diff options
author | Manoj Srivastava <srivasta@debian.org> | 2020-05-22 19:57:41 -0700 |
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committer | Manoj Srivastava <srivasta@debian.org> | 2020-05-22 20:02:19 -0700 |
commit | c3d2579ad8d7eb33059aa8fdbaf5b564411a57f2 (patch) | |
tree | 1570cda0676fdcf4171a69a7fe313c1b89a52b0c /src/skills.c | |
parent | 986b7742bf244b4073ecca0723615f70be8a1ab6 (diff) | |
parent | 4e9b9c402ed95bf9a17fd6d795bc49bb4128a6fa (diff) |
Merge branch 'upstream' into debian-cmake-fixes
Diffstat (limited to 'src/skills.c')
-rw-r--r-- | src/skills.c | 1661 |
1 files changed, 0 insertions, 1661 deletions
diff --git a/src/skills.c b/src/skills.c deleted file mode 100644 index 36b4f585..00000000 --- a/src/skills.c +++ /dev/null @@ -1,1661 +0,0 @@ -/* File: skills.c */ - -/* Purpose: player skills */ - -/* - * Copyright (c) 2001 DarkGod - * - * This software may be copied and distributed for educational, research, and - * not for profit purposes provided that this copyright and statement are - * included in all such copies. - */ - -#include "angband.h" - - -/* - * Advance the skill point of the skill specified by i and - * modify related skills - */ -void increase_skill(int i, s16b *invest) -{ - s32b max_skill_overage; - - /* No skill points to be allocated */ - if (!p_ptr->skill_points) return; - - /* The skill cannot be increased */ - if (!s_info[i].mod) return; - - /* The skill is already maxed */ - if (s_info[i].value >= SKILL_MAX) return; - - /* Cannot allocate more than player level + max_skill_overage levels */ - call_lua("get_module_info", "(s)", "d", "max_skill_overage", &max_skill_overage); - if (((s_info[i].value + s_info[i].mod) / SKILL_STEP) >= (p_ptr->lev + max_skill_overage + 1)) - { - int hgt, wid; - - Term_get_size(&wid, &hgt); - msg_box(format("Cannot raise a skill value above %i + player level.", max_skill_overage), (int)(hgt / 2), (int)(wid / 2)); - return; - } - - /* Spend an unallocated skill point */ - p_ptr->skill_points--; - - /* Increase the skill */ - s_info[i].value += s_info[i].mod; - invest[i]++; -} - - -/* - * Descrease the skill point of the skill specified by i and - * modify related skills - */ -void decrease_skill(int i, s16b *invest) -{ - /* Cannot decrease more */ - if (!invest[i]) return; - - /* The skill cannot be decreased */ - if (!s_info[i].mod) return; - - /* The skill already has minimal value */ - if (!s_info[i].value) return; - - /* Free a skill point */ - p_ptr->skill_points++; - - /* Decrease the skill */ - s_info[i].value -= s_info[i].mod; - invest[i]--; -} - - -/* - * Given the name of a skill, returns skill index or -1 if no - * such skill is found - */ -s16b find_skill(cptr name) -{ - u16b i; - - /* Scan skill list */ - for (i = 1; i < max_s_idx; i++) - { - /* The name matches */ - if (streq(s_info[i].name + s_name, name)) return (i); - } - - /* No match found */ - return ( -1); -} -s16b find_skill_i(cptr name) -{ - u16b i; - - /* Scan skill list */ - for (i = 1; i < max_s_idx; i++) - { - /* The name matches */ - if (0 == stricmp(s_info[i].name + s_name, name)) return (i); - } - - /* No match found */ - return ( -1); -} - - -/* - * - */ -s16b get_skill(int skill) -{ - return (s_info[skill].value / SKILL_STEP); -} - - -/* - * Return "scale" (a misnomer -- this is max value) * (current skill value) - * / (max skill value) - */ -s16b get_skill_scale(int skill, u32b scale) -{ - s32b temp; - - /* - * SKILL_STEP shouldn't matter here because the second parameter is - * relatively small (the largest one being somewhere around 200), - * AND because we could have used much simpler 0--50 if the ability - * progression were only possible at step boundaries. - * - * Because I'm not at all certain about my interpretation of the mysterious - * formula given above, I verified this works the same by using a tiny - * scheme program... -- pelpel - */ - temp = scale * s_info[skill].value; - - return (temp / SKILL_MAX); -} - - -/* - * - */ -int get_idx(int i) -{ - int j; - - for (j = 1; j < max_s_idx; j++) - { - if (s_info[j].order == i) - return (j); - } - return (0); -} - -static bool_ is_known(int s_idx) -{ - int i; - - if (wizard) return TRUE; - if (s_info[s_idx].value || s_info[s_idx].mod) return TRUE; - - for (i = 0; i < max_s_idx; i++) - { - /* It is our child, if we don't