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]) |
… | |
… | |
84 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
85 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
86 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
87 | */ |
88 | */ |
88 | void |
89 | void |
89 | link_player_skills (object *op) |
90 | player::link_skills () |
90 | { |
91 | { |
|
|
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
93 | last_skill_ob [i] = 0; |
|
|
94 | |
91 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
92 | if (tmp->type == SKILL) |
96 | if (tmp->type == SKILL) |
93 | { |
97 | { |
94 | /* This is really a warning, hence no else below */ |
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
95 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
|
|
96 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
97 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
|
|
98 | |
99 | |
99 | if (tmp->subtype >= NUM_SKILLS) |
100 | if (last_skill_ob [tmp->subtype] != tmp) |
100 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
101 | else |
|
|
102 | { |
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 | |
103 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
107 | last_skill_ob [tmp->subtype] = tmp; |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
108 | if (ns) |
|
|
109 | ns->last_skill_exp [tmp->subtype] = -1; |
105 | } |
110 | } |
106 | } |
111 | } |
107 | } |
112 | } |
108 | |
113 | |
109 | static object * |
114 | static object * |
110 | find_skill (object *who, const shstr &sh) |
115 | find_skill (object *who, shstr_cmp name) |
111 | { |
116 | { |
|
|
117 | if (who->chosen_skill |
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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; |
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|
121 | |
112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
122 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
113 | if (tmp->skill == sh && tmp->type == SKILL) |
123 | if (tmp->skill == name && tmp->type == SKILL) |
114 | return tmp; |
124 | return splay (tmp); |
115 | |
125 | |
116 | 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); |
117 | } |
133 | } |
118 | |
134 | |
119 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
120 | * one that accumulates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
121 | * |
137 | * |
122 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
123 | * 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 |
124 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
125 | */ |
141 | */ |
126 | object * |
142 | object * |
127 | find_skill_by_name (object *who, const shstr &sh) |
143 | find_skill_by_name (object *who, shstr_cmp sh) |
128 | { |
144 | { |
129 | object *skill_tool = 0; |
145 | object *skill_tool = 0; |
130 | |
146 | |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
132 | if (tmp->skill == sh) |
148 | if (tmp->skill == sh) |
… | |
… | |
149 | * but not the skill itself, give it to them. |
165 | * but not the skill itself, give it to them. |
150 | */ |
166 | */ |
151 | object *skill = find_skill (who, skill_tool->skill); |
167 | object *skill = find_skill (who, skill_tool->skill); |
152 | |
168 | |
153 | if (!skill) |
169 | if (!skill) |
154 | { |
|
|
155 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
156 | link_player_skills (who); |
|
|
157 | } |
|
|
158 | |
171 | |
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
173 | if (!who->apply (splay (skill_tool))) |
161 | return 0; |
174 | return 0; |
162 | |
175 | |
163 | return splay (skill); |
176 | return splay (skill); |
164 | } |
177 | } |
165 | |
178 | |
166 | object * |
179 | object * |
167 | find_skill_by_name (object *who, const char *name) |
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
168 | { |
181 | { |
169 | if (!name) |
182 | if (name) |
170 | return 0; |
|
|
171 | |
|
|
172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
183 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
184 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
174 | && tmp->skill.begins_with (name)) |
185 | && tmp->skill.starts_with (name)) |
175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
186 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
176 | return skop; |
187 | return skop; |
177 | |
188 | |
178 | return 0; |
189 | return 0; |
179 | } |
190 | } |
180 | |
191 | |
181 | /* This returns the skill pointer of the given name (the |
192 | /* This returns the skill pointer of the given name (the |
… | |
… | |
198 | return skop; |
209 | return skop; |
199 | |
210 | |
200 | return 0; |
211 | return 0; |
201 | } |
212 | } |
202 | |
213 | |
203 | /* This changes the objects chosen_skill to new_skill. |
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|
204 | * return 1 on success, 0 on error |
|
|
205 | */ |
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|
206 | bool |
