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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
27 | |
… | |
… | |
51 | # define def(uc, flags) flags, |
52 | # define def(uc, flags) flags, |
52 | # include "skillinc.h" |
53 | # include "skillinc.h" |
53 | # undef def |
54 | # undef def |
54 | }; |
55 | }; |
55 | |
56 | |
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57 | vector<object_ptr> skillvec; |
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58 | |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
59 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
60 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
58 | |
61 | |
59 | /* init_skills basically just sets up the skill_names table |
62 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
63 | * above. The index into the array is set up by the |
61 | * subtypes. |
64 | * subtypes. |
62 | */ |
65 | */ |
63 | void |
66 | void |
64 | init_skills () |
67 | init_skills () |
65 | { |
68 | { |
66 | for_all_archetypes (at) |
69 | // nop |
67 | if (at->type == SKILL) |
70 | } |
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71 | |
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72 | void |
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73 | add_skill_archetype (object *o) |
|
|
74 | { |
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|
75 | assert (("skill name must equal skill skill", o->name == o->skill)); |
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76 | |
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77 | for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
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78 | if ((*i)->name == o->name) |
68 | { |
79 | { |
69 | if (skill_names[at->subtype]) |
80 | // replace existing entry |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
81 | SKILL_INDEX (o) = i - skillvec.begin (); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
82 | *i = o; |
72 | else |
83 | return; |
73 | skill_names[at->subtype] = at->skill; |
|
|
74 | } |
84 | } |
75 | |
85 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
86 | // add new entry |
77 | * checking for this may catch some user errors. |
87 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
78 | */ |
88 | SKILL_INDEX (o) = skillvec.size (); |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
89 | skillvec.push_back (o); |
80 | if (!skill_names[i]) |
|
|
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
|
|
82 | } |
90 | } |
83 | |
91 | |
84 | /* This function goes through the player inventory and sets |
92 | /* This function goes through the player inventory and sets |
85 | * up the last_skills[] array in the player object. |
93 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
94 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
95 | * mostly used for sending exp. |
88 | */ |
96 | */ |
89 | void |
97 | void |
90 | player::link_skills () |
98 | player::link_skills () |
91 | { |
99 | { |
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
100 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
93 | last_skill_ob [i] = 0; |
101 | last_skill_ob [i] = 0; |
94 | |
102 | |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
103 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
96 | if (tmp->type == SKILL) |
104 | if (tmp->type == SKILL) |
97 | { |
105 | { |
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106 | int idx = SKILL_INDEX (tmp); |
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107 | |
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
108 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
99 | |
109 | |
100 | if (last_skill_ob [tmp->subtype] != tmp) |
110 | if (last_skill_ob [idx] != tmp) |
101 | { |
111 | { |
102 | /* This is really a warning, hence no else below */ |
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103 | if (last_skill_ob [tmp->subtype]) |
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104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
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106 | |
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107 | last_skill_ob [tmp->subtype] = tmp; |
112 | last_skill_ob [idx] = tmp; |
108 | if (ns) |
113 | if (ns) |
109 | ns->last_skill_exp [tmp->subtype] = -1; |
114 | ns->last_skill_exp [idx] = -1; |
110 | } |
115 | } |
111 | } |
116 | } |
112 | } |
117 | } |
113 | |
118 | |
114 | static object * |
119 | static object * |
… | |
… | |
124 | return splay (tmp); |
129 | return splay (tmp); |
125 | |
130 | |
126 | return 0; |
131 | return 0; |
127 | } |
132 | } |
128 | |
133 | |
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|
134 | object * |
129 | object *player::find_skill (shstr_cmp name) const |