know it we continue to search, if we know it it is enough*/ - if (s_info[i].father == s_idx) - { - if (is_known(i)) - return TRUE; - } - } - - /* Ok know none */ - return FALSE; -} - -/* - * - */ -void init_table_aux(int table[MAX_SKILLS][2], int *idx, int father, int lev, - bool_ full) -{ - int j, i; - - for (j = 1; j < max_s_idx; j++) - { - i = get_idx(j); - if (s_info[i].father != father) continue; - if (s_info[i].hidden) continue; - if (!is_known(i)) continue; - - table[*idx][0] = i; - table[*idx][1] = lev; - (*idx)++; - if (s_info[i].dev || full) init_table_aux(table, idx, i, lev + 1, full); - } -} - - -void init_table(int table[MAX_SKILLS][2], int *max, bool_ full) -{ - *max = 0; - init_table_aux(table, max, -1, 0, full); -} - - -bool_ has_child(int sel) -{ - int i; - - for (i = 1; i < max_s_idx; i++) - { - if ((s_info[i].father == sel) && (is_known(i))) - return (TRUE); - } - return (FALSE); -} - - -/* - * Dump the skill tree - */ -void dump_skills(FILE *fff) -{ - int i, j, max = 0; - int table[MAX_SKILLS][2]; - char buf[80]; - - init_table(table, &max, TRUE); - - fprintf(fff, "\nSkills (points left: %d)", p_ptr->skill_points); - - for (j = 0; j < max; j++) - { - int z; - - i = table[j][0]; - - if ((s_info[i].value == 0) && (i != SKILL_MISC)) - { - if (s_info[i].mod == 0) continue; - } - - sprintf(buf, "\n"); - - for (z = 0; z < table[j][1]; z++) strcat(buf, " "); - - if (!has_child(i)) - { - strcat(buf, format(" . %s", s_info[i].name + s_name)); - } - else - { - strcat(buf, format(" - %s", s_info[i].name + s_name)); - } - - fprintf(fff, "%-49s%s%06.3f [%05.3f]", - buf, s_info[i].value < 0 ? "-" : " ", - ((double) ABS(s_info[i].value)) / SKILL_STEP, - ((double) s_info[i].mod) / 1000); - } - - fprintf(fff, "\n"); -} - - -/* - * Draw the skill tree - */ -void print_skills(int table[MAX_SKILLS][2], int max, int sel, int start) -{ - int i, j; - int wid, hgt; - cptr keys; - - Term_clear(); - Term_get_size(&wid, &hgt); - - c_prt(TERM_WHITE, format("%s Skills Screen", game_module), 0, 28); - keys = format("#BEnter#W to develop a branch, #Bup#W/#Bdown#W to move, #Bright#W/#Bleft#W to modify, #B?#W for help"); - display_message(0, 1, strlen(keys), TERM_WHITE, keys); - c_prt((p_ptr->skill_points) ? TERM_L_BLUE : TERM_L_RED, - format("Skill points left: %d", p_ptr->skill_points), 2, 0); - print_desc_aux(s_info[table[sel][0]].desc + s_text, 3, 0); - - for (j = start; j < start + (hgt - 7); j++) - { - byte color = TERM_WHITE; - char deb = ' ', end = ' '; - - if (j >= max) break; - - i = table[j][0]; - - if ((s_info[i].value == 0) && (i != SKILL_MISC)) - { - if (s_info[i].mod == 0) color = TERM_L_DARK; - else color = TERM_ORANGE; - } - else if (s_info[i].value == SKILL_MAX) color = TERM_L_BLUE; - if (s_info[i].hidden) color = TERM_L_RED; - if (j == sel) - { - color = TERM_L_GREEN; - deb = '['; - end = ']'; - } - if (!has_child(i)) - { - c_prt(color, format("%c.%c%s", deb, end, s_info[i].name + s_name), - j + 7 - start, table[j][1] * 4); - } - else if (s_info[i].dev) - { - c_prt(color, format("%c-%c%s", deb, end, s_info[i].name + s_name), - j + 7 - start, table[j][1] * 4); - } - else - { - c_prt(color, format("%c+%c%s", deb, end, s_info[i].name + s_name), - j + 7 - start, table[j][1] * 4); - } - c_prt(color, - format("%s%02ld.%03ld [%01d.%03d]", - s_info[i].value < 0 ? "-" : " ", - ABS(s_info[i].value) / SKILL_STEP, - ABS(s_info[i].value) % SKILL_STEP, - ABS(s_info[i].mod) / 1000, - ABS(s_info[i].mod) % 1000), - j + 7 - start, 60); - } -} - -/* - * Checks various stuff to do when skills change, like new spells, ... - */ -void recalc_skills(bool_ init) -{ - static int thaum_level = 0; - - /* TODO: This should be a hook in ToME's lua */ - if (init) - { - thaum_level = get_skill_scale(SKILL_THAUMATURGY, 100); - } - else - { - int thaum_gain = 0; - - /* Gain thaum spells */ - while (thaum_level < get_skill_scale(SKILL_THAUMATURGY, 100)) - { - if (spell_num == MAX_SPELLS) break; - thaum_level++; - generate_spell((thaum_level + 1) / 2); - thaum_gain++; - } - if (thaum_gain) - { - if (thaum_gain == 1) - msg_print("You have gained one new thaumaturgy spell."); - else - msg_format("You have gained %d new thaumaturgy spells.", thaum_gain); - } - - process_hooks(HOOK_RECALC_SKILLS, "()"); - - /* Update stuffs */ - p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_POWERS | - PU_SANITY | PU_BODY); - - /* Redraw various info */ - p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP); - } -} - -/* - * Recalc the skill value - */ -void recalc_skills_theory(s16b *invest, s32b *base_val, s32b *base_mod, s32b *bonus) -{ - int i, j; - - /* First we assign the normal points */ - for (i = 0; i < max_s_idx; i++) - { - /* Calc the base */ - s_info[i].value = base_val[i] + (base_mod[i] * invest[i]) + bonus[i]; - - /* It cannot exceed SKILL_MAX */ - if (s_info[i].value > SKILL_MAX) s_info[i].value = SKILL_MAX; - } - - /* Then we modify related skills */ - for (i = 0; i < max_s_idx; i++) - { - for (j = 1; j < max_s_idx; j++) - { - /* Ignore self */ - if (j == i) continue; - - /* Exclusive skills */ - if ((s_info[i].action[j] == SKILL_EXCLUSIVE) && invest[i]) - { - /* Turn it off */ - p_ptr->skill_points += invest[j]; - invest[j] = 0; - s_info[j].value = 0; - } - - /* Non-exclusive skills */ - else if (s_info[i].action[j]) - { - /* Increase / decrease with a % */ - s32b val = s_info[j].value + (invest[i] * s_info[j].mod * s_info[i].action[j] / 100); - - /* It cannot exceed SKILL_MAX */ - if (val > SKILL_MAX) val = SKILL_MAX; - - /* Save the modified value */ - s_info[j].value = val; - } - } - } -} - -/* - * Interreact with skills - */ -void do_cmd_skill() -{ - int sel = 0, start = 0, max; - char c; - int table[MAX_SKILLS][2]; - int i; - int wid, hgt; - s16b skill_points_save; - s32b *skill_values_save; - s32b *skill_mods_save; - s16b *skill_rates_save; - s16b *skill_invest; - s32b *skill_bonus; - - recalc_skills(TRUE); - - /* Save the screen */ - screen_save(); - - /* Allocate arrays to save skill values */ - C_MAKE(skill_values_save, MAX_SKILLS, s32b); - C_MAKE(skill_mods_save, MAX_SKILLS, s32b); - C_MAKE(skill_rates_save, MAX_SKILLS, s16b); - C_MAKE(skill_invest, MAX_SKILLS, s16b); - C_MAKE(skill_bonus, MAX_SKILLS, s32b); - - /* Save skill points */ - skill_points_save = p_ptr->skill_points; - - /* Save skill values */ - for (i = 0; i < max_s_idx; i++) - { - skill_type *s_ptr = &s_info[i]; - - skill_values_save[i] = s_ptr->value; - skill_mods_save[i] = s_ptr->mod; - skill_rates_save[i] = s_ptr->rate; - skill_invest[i] = 0; - } - - /* Clear the screen */ - Term_clear(); - - /* Initialise the skill list */ - init_table(table, &max, FALSE); - - while (TRUE) - { - Term_get_size(&wid, &hgt); - - /* Display list of skills */ - recalc_skills_theory(skill_invest, skill_values_save, skill_mods_save, skill_bonus); - print_skills(table, max, sel, start); - - /* Wait for user input */ - c = inkey(); - - /* Leave the skill screen */ - if (c == ESCAPE) break; - - /* Expand / collapse list of skills */ - else if (c == '\r') - { - if (s_info[table[sel][0]].dev) s_info[table[sel][0]].dev = FALSE; - else s_info[table[sel][0]].dev = TRUE; - init_table(table, &max, FALSE); - } - - /* Next page */ - else if (c == 'n') - { - sel += (hgt - 7); - if (sel >= max) sel = max - 1; - } - - /* Previous page */ - else if (c == 'p') - { - sel -= (hgt - 7); - if (sel < 0) sel = 0; - } - - /* Select / increase a skill */ - else - { - int dir; - - /* Allow use of numpad / arrow keys / roguelike keys */ - dir = get_keymap_dir(c); - - /* Move cursor down */ - if (dir == 2) sel++; - - /* Move cursor up */ - if (dir == 8) sel--; - - /* Miscellaneous skills cannot be increased/decreased as a group */ - if (table[sel][0] == SKILL_MISC) continue; - - /* Increase the current skill */ - if (dir == 6) increase_skill(table[sel][0], skill_invest); - - /* Decrease the current skill */ - if (dir == 4) decrease_skill(table[sel][0], skill_invest); - - /* XXX XXX XXX Wizard mode commands outside of wizard2.c */ - - /* Increase the skill */ - if (wizard && (c == '+')) skill_bonus[table[sel][0]] += SKILL_STEP; - - /* Decrease the skill */ - if (wizard && (c == '-')) skill_bonus[table[sel][0]] -= SKILL_STEP; - - /* Contextual help */ - if (c == '?') exec_lua(format("ingame_help('select_context', 'skill', '%s')", s_info[table[sel][0]].name + s_name)); - ; - - /* Handle boundaries and scrolling */ - if (sel < 0) sel = max - 1; - if (sel >= max) sel = 0; - if (sel < start) start = sel; - if (sel >= start + (hgt - 7)) start = sel - (hgt - 7) + 1; - } - } - - - /* Some skill points are spent */ - if (p_ptr->skill_points != skill_points_save) - { - /* Flush