ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.101 by root, Tue Feb 8 01:03:47 2011 UTC vs.
Revision 1.110 by root, Sun Nov 18 00:37:11 2018 UTC

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
71void 72void
72add_skill_archetype (object *o) 73add_skill_archetype (object *o)
73{ 74{
74 assert (("skill name must equal skill skill", o->name == o->skill)); 75 assert (("skill name must equal skill skill", o->name == o->skill));
75 76
76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) 77 for (auto &&i = skillvec.begin (); i != skillvec.end (); ++i)
77 if ((*i)->name == o->name) 78 if ((*i)->name == o->name)
78 { 79 {
79 // replace existing entry 80 // replace existing entry
80 SKILL_INDEX (o) = i - skillvec.begin (); 81 SKILL_INDEX (o) = i - skillvec.begin ();
81 *i = o; 82 *i = o;
88 skillvec.push_back (o); 89 skillvec.push_back (o);
89} 90}
90 91
91/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
92 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
93 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
94 * mostly used for sending exp. 95 * mostly used for sending exp.
95 */ 96 */
96void 97void
97player::link_skills () 98player::link_skills ()
98{ 99{
195 * one that accumulates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
196 * 197 *
197 * It is presumed that the player will be needing to actually 198 * It is presumed that the player will be needing to actually
198 * 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
199 * tool, this code will equip it. 200 * tool, this code will equip it.
200 * 201 *
201 * 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,
202 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
203 * this replaces find_skill. 204 * this replaces find_skill.
204 * 205 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp) 206 * MUST NOT BE USED IN NEW CODE! (schmorp)
227 skill->flag [FLAG_CAN_USE_SKILL] = true; 228 skill->flag [FLAG_CAN_USE_SKILL] = true;
228 229
229 return skill; 230 return skill;
230} 231}
231 232
232/* 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().
233 * 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.
234 * 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
235 * to utilize skills. Returns 1 on use of skill, otherwise 0. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
236 * 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
237 * 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
238 * 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
239 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
373 case SK_ALCHEMY: 374 case SK_ALCHEMY:
374 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
375 case SK_LITERACY: 376 case SK_LITERACY:
376 case SK_WOODSMAN: 377 case SK_WOODSMAN:
377 /* 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.
378 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
379 */ 380 */
380 { 381 {
381 bool found_cauldron = false; 382 bool found_cauldron = false;
382 383
383 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)
453 default: 454 default:
454 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);
455 break; 456 break;
456 } 457 }
457 458
458 /* 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.
459 * 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
460 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
461 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
462 * in the code for the skill itself. 463 * in the code for the skill itself.
463 */ 464 */
464 if (op->type == PLAYER) 465 if (op->type == PLAYER)
514 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
515 * 516 *
516 * 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
517 * help out exp awards for skill_ident skills. Also, if 518 * help out exp awards for skill_ident skills. Also, if
518 * 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
519 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
520 */ 521 */
521 if (!op) 522 if (!op)
522 { /* no item/creature */ 523 { /* no item/creature */
523 op_lvl = max (1, who->map->difficulty); 524 op_lvl = max (1, who->map->difficulty);
524 op_exp = 0; 525 op_exp = 0;
588} 589}
589 590
590/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
591 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
592 * exact name of the requested skill. 593 * exact name of the requested skill.
593 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
594 * they can equip. 595 * they can equip.
595 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
596 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
597 */ 598 */
598int 599int
661/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
662 * their current skill list. 663 * their current skill list.
663 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
664 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
665 * max weapon improvments, item power). 666 * max weapon improvments, item power).
666 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
667 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
668 * 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
669 * simpler. 670 * simpler.
670 */ 671 */
671void 672void
672show_skills (object *pl, const char *search) 673show_skills (object *pl, const char *search)
739 << ".\n"; 740 << ".\n";
740 741
741 pl->contr->infobox (MSG_CHANNEL ("skills"), msg); 742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
742} 743}
743 744
744/* 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
745 * 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
746 * 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.
747 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
748 * 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.
749 */ 750 */
750int 751int
751use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
752{ 753{
952 int mflags; 953 int mflags;
953 954
954 if (!dir) 955 if (!dir)
955 dir = pl->facing; 956 dir = pl->facing;
956 957
957 tx = freearr_x[dir]; 958 tx = DIRX (dir);
958 ty = freearr_y[dir]; 959 ty = DIRY (dir);
959 960
960 /* 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.
961 * Legal opponents are the same as outlined in move_player_attack() 962 * Legal opponents are the same as outlined in move_player_attack()
962 */ 963 */
963 if (!tmp) 964 if (!tmp)
964 { 965 {
965 m = pl->map; 966 m = pl->map;
966 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
967 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
968 969
969 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
970 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
971 return 0; 972 return 0;
972 973

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines