1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* 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. */ |
26 | |
26 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
59 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
61 | * subtypes. |
61 | * subtypes. |
62 | */ |
62 | */ |
63 | void |
63 | void |
64 | init_skills (void) |
64 | init_skills () |
65 | { |
65 | { |
66 | for_all_archetypes (at) |
66 | for_all_archetypes (at) |
67 | if (at->type == SKILL) |
67 | if (at->type == SKILL) |
68 | { |
68 | { |
69 | if (skill_names[at->subtype]) |
69 | if (skill_names[at->subtype]) |
… | |
… | |
85 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
88 | */ |
88 | */ |
89 | void |
89 | void |
90 | link_player_skills (object *op) |
90 | player::link_skills () |
91 | { |
91 | { |
|
|
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
93 | last_skill_ob [i] = 0; |
|
|
94 | |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
93 | if (tmp->type == SKILL) |
96 | if (tmp->type == SKILL) |
94 | { |
97 | { |
95 | /* This is really a warning, hence no else below */ |
98 | 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 | |
99 | |
100 | if (tmp->subtype >= NUM_SKILLS) |
100 | 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 | { |
101 | { |
|
|
102 | /* This is really a warning, hence no else below */ |
|
|
103 | if (last_skill_ob [tmp->subtype]) |
|
|
104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
106 | |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
107 | last_skill_ob [tmp->subtype] = tmp; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
108 | if (ns) |
|
|
109 | ns->last_skill_exp [tmp->subtype] = -1; |
106 | } |
110 | } |
107 | } |
111 | } |
108 | } |
112 | } |
109 | |
113 | |
110 | static object * |
114 | static object * |
111 | find_skill (object *who, const shstr &sh) |
115 | find_skill (object *who, shstr_cmp name) |
112 | { |
116 | { |
|
|
117 | if (who->chosen_skill |
|
|
118 | && who->chosen_skill->skill == name |
|
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119 | && who->chosen_skill->type == SKILL) |
|
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120 | return who->chosen_skill; |
|
|
121 | |
113 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
122 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
114 | if (tmp->skill == sh && tmp->type == SKILL) |
123 | if (tmp->skill == name && tmp->type == SKILL) |
115 | return tmp; |
124 | return splay (tmp); |
116 | |
125 | |
117 | return 0; |
126 | return 0; |
|
|
127 | } |
|
|
128 | |
|
|
129 | object *player::find_skill (shstr_cmp name) const |
|
|
130 | { |
|
|
131 | // might want to use last_skill_obj at one point, or maybe not |
|
|
132 | return ::find_skill (ob, name); |
118 | } |
133 | } |
119 | |
134 | |
120 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
121 | * one that accumulates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
122 | * |
137 | * |
123 | * It is presumed that the player will be needing to actually |
138 | * 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 |
139 | * use the skill, so thus if use of the skill requires a skill |
125 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
126 | */ |
141 | */ |
127 | object * |
142 | object * |
128 | find_skill_by_name (object *who, const shstr &sh) |
143 | find_skill_by_name (object *who, shstr_cmp sh) |
129 | { |
144 | { |
130 | object *skill_tool = 0; |
145 | object *skill_tool = 0; |
131 | |
146 | |
132 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
133 | if (tmp->skill == sh) |
148 | if (tmp->skill == sh) |
… | |
… | |
150 | * but not the skill itself, give it to them. |
165 | * but not the skill itself, give it to them. |
151 | */ |
166 | */ |
152 | object *skill = find_skill (who, skill_tool->skill); |
167 | object *skill = find_skill (who, skill_tool->skill); |
153 | |
168 | |
154 | if (!skill) |
169 | if (!skill) |
155 | { |
|
|
156 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
157 | link_player_skills (who); |
|
|
158 | } |
|
|
159 | |
171 | |
160 | if (!skill_tool->flag [FLAG_APPLIED]) |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
161 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
173 | if (!who->apply (splay (skill_tool))) |
162 | return 0; |
174 | return 0; |
163 | |
175 | |
164 | return splay (skill); |
176 | return splay (skill); |
165 | } |
177 | } |
166 | |
178 | |
167 | object * |
179 | object * |
168 | find_skill_by_name (object *who, const char *name) |
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
169 | { |
181 | { |
170 | if (!name) |
182 | if (name) |
171 | return 0; |
|
|
172 | |
|
|
173 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
183 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
174 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
184 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
