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 (©) 2005,2006,2007,2008,2009 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) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
119 | { |
143 | { |
120 | if (!name) |
144 | object *skill_tool = 0; |
|
|
145 | |
|
|
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
147 | if (tmp->skill == sh) |
|
|
148 | { |
|
|
149 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
|
|
150 | /* If this is a skill that can be used without applying tool, return it */ |
|
|
151 | return splay (tmp); |
|
|
152 | /* Try to find appropriate skilltool. If the player has one already |
|
|
153 | * applied, we try to keep using that one. |
|
|
154 | */ |
|
|
155 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
|
|
156 | skill_tool = tmp; |
|
|
157 | } |
|
|
158 | |
|
|
159 | if (!skill_tool) |
121 | return 0; |
160 | 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 | |
161 | |
150 | /* Player has a tool to use the skill. If not applied, apply it - |
162 | /* 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 |
163 | * if not successful, return null. If they do have the skill tool |
152 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
153 | */ |
165 | */ |
154 | if (skill_tool) |
166 | object *skill = find_skill (who, skill_tool->skill); |
155 | { |
167 | |
156 | if (!skill) |
168 | if (!skill) |
157 | { |
|
|
158 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
159 | link_player_skills (who); |
|
|
160 | } |
|
|
161 | |
170 | |
162 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
163 | if (apply_special (who, skill_tool, 0)) |
172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
164 | return 0; |
173 | return 0; |
165 | |
174 | |
|
|
175 | return splay (skill); |
|
|
176 | } |
|
|
177 | |
|
|
178 | object * |
|
|
179 | find_skill_by_name_fuzzy (object *who, const char *name) |
|
|
180 | { |
|
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181 | if (!name) |
|
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182 | return 0; |
|
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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)) |
166 | return skill; |
188 | return skop; |
167 | } |
|
|
168 | |
189 | |
169 | return 0; |
190 | return 0; |
170 | } |
191 | } |
171 | |
192 | |
172 | /* This returns the skill pointer of the given name (the |
193 | /* This returns the skill pointer of the given name (the |
173 | * one that accumlates exp, has the level, etc). |
194 | * one that accumulates exp, has the level, etc). |
174 | * |
195 | * |
175 | * It is presumed that the player will be needing to actually |
196 | * It is presumed that the player will be needing to actually |
176 | * use the skill, so thus if use of the skill requires a skill |
197 | * use the skill, so thus if use of the skill requires a skill |
177 | * tool, this code will equip it. |
198 | * tool, this code will equip it. |
178 | * |
199 | * |
… | |
… | |
181 | * this replaces find_skill. |
202 | * this replaces find_skill. |
182 | */ |
203 | */ |
183 | object * |
204 | object * |
184 | find_skill_by_number (object *who, int skillno) |
205 | find_skill_by_number (object *who, int skillno) |
185 | { |
206 | { |
186 | 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)) |
|
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210 | return skop; |
|
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211 | |
|
|
212 | return 0; |
|
|
213 | } |
|
|
214 | |
|
|
215 | /* This changes the objects chosen_skill to new_skill. |
|
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216 | * return 1 on success, 0 on error |
|
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217 | */ |
|
|
218 | bool |
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219 | object::change_skill (object *new_skill) |
|
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220 | { |
|
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221 | if (type != PLAYER) |
187 | return 0; |
222 | return 0; |
188 | |
223 | |
189 | object *skill = NULL, *skill_tool = NULL; |
|
|
190 | |
|
|
191 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
192 | { |
|
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193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
|
|
194 | skill = tmp; |
|
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195 | |
|
|
196 | /* Try to find appropriate skilltool. If the player has one already |
|
|
197 | * applied, we try to keep using that one. |
|
|
198 | */ |
