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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.55 by root, Wed May 30 03:03:10 2007 UTC vs.
Revision 1.61 by root, Tue May 6 16:32:34 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
61 * subtypes. 60 * subtypes.
62 */ 61 */
63void 62void
64init_skills (void) 63init_skills (void)
65{ 64{
66 for (archetype *at = first_archetype; at; at = at->next) 65 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
68 { 67 {
69 if (skill_names[at->clone.subtype]) 68 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 71 else
73 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
74 } 73 }
75 74
76 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
78 */ 77 */
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 292 }
294 else 293 else
295 { 294 {
296 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
298 } 297 }
299 298
300 op->update_stats (); 299 op->update_stats ();
301 success = 1; 300 success = 1;
302 break; 301 break;
511 * If an object is not alive and magical we set the base exp higher to 510 * If an object is not alive and magical we set the base exp higher to
512 * help out exp awards for skill_ident skills. Also, if 511 * help out exp awards for skill_ident skills. Also, if
513 * an item is type RUNE, we give out exp based on stats.Cha 512 * an item is type RUNE, we give out exp based on stats.Cha
514 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
515 */ 514 */
516
517 if (!op) 515 if (!op)
518 { /* no item/creature */ 516 { /* no item/creature */
519 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 517 op_lvl = max (1, who->map->difficulty);
520 op_exp = 0; 518 op_exp = 0;
521 } 519 }
522 else if (op->type == RUNE || op->type == TRAP) 520 else if (op->type == RUNE || op->type == TRAP)
523 { /* all traps. If stats.Cha > 1 we use that 521 { /* all traps. If stats.Cha > 1 we use that
524 * for the amount of experience */ 522 * for the amount of experience */
528 else 526 else
529 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
530 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
531 op_lvl = op->level; 529 op_lvl = op->level;
532 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!QUERY_FLAG (op, FLAG_ALIVE))
533 { /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
534 op_lvl += 5 * abs (op->magic);
535 }
536 } 532 }
537 533
538 if (op_lvl < 1) 534 if (op_lvl < 1)
539 op_lvl = 1; 535 op_lvl = 1;
540 536
548 /* if skill really is a skill, then we can look at the skill archetype for 544 /* if skill really is a skill, then we can look at the skill archetype for
549 * bse reward value (exp) and level multiplier factor. 545 * bse reward value (exp) and level multiplier factor.
550 */ 546 */
551 if (skill->type == SKILL) 547 if (skill->type == SKILL)
552 { 548 {
553 base += skill->arch->clone.stats.exp; 549 base += skill->arch->stats.exp;
554 if (settings.simple_exp) 550 if (settings.simple_exp)
555 { 551 {
556 if (skill->arch->clone.level) 552 if (skill->arch->level)
557 lvl_mult = (float) skill->arch->clone.level / 100.0; 553 lvl_mult = (float) skill->arch->level / 100.0;
558 else 554 else
559 lvl_mult = 1.0; /* no adjustment */ 555 lvl_mult = 1.0; /* no adjustment */
560 } 556 }
561 else 557 else
562 { 558 {
563 if (skill->level) 559 if (skill->level)
564 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 560 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
565 else 561 else
566 lvl_mult = 1.0; 562 lvl_mult = 1.0;
567 } 563 }
568 } 564 }
569 else 565 else
570 { 566 {
571 /* Don't divide by zero here! */ 567 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 568 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 } 569 }
574 } 570 }
575 571
576 /* assemble the exp total, and return value */ 572 /* assemble the exp total, and return value */
577 573
657 * Note this function is a bit more complicated becauase we 653 * Note this function is a bit more complicated becauase we
658 * we want ot sort the skills before printing them. If we 654 * we want ot sort the skills before printing them. If we
659 * just dumped this as we found it, this would be a bit 655 * just dumped this as we found it, this would be a bit
660 * simpler. 656 * simpler.
661 */ 657 */
662 658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663void 659void
664show_skills (object *op, const char *search) 660show_skills (object *op, const char *search)
665{ 661{
666 object *tmp = NULL; 662 object *tmp = NULL;
667 char buf[MAX_BUF]; 663 char buf[MAX_BUF];
669 int i, num_skills_found = 0; 665 int i, num_skills_found = 0;
670 static const char *const periods = "........................................"; 666 static const char *const periods = "........................................";
671 667
672 /* Need to have a pointer and use strdup for qsort to work properly */ 668 /* Need to have a pointer and use strdup for qsort to work properly */
673 char skills[NUM_SKILLS][MAX_BUF]; 669 char skills[NUM_SKILLS][MAX_BUF];
674
675 670
676 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
677 { 672 {
678 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
679 { 674 {
682 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 40 spaces with periods */
683 sprintf (buf, "%s%s", &tmp->name, periods); 678 sprintf (buf, "%s%s", &tmp->name, periods);
684 buf[40] = 0; 679 buf[40] = 0;
685 680
686 if (settings.permanent_exp_ratio) 681 if (settings.permanent_exp_ratio)
687 {
688 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 682 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
689 buf, tmp->level, tmp->stats.exp, 683 buf, tmp->level, tmp->stats.exp,
690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 684 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 }
692 else 685 else
693 {
694 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 687 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
696 } 688
697 /* I don't know why some characters get a bunch of skills, but 689 /* I don't know why some characters get a bunch of skills, but
698 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
699 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
700 * it so it doesn't crash the server - otherwise, one character may 692 * it so it doesn't crash the server - otherwise, one character may
701 * crash the server numerous times. 693 * crash the server numerous times.
707 break; 699 break;
708 } 700 }
709 } 701 }
710 } 702 }
711 703
712 clear_win_info (op);
713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
714 if (num_skills_found > 1) 705 if (num_skills_found > 1)
715 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 706 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
716 707
717 for (i = 0; i < num_skills_found; i++) 708 for (i = 0; i < num_skills_found; i++)

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