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 | |
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 | } |
233 | |
241 | |
234 | // always clear current weapon, as the selected skill could |
242 | // always clear current weapon, as the selected skill could |
235 | // conflict with the current weapon skill, which would go |
243 | // conflict with the current weapon skill, which would go |
236 | // undetected and exp would be given to the wrong skill. |
244 | // undetected and exp would be given to the wrong skill. |
… | |
… | |
252 | */ |
260 | */ |
253 | int |
261 | int |
254 | 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) |
255 | { |
263 | { |
256 | int success = 0, exp = 0; |
264 | int success = 0, exp = 0; |
257 | int did_alc = 0; |
|
|
258 | |
265 | |
259 | if (!skill) |
266 | if (!skill) |
260 | return 0; |
267 | return 0; |
261 | |
268 | |
262 | /* 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 |
… | |
… | |
295 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
302 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
296 | } |
303 | } |
297 | else |
304 | else |
298 | { |
305 | { |
299 | SET_FLAG (skill, FLAG_APPLIED); |
306 | SET_FLAG (skill, FLAG_APPLIED); |
300 | 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!"); |
301 | } |
308 | } |
302 | |
309 | |
303 | op->update_stats (); |
310 | op->update_stats (); |
304 | success = 1; |
311 | success = 1; |
305 | break; |
312 | break; |
… | |
… | |
315 | case SK_HIDING: |
322 | case SK_HIDING: |
316 | exp = success = hide (op, skill); |
323 | exp = success = hide (op, skill); |
317 | break; |
324 | break; |
318 | |
325 | |
319 | case SK_JUMPING: |
326 | case SK_JUMPING: |
320 | success = jump (op, dir, skill); |
327 | exp = success = jump (op, dir, skill); |
321 | break; |
328 | break; |
322 | |
329 | |
323 | case SK_INSCRIPTION: |
330 | case SK_INSCRIPTION: |
324 | exp = success = write_on_item (op, string, skill); |
331 | exp = success = write_on_item (op, string, skill); |
325 | break; |
332 | break; |
… | |
… | |
387 | case SK_LITERACY: |
394 | case SK_LITERACY: |
388 | case SK_WOODSMAN: |
395 | case SK_WOODSMAN: |
389 | /* 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. |
390 | * failing that, we go and identify stuff. |
397 | * failing that, we go and identify stuff. |
391 | */ |
398 | */ |
|
|
399 | { |
|
|
400 | bool found_cauldron = false; |
|
|
401 | |
392 | 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) |
393 | { |
403 | { |
394 | next = tmp->above; |
404 | next = tmp->above; |
395 | |
405 | |
396 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
406 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
397 | { |
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 | |
398 | attempt_do_alchemy (op, tmp); |
418 | attempt_do_alchemy (op, tmp, skill); |
399 | |
419 | |
400 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
420 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
401 | esrv_send_inventory (op, tmp); |
421 | esrv_send_inventory (op, tmp); |
402 | |
|
|
403 | did_alc = 1; |
|
|
404 | } |
422 | } |
405 | } |
423 | } |
406 | |
424 | |
407 | if (did_alc == 0) |
425 | if (!found_cauldron) |
408 | exp = success = skill_ident (op, skill); |
426 | exp = success = skill_ident (op, skill); |
409 | |
427 | } |
410 | break; |
428 | break; |
411 | |
429 | |
412 | case SK_DET_MAGIC: |
430 | case SK_DET_MAGIC: |
413 | case SK_DET_CURSE: |
431 | case SK_DET_CURSE: |
414 | exp = success = skill_ident (op, skill); |
432 | exp = success = skill_ident (op, skill); |
… | |
… | |
456 | * 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 |
457 | * which use_monster_skill is called already simulates this. |
475 | * which use_monster_skill is called already simulates this. |
458 | * If certain skills should take more/less time, that should be |
476 | * If certain skills should take more/less time, that should be |
459 | * in the code for the skill itself. |
477 | * in the code for the skill itself. |
460 | */ |
478 | */ |
461 | |
|
|
462 | if (op->type == PLAYER) |