135 | player::find_skill (shstr_cmp name) const |
130 | { |
136 | { |
131 | // might want to use last_skill_obj at one point, or maybe not |
137 | // might want to use last_skill_obj at one point, or maybe not |
132 | return ::find_skill (ob, name); |
138 | return ::find_skill (ob, name); |
133 | } |
139 | } |
134 | |
140 | |
… | |
… | |
162 | |
168 | |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
169 | /* Player has a tool to use the skill. If not applied, apply it - |
164 | * if not successful, return null. If they do have the skill tool |
170 | * if not successful, return null. If they do have the skill tool |
165 | * but not the skill itself, give it to them. |
171 | * but not the skill itself, give it to them. |
166 | */ |
172 | */ |
167 | object *skill = find_skill (who, skill_tool->skill); |
173 | object *skill = who->give_skill (skill_tool->skill); |
168 | |
|
|
169 | if (!skill) |
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170 | skill = give_skill_by_name (who, skill_tool->skill); |
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171 | |
174 | |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
175 | if (!skill_tool->flag [FLAG_APPLIED]) |
173 | if (!who->apply (splay (skill_tool))) |
176 | if (!who->apply (splay (skill_tool))) |
174 | return 0; |
177 | return 0; |
175 | |
178 | |
… | |
… | |
193 | * one that accumulates exp, has the level, etc). |
196 | * one that accumulates exp, has the level, etc). |
194 | * |
197 | * |
195 | * It is presumed that the player will be needing to actually |
198 | * It is presumed that the player will be needing to actually |
196 | * use the skill, so thus if use of the skill requires a skill |
199 | * use the skill, so thus if use of the skill requires a skill |
197 | * tool, this code will equip it. |
200 | * tool, this code will equip it. |
198 | * |
201 | * |
199 | * This code is basically the same as find_skill_by_name() above, |
202 | * This code is basically the same as find_skill_by_name() above, |
200 | * but instead a skill name, we search by matching number. |
203 | * but instead a skill name, we search by matching number. |
201 | * this replaces find_skill. |
204 | * this replaces find_skill. |
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|
205 | * |
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|
206 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
202 | */ |
207 | */ |
203 | object * |
208 | object * |
204 | find_skill_by_number (object *who, int skillno) |
209 | find_skill_by_number (object *who, int skillno) |
205 | { |
210 | { |
206 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
211 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
… | |
… | |
209 | return skop; |
214 | return skop; |
210 | |
215 | |
211 | return 0; |
216 | return 0; |
212 | } |
217 | } |
213 | |
218 | |
214 | /* This changes the objects chosen_skill to new_skill. |
219 | object * |
215 | * return 1 on success, 0 on error |
220 | object::give_skill (shstr_cmp name, bool can_use) |
216 | */ |
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217 | bool |
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218 | object::change_skill (object *new_skill) |
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219 | { |
221 | { |
220 | if (type != PLAYER) |
222 | object *skill = find_skill (this, name); |
221 | return 0; |
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222 | |
223 | |
223 | // optimise this supposedly common case |
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224 | if (new_skill == chosen_skill) |
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225 | return 1; |
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226 | |
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227 | if (chosen_skill) |
224 | if (!skill) |
228 | { |
225 | skill = give_skill_by_name (this, name); |
229 | chosen_skill->flag [FLAG_APPLIED] = false; |
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230 | change_abil (this, chosen_skill); |
|
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231 | } |
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232 | |
226 | |
233 | chosen_skill = new_skill; |
227 | if (skill && can_use) |
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228 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
234 | |
229 | |
235 | if (chosen_skill) |
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236 | { |
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237 | chosen_skill->flag [FLAG_APPLIED] = true; |
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238 | change_abil (this, chosen_skill); |
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239 | } |