input as we ask an important and irreversible question */ - flush(); - - /* Ask we can commit the change */ - if (msg_box("Save and use these skill values? (y/n)", (int)(hgt / 2), (int)(wid / 2)) != 'y') - { - /* User declines -- restore the skill values before exiting */ - - /* Restore skill points */ - p_ptr->skill_points = skill_points_save; - - /* Restore skill values */ - for (i = 0; i < max_s_idx; i++) - { - skill_type *s_ptr = &s_info[i]; - - s_ptr->value = skill_values_save[i]; - s_ptr->mod = skill_mods_save[i]; - s_ptr->rate = skill_rates_save[i]; - } - } - } - - - /* Free arrays to save skill values */ - C_FREE(skill_values_save, MAX_SKILLS, s32b); - C_FREE(skill_mods_save, MAX_SKILLS, s32b); - C_FREE(skill_rates_save, MAX_SKILLS, s16b); - C_FREE(skill_invest, MAX_SKILLS, s16b); - C_FREE(skill_bonus, MAX_SKILLS, s32b); - - /* Load the screen */ - screen_load(); - - recalc_skills(FALSE); -} - - - -/* - * List of melee skills - */ -s16b melee_skills[MAX_MELEE] = -{ - SKILL_MASTERY, - SKILL_HAND, - SKILL_BEAR, -}; -char *melee_names[MAX_MELEE] = -{ - "Weapon combat", - "Barehanded combat", - "Bearform combat", -}; -static bool_ melee_bool[MAX_MELEE]; -static int melee_num[MAX_MELEE]; - -s16b get_melee_skill() -{ - int i; - - for (i = 0; i < MAX_MELEE; i++) - { - if (p_ptr->melee_style == melee_skills[i]) - return (i); - } - return (0); -} - -s16b get_melee_skills() -{ - int i, j = 0; - - for (i = 0; i < MAX_MELEE; i++) - { - if ((s_info[melee_skills[i]].value > 0) && (!s_info[melee_skills[i]].hidden)) - { - melee_bool[i] = TRUE; - j++; - } - else - melee_bool[i] = FALSE; - } - - return (j); -} - -static void choose_melee() -{ - int i, j, z = 0; - int force_drop = FALSE, style_unchanged = FALSE; - - character_icky = TRUE; - Term_save(); - Term_clear(); - - j = get_melee_skills(); - prt("Choose a melee style:", 0, 0); - for (i = 0; i < MAX_MELEE; i++) - { - if (melee_bool[i]) - { - prt(format("%c) %s", I2A(z), melee_names[i]), z + 1, 0); - melee_num[z] = i; - z++; - } - } - - while (TRUE) - { - char c = inkey(); - - if (c == ESCAPE) break; - if (A2I(c) < 0) continue; - if (A2I(c) >= j) continue; - - for (i = 0, z = 0; z < A2I(c); i++) - if (melee_bool[i]) z++; - - if (p_ptr->melee_style == melee_skills[melee_num[z]]) - { - style_unchanged = TRUE; - break; - } - - for (i = INVEN_WIELD; p_ptr->body_parts[i - INVEN_WIELD] == INVEN_WIELD; i++) - { - if (p_ptr->inventory[i].k_idx) - { - if (cursed_p(&p_ptr->inventory[i])) - { - char name[80]; - object_desc(name, &p_ptr->inventory[i], 0, 0); - msg_format("Hmmm, your %s seems to be cursed.", name); - break; - } - else if (INVEN_PACK == inven_takeoff(i, 255, force_drop)) - { - force_drop = TRUE; - } - } - } - p_ptr->melee_style = melee_skills[melee_num[z]]; - energy_use = 100; - break; - } - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Recalculate hitpoint */ - p_ptr->update |= (PU_HP); - - /* Redraw monster hitpoint */ - p_ptr->redraw |= (PR_MH); - - Term_load(); - character_icky = FALSE; - - if (style_unchanged) - { - msg_format("You are already using %s.", melee_names[melee_num[z]]); - } -} - -void select_default_melee() -{ - int i; - - get_melee_skills(); - p_ptr->melee_style = SKILL_MASTERY; - for (i = 0; i < MAX_MELEE; i++) - { - if (melee_bool[i]) - { - p_ptr->melee_style = melee_skills[i]; - break; - } - } -} - -/* - * Print a batch of skills. - */ -static void print_skill_batch(int *p, cptr *p_desc, int start, int max, bool_ mode) -{ - char buff[80]; - int i = start, j = 0; - - if (mode) prt(format(" %-31s", "Name"), 1, 20); - - for (i = start; i < (start + 20); i++) - { - if (i >= max) break; - - if (p[i] > 0) - sprintf(buff, " %c - %d) %-30s", I2A(j), p[i], p_desc[i]); - else - sprintf(buff, " %c - %d) %-30s", I2A(j), p[i], "Change melee style"); - - if (mode) prt(buff, 2 + j, 20); - j++; - } - if (mode) prt("", 2 + j, 20); - prt(format("Select a skill (a-%c), @ to select by name, +/- to scroll:", I2A(j - 1)), 0, 0); -} - -int do_cmd_activate_skill_aux() -{ - char which; - int max = 0, i, start = 0; - int ret; - bool_ mode = FALSE; - int *p; - cptr *p_desc; - - C_MAKE(p, max_s_idx + max_ab_idx, int); - C_MAKE(p_desc, max_s_idx + max_ab_idx, cptr); - - /* Count the max */ - - /* More than 1 melee skill ? */ - if (get_melee_skills() > 1) - { - p_desc[max] = "Change