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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
… | |
… | |
58 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
59 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
60 | * subtypes. |
61 | * subtypes. |
61 | */ |
62 | */ |
62 | void |
63 | void |
63 | init_skills (void) |
64 | init_skills () |
64 | { |
65 | { |
65 | for_all_archetypes (at) |
66 | for_all_archetypes (at) |
66 | if (at->type == SKILL) |
67 | if (at->type == SKILL) |
67 | { |
68 | { |
68 | if (skill_names[at->subtype]) |
69 | if (skill_names[at->subtype]) |
… | |
… | |
167 | |
168 | |
168 | if (!skill) |
169 | if (!skill) |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | |
171 | |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
173 | if (!who->apply (splay (skill_tool))) |
173 | return 0; |
174 | return 0; |
174 | |
175 | |
175 | return splay (skill); |
176 | return splay (skill); |
176 | } |
177 | } |
177 | |
178 | |
178 | object * |
179 | object * |
179 | find_skill_by_name_fuzzy (object *who, const char *name) |
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
180 | { |
181 | { |
181 | if (!name) |
182 | if (name) |
182 | return 0; |
|
|
183 | |
|
|
184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
183 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
184 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
186 | && tmp->skill.starts_with (name)) |
185 | && tmp->skill.starts_with (name)) |
187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
186 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
188 | return skop; |
187 | return skop; |
189 | |
188 | |
190 | return 0; |
189 | return 0; |
191 | } |
190 | } |
192 | |
191 | |
193 | /* This returns the skill pointer of the given name (the |
192 | /* This returns the skill pointer of the given name (the |
… | |
… | |
210 | return skop; |
209 | return skop; |
211 | |
210 | |
212 | return 0; |
211 | return 0; |
213 | } |
212 | } |
214 | |
213 | |
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) |
|
|
222 | return 0; |
|
|
223 | |
|
|
224 | // optimise this supposedly common case |
|
|
225 | if (new_skill == chosen_skill) |
|
|
226 | return 1; |
|
|
227 | |
|
|
228 | if (chosen_skill) |
|
|
229 | { |
|
|
230 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
231 | change_abil (this, chosen_skill); |
|
|
232 | } |
|
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233 | |
|
|
234 | chosen_skill = new_skill; |
|
|
235 | |
|
|
236 | if (chosen_skill) |
|
|
237 | { |
|
|
238 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
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239 | change_abil (this, chosen_skill); |
|
|
240 | } |
|
|
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; |
|
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246 | |
|
|
247 | update_stats (); |
|
|
248 | return 1; |
|
|
249 | } |
|
|
250 | |
|
|
251 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
214 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
252 | * We handle all requests for skill use outside of some combat here. |
215 | * We handle all requests for skill use outside of some combat here. |
253 | * We require a separate routine outside of fire() so as to allow monsters |
216 | * We require a separate routine outside of fire() so as to allow monsters |
254 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
217 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
255 | * This is changed (2002-11-30) from the old method that returned |
218 | * This is changed (2002-11-30) from the old method that returned |
… | |
… | |
260 | */ |
223 | */ |
261 | int |
224 | int |
262 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
225 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
263 | { |
226 | { |
264 | int success = 0, exp = 0; |
227 | int success = 0, exp = 0; |
265 | int did_alc = 0; |
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|
266 | |
228 | |
267 | if (!skill) |
229 | if (!skill) |
268 | return 0; |
230 | return 0; |
269 | |
231 | |
270 | /* The code below presumes that the skill points to the object that |
232 | /* The code below presumes that the skill points to the object that |
… | |
… | |
395 | case SK_LITERACY: |
357 | case SK_LITERACY: |
396 | case SK_WOODSMAN: |
358 | case SK_WOODSMAN: |
397 | /* first, we try to find a cauldron, and do the alchemy thing. |
359 | /* first, we try to find a cauldron, and do the alchemy thing. |
398 | * failing that, we go and identify stuff. |
360 | * failing that, we go and identify stuff. |
399 | */ |
361 | */ |
|
|
362 | { |
|
|
363 | bool found_cauldron = false; |
|
|
364 | |
400 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
365 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
401 | { |
366 | { |
402 | next = tmp->above; |
367 | next = tmp->above; |
403 | |
368 | |
404 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
369 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
405 | { |
370 | { |
|
|
371 | found_cauldron = true; |
|
|
372 | |
|
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373 | if (tmp->skill != skill->skill) |
|
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374 | { |
|
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375 | op->failmsgf ("You can't use the %s with the %s skill!", |
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376 | query_name (tmp), |
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377 | query_name (skill)); |
|
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378 | break; |
|
|
379 | } |
|
|
380 | |
406 | attempt_do_alchemy (op, tmp); |
381 | attempt_do_alchemy (op, tmp, skill); |
407 | |
382 | |
408 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
383 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
409 | esrv_send_inventory (op, tmp); |
384 | esrv_send_inventory (op, tmp); |
410 | |
|
|
411 | did_alc = 1; |
|
|
412 | } |
385 | } |
413 | } |
386 | } |
414 | |
387 | |
415 | if (did_alc == 0) |
388 | if (!found_cauldron) |