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240 | |
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241 | // always clear current weapon, as the selected skill could |
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242 | // conflict with the current weapon skill, which would go |
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243 | // undetected and exp would be given to the wrong skill. |
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244 | current_weapon = 0; |
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245 | |
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246 | update_stats (); |
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247 | return 1; |
230 | return skill; |
248 | } |
231 | } |
249 | |
232 | |
250 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
233 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
251 | * We handle all requests for skill use outside of some combat here. |
234 | * We handle all requests for skill use outside of some combat here. |
252 | * We require a separate routine outside of fire() so as to allow monsters |
235 | * We require a separate routine outside of fire() so as to allow monsters |
253 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
236 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
254 | * This is changed (2002-11-30) from the old method that returned |
237 | * This is changed (2002-11-30) from the old method that returned |
255 | * exp - no caller needed that info, but it also prevented the callers |
238 | * exp - no caller needed that info, but it also prevented the callers |
256 | * from know if a skill was actually used, as many skills don't |
239 | * from know if a skill was actually used, as many skills don't |
257 | * give any exp for their direct use (eg, throwing). |
240 | * give any exp for their direct use (eg, throwing). |
… | |
… | |
293 | /* Not 100% sure if this will work with new movement code - |
276 | /* Not 100% sure if this will work with new movement code - |
294 | * the levitation skill has move_type for flying, so when |
277 | * the levitation skill has move_type for flying, so when |
295 | * equipped, that should transfer to player, when not, |
278 | * equipped, that should transfer to player, when not, |
296 | * shouldn't. |
279 | * shouldn't. |
297 | */ |
280 | */ |
298 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
281 | if (skill->flag [FLAG_APPLIED]) |
299 | { |
282 | { |
300 | CLEAR_FLAG (skill, FLAG_APPLIED); |
283 | skill->clr_flag (FLAG_APPLIED); |
301 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
284 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
302 | } |
285 | } |
303 | else |
286 | else |
304 | { |
287 | { |
305 | SET_FLAG (skill, FLAG_APPLIED); |
288 | skill->set_flag (FLAG_APPLIED); |
306 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
289 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
307 | } |
290 | } |
308 | |
291 | |
309 | op->update_stats (); |
292 | op->update_stats (); |
310 | success = 1; |
293 | success = 1; |
… | |
… | |
391 | case SK_ALCHEMY: |
374 | case SK_ALCHEMY: |
392 | case SK_THAUMATURGY: |
375 | case SK_THAUMATURGY: |
393 | case SK_LITERACY: |
376 | case SK_LITERACY: |
394 | case SK_WOODSMAN: |
377 | case SK_WOODSMAN: |
395 | /* first, we try to find a cauldron, and do the alchemy thing. |
378 | /* first, we try to find a cauldron, and do the alchemy thing. |
396 | * failing that, we go and identify stuff. |
379 | * failing that, we go and identify stuff. |
397 | */ |
380 | */ |
398 | { |
381 | { |
399 | bool found_cauldron = false; |
382 | bool found_cauldron = false; |
400 | |
383 | |
401 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
384 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
402 | { |
385 | { |
403 | next = tmp->above; |
386 | next = tmp->above; |
404 | |
387 | |
405 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
388 | if (tmp->flag [FLAG_IS_CAULDRON]) |
406 | { |
389 | { |
407 | found_cauldron = true; |
390 | found_cauldron = true; |
408 | |
391 | |
409 | if (tmp->skill != skill->skill) |
392 | if (tmp->skill != skill->skill) |
410 | { |
393 | { |
… | |
… | |
414 | break; |
397 | break; |
415 | } |
398 | } |
416 | |
399 | |
417 | attempt_do_alchemy (op, tmp, skill); |
400 | attempt_do_alchemy (op, tmp, skill); |
418 | |
401 | |
419 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
402 | if (tmp->flag [FLAG_APPLIED]) |
420 | esrv_send_inventory (op, tmp); |
403 | esrv_send_inventory (op, tmp); |
421 | } |
404 | } |
422 | } |
405 | } |
423 | |
406 | |
424 | if (!found_cauldron) |
407 | if (!found_cauldron) |
… | |
… | |
466 | |
449 | |
467 | case SK_MINING: |
450 | case SK_MINING: |
