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 | |
… | |
… | |
69 | } |
70 | } |
70 | |
71 | |
71 | void |
72 | void |
72 | add_skill_archetype (object *o) |
73 | add_skill_archetype (object *o) |
73 | { |
74 | { |
74 | printf ("<%s><%s>\n", &o->name, &o->skill);//D |
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75 | |
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76 | assert (("skill name must equal skill skill", o->name == o->skill)); |
75 | assert (("skill name must equal skill skill", o->name == o->skill)); |
77 | |
76 | |
78 | for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
77 | for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
79 | if ((*i)->name == o->name) |
78 | if ((*i)->name == o->name) |
80 | { |
79 | { |
… | |
… | |
90 | skillvec.push_back (o); |
89 | skillvec.push_back (o); |
91 | } |
90 | } |
92 | |
91 | |
93 | /* This function goes through the player inventory and sets |
92 | /* This function goes through the player inventory and sets |
94 | * up the last_skills[] array in the player object. |
93 | * up the last_skills[] array in the player object. |
95 | * the last_skills[] is used to more quickly lookup skills - |
94 | * the last_skills[] is used to more quickly lookup skills - |
96 | * mostly used for sending exp. |
95 | * mostly used for sending exp. |
97 | */ |
96 | */ |
98 | void |
97 | void |
99 | player::link_skills () |
98 | player::link_skills () |
100 | { |
99 | { |
… | |
… | |
197 | * one that accumulates exp, has the level, etc). |
196 | * one that accumulates exp, has the level, etc). |
198 | * |
197 | * |
199 | * It is presumed that the player will be needing to actually |
198 | * It is presumed that the player will be needing to actually |
200 | * 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 |
201 | * tool, this code will equip it. |
200 | * tool, this code will equip it. |
202 | * |
201 | * |
203 | * 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, |
204 | * but instead a skill name, we search by matching number. |
203 | * but instead a skill name, we search by matching number. |
205 | * this replaces find_skill. |
204 | * this replaces find_skill. |
206 | * |
205 | * |
207 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
206 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
… | |
… | |
229 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
228 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
230 | |
229 | |
231 | return skill; |
230 | return skill; |
232 | } |
231 | } |
233 | |
232 | |
234 | /* 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(). |
235 | * 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. |
236 | * 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 |
237 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
236 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
238 | * 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 |
239 | * 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 |
240 | * 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 |
241 | * give any exp for their direct use (eg, throwing). |
240 | * give any exp for their direct use (eg, throwing). |
… | |
… | |
375 | case SK_ALCHEMY: |
374 | case SK_ALCHEMY: |
376 | case SK_THAUMATURGY: |
375 | case SK_THAUMATURGY: |
377 | case SK_LITERACY: |
376 | case SK_LITERACY: |
378 | case SK_WOODSMAN: |
377 | case SK_WOODSMAN: |
379 | /* 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. |
380 | * failing that, we go and identify stuff. |
379 | * failing that, we go and identify stuff. |
381 | */ |
380 | */ |
382 | { |
381 | { |
383 | bool found_cauldron = false; |
382 | bool found_cauldron = false; |
384 | |
383 | |
385 | 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) |
… | |
… | |
455 | default: |
454 | default: |
456 | 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); |
457 | break; |
456 | break; |
458 | } |
457 | } |
459 | |
458 | |
460 | /* 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. |
461 | * 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 |
462 | * which use_monster_skill is called already simulates this. |
461 | * which use_monster_skill is called already simulates this. |
463 | * If certain skills should take more/less time, that should be |
462 | * If certain skills should take more/less time, that should be |
464 | * in the code for the skill itself. |
463 | * in the code for the skill itself. |
465 | */ |
464 | */ |
466 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
… | |
… | |
516 | * non-living magic obj, runes and everything else. |
515 | * non-living magic obj, runes and everything else. |
517 | * |
516 | * |
518 | * 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 |
519 | * help out exp awards for skill_ident skills. Also, if |
518 | * help out exp awards for skill_ident skills. Also, if |
520 | * 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 |
521 | * and level (this was the old system) -b.t. |
520 | * and level (this was the old system) -b.t. |
522 | */ |
521 | */ |
523 | if (!op) |
522 | if (!op) |
524 | { /* no item/creature */ |
523 | { /* no item/creature */ |
525 | op_lvl = max (1, who->map->difficulty); |
524 | op_lvl = max (1, who->map->difficulty); |
526 | op_exp = 0; |
525 | op_exp = 0; |
… | |
… | |
590 | } |
589 | } |
591 | |
590 | |
592 | /* Learn skill. This inserts the requested skill in the player's |
591 | /* Learn skill. This inserts the requested skill in the player's |