416 | exp = success = skill_ident (op, skill); |
389 | exp = success = skill_ident (op, skill); |
417 | |
390 | } |
418 | break; |
391 | break; |
419 | |
392 | |
420 | case SK_DET_MAGIC: |
393 | case SK_DET_MAGIC: |
421 | case SK_DET_CURSE: |
394 | case SK_DET_CURSE: |
422 | exp = success = skill_ident (op, skill); |
395 | exp = success = skill_ident (op, skill); |
… | |
… | |
451 | case SK_EVOCATION: |
424 | case SK_EVOCATION: |
452 | case SK_PYROMANCY: |
425 | case SK_PYROMANCY: |
453 | case SK_SUMMONING: |
426 | case SK_SUMMONING: |
454 | case SK_CLIMBING: |
427 | case SK_CLIMBING: |
455 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
428 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
|
|
429 | break; |
|
|
430 | |
|
|
431 | case SK_MINING: |
|
|
432 | success = skill_mining (op, part, skill, dir, string); |
|
|
433 | break; |
|
|
434 | |
|
|
435 | case SK_FISHING: |
|
|
436 | success = skill_fishing (op, part, skill, dir, string); |
456 | break; |
437 | break; |
457 | |
438 | |
458 | default: |
439 | default: |
459 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
440 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
460 | break; |
441 | break; |
… | |
… | |
705 | * it so it doesn't crash the server - otherwise, one character may |
686 | * it so it doesn't crash the server - otherwise, one character may |
706 | * crash the server numerous times. |
687 | * crash the server numerous times. |
707 | */ |
688 | */ |
708 | if (num_skills_found >= NUM_SKILLS) |
689 | if (num_skills_found >= NUM_SKILLS) |
709 | { |
690 | { |
710 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
691 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
711 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
692 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
712 | break; |
693 | break; |
713 | } |
694 | } |
714 | } |
695 | } |
715 | } |
696 | } |
716 | |
697 | |
717 | dynbuf_text msg (4096, 1024); |
698 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
718 | |
699 | |
719 | msg << "T<Player skills:>\n\n"; |
700 | msg << "T<Player skills:>\n\n"; |
720 | if (num_skills_found > 1) |
701 | if (num_skills_found > 1) |
721 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
702 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
722 | |
703 | |
… | |
… | |
749 | |
730 | |
750 | if (!string) |
731 | if (!string) |
751 | return 0; |
732 | return 0; |
752 | |
733 | |
753 | for (skop = op->inv; skop; skop = skop->below) |
734 | for (skop = op->inv; skop; skop = skop->below) |
754 | { |
735 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
755 | if (skop->type == SKILL |
|
|
756 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
|
|
757 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
736 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
737 | { |
|
|
738 | skop = find_skill_by_name (op, skop->skill); |
758 | break; |
739 | break; |
759 | else if (skop->type == SKILL_TOOL |
|
|
760 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
761 | break; |
|
|
762 | } |
740 | } |
763 | |
741 | |
764 | if (!skop) |
742 | if (!skop) |
765 | { |
743 | { |
766 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
744 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
745 | return 0; |
|
|
746 | } |
|
|
747 | |
|
|
748 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
749 | { |
|
|
750 | op->failmsgf ( |
|
|
751 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
752 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
753 | "use it with some item, or it's always active.>", |
|
|
754 | &skop->skill |
|
|
755 | ); |
767 | return 0; |
756 | return 0; |
768 | } |
757 | } |
769 | |
758 | |
770 | len = strlen (skop->skill); |
759 | len = strlen (skop->skill); |
771 | |
760 | |
… | |
… | |
797 | } |
786 | } |
798 | |
787 | |
799 | static bool |
788 | static bool |
800 | hth_skill_p (object *skill) |
789 | hth_skill_p (object *skill) |
801 | { |
790 | { |
802 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
791 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
803 | } |
792 | } |
804 | |
793 | |
805 | /* This finds the first unarmed skill the player has, and returns it. |
794 | /* This finds the first unarmed skill the player has, and returns it. |
806 | */ |
795 | */ |
807 | static object * |
796 | static object * |
… | |
… | |
836 | * through that code if skill is set to change to the skill. |
825 | * through that code if skill is set to change to the skill. |
837 | */ |
826 | */ |
838 | if (player *pl = op->contr) |
827 | if (player *pl = op->contr) |
839 | { |
828 | { |
840 | if (skill) |
829 | if (skill) |
841 | op->change_skill (skill); |
830 | { |
|
|
831 | if (!op->apply (skill)) |
|
|
832 | return 0; |
|
|
833 | } |
842 | else |
834 | else |
843 | { |
835 | { |
844 | if (!pl->combat_ob) |
836 | if (!pl->combat_ob) |
845 | { |
837 | { |
846 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
838 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
… | |
… | |
868 | |
860 | |
869 | if (!skill) |
861 | if (!skill) |
870 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
862 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
871 | } |
863 | } |
872 | |
864 | |
873 | if (skill) |
865 | op->apply (skill); |
874 | { |
|
|
875 | op->change_skill (0); |
|
|
876 | apply_special (op, skill, AP_APPLY); |
|
|
877 | } |
|
|
878 | } |
866 | } |
879 | |
867 | |
880 | if (!pl->combat_ob) |
868 | if (!pl->combat_ob) |
881 | { |
869 | { |
882 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
870 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
883 | return 0; |
871 | return 0; |
884 | } |
872 | } |
885 | } |
873 | } |
886 | |
874 | |
887 | if (!op->change_weapon (pl->combat_ob)) |
875 | if (!op->apply (pl->combat_ob)) |
888 | return 0; |
876 | return 0; |
889 | } |
877 | } |
890 | |
878 | |
891 | /* lose invisiblity/hiding status for running attacks */ |
879 | /* lose invisiblity/hiding status for running attacks */ |
892 | if (pl->tmp_invis) |
880 | if (pl->tmp_invis) |