468 | success = skill_mining (op, part, skill, dir, string); |
451 | success = skill_mining (op, part, skill, dir, string); |
469 | break; |
452 | break; |
470 | |
453 | |
471 | case SK_FISHING: |
|
|
472 | success = skill_fishing (op, part, skill, dir, string); |
|
|
473 | break; |
|
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474 | |
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475 | default: |
454 | default: |
476 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
455 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
477 | break; |
456 | break; |
478 | } |
457 | } |
479 | |
458 | |
480 | /* For players we now update the speed_left from using the skill. |
459 | /* For players we now update the speed_left from using the skill. |
481 | * Monsters have no skill use time because of the random nature in |
460 | * Monsters have no skill use time because of the random nature in |
482 | * which use_monster_skill is called already simulates this. |
461 | * which use_monster_skill is called already simulates this. |
483 | * If certain skills should take more/less time, that should be |
462 | * If certain skills should take more/less time, that should be |
484 | * in the code for the skill itself. |
463 | * in the code for the skill itself. |
485 | */ |
464 | */ |
486 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
… | |
… | |
536 | * non-living magic obj, runes and everything else. |
515 | * non-living magic obj, runes and everything else. |
537 | * |
516 | * |
538 | * If an object is not alive and magical we set the base exp higher to |
517 | * If an object is not alive and magical we set the base exp higher to |
539 | * help out exp awards for skill_ident skills. Also, if |
518 | * help out exp awards for skill_ident skills. Also, if |
540 | * an item is type RUNE, we give out exp based on stats.Cha |
519 | * an item is type RUNE, we give out exp based on stats.Cha |
541 | * and level (this was the old system) -b.t. |
520 | * and level (this was the old system) -b.t. |
542 | */ |
521 | */ |
543 | if (!op) |
522 | if (!op) |
544 | { /* no item/creature */ |
523 | { /* no item/creature */ |
545 | op_lvl = max (1, who->map->difficulty); |
524 | op_lvl = max (1, who->map->difficulty); |
546 | op_exp = 0; |
525 | op_exp = 0; |
… | |
… | |
553 | } |
532 | } |
554 | else |
533 | else |
555 | { /* all other items/living creatures */ |
534 | { /* all other items/living creatures */ |
556 | op_exp = op->stats.exp; |
535 | op_exp = op->stats.exp; |
557 | op_lvl = op->level; |
536 | op_lvl = op->level; |
558 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
537 | if (!op->flag [FLAG_ALIVE]) |
559 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
538 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
560 | } |
539 | } |
561 | |
540 | |
562 | if (op_lvl < 1) |
541 | if (op_lvl < 1) |
563 | op_lvl = 1; |
542 | op_lvl = 1; |
… | |
… | |
610 | } |
589 | } |
611 | |
590 | |
612 | /* Learn skill. This inserts the requested skill in the player's |
591 | /* Learn skill. This inserts the requested skill in the player's |
613 | * inventory. The skill field of the scroll should have the |
592 | * inventory. The skill field of the scroll should have the |
614 | * exact name of the requested skill. |
593 | * exact name of the requested skill. |
615 | * This one actually teaches the player the skill as something |
594 | * This one actually teaches the player the skill as something |
616 | * they can equip. |
595 | * they can equip. |
617 | * Return 0 if the player knows the skill, 1 if the |
596 | * Return 0 if the player knows the skill, 1 if the |
618 | * player learns the skill, 2 otherwise. |
597 | * player learns the skill, 2 otherwise. |
619 | */ |
598 | */ |
620 | int |
599 | int |
… | |
… | |
627 | } |
606 | } |
628 | |
607 | |
629 | object *tmp = find_skill (pl, scroll->skill); |
608 | object *tmp = find_skill (pl, scroll->skill); |
630 | |
609 | |
631 | /* player already knows it */ |
610 | /* player already knows it */ |
632 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
611 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
633 | return 0; |
612 | return 0; |
634 | |
613 | |
635 | /* now a random change to learn, based on player Int. |
614 | /* now a random change to learn, based on player Int. |
636 | * give bonus based on level - otherwise stupid characters |
615 | * give bonus based on level - otherwise stupid characters |
637 | * might never be able to learn anything. |
616 | * might never be able to learn anything. |
… | |
… | |
646 | { |
625 | { |
647 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
626 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
648 | return 2; |
627 | return 2; |
