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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.37 by root, Thu May 3 09:39:56 2007 UTC vs.
Revision 1.55 by root, Wed May 30 03:03:10 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 } 106 }
107 } 107 }
108} 108}
109 109
110static object *
111find_skill (object *who, const shstr &sh)
112{
113 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL)
115 return tmp;
116
117 return 0;
118}
119
110/* This returns the skill pointer of the given name (the 120/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 121 * one that accumulates exp, has the level, etc).
112 * 122 *
113 * It is presumed that the player will be needing to actually 123 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 124 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 125 * tool, this code will equip it.
116 */ 126 */
117object * 127object *
118find_skill_by_name (object *who, const char *name) 128find_skill_by_name (object *who, const shstr &sh)
119{ 129{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 130 object *skill_tool = 0;
121 131
122 if (!name)
123 return NULL;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
130 { 134 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 136 /* If this is a skill that can be used without applying tool, return it */
133 137 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 138 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 139 * applied, we try to keep using that one.
136 */ 140 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 141 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 142 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 143 }
144 } 144
145 /* If this is a skill that can be used without a tool, return it */ 145 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 146 return 0;
148 147
149 /* Player has a tool to use the skill. IF not applied, apply it - 148 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 149 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
152 */ 151 */
153 if (skill_tool) 152 object *skill = find_skill (who, skill_tool->skill);
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160 153
161 if (!skill) 154 if (!skill)
162 { 155 {
163 skill = give_skill_by_name (who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who); 157 link_player_skills (who);
165 } 158 }
166 159
160 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
167 return skill; 162 return 0;
168 }
169 163
164 return splay (skill);
165}
166
167object *
168find_skill_by_name (object *who, const char *name)
169{
170 if (!name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop;
178
170 return NULL; 179 return 0;
171} 180}
172
173 181
174/* This returns the skill pointer of the given name (the 182/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 183 * one that accumulates exp, has the level, etc).
176 * 184 *
177 * It is presumed that the player will be needing to actually 185 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill 186 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 187 * tool, this code will equip it.
180 * 188 *
183 * this replaces find_skill. 191 * this replaces find_skill.
184 */ 192 */
185object * 193object *
186find_skill_by_number (object *who, int skillno) 194find_skill_by_number (object *who, int skillno)
187{ 195{
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 197 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 198 if (object *skop = find_skill_by_name (who, tmp->skill))
197
198 /* Try to find appropriate skilltool. If the player has one already
199 * applied, we try to keep using that one.
200 */
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202 {
203 if (QUERY_FLAG (tmp, FLAG_APPLIED))
204 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp;
207 }
208 }
209 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill; 199 return skop;
232 }
233 200
234 return NULL; 201 return 0;
235} 202}
236 203
237/* This changes the objects skill to new_skill. 204/* This changes the objects chosen_skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * return 1 on success, 0 on error 205 * return 1 on success, 0 on error
243 */ 206 */
244int 207bool
245change_skill (object *who, object *new_skill, int flag) 208object::change_skill (object *new_skill)
246{ 209{
247 if (who->type != PLAYER) 210 if (type != PLAYER)
248 return 0; 211 return 0;
249 212
250 if (!new_skill) 213 // optimise this supposedly common case
251 { 214 if (new_skill == chosen_skill)
252 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
253 who->debug_desc ());
254 return 0;
255 }
256
257 player *pl = who->contr;
258
259 // move skill to front, so it will be preferred next time
260 new_skill->remove ();
261 who->insert (new_skill);
262
263 if (apply_special (who, new_skill, AP_APPLY))
264 return 0; 215 return 1;
265 216
217 if (chosen_skill)
218 {
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
222
223 chosen_skill = new_skill;
224
225 if (chosen_skill)
226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
230
231 // always clear current weapon, as the selected skill could
232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
235
236 update_stats ();
266 return 1; 237 return 1;
267}
268
269/* This function just clears the chosen_skill and range_skill values
270 * in the player.
271 */
272void
273clear_skill (object *who)
274{
275 who->chosen_skill = 0;
276 CLEAR_FLAG (who, FLAG_READY_SKILL);
277
278 if (who->type == PLAYER)
279 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
280 who->contr->ranged_ob = 0;
281} 238}
282 239
283/* do_skill() - Main skills use function-similar in scope to cast_spell(). 240/* do_skill() - Main skills use function-similar in scope to cast_spell().
284 * We handle all requests for skill use outside of some combat here. 241 * We handle all requests for skill use outside of some combat here.
285 * We require a separate routine outside of fire() so as to allow monsters 242 * We require a separate routine outside of fire() so as to allow monsters
293int 250int
294do_skill (object *op, object *part, object *skill, int dir, const char *string) 251do_skill (object *op, object *part, object *skill, int dir, const char *string)
295{ 252{
296 int success = 0, exp = 0; 253 int success = 0, exp = 0;
297 int did_alc = 0; 254 int did_alc = 0;
298 object *tmp, *next;
299 255
300 if (!skill) 256 if (!skill)
301 return 0; 257 return 0;
302 258
303 /* The code below presumes that the skill points to the object that 259 /* The code below presumes that the skill points to the object that
305 * go and try to find the actual real skill pointer, and if the 261 * go and try to find the actual real skill pointer, and if the
306 * the player doesn't have a bucket for that, create one. 262 * the player doesn't have a bucket for that, create one.
307 */ 263 */
308 if (skill->type != SKILL && op->type == PLAYER) 264 if (skill->type != SKILL && op->type == PLAYER)
309 { 265 {
310 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 266 for (object *tmp = op->inv; tmp; tmp = tmp->below)
311 if (tmp->type == SKILL && tmp->skill == skill->skill) 267 if (tmp->type == SKILL && tmp->skill == skill->skill)
312 break; 268 {
269 skill = tmp;
270 goto found;
271 }
313 272
314 if (!tmp)
315 tmp = give_skill_by_name (op, skill->skill); 273 skill = give_skill_by_name (op, skill->skill);
316 274found: ;
317 skill = tmp;
318 } 275 }
319 276
320 // skill, by_whom, on_which_object, which direction, skill_argument 277 // skill, by_whom, on_which_object, which direction, skill_argument
321 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 278 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
322 return 0; 279 return 0;
427 case SK_LITERACY: 384 case SK_LITERACY:
428 case SK_WOODSMAN: 385 case SK_WOODSMAN:
429 /* first, we try to find a cauldron, and do the alchemy thing. 386 /* first, we try to find a cauldron, and do the alchemy thing.
430 * failing that, we go and identify stuff. 387 * failing that, we go and identify stuff.
431 */ 388 */
432 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
433 { 390 {
434 next = tmp->above; 391 next = tmp->above;
435 392
436 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
437 { 394 {
498 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
499 * in the code for the skill itself. 456 * in the code for the skill itself.
500 */ 457 */
501 458
502 if (op->type == PLAYER) 459 if (op->type == PLAYER)
503 op->speed_left -= 1.0; 460 op->speed_left -= 1.f;
504 461
505 /* this is a good place to add experience for successfull use of skills. 462 /* this is a good place to add experience for successfull use of skills.
506 * Note that add_exp() will figure out player/monster experience 463 * Note that add_exp() will figure out player/monster experience
507 * gain problems. 464 * gain problems.
508 */ 465 */
637 * player learns the skill, 2 otherwise. 594 * player learns the skill, 2 otherwise.
638 */ 595 */
639int 596int
640learn_skill (object *pl, object *scroll) 597learn_skill (object *pl, object *scroll)
641{ 598{
642 object *tmp;
643
644 if (!scroll->skill) 599 if (!scroll->skill)
645 { 600 {
646 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 601 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
647 return 2; 602 return 2;
648 } 603 }
649 604
650 /* can't use find_skill_by_name because we want skills the player knows 605 object *tmp = find_skill (pl, scroll->skill);
651 * but can't use natively.
652 */
653
654 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
655 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
656 break;
657 606
658 /* player already knows it */ 607 /* player already knows it */
659 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
660 return 0; 609 return 0;
661 610
679 link_player_skills (pl); 628 link_player_skills (pl);
680 return 1; 629 return 1;
681} 630}
682 631
683/* Gives a percentage clipped to 0% -> 100% of a/b. */ 632/* Gives a percentage clipped to 0% -> 100% of a/b. */
684
685/* Probably belongs in some global utils-type file? */ 633/* Probably belongs in some global utils-type file? */
686static int 634static int
687clipped_percent (sint64 a, sint64 b) 635clipped_percent (sint64 a, sint64 b)
688{ 636{
689 int rv; 637 int rv;
782 * direction that the user is facing. Returns false if we are unable to 730 * direction that the user is facing. Returns false if we are unable to
783 * change to the requested skill, or were unable to use the skill properly. 731 * change to the requested skill, or were unable to use the skill properly.
784 * This is tricky because skills can have spaces. We basically roll 732 * This is tricky because skills can have spaces. We basically roll
785 * our own find_skill_by_name so we can try to do better string matching. 733 * our own find_skill_by_name so we can try to do better string matching.
786 */ 734 */
787
788int 735int
789use_skill (object *op, const char *string) 736use_skill (object *op, const char *string)
790{ 737{
791 object *skop; 738 object *skop;
792 size_t len; 739 size_t len;
793 740
794 if (!string) 741 if (!string)
795 return 0; 742 return 0;
796 743
797 for (skop = op->inv; skop != NULL; skop = skop->below) 744 for (skop = op->inv; skop; skop = skop->below)
798 { 745 {
746 if (skop->type == SKILL
799 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
800 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 748 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
801 break; 749 break;
750 else if (skop->type == SKILL_TOOL
802 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
803 break; 752 break;
804 } 753 }
754
805 if (!skop) 755 if (!skop)
806 { 756 {
807 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 757 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
808 return 0; 758 return 0;
809 } 759 }
814 * options given to the skill. Its pretty simple - if there 764 * options given to the skill. Its pretty simple - if there
815 * are extra parameters (as deteremined by string length), we 765 * are extra parameters (as deteremined by string length), we
816 * want to skip over any leading spaces. 766 * want to skip over any leading spaces.
817 */ 767 */
818 if (len >= strlen (string)) 768 if (len >= strlen (string))
819 {
820 string = NULL; 769 string = NULL;
821 }
822 else 770 else
823 { 771 {
824 string += len; 772 string += len;
825 while (*string == 0x20) 773 while (*string == 0x20)
826 string++; 774 string++;
775
827 if (strlen (string) == 0) 776 if (strlen (string) == 0)
828 string = NULL; 777 string = NULL;
829 } 778 }
830 779
831#ifdef SKILL_UTIL_DEBUG 780#ifdef SKILL_UTIL_DEBUG
832 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 781 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
833#endif 782#endif
834 783
835 /* Change to the new skill, then execute it. */
836 if (do_skill (op, op, skop, op->facing, string)) 784 if (do_skill (op, op, skop, op->facing, string))
837 return 1; 785 return 1;
838 786
839 return 0; 787 return 0;
840} 788}
887 for (tmp = op->inv; tmp; tmp = tmp->below) 835 for (tmp = op->inv; tmp; tmp = tmp->below)
888 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
889 break; 837 break;
890 838
891 if (!tmp) 839 if (!tmp)
892 {
893 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
894 return 0;
895 }
896 841
897 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 842 pl->combat_ob = tmp;
898 } 843 }
899 else 844
845 if (!pl->combat_ob)
900 { 846 {
901 if (!skill) 847 if (!skill)
902 { 848 {
903 /* See if the players chosen skill is a combat skill, and use 849 /* See if the players chosen skill is a combat skill, and use
904 * it if appropriate. 850 * it if appropriate.
908 else 854 else
909 { 855 {
910 skill = find_player_hth_skill (op); 856 skill = find_player_hth_skill (op);
911 857
912 if (!skill) 858 if (!skill)
913 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0;
916 }
917 } 860 }
918 } 861 }
919 862
920 /* now try to ready the new skill */ 863 if (skill)
921 if (!change_skill (op, skill, 0)) 864 {
922 { /* oh oh, trouble! */ 865 op->change_skill (0);
923 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); 866 apply_special (op, skill, AP_APPLY);
924 return 0;
925 } 867 }
926 } 868 }
927 869
928 if (!pl->combat_ob) 870 if (!pl->combat_ob)
929 { 871 {
930 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
931 return 0; 873 return 0;
932 } 874 }
933 } 875 }
934 876
935 if (op->current_weapon != pl->combat_ob) 877 if (!op->change_weapon (pl->combat_ob))
936 { 878 return 0;
937 op->current_weapon = pl->combat_ob;
938 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
939 op->update_stats ();
940 }
941 879
942 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
943
944 if (pl->tmp_invis) 881 if (pl->tmp_invis)
945 { 882 {
946 pl->tmp_invis = 0; 883 pl->tmp_invis = 0;
947 op->invisible = 0; 884 op->invisible = 0;
948 op->hide = 0; 885 op->hide = 0;
1080 1017
1081 return 0; 1018 return 0;
1082 } 1019 }
1083 1020
1084 return skill_attack (NULL, op, dir, string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1085
1086} 1022}
1023

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