175 | && tmp->skill.begins_with (name)) |
185 | && tmp->skill.starts_with (name)) |
176 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
186 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
177 | return skop; |
187 | return skop; |
178 | |
188 | |
179 | return 0; |
189 | return 0; |
180 | } |
190 | } |
181 | |
191 | |
182 | /* This returns the skill pointer of the given name (the |
192 | /* This returns the skill pointer of the given name (the |
… | |
… | |
199 | return skop; |
209 | return skop; |
200 | |
210 | |
201 | return 0; |
211 | return 0; |
202 | } |
212 | } |
203 | |
213 | |
204 | /* This changes the objects chosen_skill to new_skill. |
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|
205 | * return 1 on success, 0 on error |
|
|
206 | */ |
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|
207 | bool |
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208 | object::change_skill (object *new_skill) |
|
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209 | { |
|
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210 | if (type != PLAYER) |
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211 | return 0; |
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212 | |
|
|
213 | // optimise this supposedly common case |
|
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214 | if (new_skill == chosen_skill) |
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215 | return 1; |
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216 | |
|
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217 | if (chosen_skill) |
|
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218 | { |
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219 | chosen_skill->flag [FLAG_APPLIED] = false; |
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220 | change_abil (this, chosen_skill); |
|
|
221 | } |
|
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222 | |
|
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223 | chosen_skill = new_skill; |
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224 | |
|
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225 | if (chosen_skill) |
|
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226 | { |
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227 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
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228 | change_abil (this, chosen_skill); |
|
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229 | } |
|
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230 | |
|
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231 | // always clear current weapon, as the selected skill could |
|
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232 | // conflict with the current weapon skill, which would go |
|
|
233 | // undetected and exp would be given to the wrong skill. |
|
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234 | current_weapon = 0; |
|
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235 | |
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236 | update_stats (); |
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237 | return 1; |
|
|
238 | } |
|
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239 | |
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|
240 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
214 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
241 | * We handle all requests for skill use outside of some combat here. |
215 | * We handle all requests for skill use outside of some combat here. |
242 | * We require a separate routine outside of fire() so as to allow monsters |
216 | * We require a separate routine outside of fire() so as to allow monsters |
243 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
217 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
244 | * This is changed (2002-11-30) from the old method that returned |
218 | * This is changed (2002-11-30) from the old method that returned |
… | |
… | |
249 | */ |
223 | */ |
250 | int |
224 | int |
251 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
225 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
252 | { |
226 | { |
253 | int success = 0, exp = 0; |
227 | int success = 0, exp = 0; |
254 | int did_alc = 0; |
|
|
255 | |
228 | |
256 | if (!skill) |
229 | if (!skill) |
257 | return 0; |
230 | return 0; |
258 | |
231 | |
259 | /* The code below presumes that the skill points to the object that |
232 | /* The code below presumes that the skill points to the object that |
… | |
… | |
284 | /* Not 100% sure if this will work with new movement code - |
257 | /* Not 100% sure if this will work with new movement code - |
285 | * the levitation skill has move_type for flying, so when |
258 | * the levitation skill has move_type for flying, so when |
286 | * equipped, that should transfer to player, when not, |