649 | } |
628 | } |
650 | |
629 | |
651 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
630 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
652 | |
631 | |
653 | return 1; |
632 | return 1; |
654 | } |
633 | } |
655 | |
634 | |
656 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
635 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
… | |
… | |
669 | return 0; |
648 | return 0; |
670 | else if (rv > 100) |
649 | else if (rv > 100) |
671 | return 100; |
650 | return 100; |
672 | |
651 | |
673 | return rv; |
652 | return rv; |
|
|
653 | } |
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654 | |
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655 | static int |
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656 | cmp_skillp (const void *sk1, const void *sk2) |
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657 | { |
|
|
658 | return strcmp (&((*(const object **) sk1)->name), |
|
|
659 | &((*(const object **) sk2)->name)); |
674 | } |
660 | } |
675 | |
661 | |
676 | /* show_skills() - Meant to allow players to examine |
662 | /* show_skills() - Meant to allow players to examine |
677 | * their current skill list. |
663 | * their current skill list. |
678 | * This shows the amount of exp they have in the skills. |
664 | * This shows the amount of exp they have in the skills. |
679 | * we also include some other non skill related info (god, |
665 | * we also include some other non skill related info (god, |
680 | * max weapon improvments, item power). |
666 | * max weapon improvments, item power). |
681 | * Note this function is a bit more complicated becauase we |
667 | * Note this function is a bit more complicated because we |
682 | * we want ot sort the skills before printing them. If we |
668 | * we want to sort the skills before printing them. If we |
683 | * just dumped this as we found it, this would be a bit |
669 | * just dumped this as we found it, this would be a bit |
684 | * simpler. |
670 | * simpler. |
685 | */ |
671 | */ |
686 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
|
|
687 | void |
672 | void |
688 | show_skills (object *pl, const char *search) |
673 | show_skills (object *pl, const char *search) |
689 | { |
674 | { |
690 | const char *cp; |
675 | const char *cp; |
691 | int i, num_skills_found = 0; |
676 | int i, num_skills_found = 0; |
692 | const char *const periods = ".............................."; // 30 |
677 | object *skills[CS_NUM_SKILLS]; |
693 | |
|
|
694 | /* Need to have a pointer and use strdup for qsort to work properly */ |
|
|
695 | char skills[NUM_SKILLS][128]; // d'oh |
|
|
696 | |
|
|
697 | object *op = pl->contr->ob; |
678 | object *op = pl->contr->ob; |
698 | |
679 | |
|
|
680 | /* find the skills */ |
699 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
681 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
700 | { |
682 | { |
701 | if (tmp->type == SKILL) |
683 | if (tmp->type == SKILL) |
702 | { |
684 | { |
703 | if (search && !tmp->name.contains (search)) |
685 | if (search && !tmp->name.contains (search)) |
704 | continue; |
686 | continue; |
705 | |
687 | |
706 | char buf[30]; |
688 | skills[num_skills_found++] = tmp; |
707 | |
|
|
708 | /* Basically want to fill this out to 30 spaces with periods */ |
|
|
709 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
|
|
710 | |
|
|
711 | if (settings.permanent_exp_ratio) |
|
|
712 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
|
|
713 | buf, tmp->level, tmp->stats.exp, |
|
|
714 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
715 | else |
|
|
716 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
717 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
718 | |
689 | |
719 | /* I don't know why some characters get a bunch of skills, but |
690 | /* I don't know why some characters get a bunch of skills, but |
720 | * it sometimes happens (maybe a leftover from bugier earlier code |
691 | * it sometimes happens (maybe a leftover from bugier earlier code |
721 | * and those character are still about). In any case, lets handle |
692 | * and those character are still about). In any case, lets handle |
722 | * it so it doesn't crash the server - otherwise, one character may |
693 | * it so it doesn't crash the server - otherwise, one character may |
723 | * crash the server numerous times. |
694 | * crash the server numerous times. |
724 | */ |
695 | */ |
725 | if (num_skills_found >= NUM_SKILLS) |
696 | if (num_skills_found >= CS_NUM_SKILLS) |
726 | { |
697 | { |
727 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
698 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
728 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