|
|
199 | //TODO: afaics, skill tools have subtype 0 always |
|
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200 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
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201 | { |
|
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202 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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203 | skill_tool = tmp; |
|
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204 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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205 | skill_tool = tmp; |
|
|
206 | } |
|
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207 | } |
|
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208 | |
|
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209 | /* If this is a skill that can be used without a tool, return it */ |
|
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210 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
211 | return skill; |
|
|
212 | |
|
|
213 | /* Player has a tool to use the skill. If not applied, apply it - |
|
|
214 | * if not successful, return null. If they do have the skill tool |
|
|
215 | * but not the skill itself, give it to them. |
|
|
216 | */ |
|
|
217 | if (skill_tool) |
|
|
218 | { |
|
|
219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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220 | { |
|
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221 | if (apply_special (who, skill_tool, 0)) |
|
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222 | return NULL; |
|
|
223 | } |
|
|
224 | |
|
|
225 | if (!skill) |
|
|
226 | { |
|
|
227 | skill = give_skill_by_name (who, skill_tool->skill); |
|
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228 | link_player_skills (who); |
|
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229 | } |
|
|
230 | |
|
|
231 | return skill; |
|
|
232 | } |
|
|
233 | |
|
|
234 | return NULL; |
|
|
235 | } |
|
|
236 | |
|
|
237 | /* This changes the objects skill to new_skill. |
|
|
238 | * note that this function doesn't always need to get used - |
|
|
239 | * you can now add skill exp to the player without the chosen_skill being |
|
|
240 | * set. This function is of most interest to players to update |
|
|
241 | * the various range information. |
|
|
242 | * return 1 on success, 0 on error |
|
|
243 | */ |
|
|
244 | int |
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245 | change_skill (object *who, object *new_skill, int flag) |
|
|
246 | { |
|
|
247 | if (who->type != PLAYER) |
|
|
248 | return 0; |
|
|
249 | |
|
|
250 | #if 0 |
|
|
251 | // optimise this supposedly common case |
224 | // optimise this supposedly common case |
252 | if (new_skill == who->chosen_skill) |
225 | if (new_skill == chosen_skill) |
253 | return 1; |
226 | return 1; |
254 | #endif |
|
|
255 | |
227 | |
256 | if (!new_skill) |
228 | if (chosen_skill) |
257 | { |
|
|
258 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
|
|
259 | who->debug_desc ()); |
|
|
260 | return 0; |
|
|
261 | } |
229 | { |
|
|
230 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
231 | change_abil (this, chosen_skill); |
|
|
232 | } |
262 | |
233 | |
263 | // the skill could be readied already because it is used by a weapon. |
234 | chosen_skill = new_skill; |
264 | who->change_weapon (0); |
|
|
265 | new_skill->inv_splay (); |
|
|
266 | |
235 | |
267 | if (apply_special (who, new_skill, AP_APPLY)) |
236 | if (chosen_skill) |
268 | return 0; |
237 | { |
|
|
238 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
239 | change_abil (this, chosen_skill); |
|
|
240 | } |
269 | |
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 (); |
270 | return 1; |
248 | return 1; |
271 | } |
|
|
272 | |
|
|
273 | /* This function just clears the chosen_skill and range_skill values |
|
|
274 | * in the player. |
|
|
275 | */ |
|
|
276 | void |
|
|
277 | clear_skill (object *who) |
|
|
278 | { |
|
|
279 | who->chosen_skill = 0; |
|
|
280 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
281 | |
|
|
282 | if (player *pl = who->contr) |
|
|
283 | if (pl->ranged_ob && pl->ranged_ob->type == SKILL) |
|
|
284 | pl->ranged_ob = 0; |
|
|
285 | } |
249 | } |
286 | |
250 | |
287 | /* 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(). |
288 | * 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. |
289 | * 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 |
… | |
… | |
296 | */ |
260 | */ |
297 | int |