479 | if (op->type == PLAYER) |
463 | op->speed_left -= 1.f; |
480 | op->speed_left -= 1.f; |
464 | |
481 | |
465 | /* 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. |
466 | * Note that add_exp() will figure out player/monster experience |
483 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
514 | * 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 |
515 | * help out exp awards for skill_ident skills. Also, if |
532 | * help out exp awards for skill_ident skills. Also, if |
516 | * 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 |
517 | * and level (this was the old system) -b.t. |
534 | * and level (this was the old system) -b.t. |
518 | */ |
535 | */ |
519 | |
|
|
520 | if (!op) |
536 | if (!op) |
521 | { /* no item/creature */ |
537 | { /* no item/creature */ |
522 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
538 | op_lvl = max (1, who->map->difficulty); |
523 | op_exp = 0; |
539 | op_exp = 0; |
524 | } |
540 | } |
525 | else if (op->type == RUNE || op->type == TRAP) |
541 | else if (op->type == RUNE || op->type == TRAP) |
526 | { /* all traps. If stats.Cha > 1 we use that |
542 | { /* all traps. If stats.Cha > 1 we use that |
527 | * for the amount of experience */ |
543 | * for the amount of experience */ |
… | |
… | |
531 | else |
547 | else |
532 | { /* all other items/living creatures */ |
548 | { /* all other items/living creatures */ |
533 | op_exp = op->stats.exp; |
549 | op_exp = op->stats.exp; |
534 | op_lvl = op->level; |
550 | op_lvl = op->level; |
535 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
551 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
536 | { /* for ident/make items */ |
552 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
537 | op_lvl += 5 * abs (op->magic); |
|
|
538 | } |
|
|
539 | } |
553 | } |
540 | |
554 | |
541 | if (op_lvl < 1) |
555 | if (op_lvl < 1) |
542 | op_lvl = 1; |
556 | op_lvl = 1; |
543 | |
557 | |
… | |
… | |
551 | /* 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 |
552 | * bse reward value (exp) and level multiplier factor. |
566 | * bse reward value (exp) and level multiplier factor. |
553 | */ |
567 | */ |
554 | if (skill->type == SKILL) |
568 | if (skill->type == SKILL) |
555 | { |
569 | { |
556 | base += skill->arch->clone.stats.exp; |
570 | base += skill->arch->stats.exp; |
557 | if (settings.simple_exp) |
571 | if (settings.simple_exp) |
558 | { |
572 | { |
559 | if (skill->arch->clone.level) |
573 | if (skill->arch->level) |
560 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
574 | lvl_mult = (float) skill->arch->level / 100.0; |
561 | else |
575 | else |
562 | lvl_mult = 1.0; /* no adjustment */ |
576 | lvl_mult = 1.0; /* no adjustment */ |
563 | } |
577 | } |
564 | else |
578 | else |
565 | { |
579 | { |
566 | if (skill->level) |
580 | if (skill->level) |
567 | 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); |
568 | else |
582 | else |
569 | lvl_mult = 1.0; |
583 | lvl_mult = 1.0; |
570 | } |
584 | } |
571 | } |
585 | } |
572 | else |
586 | else |
573 | { |
587 | { |
574 | /* Don't divide by zero here! */ |
588 | /* Don't divide by zero here! */ |
575 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
589 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
576 | } |
590 | } |
577 | } |
591 | } |
578 | |
592 | |
579 | /* assemble the exp total, and return value */ |
593 | /* assemble the exp total, and return value */ |
580 | |
594 | |
… | |
… | |
626 | 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); |
627 | return 2; |
641 | return 2; |
628 | } |
642 | } |
629 | |
643 | |
630 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
644 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
631 | link_player_skills (pl); |
645 | |
632 | return 1; |
646 | return 1; |
633 | } |
647 | } |
634 | |
648 | |
635 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
649 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
636 | /* Probably belongs in some global utils-type file? */ |
650 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