699 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
729 | break; |
700 | break; |
730 | } |
701 | } |
… | |
… | |
733 | |
704 | |
734 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
705 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
735 | |
706 | |
736 | msg << "T<Player skills:>\n\n"; |
707 | msg << "T<Player skills:>\n\n"; |
737 | if (num_skills_found > 1) |
708 | if (num_skills_found > 1) |
738 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
709 | qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp); |
739 | |
710 | |
|
|
711 | char buf[31]; /* +1 for '\0' */ |
|
|
712 | const char *const periods = ".............................."; // 30 |
|
|
713 | |
740 | for (i = 0; i < num_skills_found; i++) |
714 | for (i = 0; i < num_skills_found; i++) { |
741 | msg << " C<" << skills [i] << ">\n"; |
715 | object *tmp = skills[i]; |
|
|
716 | |
|
|
717 | /* Basically want to fill this out to 30 spaces with periods */ |
|
|
718 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
|
|
719 | |
|
|
720 | msg << " C<"; |
|
|
721 | |
|
|
722 | if (settings.permanent_exp_ratio) |
|
|
723 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
|
|
724 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul), |
|
|
725 | clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
726 | else |
|
|
727 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
728 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
729 | |
|
|
730 | msg << ">\n"; |
|
|
731 | } |
742 | |
732 | |
743 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
733 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
744 | |
734 | |
745 | cp = determine_god (op); |
735 | cp = determine_god (op); |
746 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
736 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
… | |
… | |
750 | << ".\n"; |
740 | << ".\n"; |
751 | |
741 | |
752 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
742 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
753 | } |
743 | } |
754 | |
744 | |
755 | /* use_skill() - similar to invoke command, it executes the skill in the |
745 | /* use_skill() - similar to invoke command, it executes the skill in the |
756 | * direction that the user is facing. Returns false if we are unable to |
746 | * direction that the user is facing. Returns false if we are unable to |
757 | * change to the requested skill, or were unable to use the skill properly. |
747 | * change to the requested skill, or were unable to use the skill properly. |
758 | * This is tricky because skills can have spaces. We basically roll |
748 | * This is tricky because skills can have spaces. We basically roll |
759 | * our own find_skill_by_name so we can try to do better string matching. |
749 | * our own find_skill_by_name so we can try to do better string matching. |
760 | */ |
750 | */ |
761 | int |
751 | int |
762 | use_skill (object *op, const char *string) |
752 | use_skill (object *op, const char *string) |
763 | { |
753 | { |
… | |
… | |
831 | */ |
821 | */ |
832 | static object * |
822 | static object * |
833 | find_player_hth_skill (object *op) |
823 | find_player_hth_skill (object *op) |
834 | { |
824 | { |
835 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
825 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
836 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
826 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
837 | return tmp; |
827 | return tmp; |
838 | |
828 | |
839 | return 0; |
829 | return 0; |
840 | } |
830 | } |
841 | |
831 | |
… | |
… | |
869 | } |
859 | } |
870 | else |
860 | else |
871 | { |
861 | { |
872 | if (!pl->combat_ob) |
862 | if (!pl->combat_ob) |
873 | { |
863 | { |
874 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
864 | if (op->flag [FLAG_READY_WEAPON]) |
875 | { |
865 | { |
876 | for (tmp = op->inv; tmp; tmp = tmp->below) |
866 | for (tmp = op->inv; tmp; tmp = tmp->below) |
877 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
867 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
878 | break; |
868 | break; |
879 | |
869 | |
880 | if (!tmp) |
870 | if (!tmp) |
881 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
871 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
882 | |
872 | |
… | |
… | |
908 | } |
898 | } |
909 | } |
899 | } |
910 | |
900 | |
911 | if (!op->apply (pl->combat_ob)) |
901 | if (!op->apply (pl->combat_ob)) |
912 | return 0; |
902 | return 0; |
|
|
903 | |
|
|
904 | if (!op->chosen_skill) |
|
|
905 | { |
|
|
906 | LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ()); |
|
|
907 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!"); |
|
|
908 | return 0; |
|
|
909 | } |
913 | } |
910 | } |
914 | |
911 | |