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207 | object::change_skill (object *new_skill) |
|
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208 | { |
|
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209 | if (type != PLAYER) |
|
|
210 | return 0; |
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211 | |
|
|
212 | // optimise this supposedly common case |
|
|
213 | if (new_skill == chosen_skill) |
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214 | return 1; |
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215 | |
|
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216 | if (chosen_skill) |
|
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217 | { |
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218 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
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219 | change_abil (this, chosen_skill); |
|
|
220 | } |
|
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221 | |
|
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222 | chosen_skill = new_skill; |
|
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223 | |
|
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224 | if (chosen_skill) |
|
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225 | { |
|
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226 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
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227 | change_abil (this, chosen_skill); |
|
|
228 | } |
|
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229 | |
|
|
230 | // always clear current weapon, as the selected skill could |
|
|
231 | // conflict with the current weapon skill, which would go |
|
|
232 | // undetected and exp would be given to the wrong skill. |
|
|
233 | current_weapon = 0; |
|
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234 | |
|
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235 | update_stats (); |
|
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236 | return 1; |
|
|
237 | } |
|
|
238 | |
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239 | /* 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(). |
240 | * 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. |
241 | * 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 |
242 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
217 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
243 | * 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 |
… | |
… | |
248 | */ |
223 | */ |
249 | int |
224 | int |
250 | 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) |
251 | { |
226 | { |
252 | int success = 0, exp = 0; |
227 | int success = 0, exp = 0; |
253 | int did_alc = 0; |
|
|
254 | |
228 | |
255 | if (!skill) |
229 | if (!skill) |
256 | return 0; |
230 | return 0; |
257 | |
231 | |
258 | /* 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 |
… | |
… | |
283 | /* Not 100% sure if this will work with new movement code - |
257 | /* Not 100% sure if this will work with new movement code - |
284 | * the levitation skill has move_type for flying, so when |
258 | * the levitation skill has move_type for flying, so when |
285 | * equipped, that should transfer to player, when not, |
259 | * equipped, that should transfer to player, when not, |
286 | * shouldn't. |
260 | * shouldn't. |
287 | */ |
261 | */ |
288 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
262 | if (skill->flag [FLAG_APPLIED]) |
289 | { |
263 | { |
290 | CLEAR_FLAG (skill, FLAG_APPLIED); |
264 | skill->clr_flag (FLAG_APPLIED); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
265 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
292 | } |
266 | } |
293 | else |
267 | else |
294 | { |
268 | { |
295 | SET_FLAG (skill, FLAG_APPLIED); |
269 | skill->set_flag (FLAG_APPLIED); |
296 | 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!"); |
297 | } |
271 | } |
298 | |
272 | |
299 | op->update_stats (); |
273 | op->update_stats (); |
300 | success = 1; |
274 | success = 1; |
… | |
… | |
383 | case SK_LITERACY: |
357 | case SK_LITERACY: |
384 | case SK_WOODSMAN: |
358 | case SK_WOODSMAN: |
385 | /* 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. |
386 | * failing that, we go and identify stuff. |
360 | * failing that, we go and identify stuff. |
387 | */ |
361 | */ |
|
|
362 | { |
|
|
363 | bool found_cauldron = false; |
|
|
364 | |
388 | 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) |
389 | { |
366 | { |
390 | next = tmp->above; |
367 | next = tmp->above; |
391 | |
368 | |
392 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
369 | if (tmp->flag [FLAG_IS_CAULDRON]) |
393 | { |
370 | { |
|
|
371 | found_cauldron = true; |
|
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372 | |
|
|
373 | if (tmp->skill != skill->skill) |
|
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374 | { |
|