259 | * equipped, that should transfer to player, when not, |
287 | * shouldn't. |
260 | * shouldn't. |
288 | */ |
261 | */ |
289 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
262 | if (skill->flag [FLAG_APPLIED]) |
290 | { |
263 | { |
291 | CLEAR_FLAG (skill, FLAG_APPLIED); |
264 | skill->clr_flag (FLAG_APPLIED); |
292 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
265 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
293 | } |
266 | } |
294 | else |
267 | else |
295 | { |
268 | { |
296 | SET_FLAG (skill, FLAG_APPLIED); |
269 | skill->set_flag (FLAG_APPLIED); |
297 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
270 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
298 | } |
271 | } |
299 | |
272 | |
300 | op->update_stats (); |
273 | op->update_stats (); |
301 | success = 1; |
274 | success = 1; |
302 | break; |
275 | break; |
… | |
… | |
312 | case SK_HIDING: |
285 | case SK_HIDING: |
313 | exp = success = hide (op, skill); |
286 | exp = success = hide (op, skill); |
314 | break; |
287 | break; |
315 | |
288 | |
316 | case SK_JUMPING: |
289 | case SK_JUMPING: |
317 | success = jump (op, dir, skill); |
290 | exp = success = jump (op, dir, skill); |
318 | break; |
291 | break; |
319 | |
292 | |
320 | case SK_INSCRIPTION: |
293 | case SK_INSCRIPTION: |
321 | exp = success = write_on_item (op, string, skill); |
294 | exp = success = write_on_item (op, string, skill); |
322 | break; |
295 | break; |
… | |
… | |
384 | case SK_LITERACY: |
357 | case SK_LITERACY: |
385 | case SK_WOODSMAN: |
358 | case SK_WOODSMAN: |
386 | /* first, we try to find a cauldron, and do the alchemy thing. |
359 | /* first, we try to find a cauldron, and do the alchemy thing. |
387 | * failing that, we go and identify stuff. |
360 | * failing that, we go and identify stuff. |
388 | */ |
361 | */ |
|
|
362 | { |
|
|
363 | bool found_cauldron = false; |
|
|
364 | |
389 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
365 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
390 | { |
366 | { |
391 | next = tmp->above; |
367 | next = tmp->above; |
392 | |
368 | |
393 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
369 | if (tmp->flag [FLAG_IS_CAULDRON]) |
394 | { |
370 | { |
|
|
371 | found_cauldron = true; |
|
|
372 | |
|
|
373 | if (tmp->skill != skill->skill) |
|
|
374 | { |
|
|
375 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
|
376 | query_name (tmp), |
|
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377 | query_name (skill)); |
|
|
378 | break; |
|
|
379 | } |
|
|
380 | |
395 | attempt_do_alchemy (op, tmp); |
381 | attempt_do_alchemy (op, tmp, skill); |
396 | |
382 | |
397 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
383 | if (tmp->flag [FLAG_APPLIED]) |
398 | esrv_send_inventory (op, tmp); |
384 | esrv_send_inventory (op, tmp); |
399 | |
|
|
400 | did_alc = 1; |
|
|
401 | } |
385 | } |
402 | } |
386 | } |
403 | |
387 | |
404 | if (did_alc == 0) |
388 | if (!found_cauldron) |
405 | exp = success = skill_ident (op, skill); |
389 | exp = success = skill_ident (op, skill); |
406 | |
390 | } |
407 | break; |
391 | break; |
408 | |
392 | |
409 | case SK_DET_MAGIC: |
393 | case SK_DET_MAGIC: |
410 | case SK_DET_CURSE: |
394 | case SK_DET_CURSE: |
411 | exp = success = skill_ident (op, skill); |
395 | exp = success = skill_ident (op, skill); |
… | |
… | |
442 | case SK_SUMMONING: |
426 | case SK_SUMMONING: |
443 | case SK_CLIMBING: |
427 | case SK_CLIMBING: |
444 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
428 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
445 | break; |
429 | break; |
446 | |
430 | |
|
|
431 | case SK_MINING: |
|
|
432 | success = skill_mining (op, part, skill, dir, string); |
|
|
433 | break; |
|
|
434 | |
|
|
435 | case SK_FISHING: |
|
|
436 | success = skill_fishing (op, part, skill, dir, string); |
|
|
437 | break; |
|
|
438 | |
447 | default: |
439 | default: |
448 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
440 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
449 | break; |
441 | break; |
450 | } |
442 | } |
451 | |
443 | |
… | |
… | |
453 | * Monsters have no skill use time because of the random nature in |
445 | * Monsters have no skill use time because of the random nature in |
454 | * which use_monster_skill is called already simulates this. |
446 | * which use_monster_skill is called already simulates this. |
455 | * If certain skills should take more/less time, that should be |
447 | * If certain skills should take more/less time, that should be |
456 | * in the code for the skill itself. |
448 | * in the code for the skill itself. |
457 | */ |
449 | */ |
458 | |
|
|
459 | if (op->type == PLAYER) |
450 | if (op->type == PLAYER) |
460 | op->speed_left -= 1.f; |
451 | op->speed_left -= 1.f; |
461 | |
452 | |
462 | /* this is a good place to add experience for successfull use of skills. |
