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 | |
110 | static object * |
113 | static object * |
111 | find_skill (object *who, const shstr &sh) |
114 | find_skill (object *who, shstr_cmp name) |
112 | { |
115 | { |
|
|
116 | if (who->chosen_skill |
|
|
117 | && who->chosen_skill->skill == name |
|
|
118 | && who->chosen_skill->type == SKILL) |
|
|
119 | return who->chosen_skill; |
|
|
120 | |
113 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
114 | if (tmp->skill == sh && tmp->type == SKILL) |
122 | if (tmp->skill == name && tmp->type == SKILL) |
115 | return tmp; |
123 | return splay (tmp); |
116 | |
124 | |
117 | 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); |
118 | } |
132 | } |
119 | |
133 | |
120 | /* This returns the skill pointer of the given name (the |
134 | /* This returns the skill pointer of the given name (the |
121 | * one that accumulates exp, has the level, etc). |
135 | * one that accumulates exp, has the level, etc). |
122 | * |
136 | * |
123 | * It is presumed that the player will be needing to actually |
137 | * It is presumed that the player will be needing to actually |
124 | * 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 |
125 | * tool, this code will equip it. |
139 | * tool, this code will equip it. |
126 | */ |
140 | */ |
127 | object * |
141 | object * |
128 | find_skill_by_name (object *who, const shstr &sh) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
129 | { |
143 | { |
130 | object *skill_tool = 0; |
144 | object *skill_tool = 0; |
131 | |
145 | |
132 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
133 | if (tmp->skill == sh) |
147 | if (tmp->skill == sh) |
134 | { |
148 | { |
135 | 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])) |
136 | /* 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 */ |
137 | return tmp->inv_splay (); |
151 | return splay (tmp); |
138 | /* Try to find appropriate skilltool. If the player has one already |
152 | /* Try to find appropriate skilltool. If the player has one already |
139 | * applied, we try to keep using that one. |
153 | * applied, we try to keep using that one. |
140 | */ |
154 | */ |
141 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
155 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
142 | skill_tool = tmp; |
156 | skill_tool = tmp; |
… | |
… | |
150 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
151 | */ |
165 | */ |
152 | object *skill = find_skill (who, skill_tool->skill); |
166 | object *skill = find_skill (who, skill_tool->skill); |
153 | |
167 | |
154 | if (!skill) |
168 | if (!skill) |
155 | { |
|
|
156 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
157 | link_player_skills (who); |
|
|
158 | } |
|
|
159 | |
|
|
160 | skill->inv_splay (); |
|
|
161 | |
170 | |
162 | if (!skill_tool->flag [FLAG_APPLIED]) |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
163 | if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY)) |
172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
164 | return 0; |
173 | return 0; |
165 | |
174 | |
166 | return skill; |
175 | return splay (skill); |
167 | } |
176 | } |
168 | |
177 | |
169 | object * |
178 | object * |
170 | find_skill_by_name (object *who, const char *name) |
179 | find_skill_by_name_fuzzy (object *who, const char *name) |
171 | { |
180 | { |
172 | if (!name) |
181 | if (!name) |
173 | return 0; |
182 | return 0; |
174 | |
183 | |
175 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
176 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
177 | && tmp->skill.begins_with (name)) |
186 | && tmp->skill.starts_with (name)) |
178 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
179 | return skop; |
188 | return skop; |
180 | |
189 | |
181 | return 0; |
190 | return 0; |
182 | } |
191 | } |
… | |
… | |
226 | |
235 | |
227 | if (chosen_skill) |
236 | if (chosen_skill) |
228 | { |
237 | { |
229 | chosen_skill->flag [FLAG_APPLIED] = true; |
238 | chosen_skill->flag [FLAG_APPLIED] = true; |
230 | change_abil (this, chosen_skill); |
239 | change_abil (this, chosen_skill); |
231 | chosen_skill->inv_splay (); |
|
|
232 | } |
240 | } |
|
|
241 | |
|
|
242 | // always clear current weapon, as the selected skill could |
|
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243 | // conflict with the current weapon skill, which would go |
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244 | // undetected and exp would be given to the wrong skill. |
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|
245 | current_weapon = 0; |
233 | |
246 | |
234 | update_stats (); |
247 | update_stats (); |
235 | return 1; |
248 | return 1; |
236 | } |
|
|
237 | |
|
|
238 | /* This function just clears the chosen_skill and range_skill values |
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|
239 | * in the player. |
|
|
240 | */ |
|
|
241 | void |
|
|
242 | clear_skill (object *who) |
|