593 | * inventory. The skill field of the scroll should have the |
592 | * inventory. The skill field of the scroll should have the |
594 | * exact name of the requested skill. |
593 | * exact name of the requested skill. |
595 | * This one actually teaches the player the skill as something |
594 | * This one actually teaches the player the skill as something |
596 | * they can equip. |
595 | * they can equip. |
597 | * Return 0 if the player knows the skill, 1 if the |
596 | * Return 0 if the player knows the skill, 1 if the |
598 | * player learns the skill, 2 otherwise. |
597 | * player learns the skill, 2 otherwise. |
599 | */ |
598 | */ |
600 | int |
599 | int |
… | |
… | |
651 | return 100; |
650 | return 100; |
652 | |
651 | |
653 | return rv; |
652 | return rv; |
654 | } |
653 | } |
655 | |
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 | { |
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658 | return strcmp (&((*(const object **) sk1)->name), |
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659 | &((*(const object **) sk2)->name)); |
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660 | } |
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661 | |
656 | /* show_skills() - Meant to allow players to examine |
662 | /* show_skills() - Meant to allow players to examine |
657 | * their current skill list. |
663 | * their current skill list. |
658 | * This shows the amount of exp they have in the skills. |
664 | * This shows the amount of exp they have in the skills. |
659 | * we also include some other non skill related info (god, |
665 | * we also include some other non skill related info (god, |
660 | * max weapon improvments, item power). |
666 | * max weapon improvments, item power). |
661 | * Note this function is a bit more complicated becauase we |
667 | * Note this function is a bit more complicated because we |
662 | * we want ot sort the skills before printing them. If we |
668 | * we want to sort the skills before printing them. If we |
663 | * 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 |
664 | * simpler. |
670 | * simpler. |
665 | */ |
671 | */ |
666 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
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667 | void |
672 | void |
668 | show_skills (object *pl, const char *search) |
673 | show_skills (object *pl, const char *search) |
669 | { |
674 | { |
670 | const char *cp; |
675 | const char *cp; |
671 | int i, num_skills_found = 0; |
676 | int i, num_skills_found = 0; |
672 | const char *const periods = ".............................."; // 30 |
677 | object *skills[CS_NUM_SKILLS]; |
673 | |
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674 | /* Need to have a pointer and use strdup for qsort to work properly */ |
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675 | char skills[NUM_SKILLS][128]; // d'oh |
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676 | |
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677 | object *op = pl->contr->ob; |
678 | object *op = pl->contr->ob; |
678 | |
679 | |
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680 | /* find the skills */ |
679 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
681 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
680 | { |
682 | { |
681 | if (tmp->type == SKILL) |
683 | if (tmp->type == SKILL) |
682 | { |
684 | { |
683 | if (search && !tmp->name.contains (search)) |
685 | if (search && !tmp->name.contains (search)) |
684 | continue; |
686 | continue; |
685 | |
687 | |
686 | char buf[30]; |
688 | skills[num_skills_found++] = tmp; |
687 | |
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688 | /* Basically want to fill this out to 30 spaces with periods */ |
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689 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
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690 | |
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691 | if (settings.permanent_exp_ratio) |
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692 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
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693 | buf, tmp->level, tmp->stats.exp, |
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694 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
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695 | else |
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696 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
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697 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
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|
698 | |
689 | |
699 | /* 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 |
700 | * it sometimes happens (maybe a leftover from bugier earlier code |
691 | * it sometimes happens (maybe a leftover from bugier earlier code |
701 | * and those character are still about). In any case, lets handle |
692 | * and those character are still about). In any case, lets handle |
702 | * 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 |
703 | * crash the server numerous times. |
694 | * crash the server numerous times. |
704 | */ |
695 | */ |
705 | if (num_skills_found >= NUM_SKILLS) |
696 | if (num_skills_found >= CS_NUM_SKILLS) |
706 | { |
697 | { |
707 | 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."); |