453 | /* this is a good place to add experience for successfull use of skills. |
463 | * Note that add_exp() will figure out player/monster experience |
454 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
511 | * If an object is not alive and magical we set the base exp higher to |
502 | * If an object is not alive and magical we set the base exp higher to |
512 | * help out exp awards for skill_ident skills. Also, if |
503 | * help out exp awards for skill_ident skills. Also, if |
513 | * an item is type RUNE, we give out exp based on stats.Cha |
504 | * an item is type RUNE, we give out exp based on stats.Cha |
514 | * and level (this was the old system) -b.t. |
505 | * and level (this was the old system) -b.t. |
515 | */ |
506 | */ |
516 | |
|
|
517 | if (!op) |
507 | if (!op) |
518 | { /* no item/creature */ |
508 | { /* no item/creature */ |
519 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
509 | op_lvl = max (1, who->map->difficulty); |
520 | op_exp = 0; |
510 | op_exp = 0; |
521 | } |
511 | } |
522 | else if (op->type == RUNE || op->type == TRAP) |
512 | else if (op->type == RUNE || op->type == TRAP) |
523 | { /* all traps. If stats.Cha > 1 we use that |
513 | { /* all traps. If stats.Cha > 1 we use that |
524 | * for the amount of experience */ |
514 | * for the amount of experience */ |
… | |
… | |
527 | } |
517 | } |
528 | else |
518 | else |
529 | { /* all other items/living creatures */ |
519 | { /* all other items/living creatures */ |
530 | op_exp = op->stats.exp; |
520 | op_exp = op->stats.exp; |
531 | op_lvl = op->level; |
521 | op_lvl = op->level; |
532 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
522 | if (!op->flag [FLAG_ALIVE]) |
533 | { /* for ident/make items */ |
523 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
534 | op_lvl += 5 * abs (op->magic); |
|
|
535 | } |
|
|
536 | } |
524 | } |
537 | |
525 | |
538 | if (op_lvl < 1) |
526 | if (op_lvl < 1) |
539 | op_lvl = 1; |
527 | op_lvl = 1; |
540 | |
528 | |
… | |
… | |
567 | } |
555 | } |
568 | } |
556 | } |
569 | else |
557 | else |
570 | { |
558 | { |
571 | /* Don't divide by zero here! */ |
559 | /* Don't divide by zero here! */ |
572 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
560 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
573 | } |
561 | } |
574 | } |
562 | } |
575 | |
563 | |
576 | /* assemble the exp total, and return value */ |
564 | /* assemble the exp total, and return value */ |
577 | |
565 | |
… | |
… | |
603 | } |
591 | } |
604 | |
592 | |
605 | object *tmp = find_skill (pl, scroll->skill); |
593 | object *tmp = find_skill (pl, scroll->skill); |
606 | |
594 | |
607 | /* player already knows it */ |
595 | /* player already knows it */ |
608 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
596 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
609 | return 0; |
597 | return 0; |
610 | |
598 | |
611 | /* now a random change to learn, based on player Int. |
599 | /* now a random change to learn, based on player Int. |
612 | * give bonus based on level - otherwise stupid characters |
600 | * give bonus based on level - otherwise stupid characters |
613 | * might never be able to learn anything. |
601 | * might never be able to learn anything. |
… | |
… | |
622 | { |
610 | { |
623 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
611 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
624 | return 2; |
612 | return 2; |
625 | } |
613 | } |
626 | |
614 | |
627 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
615 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
628 | link_player_skills (pl); |
616 | |
629 | return 1; |
617 | return 1; |
630 | } |
618 | } |
631 | |
619 | |
632 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
620 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
633 | /* Probably belongs in some global utils-type file? */ |
621 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
659 | * just dumped this as we found it, this would be a bit |
647 | * just dumped this as we found it, this would be a bit |
660 | * simpler. |
648 | * simpler. |
661 | */ |
649 | */ |
662 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
650 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
663 | void |
651 | void |
664 | show_skills (object *op, const char *search) |
652 | show_skills (object *pl, const char *search) |
665 | { |
653 | { |
666 | object *tmp = NULL; |
|
|
667 | char buf[MAX_BUF]; |
|
|
668 | const char *cp; |
654 | const char *cp; |
669 | int i, num_skills_found = 0; |
655 | int i, num_skills_found = 0; |
670 | static const char *const periods = "........................................"; |
656 | const char *const periods = ".............................."; // 30 |
671 | |
657 | |
672 | /* Need to have a pointer and use strdup for qsort to work properly */ |