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375 | op->failmsgf ("You can't use the %s with the %s skill!", |
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376 | query_name (tmp), |
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377 | query_name (skill)); |
|
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378 | break; |
|
|
379 | } |
|
|
380 | |
394 | attempt_do_alchemy (op, tmp); |
381 | attempt_do_alchemy (op, tmp, skill); |
395 | |
382 | |
396 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
383 | if (tmp->flag [FLAG_APPLIED]) |
397 | esrv_send_inventory (op, tmp); |
384 | esrv_send_inventory (op, tmp); |
398 | |
|
|
399 | did_alc = 1; |
|
|
400 | } |
385 | } |
401 | } |
386 | } |
402 | |
387 | |
403 | if (did_alc == 0) |
388 | if (!found_cauldron) |
404 | exp = success = skill_ident (op, skill); |
389 | exp = success = skill_ident (op, skill); |
405 | |
390 | } |
406 | break; |
391 | break; |
407 | |
392 | |
408 | case SK_DET_MAGIC: |
393 | case SK_DET_MAGIC: |
409 | case SK_DET_CURSE: |
394 | case SK_DET_CURSE: |
410 | exp = success = skill_ident (op, skill); |
395 | exp = success = skill_ident (op, skill); |
… | |
… | |
439 | case SK_EVOCATION: |
424 | case SK_EVOCATION: |
440 | case SK_PYROMANCY: |
425 | case SK_PYROMANCY: |
441 | case SK_SUMMONING: |
426 | case SK_SUMMONING: |
442 | case SK_CLIMBING: |
427 | case SK_CLIMBING: |
443 | 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."); |
|
|
429 | break; |
|
|
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); |
444 | break; |
437 | break; |
445 | |
438 | |
446 | default: |
439 | default: |
447 | 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); |
448 | break; |
441 | break; |
… | |
… | |
524 | } |
517 | } |
525 | else |
518 | else |
526 | { /* all other items/living creatures */ |
519 | { /* all other items/living creatures */ |
527 | op_exp = op->stats.exp; |
520 | op_exp = op->stats.exp; |
528 | op_lvl = op->level; |
521 | op_lvl = op->level; |
529 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
522 | if (!op->flag [FLAG_ALIVE]) |
530 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
523 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
531 | } |
524 | } |
532 | |
525 | |
533 | if (op_lvl < 1) |
526 | if (op_lvl < 1) |
534 | op_lvl = 1; |
527 | op_lvl = 1; |
… | |
… | |
598 | } |
591 | } |
599 | |
592 | |
600 | object *tmp = find_skill (pl, scroll->skill); |
593 | object *tmp = find_skill (pl, scroll->skill); |
601 | |
594 | |
602 | /* player already knows it */ |
595 | /* player already knows it */ |
603 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
596 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
604 | return 0; |
597 | return 0; |
605 | |
598 | |
606 | /* now a random change to learn, based on player Int. |
599 | /* now a random change to learn, based on player Int. |
607 | * give bonus based on level - otherwise stupid characters |
600 | * give bonus based on level - otherwise stupid characters |
608 | * might never be able to learn anything. |
601 | * might never be able to learn anything. |
… | |
… | |
617 | { |
610 | { |
618 | 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); |
619 | return 2; |
612 | return 2; |
620 | } |
613 | } |
621 | |
614 | |
622 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
615 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
623 | link_player_skills (pl); |
616 | |
624 | return 1; |
617 | return 1; |
625 | } |
618 | } |
626 | |
619 | |
627 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
620 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 | /* Probably belongs in some global utils-type file? */ |
621 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
654 | * 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 |
655 | * simpler. |
648 | * simpler. |
656 | */ |
649 | */ |
657 | //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. |
658 | void |
651 | void |
659 | show_skills (object *op, const char *search) |
652 | show_skills (object *pl, const char *search) |
660 | { |
653 | { |
661 | object *tmp = NULL; |
|
|
662 | char buf[MAX_BUF]; |
|
|
663 | const char *cp; |
654 | const char *cp; |
664 | int i, num_skills_found = 0; |
655 | int i, num_skills_found = 0; |
665 | static const char *const periods = "........................................"; |
656 | const char *const periods = ".............................."; // 30 |
666 | |
657 | |
667 | /* 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 */ |
668 | char skills[NUM_SKILLS][MAX_BUF]; |
659 | char skills[NUM_SKILLS][128]; // d'oh |
669 | |
660 | |
|
|
661 | object *op = pl->contr->ob; |
|
|
662 | |
670 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
663 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
671 | { |
664 | { |
672 | if (tmp->type == SKILL) |
665 | if (tmp->type == SKILL) |
673 | { |
666 | { |
674 | if (search && strstr (tmp->name, search) == NULL) |