261 | int |
298 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
262 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
299 | { |
263 | { |
300 | int success = 0, exp = 0; |
264 | int success = 0, exp = 0; |
301 | int did_alc = 0; |
|
|
302 | |
265 | |
303 | if (!skill) |
266 | if (!skill) |
304 | return 0; |
267 | return 0; |
305 | |
268 | |
306 | /* The code below presumes that the skill points to the object that |
269 | /* The code below presumes that the skill points to the object that |
… | |
… | |
339 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
302 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
340 | } |
303 | } |
341 | else |
304 | else |
342 | { |
305 | { |
343 | SET_FLAG (skill, FLAG_APPLIED); |
306 | SET_FLAG (skill, FLAG_APPLIED); |
344 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
307 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
345 | } |
308 | } |
346 | |
309 | |
347 | op->update_stats (); |
310 | op->update_stats (); |
348 | success = 1; |
311 | success = 1; |
349 | break; |
312 | break; |
… | |
… | |
359 | case SK_HIDING: |
322 | case SK_HIDING: |
360 | exp = success = hide (op, skill); |
323 | exp = success = hide (op, skill); |
361 | break; |
324 | break; |
362 | |
325 | |
363 | case SK_JUMPING: |
326 | case SK_JUMPING: |
364 | success = jump (op, dir, skill); |
327 | exp = success = jump (op, dir, skill); |
365 | break; |
328 | break; |
366 | |
329 | |
367 | case SK_INSCRIPTION: |
330 | case SK_INSCRIPTION: |
368 | exp = success = write_on_item (op, string, skill); |
331 | exp = success = write_on_item (op, string, skill); |
369 | break; |
332 | break; |
… | |
… | |
431 | case SK_LITERACY: |
394 | case SK_LITERACY: |
432 | case SK_WOODSMAN: |
395 | case SK_WOODSMAN: |
433 | /* first, we try to find a cauldron, and do the alchemy thing. |
396 | /* first, we try to find a cauldron, and do the alchemy thing. |
434 | * failing that, we go and identify stuff. |
397 | * failing that, we go and identify stuff. |
435 | */ |
398 | */ |
|
|
399 | { |
|
|
400 | bool found_cauldron = false; |
|
|
401 | |
436 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
402 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
437 | { |
403 | { |
438 | next = tmp->above; |
404 | next = tmp->above; |
439 | |
405 | |
440 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
406 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
441 | { |
407 | { |
|
|
408 | found_cauldron = true; |
|
|
409 | |
|
|
410 | if (tmp->skill != skill->skill) |
|
|
411 | { |
|
|
412 | op->failmsg (format ("You can't use the %s with the %s skill!", |
|
|
413 | query_name (tmp), |
|
|
414 | query_name (skill))); |
|
|
415 | break; |
|
|
416 | } |
|
|
417 | |
442 | attempt_do_alchemy (op, tmp); |
418 | attempt_do_alchemy (op, tmp, skill); |
443 | |
419 | |
444 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
420 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
445 | esrv_send_inventory (op, tmp); |
421 | esrv_send_inventory (op, tmp); |
446 | |
|
|
447 | did_alc = 1; |
|
|
448 | } |
422 | } |
449 | } |
423 | } |
450 | |
424 | |
451 | if (did_alc == 0) |
425 | if (!found_cauldron) |
452 | exp = success = skill_ident (op, skill); |
426 | exp = success = skill_ident (op, skill); |
453 | |
427 | } |
454 | break; |
428 | break; |
455 | |
429 | |
456 | case SK_DET_MAGIC: |
430 | case SK_DET_MAGIC: |
457 | case SK_DET_CURSE: |
431 | case SK_DET_CURSE: |
458 | exp = success = skill_ident (op, skill); |
432 | exp = success = skill_ident (op, skill); |
… | |
… | |
500 | * Monsters have no skill use time because of the random nature in |
474 | * Monsters have no skill use time because of the random nature in |
501 | * which use_monster_skill is called already simulates this. |
475 | * which use_monster_skill is called already simulates this. |
502 | * If certain skills should take more/less time, that should be |
476 | * If certain skills should take more/less time, that should be |
503 | * in the code for the skill itself. |
477 | * in the code for the skill itself. |
504 | */ |
478 | */ |
505 | |
|
|
506 | if (op->type == PLAYER) |
479 | if (op->type == PLAYER) |
507 | op->speed_left -= 1.f; |
480 | op->speed_left -= 1.f; |
508 | |
481 | |
509 | /* this is a good place to add experience for successfull use of skills. |
482 | /* this is a good place to add experience for successfull use of skills. |
510 | * Note that add_exp() will figure out player/monster experience |