658 | /* Need to have a pointer and use strdup for qsort to work properly */ |
673 | char skills[NUM_SKILLS][MAX_BUF]; |
659 | char skills[NUM_SKILLS][128]; // d'oh |
674 | |
660 | |
|
|
661 | object *op = pl->contr->ob; |
|
|
662 | |
675 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
663 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
676 | { |
664 | { |
677 | if (tmp->type == SKILL) |
665 | if (tmp->type == SKILL) |
678 | { |
666 | { |
679 | if (search && strstr (tmp->name, search) == NULL) |
667 | if (search && !tmp->name.contains (search)) |
680 | continue; |
668 | continue; |
|
|
669 | |
|
|
670 | char buf[30]; |
|
|
671 | |
681 | /* Basically want to fill this out to 40 spaces with periods */ |
672 | /* Basically want to fill this out to 30 spaces with periods */ |
682 | sprintf (buf, "%s%s", &tmp->name, periods); |
673 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
683 | buf[40] = 0; |
|
|
684 | |
674 | |
685 | if (settings.permanent_exp_ratio) |
675 | if (settings.permanent_exp_ratio) |
686 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
676 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
687 | buf, tmp->level, tmp->stats.exp, |
677 | buf, tmp->level, tmp->stats.exp, |
688 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
678 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
689 | else |
679 | else |
690 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
680 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
691 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
681 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
692 | |
682 | |
693 | /* I don't know why some characters get a bunch of skills, but |
683 | /* I don't know why some characters get a bunch of skills, but |
694 | * it sometimes happens (maybe a leftover from bugier earlier code |
684 | * it sometimes happens (maybe a leftover from bugier earlier code |
695 | * and those character are still about). In any case, lets handle |
685 | * and those character are still about). In any case, lets handle |
696 | * it so it doesn't crash the server - otherwise, one character may |
686 | * it so it doesn't crash the server - otherwise, one character may |
697 | * crash the server numerous times. |
687 | * crash the server numerous times. |
698 | */ |
688 | */ |
699 | if (num_skills_found >= NUM_SKILLS) |
689 | if (num_skills_found >= NUM_SKILLS) |
700 | { |
690 | { |
701 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
691 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
702 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
692 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
703 | break; |
693 | break; |
704 | } |
694 | } |
705 | } |
695 | } |
706 | } |
696 | } |
707 | |
697 | |
708 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
698 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
|
|
699 | |
|
|
700 | msg << "T<Player skills:>\n\n"; |
709 | if (num_skills_found > 1) |
701 | if (num_skills_found > 1) |
710 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
702 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
711 | |
703 | |
712 | for (i = 0; i < num_skills_found; i++) |
704 | for (i = 0; i < num_skills_found; i++) |
713 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
705 | msg << " C<" << skills [i] << ">\n"; |
714 | |
706 | |
715 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
707 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
716 | |
708 | |
717 | cp = determine_god (op); |
709 | cp = determine_god (op); |
718 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
710 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
719 | |
711 | |
720 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
712 | msg << "Your equipped item power is " << (int)op->contr->item_power |
721 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
713 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
714 | << ".\n"; |
|
|
715 | |
|
|
716 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
722 | } |
717 | } |
723 | |
718 | |
724 | /* use_skill() - similar to invoke command, it executes the skill in the |
719 | /* use_skill() - similar to invoke command, it executes the skill in the |
725 | * direction that the user is facing. Returns false if we are unable to |
720 | * direction that the user is facing. Returns false if we are unable to |
726 | * change to the requested skill, or were unable to use the skill properly. |
721 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
735 | |
730 | |
736 | if (!string) |
731 | if (!string) |
737 | return 0; |
732 | return 0; |
738 | |
733 | |
739 | for (skop = op->inv; skop; skop = skop->below) |
734 | for (skop = op->inv; skop; skop = skop->below) |
740 | { |
735 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
741 | if (skop->type == SKILL |
|
|
742 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
