisiblity/hiding status for running attacks */ |
891 | /* lose invisiblity/hiding status for running attacks */ |
996 | if (pl->tmp_invis) |
892 | if (pl->tmp_invis) |
997 | { |
893 | { |
998 | pl->tmp_invis = 0; |
894 | pl->tmp_invis = 0; |
999 | op->invisible = 0; |
895 | op->invisible = 0; |
1000 | op->hide = 0; |
896 | op->flag [FLAG_HIDDEN] = 0; |
1001 | update_object (op, UP_OBJ_CHANGE); |
897 | update_object (op, UP_OBJ_CHANGE); |
1002 | } |
898 | } |
1003 | } |
899 | } |
1004 | |
900 | |
1005 | int success = attack_ob (tmp, op); |
901 | int success = attack_ob (tmp, op); |
… | |
… | |
1017 | return success; |
913 | return success; |
1018 | } |
914 | } |
1019 | |
915 | |
1020 | /* skill_attack() - Core routine for use when we attack using a skills |
916 | /* skill_attack() - Core routine for use when we attack using a skills |
1021 | * system. In essence, this code handles |
917 | * system. In essence, this code handles |
1022 | * all skill-based attacks, ie hth, missile and melee weapons should be |
918 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1023 | * treated here. If an opponent is already supplied by move_player(), |
919 | * treated here. If an opponent is already supplied by move_player(), |
1024 | * we move right onto do_skill_attack(), otherwise we find if an |
920 | * we move right onto do_skill_attack(), otherwise we find if an |
1025 | * appropriate opponent exists. |
921 | * appropriate opponent exists. |
1026 | * |
922 | * |
1027 | * This is called by move_player() and attack_hth() |
923 | * This is called by move_player() and attack_hth() |
… | |
… | |
1132 | |
1028 | |
1133 | return 0; |
1029 | return 0; |
1134 | } |
1030 | } |
1135 | |
1031 | |
1136 | return skill_attack (NULL, op, dir, string, skill); |
1032 | return skill_attack (NULL, op, dir, string, skill); |
1137 | |
|
|
1138 | } |
1033 | } |
|
|
1034 | |