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243 | { |
|
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244 | if (who->chosen_skill) |
|
|
245 | { |
|
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246 | who->chosen_skill->flag [FLAG_APPLIED] = false; |
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247 | who->chosen_skill = 0; |
|
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248 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
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249 | } |
|
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250 | |
|
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251 | if (player *pl = who->contr) |
|
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252 | if (pl->ranged_ob && pl->ranged_ob->type == SKILL) |
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253 | pl->ranged_ob = 0; |
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254 | } |
249 | } |
255 | |
250 | |
256 | /* 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(). |
257 | * 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. |
258 | * 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 |
… | |
… | |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
309 | } |
304 | } |
310 | else |
305 | else |
311 | { |
306 | { |
312 | SET_FLAG (skill, FLAG_APPLIED); |
307 | SET_FLAG (skill, FLAG_APPLIED); |
313 | 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!"); |
314 | } |
309 | } |
315 | |
310 | |
316 | op->update_stats (); |
311 | op->update_stats (); |
317 | success = 1; |
312 | success = 1; |
318 | break; |
313 | break; |
… | |
… | |
328 | case SK_HIDING: |
323 | case SK_HIDING: |
329 | exp = success = hide (op, skill); |
324 | exp = success = hide (op, skill); |
330 | break; |
325 | break; |
331 | |
326 | |
332 | case SK_JUMPING: |
327 | case SK_JUMPING: |
333 | success = jump (op, dir, skill); |
328 | exp = success = jump (op, dir, skill); |
334 | break; |
329 | break; |
335 | |
330 | |
336 | case SK_INSCRIPTION: |
331 | case SK_INSCRIPTION: |
337 | exp = success = write_on_item (op, string, skill); |
332 | exp = success = write_on_item (op, string, skill); |
338 | break; |
333 | break; |
… | |
… | |
469 | * 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 |
470 | * which use_monster_skill is called already simulates this. |
465 | * which use_monster_skill is called already simulates this. |
471 | * If certain skills should take more/less time, that should be |
466 | * If certain skills should take more/less time, that should be |
472 | * in the code for the skill itself. |
467 | * in the code for the skill itself. |
473 | */ |
468 | */ |
474 | |
|
|
475 | if (op->type == PLAYER) |
469 | if (op->type == PLAYER) |
476 | op->speed_left -= 1.f; |
470 | op->speed_left -= 1.f; |
477 | |
471 | |
478 | /* 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. |
479 | * Note that add_exp() will figure out player/monster experience |
473 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
527 | * 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 |
528 | * help out exp awards for skill_ident skills. Also, if |
522 | * help out exp awards for skill_ident skills. Also, if |
529 | * 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 |
530 | * and level (this was the old system) -b.t. |
524 | * and level (this was the old system) -b.t. |
531 | */ |
525 | */ |
532 | |
|
|
533 | if (!op) |
526 | if (!op) |
534 | { /* no item/creature */ |
527 | { /* no item/creature */ |
535 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
528 | op_lvl = max (1, who->map->difficulty); |
536 | op_exp = 0; |
529 | op_exp = 0; |
537 | } |
530 | } |
538 | else if (op->type == RUNE || op->type == TRAP) |
531 | else if (op->type == RUNE || op->type == TRAP) |
539 | { /* all traps. If stats.Cha > 1 we use that |
532 | { /* all traps. If stats.Cha > 1 we use that |
540 | * for the amount of experience */ |
533 | * for the amount of experience */ |
… | |
… | |
544 | else |
537 | else |
545 | { /* all other items/living creatures */ |
538 | { /* all other items/living creatures */ |
546 | op_exp = op->stats.exp; |
539 | op_exp = op->stats.exp; |
547 | op_lvl = op->level; |
540 | op_lvl = op->level; |
548 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
541 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
549 | { /* for ident/make items */ |
542 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
550 | op_lvl += 5 * abs (op->magic); |
|
|
551 | } |
|
|
552 | } |
543 | } |
553 | |
544 | |
554 | if (op_lvl < 1) |
545 | if (op_lvl < 1) |
555 | op_lvl = 1; |
546 | op_lvl = 1; |
556 | |
547 | |
… | |
… | |
564 | /* 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 |
565 | * bse reward value (exp) and level multiplier factor. |
556 | * bse reward value (exp) and level multiplier factor. |
566 | */ |
557 | */ |
567 | if (skill->type == SKILL) |