667 | if (search && !tmp->name.contains (search)) |
675 | continue; |
668 | continue; |
|
|
669 | |
|
|
670 | char buf[30]; |
|
|
671 | |
676 | /* Basically want to fill this out to 40 spaces with periods */ |
672 | /* Basically want to fill this out to 30 spaces with periods */ |
677 | sprintf (buf, "%s%s", &tmp->name, periods); |
673 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
678 | buf[40] = 0; |
|
|
679 | |
674 | |
680 | if (settings.permanent_exp_ratio) |
675 | if (settings.permanent_exp_ratio) |
681 | 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%%)", |
682 | buf, tmp->level, tmp->stats.exp, |
677 | buf, tmp->level, tmp->stats.exp, |
683 | 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)); |
684 | else |
679 | else |
685 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
680 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
686 | 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)); |
687 | |
682 | |
688 | /* 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 |
689 | * it sometimes happens (maybe a leftover from bugier earlier code |
684 | * it sometimes happens (maybe a leftover from bugier earlier code |
690 | * and those character are still about). In any case, lets handle |
685 | * and those character are still about). In any case, lets handle |
691 | * 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 |
692 | * crash the server numerous times. |
687 | * crash the server numerous times. |
693 | */ |
688 | */ |
694 | if (num_skills_found >= NUM_SKILLS) |
689 | if (num_skills_found >= NUM_SKILLS) |
695 | { |
690 | { |
696 | 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."); |
697 | 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"); |
698 | break; |
693 | break; |
699 | } |
694 | } |
700 | } |
695 | } |
701 | } |
696 | } |
702 | |
697 | |
703 | 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"; |
704 | if (num_skills_found > 1) |
701 | if (num_skills_found > 1) |
705 | 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); |
706 | |
703 | |
707 | for (i = 0; i < num_skills_found; i++) |
704 | for (i = 0; i < num_skills_found; i++) |
708 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
705 | msg << " C<" << skills [i] << ">\n"; |
709 | |
706 | |
710 | 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"; |
711 | |
708 | |
712 | cp = determine_god (op); |
709 | cp = determine_god (op); |
713 | 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"; |
714 | |
711 | |
715 | 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 |
716 | 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); |
717 | } |
717 | } |
718 | |
718 | |
719 | /* 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 |
720 | * 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 |
721 | * 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. |
… | |
… | |
730 | |
730 | |
731 | if (!string) |
731 | if (!string) |
732 | return 0; |
732 | return 0; |
733 | |
733 | |
734 | for (skop = op->inv; skop; skop = skop->below) |
734 | for (skop = op->inv; skop; skop = skop->below) |
735 | { |
735 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
736 | if (skop->type == SKILL |
|
|
737 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
|
|
738 | && !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); |
739 | break; |
739 | break; |
740 | else if (skop->type == SKILL_TOOL |
|
|
741 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
742 | break; |
|
|
743 | } |
740 | } |
744 | |
741 | |
745 | if (!skop) |
742 | if (!skop) |
746 | { |
743 | { |
747 | 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 | ); |
748 | return 0; |
756 | return 0; |
749 | } |
757 | } |
750 | |
758 | |
751 | len = strlen (skop->skill); |
759 | len = strlen (skop->skill); |
752 | |
760 | |
… | |
… | |
778 | } |
786 | } |
779 | |
787 | |
780 | static bool |
788 | static bool |
781 | hth_skill_p (object *skill) |
789 | hth_skill_p (object *skill) |
782 | { |
790 | { |
783 | 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; |
784 | } |
792 | } |
785 | |
793 | |
786 | /* 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. |
787 | */ |
795 | */ |
788 | static object * |
796 | static object * |
789 | find_player_hth_skill (object *op) |
797 | find_player_hth_skill (object *op) |
790 | { |
798 | { |
791 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
799 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
792 | 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)) |
793 | return tmp; |
801 | return tmp; |
794 | |
802 | |
795 | return 0; |
803 | return 0; |
796 | } |
804 | } |
797 | |
805 | |
… | |
… | |
817 | * 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. |
818 | */ |
826 | */ |
819 | if (player *pl = op->contr) |
827 | if (player *pl = op->contr) |
820 | { |
828 | { |
821 | if (skill) |
829 | if (skill) |
822 | op->change_skill (skill); |
830 | { |
|
|
831 | if (!op->apply (skill)) |