melee mode"; - p[max++] = 0; - } - - for (i = 1; i < max_s_idx; i++) - { - if (s_info[i].action_mkey && s_info[i].value && ((!s_info[i].hidden) || (i == SKILL_LEARN))) - { - int j; - bool_ next = FALSE; - - /* Already got it ? */ - for (j = 0; j < max; j++) - { - if (s_info[i].action_mkey == p[j]) - { - next = TRUE; - break; - } - } - if (next) continue; - - p_desc[max] = s_text + s_info[i].action_desc; - p[max++] = s_info[i].action_mkey; - } - } - - for (i = 0; i < max_ab_idx; i++) - { - if (ab_info[i].action_mkey && ab_info[i].acquired) - { - int j; - bool_ next = FALSE; - - /* Already got it ? */ - for (j = 0; j < max; j++) - { - if (ab_info[i].action_mkey == p[j]) - { - next = TRUE; - break; - } - } - if (next) continue; - - p_desc[max] = ab_text + ab_info[i].action_desc; - p[max++] = ab_info[i].action_mkey; - } - } - - if (!max) - { - msg_print("You don't have any activable skills or abilities."); - return -1; - } - - character_icky = TRUE; - Term_save(); - - while (1) - { - print_skill_batch(p, p_desc, start, max, mode); - which = inkey(); - - if (which == ESCAPE) - { - ret = -1; - break; - } - else if (which == '*' || which == '?' || which == ' ') - { - mode = (mode) ? FALSE : TRUE; - Term_load(); - character_icky = FALSE; - } - else if (which == '+') - { - start += 20; - if (start >= max) start -= 20; - Term_load(); - character_icky = FALSE; - } - else if (which == '-') - { - start -= 20; - if (start < 0) start += 20; - Term_load(); - character_icky = FALSE; - } - else if (which == '@') - { - char buf[80]; - - strcpy(buf, "Cast a spell"); - if (!get_string("Skill action? ", buf, 79)) - return FALSE; - - /* Find the skill it is related to */ - for (i = 0; i < max; i++) - { - if (!strcmp(buf, p_desc[i])) - break; - } - if ((i < max)) - { - ret = p[i]; - break; - } - - } - else - { - which = tolower(which); - if (start + A2I(which) >= max) - { - bell(); - continue; - } - if (start + A2I(which) < 0) - { - bell(); - continue; - } - - ret = p[start + A2I(which)]; - break; - } - } - Term_load(); - character_icky = FALSE; - - C_FREE(p, max_s_idx + max_ab_idx, int); - C_FREE(p_desc, max_s_idx + max_ab_idx, cptr); - - return ret; -} - -/* Ask & execute a skill */ -void do_cmd_activate_skill() -{ - int x_idx; - bool_ push = TRUE; - - /* Get the skill, if available */ - if (repeat_pull(&x_idx)) - { - push = FALSE; - } - else if (!command_arg) x_idx = do_cmd_activate_skill_aux(); - else - { - int i, j; - - x_idx = command_arg; - - /* Check validity */ - for (i = 1; i < max_s_idx; i++) - { - if (s_info[i].value && (s_info[i].action_mkey == x_idx)) - break; - } - for (j = 0; j < max_ab_idx; j++) - { - if (ab_info[j].acquired && (ab_info[j].action_mkey == x_idx)) - break; - } - - if ((j == max_ab_idx) && (i == max_s_idx)) - { - msg_print("Uh?"); - return; - } - } - - if (x_idx == -1) return; - - if (push) repeat_push(x_idx); - - if (!x_idx) - { - choose_melee(); - return; - } - - /* Break goi/manashield */ - if (p_ptr->invuln) - { - set_invuln(0); - } - if (p_ptr->disrupt_shield) - { - set_disrupt_shield(0); - } - - switch (x_idx) - { - case MKEY_ANTIMAGIC: - do_cmd_unbeliever(); - break; - case MKEY_MINDCRAFT: - do_cmd_mindcraft(); - break; - case MKEY_ALCHEMY: - do_cmd_alchemist(); - break; - case MKEY_MIMIC: - do_cmd_mimic(); - break; - case MKEY_POWER_MAGE: - do_cmd_powermage(); - break; - case MKEY_RUNE: - do_cmd_runecrafter(); - break; - case MKEY_FORGING: - do_cmd_archer(); - break; - case MKEY_INCARNATION: - do_cmd_possessor(); - break; - case MKEY_TELEKINESIS: - do_cmd_portable_hole(); - break; - case MKEY_BLADE: - do_cmd_blade(); - break; - case MKEY_SUMMON: - do_cmd_summoner(); - break; - case MKEY_NECRO: - do_cmd_necromancer(); - break; - case MKEY_SYMBIOTIC: - do_cmd_symbiotic(); - break; - case MKEY_TRAP: - do_cmd_set_trap(); - break; - case MKEY_STEAL: - do_cmd_steal(); - break; - case MKEY_DODGE: - use_ability_blade(); - break; - case MKEY_SCHOOL: - cast_school_spell(); - break; - case MKEY_COPY: - do_cmd_copy_spell(); - break; - case MKEY_BOULDER: - do_cmd_create_boulder(); - break; - case MKEY_COMPANION: - if (get_skill(SKILL_LORE) >= 12) - do_cmd_companion(); - else - msg_print("You need a skill level of at least 12."); - break; - case MKEY_PIERCING: - do_cmd_set_piercing(); - break; - default: - process_hooks(HOOK_MKEY, "(d)", x_idx); - break; - } -} - - -/* Which magic forbids non FA gloves */ -bool_ forbid_gloves() -{ - if (get_skill(SKILL_SORCERY)) return (TRUE); - if (get_skill(SKILL_MANA)) return (TRUE); - if (get_skill(SKILL_FIRE)) return (TRUE); - if (get_skill(SKILL_AIR)) return (TRUE); - if (get_skill(SKILL_WATER)) return (TRUE); - if (get_skill(SKILL_EARTH)) return (TRUE); - if (get_skill(SKILL_THAUMATURGY)) return (TRUE); - return (FALSE); -} - -/* Which gods forbid edged weapons */ -bool_ forbid_non_blessed() -{ - GOD(GOD_ERU) return (TRUE); - return (FALSE); -} - - -/* - * Gets the base value of a skill, given a race/class/... - */ -void compute_skills(s32b *v, s32b *m, int i) -{ - s32b value, mod; - - /***** general skills *****/ - - /* If the skill correspond to the magic school lets pump them a bit */ - value = gen_skill_base[i]; - mod = gen_skill_mod[i]; - - *v = modify_aux(*v, - value, gen_skill_basem[i]); - *m = modify_aux(*m, - mod, gen_skill_modm[i]); - - /***** race skills *****/ - - value = rp_ptr->skill_base[i]; - mod = rp_ptr->skill_mod[i]; - - *v = modify_aux(*v, - value, rp_ptr->skill_basem[i]); - *m = modify_aux(*m, - mod, rp_ptr->skill_modm[i]); - - /***** race mod skills *****/ - - value = rmp_ptr->skill_base[i]; - mod = rmp_ptr->skill_mod[i]; - - *v = modify_aux(*v, - value, rmp_ptr->skill_basem[i]); - *m = modify_aux(*m, - mod, rmp_ptr->skill_modm[i]); - - /***** class skills *****/ - - value = cp_ptr->skill_base[i]; - mod = cp_ptr->skill_mod[i]; - - *v = modify_aux(*v, - value, cp_ptr->skill_basem[i]); - *m = modify_aux(*m, - mod, cp_ptr->skill_modm[i]); - - /***** class spec skills *****/ - - value = spp_ptr->skill_base[i]; - mod = spp_ptr->skill_mod[i]; - - *v = modify_aux(*v, - value, spp_ptr->skill_basem[i]); - *m = modify_aux(*m, - mod, spp_ptr->skill_modm[i]); -} - -/* - * Initialize a skill with given values - */ -void init_skill(s32b value, s32b mod, int i) -{ - s_info[i].value = value; - s_info[i].mod = mod; - - if (s_info[i].flags1 & SKF1_HIDDEN) - s_info[i].hidden = TRUE; - else - s_info[i].hidden = FALSE; -} - -void do_get_new_skill() -{ - char *items[LOST_SWORD_NSKILLS]; - int skl[LOST_SWORD_NSKILLS]; - s32b val[LOST_SWORD_NSKILLS], mod[LOST_SWORD_NSKILLS]; - bool_ used[MAX_SKILLS]; - int available_skills[MAX_SKILLS]; - int max = 0, max_a = 0, res, i; - - /* Check if some skills didn't influence other stuff */ - recalc_skills(TRUE); - - /* Grab the ones we can gain */ - max = 0; - for (i = 0; i < max_s_idx; i++) - { - if (s_info[i].flags1 & SKF1_RANDOM_GAIN) - available_skills[max++] = i; - } - available_skills[max++] = -1; - - /* Init */ - for (max = 0; max < MAX_SKILLS; max++) - { - used[max] = FALSE; - } - - /* Count the number of available skills */ - while (available_skills[max_a] != -1) max_a++; - - /* Get LOST_SWORD_NSKILLS skills */ - for (max = 0; max < LOST_SWORD_NSKILLS; max++) - { - int i; - skill_type *s_ptr; - - /* Get an non used skill */ - do - { - i = rand_int(max_a); - - /* Does it pass the check? */ - if (!magik(s_info[available_skills[i]].random_gain_chance)) - continue; - } - while (used[available_skills[i]]); - - s_ptr = &s_info[available_skills[i]]; - used[available_skills[i]] = TRUE; - - if (s_ptr->mod) - { - if (s_ptr->mod < 300) - { - val[max] = 1000; - mod[max] = 300 - s_ptr->mod; - } - else if (s_ptr->mod < 500) - { - val[max] = s_ptr->mod * 1; - mod[max] = 100; - if (mod[max] + s_ptr->mod > 500) - mod[max] = 500 - s_ptr->mod; - } - else - { - val[max] = s_ptr->mod * 3; - mod[max] = 0; - } - } - else - { - mod[max] = 300; - val[max] = 1000; - } - if (s_ptr->value + val[max] > SKILL_MAX) val[max] = SKILL_MAX - s_ptr->value; - skl[max] = available_skills[i]; - items[max] = (char *)string_make(format("%-40s: +%02ld.%03ld value, +%01d.