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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.41 by root, Fri May 11 21:07:14 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 if (!name) 130 object *skill_tool = 0;
131
132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
134 {
135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
136 /* If this is a skill that can be used without applying tool, return it */
137 return splay (tmp);
138 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one.
140 */
141 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 skill_tool = tmp;
143 }
144
145 if (!skill_tool)
121 return 0; 146 return 0;
122
123 object *skill = 0, *skill_tool = 0;
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 (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 147
150 /* 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 -
151 * 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
152 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
153 */ 151 */
154 if (skill_tool) 152 object *skill = find_skill (who, skill_tool->skill);
155 {
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 if (apply_special (who, skill_tool, 0))
158 return 0;
159 153
160 if (!skill) 154 if (!skill)
161 { 155 {
162 skill = give_skill_by_name (who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who); 157 link_player_skills (who);
164 } 158 }
165 159
160 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
166 return skill; 162 return 0;
167 } 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;
168 178
169 return 0; 179 return 0;
170} 180}
171 181
172
173/* This returns the skill pointer of the given name (the 182/* This returns the skill pointer of the given name (the
174 * one that accumlates exp, has the level, etc). 183 * one that accumulates exp, has the level, etc).
175 * 184 *
176 * It is presumed that the player will be needing to actually 185 * It is presumed that the player will be needing to actually
177 * 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
178 * tool, this code will equip it. 187 * tool, this code will equip it.
179 * 188 *
182 * this replaces find_skill. 191 * this replaces find_skill.
183 */ 192 */
184object * 193object *
185find_skill_by_number (object *who, int skillno) 194find_skill_by_number (object *who, int skillno)
186{ 195{
187 object *skill = NULL, *skill_tool = NULL, *tmp;
188
189 if (skillno < 1 || skillno >= NUM_SKILLS)
190 return NULL;
191
192 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
193 {
194 if (tmp->type == SKILL && tmp->subtype == skillno) 197 if (tmp->type == SKILL && tmp->subtype == skillno)
195 skill = tmp; 198 if (object *skop = find_skill_by_name (who, tmp->skill))
196
197 /* Try to find appropriate skilltool. If the player has one already
198 * applied, we try to keep using that one.
199 */
200 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
201 {
202 if (QUERY_FLAG (tmp, FLAG_APPLIED))
203 skill_tool = tmp;
204 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
205 skill_tool = tmp;
206 }
207 }
208 /* If this is a skill that can be used without a tool, return it */
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210 return skill;
211
212 /* Player has a tool to use the skill. IF not applied, apply it -
213 * if not successful, return null. If they do have the skill tool
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill; 199 return skop;
231 }
232 200
233 return NULL; 201 return 0;
234} 202}
235 203
236/* This changes the objects skill to new_skill. 204/* This changes the objects chosen_skill to new_skill.
237 * note that this function doesn't always need to get used -
238 * you can now add skill exp to the player without the chosen_skill being
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error 205 * return 1 on success, 0 on error
242 */ 206 */
243int 207bool
244change_skill (object *who, object *new_skill, int flag) 208object::change_skill (object *new_skill)
245{ 209{
246 if (who->type != PLAYER) 210 if (type != PLAYER)
247 return 0; 211 return 0;
248 212
249 // optimise this supposedly common case 213 // optimise this supposedly common case
250 if (new_skill == who->chosen_skill) 214 if (new_skill == chosen_skill)
251 return 1; 215 return 1;
252 216
253 if (who->chosen_skill) 217 if (chosen_skill)
254 apply_special (who, who->chosen_skill, AP_UNAPPLY);
255
256 if (!new_skill)
257 {
258 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
259 who->debug_desc ());
260 return 0;
261 } 218 {
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
262 222
263 player *pl = who->contr; 223 chosen_skill = new_skill;
264 224
265 // move skill to front, so it will be prefered next time 225 if (chosen_skill)
266 new_skill->remove (); 226 {
267 who->insert (new_skill); 227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
268 230
269 if (apply_special (who, new_skill, AP_APPLY)) 231 // always clear current weapon, as the selected skill could
270 return 0; 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;
271 235
236 update_stats ();
272 return 1; 237 return 1;
273}
274
275/* This function just clears the chosen_skill and range_skill values
276 * in the player.
277 */
278void
279clear_skill (object *who)
280{
281 who->chosen_skill = 0;
282 CLEAR_FLAG (who, FLAG_READY_SKILL);
283
284 if (who->type == PLAYER)
285 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
286 who->contr->ranged_ob = 0;
287} 238}
288 239
289/* 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().
290 * 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.
291 * 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
299int 250int
300do_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)
301{ 252{
302 int success = 0, exp = 0; 253 int success = 0, exp = 0;
303 int did_alc = 0; 254 int did_alc = 0;
304 object *tmp, *next;
305 255
306 if (!skill) 256 if (!skill)
307 return 0; 257 return 0;
308 258
309 /* 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
311 * 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
312 * the player doesn't have a bucket for that, create one. 262 * the player doesn't have a bucket for that, create one.
313 */ 263 */
314 if (skill->type != SKILL && op->type == PLAYER) 264 if (skill->type != SKILL && op->type == PLAYER)
315 { 265 {
316 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 266 for (object *tmp = op->inv; tmp; tmp = tmp->below)
317 if (tmp->type == SKILL && tmp->skill == skill->skill) 267 if (tmp->type == SKILL && tmp->skill == skill->skill)
318 break; 268 {
269 skill = tmp;
270 goto found;
271 }
319 272
320 if (!tmp)
321 tmp = give_skill_by_name (op, skill->skill); 273 skill = give_skill_by_name (op, skill->skill);
322 274found: ;
323 skill = tmp;
324 } 275 }
325 276
326 // skill, by_whom, on_which_object, which direction, skill_argument 277 // skill, by_whom, on_which_object, which direction, skill_argument
327 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)))
328 return 0; 279 return 0;
433 case SK_LITERACY: 384 case SK_LITERACY:
434 case SK_WOODSMAN: 385 case SK_WOODSMAN:
435 /* 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.
436 * failing that, we go and identify stuff. 387 * failing that, we go and identify stuff.
437 */ 388 */
438 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)
439 { 390 {
440 next = tmp->above; 391 next = tmp->above;
441 392
442 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
443 { 394 {
504 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
505 * in the code for the skill itself. 456 * in the code for the skill itself.
506 */ 457 */
507 458
508 if (op->type == PLAYER) 459 if (op->type == PLAYER)
509 op->speed_left -= 1.0; 460 op->speed_left -= 1.f;
510 461
511 /* 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.
512 * Note that add_exp() will figure out player/monster experience 463 * Note that add_exp() will figure out player/monster experience
513 * gain problems. 464 * gain problems.
514 */ 465 */
643 * player learns the skill, 2 otherwise. 594 * player learns the skill, 2 otherwise.
644 */ 595 */
645int 596int
646learn_skill (object *pl, object *scroll) 597learn_skill (object *pl, object *scroll)
647{ 598{
648 object *tmp;
649
650 if (!scroll->skill) 599 if (!scroll->skill)
651 { 600 {
652 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);
653 return 2; 602 return 2;
654 } 603 }
655 604
656 /* can't use find_skill_by_name because we want skills the player knows 605 object *tmp = find_skill (pl, scroll->skill);
657 * but can't use natively.
658 */
659
660 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
661 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
662 break;
663 606
664 /* player already knows it */ 607 /* player already knows it */
665 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
666 return 0; 609 return 0;
667 610
796 size_t len; 739 size_t len;
797 740
798 if (!string) 741 if (!string)
799 return 0; 742 return 0;
800 743
801 for (skop = op->inv; skop != NULL; skop = skop->below) 744 for (skop = op->inv; skop; skop = skop->below)
802 { 745 {
746 if (skop->type == SKILL
803 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
804 !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))))
805 break; 749 break;
750 else if (skop->type == SKILL_TOOL
806 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))))
807 break; 752 break;
808 } 753 }
754
809 if (!skop) 755 if (!skop)
810 { 756 {
811 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);
812 return 0; 758 return 0;
813 } 759 }
818 * options given to the skill. Its pretty simple - if there 764 * options given to the skill. Its pretty simple - if there
819 * are extra parameters (as deteremined by string length), we 765 * are extra parameters (as deteremined by string length), we
820 * want to skip over any leading spaces. 766 * want to skip over any leading spaces.
821 */ 767 */
822 if (len >= strlen (string)) 768 if (len >= strlen (string))
823 {
824 string = NULL; 769 string = NULL;
825 }
826 else 770 else
827 { 771 {
828 string += len; 772 string += len;
829 while (*string == 0x20) 773 while (*string == 0x20)
830 string++; 774 string++;
775
831 if (strlen (string) == 0) 776 if (strlen (string) == 0)
832 string = NULL; 777 string = NULL;
833 } 778 }
834 779
835#ifdef SKILL_UTIL_DEBUG 780#ifdef SKILL_UTIL_DEBUG
836 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");
837#endif 782#endif
838 783
839 /* Change to the new skill, then execute it. */
840 if (do_skill (op, op, skop, op->facing, string)) 784 if (do_skill (op, op, skop, op->facing, string))
841 return 1; 785 return 1;
842 786
843 return 0; 787 return 0;
844} 788}
891 for (tmp = op->inv; tmp; tmp = tmp->below) 835 for (tmp = op->inv; tmp; tmp = tmp->below)
892 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
893 break; 837 break;
894 838
895 if (!tmp) 839 if (!tmp)
896 {
897 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);
898 return 0;
899 }
900 841
901 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 842 pl->combat_ob = tmp;
902 } 843 }
903 else 844
845 if (!pl->combat_ob)
904 { 846 {
905 if (!skill) 847 if (!skill)
906 { 848 {
907 /* 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
908 * it if appropriate. 850 * it if appropriate.
912 else 854 else
913 { 855 {
914 skill = find_player_hth_skill (op); 856 skill = find_player_hth_skill (op);
915 857
916 if (!skill) 858 if (!skill)
917 {
918 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!");
919 return 0;
920 }
921 } 860 }
922 } 861 }
923 862
924 /* now try to ready the new skill */ 863 if (skill)
925 if (!change_skill (op, skill, 0)) 864 {
926 { /* oh oh, trouble! */ 865 op->change_skill (0);
927 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); 866 apply_special (op, skill, AP_APPLY);
928 return 0;
929 } 867 }
930 } 868 }
931 869
932 if (!pl->combat_ob) 870 if (!pl->combat_ob)
933 { 871 {
934 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);
935 return 0; 873 return 0;
936 } 874 }
937 } 875 }
938 876
939 op->set_weapon (pl->combat_ob); 877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
940 879
941 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
942 if (pl->tmp_invis) 881 if (pl->tmp_invis)
943 { 882 {
944 pl->tmp_invis = 0; 883 pl->tmp_invis = 0;
1078 1017
1079 return 0; 1018 return 0;
1080 } 1019 }
1081 1020
1082 return skill_attack (NULL, op, dir, string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1083
1084} 1022}
1023

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