|
|
832 | return 0; |
|
|
833 | } |
823 | else |
834 | else |
824 | { |
835 | { |
825 | if (!pl->combat_ob) |
836 | if (!pl->combat_ob) |
826 | { |
837 | { |
827 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
838 | if (op->flag [FLAG_READY_WEAPON]) |
828 | { |
839 | { |
829 | for (tmp = op->inv; tmp; tmp = tmp->below) |
840 | for (tmp = op->inv; tmp; tmp = tmp->below) |
830 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
841 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
831 | break; |
842 | break; |
832 | |
843 | |
833 | if (!tmp) |
844 | if (!tmp) |
834 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
845 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
835 | |
846 | |
… | |
… | |
849 | |
860 | |
850 | if (!skill) |
861 | if (!skill) |
851 | 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!"); |
852 | } |
863 | } |
853 | |
864 | |
854 | if (skill) |
865 | op->apply (skill); |
855 | { |
|
|
856 | op->change_skill (0); |
|
|
857 | apply_special (op, skill, AP_APPLY); |
|
|
858 | } |
|
|
859 | } |
866 | } |
860 | |
867 | |
861 | if (!pl->combat_ob) |
868 | if (!pl->combat_ob) |
862 | { |
869 | { |
863 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
870 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
864 | return 0; |
871 | return 0; |
865 | } |
872 | } |
866 | } |
873 | } |
867 | |
874 | |
868 | if (!op->change_weapon (pl->combat_ob)) |
875 | if (!op->apply (pl->combat_ob)) |
869 | return 0; |
876 | return 0; |
870 | } |
877 | } |
871 | |
878 | |
872 | /* lose invisiblity/hiding status for running attacks */ |
879 | /* lose invisiblity/hiding status for running attacks */ |
873 | if (pl->tmp_invis) |
880 | if (pl->tmp_invis) |
874 | { |
881 | { |
875 | pl->tmp_invis = 0; |
882 | pl->tmp_invis = 0; |
876 | op->invisible = 0; |
883 | op->invisible = 0; |
877 | op->hide = 0; |
884 | op->flag [FLAG_HIDDEN] = 0; |
878 | update_object (op, UP_OBJ_CHANGE); |
885 | update_object (op, UP_OBJ_CHANGE); |
879 | } |
886 | } |
880 | } |
887 | } |
881 | |
888 | |
882 | int success = attack_ob (tmp, op); |
889 | int success = attack_ob (tmp, op); |
883 | |
890 | |
884 | /* print appropriate messages to the player */ |
891 | /* print appropriate messages to the player */ |
885 | |
892 | |
886 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
893 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
887 | { |
894 | { |
888 | if (op->type == PLAYER) |
895 | if (op->type == PLAYER) |
889 | 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)); |
890 | else if (tmp->type == PLAYER) |
897 | else if (tmp->type == PLAYER) |
891 | 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); |
… | |
… | |
934 | /* 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 */ |
935 | 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))) |
936 | return 0; |
943 | return 0; |
937 | |
944 | |
938 | 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) |
939 | 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) |
940 | { |
947 | { |
941 | /* Don't attack party members */ |
948 | /* Don't attack party members */ |
942 | 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)) |
943 | return 0; |
950 | return 0; |
944 | |
951 | |
… | |
… | |
966 | static int |
973 | static int |
967 | attack_hth (object *pl, int dir, const char *string, object *skill) |
974 | attack_hth (object *pl, int dir, const char *string, object *skill) |
968 | { |
975 | { |
969 | object *enemy = NULL, *weapon; |
976 | object *enemy = NULL, *weapon; |
970 | |
977 | |
971 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
978 | if (pl->flag [FLAG_READY_WEAPON]) |
972 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
979 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
973 | { |
980 | { |
974 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
981 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
975 | { |
982 | { |
976 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
983 | weapon->clr_flag (FLAG_APPLIED); |
977 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
984 | pl->clr_flag (FLAG_READY_WEAPON); |
978 | pl->update_stats (); |
985 | pl->update_stats (); |
979 | if (pl->type == PLAYER) |
986 | if (pl->type == PLAYER) |
980 | { |
987 | { |
981 | 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."); |
982 | esrv_update_item (UPD_FLAGS, pl, weapon); |
989 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1000 | */ |
1007 | */ |
1001 | static int |
1008 | static int |
1002 | 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) |
1003 | { |
1010 | { |
1004 | |
1011 | |
1005 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1012 | if (!op->flag [FLAG_READY_WEAPON]) |
1006 | { |
1013 | { |
1007 | if (op->type == PLAYER) |
1014 | if (op->type == PLAYER) |
1008 | 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!"); |
1009 | |
1016 | |
1010 | return 0; |
1017 | return 0; |