%03d modifier", s_ptr->name + s_name, val[max] / SKILL_STEP, val[max] % SKILL_STEP, mod[max] / SKILL_STEP, mod[max] % SKILL_STEP)); - } - - while (TRUE) - { - char last = 'a' + (LOST_SWORD_NSKILLS-1); - char buf[80]; - sprintf(buf, "Choose a skill to learn(a-%c to choose, ESC to cancel)?", last); - res = ask_menu(buf, (char **)items, LOST_SWORD_NSKILLS); - - /* Ok ? lets learn ! */ - if (res > -1) - { - skill_type *s_ptr; - bool_ oppose = FALSE; - int oppose_skill = -1; - - /* Check we don't oppose an existing skill */ - for (i = 0; i < max_s_idx; i++) - { - if ((s_info[i].action[skl[res]] == SKILL_EXCLUSIVE) && - (s_info[i].value != 0)) - { - oppose = TRUE; - oppose_skill = i; - break; - } - } - - /* Ok we oppose, so be sure */ - if (oppose) - { - cptr msg; - - /* - * Because this is SO critical a question, we must flush - * input to prevent killing character off -- pelpel - */ - flush(); - - /* Prepare prompt */ - msg = format("This skill is mutually exclusive with " - "at least %s, continue?", - s_info[oppose_skill].name + s_name); - - /* The player rejected the choice */ - if (!get_check(msg)) continue; - } - - s_ptr = &s_info[skl[res]]; - s_ptr->value += val[res]; - s_ptr->mod += mod[res]; - if (mod[res]) - { - msg_format("You can now learn the %s skill.", - s_ptr->name + s_name); - } - else - { - msg_format("Your knowledge of the %s skill increases.", - s_ptr->name + s_name); - } - break; - } - } - - /* Free them ! */ - for (max = 0; max < LOST_SWORD_NSKILLS; max++) - { - string_free(items[max]); - } - - /* Check if some skills didn't influence other stuff */ - recalc_skills(FALSE); -} - - - - -/**************************************** ABILITIES *****************************************/ - -/* - * Given the name of an ability, returns ability index or -1 if no - * such ability is found - */ -s16b find_ability(cptr name) -{ - u16b i; - - /* Scan ability list */ - for (i = 0; i < max_ab_idx; i++) - { - /* The name matches */ - if (streq(ab_info[i].name + ab_name, name)) return (i); - } - - /* No match found */ - return ( -1); -} - -/* - * Do the player have the ability - */ -bool_ has_ability(int ab) -{ - return ab_info[ab].acquired; -} - -/* Do we meet the requirements */ -bool_ can_learn_ability(int ab) -{ - ability_type *ab_ptr = &ab_info[ab]; - int i; - - if (ab_ptr->acquired) - return FALSE; - - if (p_ptr->skill_points < ab_info[ab].cost) - return FALSE; - - for (i = 0; i < 10; i++) - { - /* Must have skill level */ - if (ab_ptr->skills[i] > -1) - { - if (get_skill(ab_ptr->skills[i]) < ab_ptr->skill_levels[i]) - return FALSE; - } - - /* Must have ability */ - if (ab_ptr->need_abilities[i] > -1) - { - if (!ab_info[ab_ptr->need_abilities[i]].acquired) - return FALSE; - } - - /* Must not have ability */ - if (ab_ptr->forbid_abilities[i] > -1) - { - if (ab_info[ab_ptr->forbid_abilities[i]].acquired) - return FALSE; - } - } - - for (i = 0; i < 6; i++) - { - /* Must have stat */ - if (ab_ptr->stat[i] > -1) - { - if (p_ptr->stat_ind[i] < ab_ptr->stat[i] - 3) - return FALSE; - } - } - - /* Do the script allow us? */ - if (process_hooks(HOOK_LEARN_ABILITY, "(d)", ab)) - return FALSE; - - return TRUE; -} - -/* Learn an ability */ -void gain_ability(int ab) -{ - int wid, hgt; - Term_get_size(&wid, &hgt); - - if (!can_learn_ability(ab)) - { - msg_box("You cannot learn this ability.", (int)(hgt / 2), (int)(wid / 2)); - return; - } - - /* Flush input as we ask an important and irreversible question */ - flush(); - - /* Ask we can commit the change */ - if (msg_box("Learn this ability(this is permanent)? (y/n)", (int)(hgt / 2), (int)(wid / 2)) != 'y') - { - return; - } - - ab_info[ab].acquired = TRUE; - p_ptr->skill_points -= ab_info[ab].cost; -} - -/* helper function to generate a sorted table */ -static void add_sorted_ability(int *table, int *max, int ab) -{ - int i; - - for (i = 0; i < *max; i++) - { - if (strcmp(ab_name + ab_info[ab].name, ab_name + ab_info[table[i]].name) < 0) - { - int z; - - /* Move all indexes up */ - for (z = *max; z > i; z--) - { - table[z] = table[z - 1]; - } - break; - } - } - table[i] = ab; - - (*max)++; -} - -/* - * Print the abilities list - */ -void dump_abilities(FILE *fff) -{ - int i, j; - int *table; - int max = 0; - - C_MAKE(table, max_ab_idx, int); - - /* Initialise the abilities list */ - for (i = 0; i < max_ab_idx; i++) - { - if (ab_info[i].name && has_ability(i)) - add_sorted_ability(table, &max, i); - } - - if (max) - { - fprintf(fff, "\nAbilities"); - - for (j = 0; j < max; j++) - { - i = table[j]; - - fprintf(fff, "\n * %s", ab_info[i].name + ab_name); - } - - fprintf(fff, "\n"); - } -} - -/* - * Draw the abilities list - */ -void print_abilities(int table[], int max, int sel, int start) -{ - int i, j; - int wid, hgt; - cptr keys; - - Term_clear(); - Term_get_size(&wid, &hgt); - - c_prt(TERM_WHITE, format("%s Abilities Screen", game_module), 0, 28); - keys = format("#Bup#W/#Bdown#W to move, #Bright#W to buy, #B?