|
|
743 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
736 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
737 | { |
|
|
738 | skop = find_skill_by_name (op, skop->skill); |
744 | break; |
739 | break; |
745 | else if (skop->type == SKILL_TOOL |
|
|
746 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
747 | break; |
|
|
748 | } |
740 | } |
749 | |
741 | |
750 | if (!skop) |
742 | if (!skop) |
751 | { |
743 | { |
752 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
744 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
745 | return 0; |
|
|
746 | } |
|
|
747 | |
|
|
748 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
749 | { |
|
|
750 | op->failmsgf ( |
|
|
751 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
752 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
753 | "use it with some item, or it's always active.>", |
|
|
754 | &skop->skill |
|
|
755 | ); |
753 | return 0; |
756 | return 0; |
754 | } |
757 | } |
755 | |
758 | |
756 | len = strlen (skop->skill); |
759 | len = strlen (skop->skill); |
757 | |
760 | |
… | |
… | |
783 | } |
786 | } |
784 | |
787 | |
785 | static bool |
788 | static bool |
786 | hth_skill_p (object *skill) |
789 | hth_skill_p (object *skill) |
787 | { |
790 | { |
788 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
791 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
789 | } |
792 | } |
790 | |
793 | |
791 | /* This finds the first unarmed skill the player has, and returns it. |
794 | /* This finds the first unarmed skill the player has, and returns it. |
792 | */ |
795 | */ |
793 | static object * |
796 | static object * |
794 | find_player_hth_skill (object *op) |
797 | find_player_hth_skill (object *op) |
795 | { |
798 | { |
796 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
799 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
797 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
800 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
798 | return tmp; |
801 | return tmp; |
799 | |
802 | |
800 | return 0; |
803 | return 0; |
801 | } |
804 | } |
802 | |
805 | |
… | |
… | |
821 | * the caller should have set it appropriately). We still want to pass |
824 | * the caller should have set it appropriately). We still want to pass |
822 | * through that code if skill is set to change to the skill. |
825 | * through that code if skill is set to change to the skill. |
823 | */ |
826 | */ |
824 | if (player *pl = op->contr) |
827 | if (player *pl = op->contr) |
825 | { |
828 | { |
826 | if (!pl->combat_ob) |
829 | if (skill) |
827 | { |
830 | { |
828 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
831 | if (!op->apply (skill)) |
829 | { |
832 | return 0; |
830 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
831 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
832 | break; |
|
|
833 | |
|
|
834 | if (!tmp) |
|
|
835 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
836 | |
|
|
837 | pl->combat_ob = tmp; |
|
|
838 | } |
833 | } |
839 | |
834 | else |
|
|
835 | { |
840 | if (!pl->combat_ob) |
836 | if (!pl->combat_ob) |
841 | { |
837 | { |
|
|
838 | if (op->flag [FLAG_READY_WEAPON]) |
|
|
839 | { |
|
|
840 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
841 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
|
|
842 | break; |
|
|
843 | |
842 | if (!skill) |
844 | if (!tmp) |
|
|
845 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
846 | |
|
|
847 | pl->combat_ob = tmp; |
|
|
848 | } |
|
|
849 | |
|
|
850 | if (!pl->combat_ob) |
843 | { |
851 | { |
844 | /* See if the players chosen skill is a combat skill, and use |
852 | /* See if the players chosen skill is a combat skill, and use |
845 | * it if appropriate. |
853 | * it if appropriate. |
846 | */ |
854 | */ |
847 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
855 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
851 | skill = find_player_hth_skill (op); |
859 | skill = find_player_hth_skill (op); |
852 | |
860 | |
853 | if (!skill) |
861 | if (!skill) |
854 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
862 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
855 | } |
863 | } |
|
|
864 | |
|
|
865 | op->apply (skill); |
856 | } |
866 | } |
857 | |
867 | |
858 | if (skill) |
868 | if (!pl->combat_ob) |
859 | { |
869 | { |
860 | op->change_skill (0); |
870 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
861 | apply_special (op, skill, AP_APPLY); |
871 | return 0; |
862 | } |
872 | } |
863 | } |
873 | } |
864 | |
874 | |
865 | if (!pl->combat_ob) |
875 | if (!op->apply (pl->combat_ob)) |
866 | { |
|
|
867 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
868 | return 0; |
876 | return 0; |
869 | } |
|
|
870 | } |
877 | } |
871 | |
|
|
872 | if (!op->change_weapon (pl->combat_ob)) |
|
|
873 | return 0; |
|
|
874 | |
878 | |
875 | /* lose invisiblity/hiding status for running attacks */ |
