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]) |
… | |
… | |
109 | } |
110 | } |
110 | } |
111 | } |
111 | } |
112 | } |
112 | |
113 | |
113 | static object * |
114 | static object * |
114 | find_skill (object *who, const shstr &name) |
115 | find_skill (object *who, shstr_cmp name) |
115 | { |
116 | { |
116 | if (who->chosen_skill |
117 | if (who->chosen_skill |
117 | && who->chosen_skill->skill == name |
118 | && who->chosen_skill->skill == name |
118 | && who->chosen_skill->type == SKILL) |
119 | && who->chosen_skill->type == SKILL) |
119 | return who->chosen_skill; |
120 | return who->chosen_skill; |
… | |
… | |
123 | return splay (tmp); |
124 | return splay (tmp); |
124 | |
125 | |
125 | return 0; |
126 | return 0; |
126 | } |
127 | } |
127 | |
128 | |
128 | object *player::find_skill (const shstr &name) const |
129 | object *player::find_skill (shstr_cmp name) const |
129 | { |
130 | { |
130 | // might want to use last_skill_obj at one point, or maybe not |
131 | // might want to use last_skill_obj at one point, or maybe not |
131 | return ::find_skill (ob, name); |
132 | return ::find_skill (ob, name); |
132 | } |
|
|
133 | |
|
|
134 | object *player::find_skill (const char *name) const |
|
|
135 | { |
|
|
136 | return find_skill (shstr (name)); |
|
|
137 | } |
133 | } |
138 | |
134 | |
139 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
140 | * one that accumulates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
141 | * |
137 | * |
142 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
143 | * use the skill, so thus if use of the skill requires a skill |
139 | * use the skill, so thus if use of the skill requires a skill |
144 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
145 | */ |
141 | */ |
146 | object * |
142 | object * |
147 | find_skill_by_name (object *who, shstr_tmp sh) |
143 | find_skill_by_name (object *who, shstr_cmp sh) |
148 | { |
144 | { |
149 | object *skill_tool = 0; |
145 | object *skill_tool = 0; |
150 | |
146 | |
151 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
152 | if (tmp->skill == sh) |
148 | if (tmp->skill == sh) |
… | |
… | |
172 | |
168 | |
173 | if (!skill) |
169 | if (!skill) |
174 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
175 | |
171 | |
176 | if (!skill_tool->flag [FLAG_APPLIED]) |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
177 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
173 | if (apply_special (who, splay (skill_tool), AP_APPLY)) |
178 | return 0; |
174 | return 0; |
179 | |
175 | |
180 | return splay (skill); |
176 | return splay (skill); |
181 | } |
177 | } |
182 | |
178 | |
183 | object * |
179 | object * |
184 | find_skill_by_name (object *who, const char *name) |
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
185 | { |
181 | { |
186 | if (!name) |
182 | if (!name) |
187 | return 0; |
183 | return 0; |
188 | |
184 | |
189 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
… | |
… | |
265 | */ |
261 | */ |
266 | int |
262 | int |
267 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
263 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
268 | { |
264 | { |
269 | int success = 0, exp = 0; |
265 | int success = 0, exp = 0; |
270 | int did_alc = 0; |
|
|
271 | |
266 | |
272 | if (!skill) |
267 | if (!skill) |
273 | return 0; |
268 | return 0; |
274 | |
269 | |
275 | /* The code below presumes that the skill points to the object that |
270 | /* The code below presumes that the skill points to the object that |
… | |
… | |
400 | case SK_LITERACY: |
395 | case SK_LITERACY: |
401 | case SK_WOODSMAN: |
396 | case SK_WOODSMAN: |
402 | /* first, we try to find a cauldron, and do the alchemy thing. |
397 | /* first, we try to find a cauldron, and do the alchemy thing. |
403 | * failing that, we go and identify stuff. |
398 | * failing that, we go and identify stuff. |
404 | */ |
399 | */ |
|
|
400 | { |
|
|
401 | bool found_cauldron = false; |
|
|
402 | |
405 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
403 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
406 | { |
404 | { |
407 | next = tmp->above; |
405 | next = tmp->above; |
408 | |
406 | |
409 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
407 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
410 | { |
408 | { |
|
|
409 | found_cauldron = true; |
|
|
410 | |
|
|
411 | if (tmp->skill != skill->skill) |
|
|
412 | { |
|
|
413 | op->failmsg (format ("You can't use the %s with the %s skill!", |
|
|
414 | query_name (tmp), |
|
|
415 | query_name (skill))); |
|
|
416 | break; |
|
|
417 | } |
|
|
418 | |
411 | attempt_do_alchemy (op, tmp); |
419 | attempt_do_alchemy (op, tmp, skill); |
412 | |
420 | |
413 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
421 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
414 | esrv_send_inventory (op, tmp); |
422 | esrv_send_inventory (op, tmp); |