660 | * Note this function is a bit more complicated becauase we |
674 | * Note this function is a bit more complicated becauase we |
661 | * we want ot sort the skills before printing them. If we |
675 | * we want ot sort the skills before printing them. If we |
662 | * 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 |
663 | * simpler. |
677 | * simpler. |
664 | */ |
678 | */ |
665 | |
679 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
666 | void |
680 | void |
667 | show_skills (object *op, const char *search) |
681 | show_skills (object *pl, const char *search) |
668 | { |
682 | { |
669 | object *tmp = NULL; |
|
|
670 | char buf[MAX_BUF]; |
|
|
671 | const char *cp; |
683 | const char *cp; |
672 | int i, num_skills_found = 0; |
684 | int i, num_skills_found = 0; |
673 | static const char *const periods = "........................................"; |
685 | const char *const periods = ".............................."; // 30 |
674 | |
686 | |
675 | /* 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 */ |
676 | char skills[NUM_SKILLS][MAX_BUF]; |
688 | char skills[NUM_SKILLS][128]; // d'oh |
677 | |
689 | |
|
|
690 | object *op = pl->contr->ob; |
678 | |
691 | |
679 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
692 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
680 | { |
693 | { |
681 | if (tmp->type == SKILL) |
694 | if (tmp->type == SKILL) |
682 | { |
695 | { |
683 | if (search && strstr (tmp->name, search) == NULL) |
696 | if (search && !tmp->name.contains (search)) |
684 | continue; |
697 | continue; |
|
|
698 | |
|
|
699 | char buf[30]; |
|
|
700 | |
685 | /* Basically want to fill this out to 40 spaces with periods */ |
701 | /* Basically want to fill this out to 30 spaces with periods */ |
686 | sprintf (buf, "%s%s", &tmp->name, periods); |
702 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
687 | buf[40] = 0; |
|
|
688 | |
703 | |
689 | if (settings.permanent_exp_ratio) |
704 | if (settings.permanent_exp_ratio) |
690 | { |
|
|
691 | 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%%)", |
692 | buf, tmp->level, tmp->stats.exp, |
706 | buf, tmp->level, tmp->stats.exp, |
693 | 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)); |
694 | } |
|
|
695 | else |
708 | else |
696 | { |
|
|
697 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
709 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
698 | 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)); |
699 | } |
711 | |
700 | /* 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 |
701 | * it sometimes happens (maybe a leftover from bugier earlier code |
713 | * it sometimes happens (maybe a leftover from bugier earlier code |
702 | * and those character are still about). In any case, lets handle |
714 | * and those character are still about). In any case, lets handle |
703 | * 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 |
704 | * crash the server numerous times. |
716 | * crash the server numerous times. |
… | |
… | |
710 | break; |
722 | break; |
711 | } |
723 | } |
712 | } |
724 | } |
713 | } |
725 | } |
714 | |
726 | |
715 | clear_win_info (op); |
727 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
716 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
728 | |
|
|
729 | msg << "T<Player skills:>\n\n"; |
717 | if (num_skills_found > 1) |
730 | if (num_skills_found > 1) |
718 | 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); |
719 | |
732 | |
720 | for (i = 0; i < num_skills_found; i++) |
733 | for (i = 0; i < num_skills_found; i++) |
721 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
734 | msg << " C<" << skills [i] << ">\n"; |
722 | |
735 | |
723 | 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"; |
724 | |
737 | |
725 | cp = determine_god (op); |
738 | cp = determine_god (op); |
726 | 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"; |
727 | |
740 | |
728 | 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 |
729 | 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); |
730 | } |
746 | } |
731 | |