915 | /* lose invisiblity/hiding status for running attacks */ |
912 | /* lose invisiblity/hiding status for running attacks */ |
916 | if (pl->tmp_invis) |
913 | if (pl->tmp_invis) |
917 | { |
914 | { |
… | |
… | |
924 | |
921 | |
925 | int success = attack_ob (tmp, op); |
922 | int success = attack_ob (tmp, op); |
926 | |
923 | |
927 | /* print appropriate messages to the player */ |
924 | /* print appropriate messages to the player */ |
928 | |
925 | |
929 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
926 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
930 | { |
927 | { |
931 | if (op->type == PLAYER) |
928 | if (op->type == PLAYER) |
932 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
929 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
933 | else if (tmp->type == PLAYER) |
930 | else if (tmp->type == PLAYER) |
934 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
931 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
956 | int mflags; |
953 | int mflags; |
957 | |
954 | |
958 | if (!dir) |
955 | if (!dir) |
959 | dir = pl->facing; |
956 | dir = pl->facing; |
960 | |
957 | |
961 | tx = freearr_x[dir]; |
958 | tx = DIRX (dir); |
962 | ty = freearr_y[dir]; |
959 | ty = DIRY (dir); |
963 | |
960 | |
964 | /* If we don't yet have an opponent, find if one exists, and attack. |
961 | /* If we don't yet have an opponent, find if one exists, and attack. |
965 | * Legal opponents are the same as outlined in move_player_attack() |
962 | * Legal opponents are the same as outlined in move_player_attack() |
966 | */ |
963 | */ |
967 | if (!tmp) |
964 | if (!tmp) |
968 | { |
965 | { |
969 | m = pl->map; |
966 | m = pl->map; |
970 | tx = pl->x + freearr_x[dir]; |
967 | tx = pl->x + DIRX (dir); |
971 | ty = pl->y + freearr_y[dir]; |
968 | ty = pl->y + DIRY (dir); |
972 | |
969 | |
973 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
970 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
974 | if (mflags & P_OUT_OF_MAP) |
971 | if (mflags & P_OUT_OF_MAP) |
975 | return 0; |
972 | return 0; |
976 | |
973 | |
977 | /* space must be blocked for there to be anything interesting to do */ |
974 | /* space must be blocked for there to be anything interesting to do */ |
978 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
975 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
979 | return 0; |
976 | return 0; |
980 | |
977 | |
981 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
978 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
982 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
979 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
983 | { |
980 | { |
984 | /* Don't attack party members */ |
981 | /* Don't attack party members */ |
985 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
982 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
986 | return 0; |
983 | return 0; |
987 | |
984 | |
… | |
… | |
1009 | static int |
1006 | static int |
1010 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1007 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1011 | { |
1008 | { |
1012 | object *enemy = NULL, *weapon; |
1009 | object *enemy = NULL, *weapon; |
1013 | |
1010 | |
1014 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1011 | if (pl->flag [FLAG_READY_WEAPON]) |
1015 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1012 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1016 | { |
1013 | { |
1017 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1014 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1018 | { |
1015 | { |
1019 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1016 | weapon->clr_flag (FLAG_APPLIED); |
1020 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1017 | pl->clr_flag (FLAG_READY_WEAPON); |
1021 | pl->update_stats (); |
1018 | pl->update_stats (); |
1022 | if (pl->type == PLAYER) |
1019 | if (pl->type == PLAYER) |
1023 | { |
1020 | { |
1024 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1021 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1025 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1022 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1043 | */ |
1040 | */ |
1044 | static int |
1041 | static int |
1045 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1042 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1046 | { |
1043 | { |
1047 | |
1044 | |
1048 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1045 | if (!op->flag [FLAG_READY_WEAPON]) |
1049 | { |
1046 | { |
1050 | if (op->type == PLAYER) |
1047 | if (op->type == PLAYER) |
1051 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1048 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1052 | |
1049 | |
1053 | return 0; |
1050 | return 0; |