415 | |
|
|
416 | did_alc = 1; |
|
|
417 | } |
423 | } |
418 | } |
424 | } |
419 | |
425 | |
420 | if (did_alc == 0) |
426 | if (!found_cauldron) |
421 | exp = success = skill_ident (op, skill); |
427 | exp = success = skill_ident (op, skill); |
422 | |
428 | } |
423 | break; |
429 | break; |
424 | |
430 | |
425 | case SK_DET_MAGIC: |
431 | case SK_DET_MAGIC: |
426 | case SK_DET_CURSE: |
432 | case SK_DET_CURSE: |
427 | exp = success = skill_ident (op, skill); |
433 | exp = success = skill_ident (op, skill); |
… | |
… | |
456 | case SK_EVOCATION: |
462 | case SK_EVOCATION: |
457 | case SK_PYROMANCY: |
463 | case SK_PYROMANCY: |
458 | case SK_SUMMONING: |
464 | case SK_SUMMONING: |
459 | case SK_CLIMBING: |
465 | case SK_CLIMBING: |
460 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
466 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
|
|
467 | break; |
|
|
468 | |
|
|
469 | case SK_MINING: |
|
|
470 | success = skill_mining (op, part, skill, dir, string); |
|
|
471 | break; |
|
|
472 | |
|
|
473 | case SK_FISHING: |
|
|
474 | success = skill_fishing (op, part, skill, dir, string); |
461 | break; |
475 | break; |
462 | |
476 | |
463 | default: |
477 | default: |
464 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
478 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
465 | break; |
479 | break; |
… | |
… | |
710 | * it so it doesn't crash the server - otherwise, one character may |
724 | * it so it doesn't crash the server - otherwise, one character may |
711 | * crash the server numerous times. |
725 | * crash the server numerous times. |
712 | */ |
726 | */ |
713 | if (num_skills_found >= NUM_SKILLS) |
727 | if (num_skills_found >= NUM_SKILLS) |
714 | { |
728 | { |
715 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
729 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
716 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
730 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
717 | break; |
731 | break; |
718 | } |
732 | } |
719 | } |
733 | } |
720 | } |
734 | } |
721 | |
735 | |
722 | dynbuf_text msg (4096, 1024); |
736 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
723 | |
737 | |
724 | msg << "T<Player skills:>\n\n"; |
738 | msg << "T<Player skills:>\n\n"; |
725 | if (num_skills_found > 1) |
739 | if (num_skills_found > 1) |
726 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
740 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
727 | |
741 | |
… | |
… | |
757 | |
771 | |
758 | for (skop = op->inv; skop; skop = skop->below) |
772 | for (skop = op->inv; skop; skop = skop->below) |
759 | { |
773 | { |
760 | if (skop->type == SKILL |
774 | if (skop->type == SKILL |
761 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
775 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
762 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
776 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
763 | break; |
777 | break; |
764 | else if (skop->type == SKILL_TOOL |
778 | else if (skop->type == SKILL_TOOL |
765 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
779 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
766 | break; |
780 | break; |
767 | } |
781 | } |
768 | |
782 | |
769 | if (!skop) |
783 | if (!skop) |
770 | { |
784 | { |
… | |
… | |
802 | } |
816 | } |
803 | |
817 | |
804 | static bool |
818 | static bool |
805 | hth_skill_p (object *skill) |
819 | hth_skill_p (object *skill) |
806 | { |
820 | { |
807 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
821 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
808 | } |
822 | } |
809 | |
823 | |
810 | /* This finds the first unarmed skill the player has, and returns it. |
824 | /* This finds the first unarmed skill the player has, and returns it. |
811 | */ |
825 | */ |
812 | static object * |
826 | static object * |
… | |
… | |
873 | |
887 | |
874 | if (!skill) |
888 | if (!skill) |
875 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
889 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
876 | } |
890 | } |
877 | |
891 | |
878 | if (skill) |
892 | op->apply (skill); |
879 | { |
|
|
880 | op->change_skill (0); |
|
|
881 | apply_special (op, skill, AP_APPLY); |
|
|
882 | } |
|
|
883 | } |
893 | } |
884 | |
894 | |
885 | if (!pl->combat_ob) |
895 | if (!pl->combat_ob) |
886 | { |
896 | { |
887 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
897 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
888 | return 0; |
898 | return 0; |
889 | } |
899 | } |
890 | } |
900 | } |
891 | |
901 | |
892 | if (!op->change_weapon (pl->combat_ob)) |
902 | if (!op->apply (pl->combat_ob)) |
893 | return 0; |
903 | return 0; |
894 | } |
904 | } |
895 | |
905 | |
896 | /* lose invisiblity/hiding status for running attacks */ |
906 | /* lose invisiblity/hiding status for running attacks */ |
897 | if (pl->tmp_invis) |
907 | if (pl->tmp_invis) |