483 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
558 | * If an object is not alive and magical we set the base exp higher to |
531 | * If an object is not alive and magical we set the base exp higher to |
559 | * help out exp awards for skill_ident skills. Also, if |
532 | * help out exp awards for skill_ident skills. Also, if |
560 | * an item is type RUNE, we give out exp based on stats.Cha |
533 | * an item is type RUNE, we give out exp based on stats.Cha |
561 | * and level (this was the old system) -b.t. |
534 | * and level (this was the old system) -b.t. |
562 | */ |
535 | */ |
563 | |
|
|
564 | if (!op) |
536 | if (!op) |
565 | { /* no item/creature */ |
537 | { /* no item/creature */ |
566 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
538 | op_lvl = max (1, who->map->difficulty); |
567 | op_exp = 0; |
539 | op_exp = 0; |
568 | } |
540 | } |
569 | else if (op->type == RUNE || op->type == TRAP) |
541 | else if (op->type == RUNE || op->type == TRAP) |
570 | { /* all traps. If stats.Cha > 1 we use that |
542 | { /* all traps. If stats.Cha > 1 we use that |
571 | * for the amount of experience */ |
543 | * for the amount of experience */ |
… | |
… | |
575 | else |
547 | else |
576 | { /* all other items/living creatures */ |
548 | { /* all other items/living creatures */ |
577 | op_exp = op->stats.exp; |
549 | op_exp = op->stats.exp; |
578 | op_lvl = op->level; |
550 | op_lvl = op->level; |
579 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
551 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
580 | { /* for ident/make items */ |
552 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
581 | op_lvl += 5 * abs (op->magic); |
|
|
582 | } |
|
|
583 | } |
553 | } |
584 | |
554 | |
585 | if (op_lvl < 1) |
555 | if (op_lvl < 1) |
586 | op_lvl = 1; |
556 | op_lvl = 1; |
587 | |
557 | |
… | |
… | |
595 | /* if skill really is a skill, then we can look at the skill archetype for |
565 | /* if skill really is a skill, then we can look at the skill archetype for |
596 | * bse reward value (exp) and level multiplier factor. |
566 | * bse reward value (exp) and level multiplier factor. |
597 | */ |
567 | */ |
598 | if (skill->type == SKILL) |
568 | if (skill->type == SKILL) |
599 | { |
569 | { |
600 | base += skill->arch->clone.stats.exp; |
570 | base += skill->arch->stats.exp; |
601 | if (settings.simple_exp) |
571 | if (settings.simple_exp) |
602 | { |
572 | { |
603 | if (skill->arch->clone.level) |
573 | if (skill->arch->level) |
604 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
574 | lvl_mult = (float) skill->arch->level / 100.0; |
605 | else |
575 | else |
606 | lvl_mult = 1.0; /* no adjustment */ |
576 | lvl_mult = 1.0; /* no adjustment */ |
607 | } |
577 | } |
608 | else |
578 | else |
609 | { |
579 | { |
610 | if (skill->level) |
580 | if (skill->level) |
611 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
581 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
612 | else |
582 | else |
613 | lvl_mult = 1.0; |
583 | lvl_mult = 1.0; |
614 | } |
584 | } |
615 | } |
585 | } |
616 | else |
586 | else |
617 | { |
587 | { |
618 | /* Don't divide by zero here! */ |
588 | /* Don't divide by zero here! */ |
619 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
589 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
620 | } |
590 | } |
621 | } |
591 | } |
622 | |
592 | |
623 | /* assemble the exp total, and return value */ |
593 | /* assemble the exp total, and return value */ |
624 | |
594 | |
… | |
… | |
641 | * player learns the skill, 2 otherwise. |
611 | * player learns the skill, 2 otherwise. |
642 | */ |
612 | */ |
643 | int |
613 | int |
644 | learn_skill (object *pl, object *scroll) |
614 | learn_skill (object *pl, object *scroll) |
645 | { |
615 | { |
646 | object *tmp; |
|
|
647 | |
|
|
648 | if (!scroll->skill) |
616 | if (!scroll->skill) |
649 | { |
617 | { |
650 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
618 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
651 | return 2; |
619 | return 2; |
652 | } |
620 | } |
653 | |
621 | |
654 | /* can't use find_skill_by_name because we want skills the player knows |
622 | object *tmp = find_skill (pl, scroll->skill); |
655 | * but can't use natively. |
|
|
656 | */ |
|
|
657 | |
|
|
658 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
659 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
660 | break; |
|
|
661 | |
623 | |
662 | /* player already knows it */ |
624 | /* player already knows it */ |