558 | if (skill->type == SKILL) |
568 | { |
559 | { |
569 | base += skill->arch->clone.stats.exp; |
560 | base += skill->arch->stats.exp; |
570 | if (settings.simple_exp) |
561 | if (settings.simple_exp) |
571 | { |
562 | { |
572 | if (skill->arch->clone.level) |
563 | if (skill->arch->level) |
573 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
564 | lvl_mult = (float) skill->arch->level / 100.0; |
574 | else |
565 | else |
575 | lvl_mult = 1.0; /* no adjustment */ |
566 | lvl_mult = 1.0; /* no adjustment */ |
576 | } |
567 | } |
577 | else |
568 | else |
578 | { |
569 | { |
579 | if (skill->level) |
570 | if (skill->level) |
580 | 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); |
581 | else |
572 | else |
582 | lvl_mult = 1.0; |
573 | lvl_mult = 1.0; |
583 | } |
574 | } |
584 | } |
575 | } |
585 | else |
576 | else |
586 | { |
577 | { |
587 | /* Don't divide by zero here! */ |
578 | /* Don't divide by zero here! */ |
588 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
579 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
589 | } |
580 | } |
590 | } |
581 | } |
591 | |
582 | |
592 | /* assemble the exp total, and return value */ |
583 | /* assemble the exp total, and return value */ |
593 | |
584 | |
… | |
… | |
639 | 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); |
640 | return 2; |
631 | return 2; |
641 | } |
632 | } |
642 | |
633 | |
643 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
634 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
644 | link_player_skills (pl); |
635 | |
645 | return 1; |
636 | return 1; |
646 | } |
637 | } |
647 | |
638 | |
648 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
649 | /* Probably belongs in some global utils-type file? */ |
640 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
673 | * Note this function is a bit more complicated becauase we |
664 | * Note this function is a bit more complicated becauase we |
674 | * we want ot sort the skills before printing them. If we |
665 | * we want ot sort the skills before printing them. If we |
675 | * 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 |
676 | * simpler. |
667 | * simpler. |
677 | */ |
668 | */ |
678 | |
669 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
679 | void |
670 | void |
680 | show_skills (object *op, const char *search) |
671 | show_skills (object *pl, const char *search) |
681 | { |
672 | { |
682 | object *tmp = NULL; |
|
|
683 | char buf[MAX_BUF]; |
|
|
684 | const char *cp; |
673 | const char *cp; |
685 | int i, num_skills_found = 0; |
674 | int i, num_skills_found = 0; |
686 | static const char *const periods = "........................................"; |
675 | const char *const periods = ".............................."; // 30 |
687 | |
676 | |
688 | /* 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 */ |
689 | char skills[NUM_SKILLS][MAX_BUF]; |
678 | char skills[NUM_SKILLS][128]; // d'oh |
690 | |
679 | |
|
|
680 | object *op = pl->contr->ob; |
691 | |
681 | |
692 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
682 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
693 | { |
683 | { |
694 | if (tmp->type == SKILL) |
684 | if (tmp->type == SKILL) |
695 | { |
685 | { |
696 | if (search && strstr (tmp->name, search) == NULL) |
686 | if (search && !tmp->name.contains (search)) |
697 | continue; |
687 | continue; |
|
|
688 | |
|
|
689 | char buf[30]; |
|
|
690 | |
698 | /* Basically want to fill this out to 40 spaces with periods */ |
691 | /* Basically want to fill this out to 30 spaces with periods */ |
699 | sprintf (buf, "%s%s", &tmp->name, periods); |
692 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
700 | buf[40] = 0; |
|
|
701 | |
693 | |
702 | if (settings.permanent_exp_ratio) |
694 | if (settings.permanent_exp_ratio) |
703 | { |
|
|
704 | 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%%)", |
705 | buf, tmp->level, tmp->stats.exp, |
696 | buf, tmp->level, tmp->stats.exp, |
706 | 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)); |
707 | } |
|
|
708 | else |
698 | else |
709 | { |
|
|
710 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
699 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
711 | 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)); |
712 | } |
701 | |
713 | /* 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 |
714 | * it sometimes happens (maybe a leftover from bugier earlier code |
703 | * it sometimes happens (maybe a leftover from bugier earlier code |
715 | * and those character are still about). In any case, lets handle |
704 | * and those character are still about). In any case, lets handle |
716 | * 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 |
717 | * crash the server numerous times. |
706 | * crash the server numerous times. |
… | |
… | |
723 | break; |
712 | break; |
724 | } |
713 | } |
725 | } |
714 | } |
726 | } |
715 | } |