747 | |
732 | /* 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 |
733 | * 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 |
734 | * 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. |
… | |
… | |
829 | * 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 |
830 | * 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. |
831 | */ |
847 | */ |
832 | if (player *pl = op->contr) |
848 | if (player *pl = op->contr) |
833 | { |
849 | { |
834 | if (!pl->combat_ob) |
850 | if (skill) |
|
|
851 | op->change_skill (skill); |
|
|
852 | else |
835 | { |
853 | { |
836 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
837 | { |
|
|
838 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
839 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
840 | break; |
|
|
841 | |
|
|
842 | if (!tmp) |
|
|
843 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
844 | |
|
|
845 | pl->combat_ob = tmp; |
|
|
846 | } |
|
|
847 | |
|
|
848 | if (!pl->combat_ob) |
854 | if (!pl->combat_ob) |
849 | { |
855 | { |
|
|
856 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
857 | { |
|
|
858 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
859 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
860 | break; |
|
|
861 | |
850 | if (!skill) |
862 | if (!tmp) |
|
|
863 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
864 | |
|
|
865 | pl->combat_ob = tmp; |
|
|
866 | } |
|
|
867 | |
|
|
868 | if (!pl->combat_ob) |
851 | { |
869 | { |
852 | /* 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 |
853 | * it if appropriate. |
871 | * it if appropriate. |
854 | */ |
872 | */ |
855 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
873 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
859 | skill = find_player_hth_skill (op); |
877 | skill = find_player_hth_skill (op); |
860 | |
878 | |
861 | if (!skill) |
879 | if (!skill) |
862 | 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!"); |
863 | } |
881 | } |
|
|
882 | |
|
|
883 | if (skill) |
|
|
884 | { |
|
|
885 | op->change_skill (0); |
|
|
886 | apply_special (op, skill, AP_APPLY); |
|
|
887 | } |
864 | } |
888 | } |
865 | |
889 | |
866 | op->change_skill (0); |
890 | if (!pl->combat_ob) |
867 | apply_special (op, skill, AP_APPLY); |
891 | { |
|
|
892 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
893 | return 0; |
|
|
894 | } |
868 | } |
895 | } |
869 | |
896 | |
870 | if (!pl->combat_ob) |
897 | if (!op->change_weapon (pl->combat_ob)) |
871 | { |
|
|
872 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
873 | return 0; |
898 | return 0; |
874 | } |
|
|
875 | } |
899 | } |
876 | |
|
|
877 | if (!op->change_weapon (pl->combat_ob)) |
|
|
878 | return 0; |
|
|
879 | |
900 | |
880 | /* lose invisiblity/hiding status for running attacks */ |
901 | /* lose invisiblity/hiding status for running attacks */ |
881 | if (pl->tmp_invis) |
902 | if (pl->tmp_invis) |
882 | { |
903 | { |
883 | pl->tmp_invis = 0; |
904 | pl->tmp_invis = 0; |
884 | op->invisible = 0; |
905 | op->invisible = 0; |
885 | op->hide = 0; |
906 | op->flag [FLAG_HIDDEN] = 0; |
886 | update_object (op, UP_OBJ_CHANGE); |
907 | update_object (op, UP_OBJ_CHANGE); |
887 | } |
908 | } |
888 | } |
909 | } |
889 | |
910 | |
890 | int success = attack_ob (tmp, op); |
911 | int success = attack_ob (tmp, op); |
… | |
… | |
902 | return success; |
923 | return success; |
903 | } |
924 | } |
904 | |
925 | |
905 | /* 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 |
906 | * system. In essence, this code handles |
927 | * system. In essence, this code handles |
907 | * 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 |
908 | * treated here. If an opponent is already supplied by move_player(), |
929 | * treated here. If an opponent is already supplied by move_player(), |
909 | * 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 |
910 | * appropriate opponent exists. |
931 | * appropriate opponent exists. |
911 | * |
932 | * |
912 | * This is called by move_player() and attack_hth() |
933 | * This is called by move_player() and attack_hth() |