879 | /* lose invisiblity/hiding status for running attacks */ |
876 | if (pl->tmp_invis) |
880 | if (pl->tmp_invis) |
877 | { |
881 | { |
878 | pl->tmp_invis = 0; |
882 | pl->tmp_invis = 0; |
879 | op->invisible = 0; |
883 | op->invisible = 0; |
880 | op->hide = 0; |
884 | op->flag [FLAG_HIDDEN] = 0; |
881 | update_object (op, UP_OBJ_CHANGE); |
885 | update_object (op, UP_OBJ_CHANGE); |
882 | } |
886 | } |
883 | } |
887 | } |
884 | |
888 | |
885 | int success = attack_ob (tmp, op); |
889 | int success = attack_ob (tmp, op); |
886 | |
890 | |
887 | /* print appropriate messages to the player */ |
891 | /* print appropriate messages to the player */ |
888 | |
892 | |
889 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
893 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
890 | { |
894 | { |
891 | if (op->type == PLAYER) |
895 | if (op->type == PLAYER) |
892 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
896 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
893 | else if (tmp->type == PLAYER) |
897 | else if (tmp->type == PLAYER) |
894 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
898 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
897 | return success; |
901 | return success; |
898 | } |
902 | } |
899 | |
903 | |
900 | /* skill_attack() - Core routine for use when we attack using a skills |
904 | /* skill_attack() - Core routine for use when we attack using a skills |
901 | * system. In essence, this code handles |
905 | * system. In essence, this code handles |
902 | * all skill-based attacks, ie hth, missile and melee weapons should be |
906 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
903 | * treated here. If an opponent is already supplied by move_player(), |
907 | * treated here. If an opponent is already supplied by move_player(), |
904 | * we move right onto do_skill_attack(), otherwise we find if an |
908 | * we move right onto do_skill_attack(), otherwise we find if an |
905 | * appropriate opponent exists. |
909 | * appropriate opponent exists. |
906 | * |
910 | * |
907 | * This is called by move_player() and attack_hth() |
911 | * This is called by move_player() and attack_hth() |
… | |
… | |
937 | /* space must be blocked for there to be anything interesting to do */ |
941 | /* space must be blocked for there to be anything interesting to do */ |
938 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
942 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
939 | return 0; |
943 | return 0; |
940 | |
944 | |
941 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
945 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
942 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
946 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
943 | { |
947 | { |
944 | /* Don't attack party members */ |
948 | /* Don't attack party members */ |
945 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
949 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
946 | return 0; |
950 | return 0; |
947 | |
951 | |
… | |
… | |
969 | static int |
973 | static int |
970 | attack_hth (object *pl, int dir, const char *string, object *skill) |
974 | attack_hth (object *pl, int dir, const char *string, object *skill) |
971 | { |
975 | { |
972 | object *enemy = NULL, *weapon; |
976 | object *enemy = NULL, *weapon; |
973 | |
977 | |
974 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
978 | if (pl->flag [FLAG_READY_WEAPON]) |
975 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
979 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
976 | { |
980 | { |
977 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
981 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
978 | { |
982 | { |
979 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
983 | weapon->clr_flag (FLAG_APPLIED); |
980 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
984 | pl->clr_flag (FLAG_READY_WEAPON); |
981 | pl->update_stats (); |
985 | pl->update_stats (); |
982 | if (pl->type == PLAYER) |
986 | if (pl->type == PLAYER) |
983 | { |
987 | { |
984 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
988 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
985 | esrv_update_item (UPD_FLAGS, pl, weapon); |
989 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1003 | */ |
1007 | */ |
1004 | static int |
1008 | static int |
1005 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1009 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1006 | { |
1010 | { |
1007 | |
1011 | |
1008 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1012 | if (!op->flag [FLAG_READY_WEAPON]) |
1009 | { |
1013 | { |
1010 | if (op->type == PLAYER) |
1014 | if (op->type == PLAYER) |
1011 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1015 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1012 | |
1016 | |
1013 | return 0; |
1017 | return 0; |