… | |
… | |
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 | } |
… | |
… | |
618 | 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); |
619 | return 2; |
631 | return 2; |
620 | } |
632 | } |
621 | |
633 | |
622 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
634 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
623 | link_player_skills (pl); |
635 | |
624 | return 1; |
636 | return 1; |
625 | } |
637 | } |
626 | |
638 | |
627 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 | /* Probably belongs in some global utils-type file? */ |
640 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
654 | * 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 |
655 | * simpler. |
667 | * simpler. |
656 | */ |
668 | */ |
657 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
669 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
658 | void |
670 | void |
659 | show_skills (object *op, const char *search) |
671 | show_skills (object *pl, const char *search) |
660 | { |
672 | { |
661 | const char *cp; |
673 | const char *cp; |
662 | int i, num_skills_found = 0; |
674 | int i, num_skills_found = 0; |
663 | const char *const periods = ".............................."; // 30 |
675 | const char *const periods = ".............................."; // 30 |
664 | |
676 | |
665 | /* 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 */ |
666 | char skills[NUM_SKILLS][128]; // d'oh |
678 | char skills[NUM_SKILLS][128]; // d'oh |
667 | |
679 | |
|
|
680 | object *op = pl->contr->ob; |
|
|
681 | |
668 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
682 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
669 | { |
683 | { |
670 | if (tmp->type == SKILL) |
684 | if (tmp->type == SKILL) |
671 | { |
685 | { |
672 | if (search && !strstr (tmp->name, search)) |
686 | if (search && !tmp->name.contains (search)) |
673 | continue; |
687 | continue; |
674 | |
688 | |
675 | char buf[30]; |
689 | char buf[30]; |
676 | |
690 | |
677 | /* Basically want to fill this out to 30 spaces with periods */ |
691 | /* Basically want to fill this out to 30 spaces with periods */ |
… | |
… | |
716 | |
730 | |
717 | msg << "Your equipped item power is " << (int)op->contr->item_power |
731 | msg << "Your equipped item power is " << (int)op->contr->item_power |
718 | << " out of " << int (op->level * settings.item_power_factor) |
732 | << " out of " << int (op->level * settings.item_power_factor) |
719 | << ".\n"; |
733 | << ".\n"; |
720 | |
734 | |
721 | op->contr->infobox (MSG_CHANNEL ("skills"), msg); |
735 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
722 | } |
736 | } |
723 | |
737 | |
724 | /* 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 |
725 | * 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 |
726 | * 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. |
… | |
… | |
877 | /* lose invisiblity/hiding status for running attacks */ |
891 | /* lose invisiblity/hiding status for running attacks */ |
878 | if (pl->tmp_invis) |
892 | if (pl->tmp_invis) |
879 | { |
893 | { |
880 | pl->tmp_invis = 0; |
894 | pl->tmp_invis = 0; |
881 | op->invisible = 0; |
895 | op->invisible = 0; |
882 | op->hide = 0; |
896 | op->flag [FLAG_HIDDEN] = 0; |
883 | update_object (op, UP_OBJ_CHANGE); |
897 | update_object (op, UP_OBJ_CHANGE); |
884 | } |
898 | } |
885 | } |
899 | } |
886 | |
900 | |
887 | int success = attack_ob (tmp, op); |
901 | int success = attack_ob (tmp, op); |