663 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
625 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
664 | return 0; |
626 | return 0; |
665 | |
627 | |
… | |
… | |
678 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
640 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
679 | return 2; |
641 | return 2; |
680 | } |
642 | } |
681 | |
643 | |
682 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
644 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
683 | link_player_skills (pl); |
645 | |
684 | return 1; |
646 | return 1; |
685 | } |
647 | } |
686 | |
648 | |
687 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
649 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
688 | /* Probably belongs in some global utils-type file? */ |
650 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
712 | * Note this function is a bit more complicated becauase we |
674 | * Note this function is a bit more complicated becauase we |
713 | * we want ot sort the skills before printing them. If we |
675 | * we want ot sort the skills before printing them. If we |
714 | * just dumped this as we found it, this would be a bit |
676 | * just dumped this as we found it, this would be a bit |
715 | * simpler. |
677 | * simpler. |
716 | */ |
678 | */ |
717 | |
679 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
718 | void |
680 | void |
719 | show_skills (object *op, const char *search) |
681 | show_skills (object *pl, const char *search) |
720 | { |
682 | { |
721 | object *tmp = NULL; |
|
|
722 | char buf[MAX_BUF]; |
|
|
723 | const char *cp; |
683 | const char *cp; |
724 | int i, num_skills_found = 0; |
684 | int i, num_skills_found = 0; |
725 | static const char *const periods = "........................................"; |
685 | const char *const periods = ".............................."; // 30 |
726 | |
686 | |
727 | /* Need to have a pointer and use strdup for qsort to work properly */ |
687 | /* Need to have a pointer and use strdup for qsort to work properly */ |
728 | char skills[NUM_SKILLS][MAX_BUF]; |
688 | char skills[NUM_SKILLS][128]; // d'oh |
729 | |
689 | |
|
|
690 | object *op = pl->contr->ob; |
730 | |
691 | |
731 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
692 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
732 | { |
693 | { |
733 | if (tmp->type == SKILL) |
694 | if (tmp->type == SKILL) |
734 | { |
695 | { |
735 | if (search && strstr (tmp->name, search) == NULL) |
696 | if (search && !tmp->name.contains (search)) |
736 | continue; |
697 | continue; |
|
|
698 | |
|
|
699 | char buf[30]; |
|
|
700 | |
737 | /* Basically want to fill this out to 40 spaces with periods */ |
701 | /* Basically want to fill this out to 30 spaces with periods */ |
738 | sprintf (buf, "%s%s", &tmp->name, periods); |
702 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
739 | buf[40] = 0; |
|
|
740 | |
703 | |
741 | if (settings.permanent_exp_ratio) |
704 | if (settings.permanent_exp_ratio) |
742 | { |
|
|
743 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
705 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
744 | buf, tmp->level, tmp->stats.exp, |
706 | buf, tmp->level, tmp->stats.exp, |
745 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
707 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
746 | } |
|
|
747 | else |
708 | else |
748 | { |
|
|
749 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
709 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
750 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
710 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
751 | } |
711 | |
752 | /* I don't know why some characters get a bunch of skills, but |
712 | /* I don't know why some characters get a bunch of skills, but |
753 | * it sometimes happens (maybe a leftover from bugier earlier code |
713 | * it sometimes happens (maybe a leftover from bugier earlier code |
754 | * and those character are still about). In any case, lets handle |
714 | * and those character are still about). In any case, lets handle |
755 | * it so it doesn't crash the server - otherwise, one character may |
715 | * it so it doesn't crash the server - otherwise, one character may |
756 | * crash the server numerous times. |
716 | * crash the server numerous times. |
… | |
… | |
762 | break; |
722 | break; |
763 | } |
723 | } |
764 | } |
724 | } |
765 | } |
725 | } |
766 | |
726 | |
767 | clear_win_info (op); |
727 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
768 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