#W for help"); - display_message(0, 1, strlen(keys), TERM_WHITE, keys); - c_prt((p_ptr->skill_points) ? TERM_L_BLUE : TERM_L_RED, - format("Skill points left: %d", p_ptr->skill_points), 2, 0); - - print_desc_aux(ab_info[table[sel]].desc + ab_text, 3, 0); - - for (j = start; j < start + (hgt - 7); j++) - { - byte color = TERM_WHITE; - char deb = ' ', end = ' '; - - if (j >= max) break; - - i = table[j]; - - if (ab_info[i].acquired) - color = TERM_L_BLUE; - else if (can_learn_ability(i)) - color = TERM_WHITE; - else - color = TERM_L_DARK; - - - if (j == sel) - { - color = TERM_L_GREEN; - deb = '['; - end = ']'; - } - - c_prt(color, format("%c.%c%s", deb, end, ab_info[i].name + ab_name), - j + 7 - start, 0); - - if (!ab_info[i].acquired) - { - c_prt(color, format("%d", ab_info[i].cost), j + 7 - start, 60); - } - else - { - c_prt(color, "Known", j + 7 - start, 60); - } - } -} - -/* - * Interreact with abilitiess - */ -void do_cmd_ability() -{ - int sel = 0, start = 0, max = 0; - char c; - int *table; - int i; - int wid, hgt; - - C_MAKE(table, max_ab_idx, int); - - /* Save the screen */ - screen_save(); - - /* Clear the screen */ - Term_clear(); - - /* Initialise the abilities list */ - for (i = 0; i < max_ab_idx; i++) - { -if (ab_info[i].name) - add_sorted_ability(table, &max, i); - } - - while (TRUE) - { - Term_get_size(&wid, &hgt); - - /* Display list of skills */ - print_abilities(table, max, sel, start); - - /* Wait for user input */ - c = inkey(); - - /* Leave the skill screen */ - if (c == ESCAPE) break; - - /* Next page */ - else if (c == 'n') - { - sel += (hgt - 7); - if (sel >= max) sel = max - 1; - } - - /* Previous page */ - else if (c == 'p') - { - sel -= (hgt - 7); - if (sel < 0) sel = 0; - } - - /* Select / increase a skill */ - else - { - int dir; - - /* Allow use of numpad / arrow keys / roguelike keys */ - dir = get_keymap_dir(c); - - /* Move cursor down */ - if (dir == 2) sel++; - - /* Move cursor up */ - if (dir == 8) sel--; - - /* gain ability */ - if (dir == 6) gain_ability(table[sel]); - - /* XXX XXX XXX Wizard mode commands outside of wizard2.c */ - - if (wizard && (c == '+')) ab_info[table[sel]].acquired = TRUE; - if (wizard && (c == '-')) ab_info[table[sel]].acquired = FALSE; - - /* Contextual help */ - if (c == '?') exec_lua(format("ingame_help('select_context', 'ability', '%s')", ab_info[table[sel]].name + ab_name)); - ; - - /* Handle boundaries and scrolling */ - if (sel < 0) sel = max - 1; - if (sel >= max) sel = 0; - if (sel < start) start = sel; - if (sel >= start + (hgt - 7)) start = sel - (hgt - 7) + 1; - } - } - - /* Load the screen */ - screen_load(); - - C_FREE(table, max_ab_idx, int); - - /* Update stuffs */ - p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_POWERS | - PU_SANITY | PU_BODY); - - /* Redraw various info */ - p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP); -} - -/* - * Apply abilities to be granted this level - */ -void apply_level_abilities(int level) -{ - int i; - - for (i = 0; i < 10; i++) - { - if (cp_ptr->abilities[i].level == level) - { - if ((level > 1) && (!ab_info[cp_ptr->abilities[i].ability].acquired)) - cmsg_format(TERM_L_GREEN, "You have learned the ability '%s'.", ab_name + ab_info[cp_ptr->abilities[i].ability].name); - ab_info[cp_ptr->abilities[i].ability].acquired = TRUE; - } - if (spp_ptr->abilities[i].level == level) - { - if ((level > 1) && (!ab_info[spp_ptr->abilities[i].ability].acquired)) - cmsg_format(TERM_L_GREEN, "You have learned the ability '%s'.", ab_name + ab_info[spp_ptr->abilities[i].ability].name); - ab_info[spp_ptr->abilities[i].ability].acquired = TRUE; - } - if (rp_ptr->abilities[i].level == level) - { - if ((level > 1) && (!ab_info[rp_ptr->abilities[i].ability].acquired)) - cmsg_format(TERM_L_GREEN, "You have learned the ability '%s'.", ab_name + ab_info[rp_ptr->abilities[i].ability].name); - ab_info[rp_ptr->abilities[i].ability].acquired = TRUE; - } - if (rmp_ptr->abilities[i].level == level) - { - if ((level > 1) && (!ab_info[rmp_ptr->abilities[i].ability].acquired)) - cmsg_format(TERM_L_GREEN, "You have learned the ability '%s'.", ab_name + ab_info[rmp_ptr->abilities[i].ability].name); - ab_info[rmp_ptr->abilities[i].ability].acquired = TRUE; - } - } -} |