708 | 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"); |
709 | break; |
700 | break; |
710 | } |
701 | } |
… | |
… | |
713 | |
704 | |
714 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
705 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
715 | |
706 | |
716 | msg << "T<Player skills:>\n\n"; |
707 | msg << "T<Player skills:>\n\n"; |
717 | if (num_skills_found > 1) |
708 | if (num_skills_found > 1) |
718 | 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); |
719 | |
710 | |
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|
711 | char buf[31]; /* +1 for '\0' */ |
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712 | const char *const periods = ".............................."; // 30 |
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713 | |
720 | for (i = 0; i < num_skills_found; i++) |
714 | for (i = 0; i < num_skills_found; i++) { |
721 | msg << " C<" << skills [i] << ">\n"; |
715 | object *tmp = skills[i]; |
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716 | |
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717 | /* Basically want to fill this out to 30 spaces with periods */ |
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718 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
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719 | |
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720 | msg << " C<"; |
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721 | |
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722 | if (settings.permanent_exp_ratio) |
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723 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
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724 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul), |
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725 | clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
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726 | else |
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727 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
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728 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
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729 | |
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730 | msg << ">\n"; |
|
|
731 | } |
722 | |
732 | |
723 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
733 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
724 | |
734 | |
725 | cp = determine_god (op); |
735 | cp = determine_god (op); |
726 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
736 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
… | |
… | |
730 | << ".\n"; |
740 | << ".\n"; |
731 | |
741 | |
732 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
742 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
733 | } |
743 | } |
734 | |
744 | |
735 | /* 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 |
736 | * 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 |
737 | * 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. |
738 | * This is tricky because skills can have spaces. We basically roll |
748 | * This is tricky because skills can have spaces. We basically roll |
739 | * 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. |
740 | */ |
750 | */ |
741 | int |
751 | int |
742 | use_skill (object *op, const char *string) |
752 | use_skill (object *op, const char *string) |
743 | { |
753 | { |
… | |
… | |
888 | } |
898 | } |
889 | } |
899 | } |
890 | |
900 | |
891 | if (!op->apply (pl->combat_ob)) |
901 | if (!op->apply (pl->combat_ob)) |
892 | return 0; |
902 | return 0; |
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|
903 | |
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904 | if (!op->chosen_skill) |
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|
905 | { |
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906 | LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ()); |
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|
907 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!"); |
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|
908 | return 0; |
|
|
909 | } |
893 | } |
910 | } |
894 | |
911 | |
895 | /* lose invisiblity/hiding status for running attacks */ |
912 | /* lose invisiblity/hiding status for running attacks */ |
896 | if (pl->tmp_invis) |
913 | if (pl->tmp_invis) |
897 | { |
914 | { |
… | |
… | |
936 | int mflags; |
953 | int mflags; |
937 | |
954 | |
938 | if (!dir) |
955 | if (!dir) |
939 | dir = pl->facing; |
956 | dir = pl->facing; |
940 | |
957 | |
941 | tx = freearr_x[dir]; |
958 | tx = DIRX (dir); |
942 | ty = freearr_y[dir]; |
959 | ty = DIRY (dir); |
943 | |
960 | |
944 | /* 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. |
945 | * Legal opponents are the same as outlined in move_player_attack() |
962 | * Legal opponents are the same as outlined in move_player_attack() |
946 | */ |
963 | */ |
947 | if (!tmp) |
964 | if (!tmp) |
948 | { |
965 | { |
949 | m = pl->map; |
966 | m = pl->map; |
950 | tx = pl->x + freearr_x[dir]; |
967 | tx = pl->x + DIRX (dir); |
951 | ty = pl->y + freearr_y[dir]; |
968 | ty = pl->y + DIRY (dir); |
952 | |
969 | |
953 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
970 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
954 | if (mflags & P_OUT_OF_MAP) |
971 | if (mflags & P_OUT_OF_MAP) |
955 | return 0; |
972 | return 0; |
956 | |
973 | |