727 | |
716 | |
728 | clear_win_info (op); |
717 | dynbuf_text msg (4096, 1024); |
729 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
718 | |
|
|
719 | msg << "T<Player skills:>\n\n"; |
730 | if (num_skills_found > 1) |
720 | if (num_skills_found > 1) |
731 | 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); |
732 | |
722 | |
733 | for (i = 0; i < num_skills_found; i++) |
723 | for (i = 0; i < num_skills_found; i++) |
734 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
724 | msg << " C<" << skills [i] << ">\n"; |
735 | |
725 | |
736 | 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"; |
737 | |
727 | |
738 | cp = determine_god (op); |
728 | cp = determine_god (op); |
739 | 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"; |
740 | |
730 | |
741 | 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 |
742 | 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); |
743 | } |
736 | } |
744 | |
737 | |
745 | /* 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 |
746 | * 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 |
747 | * 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. |
… | |
… | |
842 | * 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 |
843 | * 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. |
844 | */ |
837 | */ |
845 | if (player *pl = op->contr) |
838 | if (player *pl = op->contr) |
846 | { |
839 | { |
847 | if (!pl->combat_ob) |
840 | if (skill) |
|
|
841 | op->change_skill (skill); |
|
|
842 | else |
848 | { |
843 | { |
849 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
844 | if (!pl->combat_ob) |
850 | { |
845 | { |
851 | for (tmp = op->inv; tmp; tmp = tmp->below) |
846 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
852 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
853 | break; |
|
|
854 | |
|
|
855 | if (!tmp) |
|
|
856 | { |
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) |
857 | 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); |
858 | return 0; |
854 | |
|
|
855 | pl->combat_ob = tmp; |
859 | } |
856 | } |
860 | |
857 | |
861 | pl->combat_ob = tmp; |
858 | if (!pl->combat_ob) |
862 | } |
|
|
863 | else |
|
|
864 | { |
|
|
865 | if (!skill) |
|
|
866 | { |
859 | { |
867 | /* 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 |
868 | * it if appropriate. |
861 | * it if appropriate. |
869 | */ |
862 | */ |
870 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
863 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
872 | else |
865 | else |
873 | { |
866 | { |
874 | skill = find_player_hth_skill (op); |
867 | skill = find_player_hth_skill (op); |
875 | |
868 | |
876 | if (!skill) |
869 | if (!skill) |
877 | { |
|
|
878 | 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!"); |
879 | return 0; |
|
|
880 | } |
871 | } |
|
|
872 | |
|
|
873 | if (skill) |
|
|
874 | { |
|
|
875 | op->change_skill (0); |
|
|
876 | apply_special (op, skill, AP_APPLY); |
881 | } |
877 | } |
882 | } |
878 | } |
883 | |
879 | |
884 | pl->combat_ob = skill; |
880 | if (!pl->combat_ob) |
885 | apply_special (op, skill, AP_APPLY); |
881 | { |
|
|
882 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
883 | return 0; |
|
|
884 | } |
886 | } |
885 | } |
887 | |
886 | |
888 | if (!pl->combat_ob) |
887 | if (!op->change_weapon (pl->combat_ob)) |
889 | { |
|
|
890 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
891 | return 0; |
888 | return 0; |
892 | } |
|
|
893 | } |
889 | } |
894 | |
|
|
895 | if (!op->change_weapon (pl->combat_ob)) |
|
|
896 | return 0; |
|
|
897 | |
890 | |
898 | /* lose invisiblity/hiding status for running attacks */ |
891 | /* lose invisiblity/hiding status for running attacks */ |
899 | if (pl->tmp_invis) |
892 | if (pl->tmp_invis) |
900 | { |
893 | { |
901 | pl->tmp_invis = 0; |
894 | pl->tmp_invis = 0; |
902 | op->invisible = 0; |
895 | op->invisible = 0; |
903 | op->hide = 0; |
896 | op->flag [FLAG_HIDDEN] = 0; |
904 | update_object (op, UP_OBJ_CHANGE); |
897 | update_object (op, UP_OBJ_CHANGE); |
905 | } |
898 | } |
906 | } |
899 | } |
907 | |
900 | |
908 | int success = attack_ob (tmp, op); |
901 | int success = attack_ob (tmp, op); |
… | |
… | |
920 | return success; |
913 | return success; |
921 | } |
914 | } |
922 | |
915 | |
923 | /* 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 |
924 | * system. In essence, this code handles |
917 | * system. In essence, this code handles |
925 | * 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 |
926 | * treated here. If an opponent is already supplied by move_player(), |
919 | * treated here. If an opponent is already supplied by move_player(), |
927 | * 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 |
928 | * appropriate opponent exists. |
921 | * appropriate opponent exists. |
929 | * |
922 | * |
930 | * This is called by move_player() and attack_hth() |
923 | * This is called by move_player() and attack_hth() |