728 | |
|
|
729 | msg << "T<Player skills:>\n\n"; |
769 | if (num_skills_found > 1) |
730 | if (num_skills_found > 1) |
770 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
731 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
771 | |
732 | |
772 | for (i = 0; i < num_skills_found; i++) |
733 | for (i = 0; i < num_skills_found; i++) |
773 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
734 | msg << " C<" << skills [i] << ">\n"; |
774 | |
735 | |
775 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
736 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
776 | |
737 | |
777 | cp = determine_god (op); |
738 | cp = determine_god (op); |
778 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
739 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
779 | |
740 | |
780 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
741 | msg << "Your equipped item power is " << (int)op->contr->item_power |
781 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
742 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
743 | << ".\n"; |
|
|
744 | |
|
|
745 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
782 | } |
746 | } |
783 | |
747 | |
784 | /* use_skill() - similar to invoke command, it executes the skill in the |
748 | /* use_skill() - similar to invoke command, it executes the skill in the |
785 | * direction that the user is facing. Returns false if we are unable to |
749 | * direction that the user is facing. Returns false if we are unable to |
786 | * change to the requested skill, or were unable to use the skill properly. |
750 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
794 | size_t len; |
758 | size_t len; |
795 | |
759 | |
796 | if (!string) |
760 | if (!string) |
797 | return 0; |
761 | return 0; |
798 | |
762 | |
799 | for (skop = op->inv; skop != NULL; skop = skop->below) |
763 | for (skop = op->inv; skop; skop = skop->below) |
800 | { |
764 | { |
|
|
765 | if (skop->type == SKILL |
801 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
766 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
802 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
767 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
803 | break; |
768 | break; |
|
|
769 | else if (skop->type == SKILL_TOOL |
804 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
770 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
805 | break; |
771 | break; |
806 | } |
772 | } |
|
|
773 | |
807 | if (!skop) |
774 | if (!skop) |
808 | { |
775 | { |
809 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
776 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
810 | return 0; |
777 | return 0; |
811 | } |
778 | } |
… | |
… | |
816 | * options given to the skill. Its pretty simple - if there |
783 | * options given to the skill. Its pretty simple - if there |
817 | * are extra parameters (as deteremined by string length), we |
784 | * are extra parameters (as deteremined by string length), we |
818 | * want to skip over any leading spaces. |
785 | * want to skip over any leading spaces. |
819 | */ |
786 | */ |
820 | if (len >= strlen (string)) |
787 | if (len >= strlen (string)) |
821 | { |
|
|
822 | string = NULL; |
788 | string = NULL; |
823 | } |
|
|
824 | else |
789 | else |
825 | { |
790 | { |
826 | string += len; |
791 | string += len; |
827 | while (*string == 0x20) |
792 | while (*string == 0x20) |
828 | string++; |
793 | string++; |
|
|
794 | |
829 | if (strlen (string) == 0) |
795 | if (strlen (string) == 0) |
830 | string = NULL; |
796 | string = NULL; |
831 | } |
797 | } |
832 | |
798 | |
833 | #ifdef SKILL_UTIL_DEBUG |
799 | #ifdef SKILL_UTIL_DEBUG |
834 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
800 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
835 | #endif |
801 | #endif |
836 | |
802 | |
837 | /* Change to the new skill, then execute it. */ |
|
|
838 | if (do_skill (op, op, skop, op->facing, string)) |
803 | if (do_skill (op, op, skop, op->facing, string)) |
839 | return 1; |
804 | return 1; |
840 | |
805 | |
841 | return 0; |
806 | return 0; |
842 | } |
807 | } |
… | |
… | |
880 | * the caller should have set it appropriately). We still want to pass |
845 | * the caller should have set it appropriately). We still want to pass |
881 | * through that code if skill is set to change to the skill. |
846 | * through that code if skill is set to change to the skill. |
882 | */ |
847 | */ |
883 | if (player *pl = op->contr) |
848 | if (player *pl = op->contr) |
884 | { |
849 | { |
885 | if (!pl->combat_ob) |
850 | if (skill) |
|
|
851 | op->change_skill (skill); |
|
|
852 | else |
886 | { |
853 | { |
887 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
854 | if (!pl->combat_ob) |
888 | { |
855 | { |
889 | for (tmp = op->inv; tmp; tmp = tmp->below) |
856 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
890 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
891 | break; |
|
|
892 | |
|
|
893 | if (!tmp) |
|
|
894 | { |
857 | { |
|
|
858 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
859 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
860 | break; |
|
|
861 | |
|
|
862 | if (!tmp) |
895 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
863 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
896 | return 0; |
864 | |
|
|
865 | pl->combat_ob = tmp; |
897 | } |
866 | } |
898 | |
867 | |
899 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
868 | if (!pl->combat_ob) |
900 | } |
|
|
901 | else |
|
|
902 | { |
|
|
903 | if (!skill) |
|
|
904 | { |
869 | { |
905 | /* See if the players chosen skill is a combat skill, and use |
870 | /* See if the players chosen skill is a combat skill, and use |
906 | * it if appropriate. |
871 | * it if appropriate. |
907 | */ |
872 | */ |
908 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
873 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
910 | else |
875 | else |
911 | { |
876 | { |
912 | skill = find_player_hth_skill (op); |
877 | skill = find_player_hth_skill (op); |
913 | |
878 | |
914 | if (!skill) |
879 | if (!skill) |
915 | { |
|
|
916 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
880 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
917 | return 0; |
|
|
918 | } |
881 | } |
|
|
882 | |
|
|
883 | if (skill) |
|
|
884 | { |
|
|
885 | op->change_skill (0); |
|
|
886 | apply_special (op, skill, AP_APPLY); |
919 | } |
887 | } |
920 | } |
888 | } |
921 | |
889 | |
922 | /* now try to ready the new skill */ |
890 | if (!pl->combat_ob) |
923 | if (!change_skill (op, skill, 0)) |
891 | { |
924 | { /* oh oh, trouble! */ |
892 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
925 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
|
|
926 | return 0; |
893 | return 0; |
927 | } |
894 | } |
928 | } |
895 | } |
929 | |
896 | |
930 | if (!pl->combat_ob) |
897 | if (!op->change_weapon (pl->combat_ob)) |
931 | { |
|
|
932 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
933 | return 0; |
898 | return 0; |
934 | } |
|
|
935 | } |
899 | } |
936 | |
|
|
937 | if (!op->change_weapon (pl->combat_ob)) |
|
|
938 | return 0; |
|
|
939 | |
900 | |
940 | /* lose invisiblity/hiding status for running attacks */ |
901 | /* lose invisiblity/hiding status for running attacks */ |
941 | if (pl->tmp_invis) |
902 | if (pl->tmp_invis) |
942 | { |
903 | { |
943 | pl->tmp_invis = 0; |
904 | pl->tmp_invis = 0; |
944 | op->invisible = 0; |
905 | op->invisible = 0; |
945 | op->hide = 0; |
906 | op->flag [FLAG_HIDDEN] = 0; |
946 | update_object (op, UP_OBJ_CHANGE); |
907 | update_object (op, UP_OBJ_CHANGE); |
947 | } |
908 | } |
948 | } |
909 | } |
949 | |
910 | |
950 | int success = attack_ob (tmp, op); |
911 | int success = attack_ob (tmp, op); |
… | |
… | |
962 | return success; |
923 | return success; |
963 | } |
924 | } |
964 | |
925 | |
965 | /* skill_attack() - Core routine for use when we attack using a skills |
926 | /* skill_attack() - Core routine for use when we attack using a skills |
966 | * system. In essence, this code handles |
927 | * system. In essence, this code handles |
967 | * all skill-based attacks, ie hth, missile and melee weapons should be |
928 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
968 | * treated here. If an opponent is already supplied by move_player(), |
929 | * treated here. If an opponent is already supplied by move_player(), |
969 | * we move right onto do_skill_attack(), otherwise we find if an |
930 | * we move right onto do_skill_attack(), otherwise we find if an |
970 | * appropriate opponent exists. |
931 | * appropriate opponent exists. |
971 | * |
932 | * |
972 | * This is called by move_player() and attack_hth() |
933 | * This is called by move_player() and attack_hth() |
… | |
… | |
1077 | |
1038 | |
1078 | return 0; |
1039 | return 0; |
1079 | } |
1040 | } |
1080 | |
1041 | |
1081 | return skill_attack (NULL, op, dir, string, skill); |
1042 | return skill_attack (NULL, op, dir, string, skill); |
1082 | |
|
|
1083 | } |
1043 | } |
|
|
1044 | |