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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 1.67 by root, Thu Sep 25 04:09:57 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 (©) 2005,2006,2007,2008 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 */
85 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 86 * mostly used for sending exp.
88 */ 87 */
89void 88void
90link_player_skills (object *op) 89player::link_skills ()
91{ 90{
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
94 { 96 {
95 /* This is really a warning, hence no else below */ 97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 98
100 if (tmp->subtype >= NUM_SKILLS) 99 if (last_skill_ob [tmp->subtype] != tmp)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 { 100 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 106 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
106 } 109 }
107 } 110 }
108} 111}
109 112
110static object * 113static object *
150 * but not the skill itself, give it to them. 153 * but not the skill itself, give it to them.
151 */ 154 */
152 object *skill = find_skill (who, skill_tool->skill); 155 object *skill = find_skill (who, skill_tool->skill);
153 156
154 if (!skill) 157 if (!skill)
155 {
156 skill = give_skill_by_name (who, skill_tool->skill); 158 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who);
158 }
159 159
160 if (!skill_tool->flag [FLAG_APPLIED]) 160 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
162 return 0; 162 return 0;
163 163
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 293 }
294 else 294 else
295 { 295 {
296 SET_FLAG (skill, FLAG_APPLIED); 296 SET_FLAG (skill, FLAG_APPLIED);
297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
298 } 298 }
299 299
300 op->update_stats (); 300 op->update_stats ();
301 success = 1; 301 success = 1;
302 break; 302 break;
312 case SK_HIDING: 312 case SK_HIDING:
313 exp = success = hide (op, skill); 313 exp = success = hide (op, skill);
314 break; 314 break;
315 315
316 case SK_JUMPING: 316 case SK_JUMPING:
317 success = jump (op, dir, skill); 317 exp = success = jump (op, dir, skill);
318 break; 318 break;
319 319
320 case SK_INSCRIPTION: 320 case SK_INSCRIPTION:
321 exp = success = write_on_item (op, string, skill); 321 exp = success = write_on_item (op, string, skill);
322 break; 322 break;
453 * Monsters have no skill use time because of the random nature in 453 * Monsters have no skill use time because of the random nature in
454 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself. 456 * in the code for the skill itself.
457 */ 457 */
458
459 if (op->type == PLAYER) 458 if (op->type == PLAYER)
460 op->speed_left -= 1.f; 459 op->speed_left -= 1.f;
461 460
462 /* this is a good place to add experience for successfull use of skills. 461 /* this is a good place to add experience for successfull use of skills.
463 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
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
623 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 619 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
624 return 2; 620 return 2;
625 } 621 }
626 622
627 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
628 link_player_skills (pl); 624
629 return 1; 625 return 1;
630} 626}
631 627
632/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
633/* Probably belongs in some global utils-type file? */ 629/* Probably belongs in some global utils-type file? */
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 *pl, const char *search)
665{ 661{
666 object *tmp = NULL;
667 char buf[MAX_BUF];
668 const char *cp; 662 const char *cp;
669 int i, num_skills_found = 0; 663 int i, num_skills_found = 0;
670 static const char *const periods = "........................................"; 664 const char *const periods = ".............................."; // 30
671 665
672 /* Need to have a pointer and use strdup for qsort to work properly */ 666 /* Need to have a pointer and use strdup for qsort to work properly */
673 char skills[NUM_SKILLS][MAX_BUF]; 667 char skills[NUM_SKILLS][128]; // d'oh
674 668
669 object *op = pl->contr->ob;
675 670
676 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (object *tmp = op->inv; tmp; tmp = tmp->below)
677 { 672 {
678 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
679 { 674 {
680 if (search && strstr (tmp->name, search) == NULL) 675 if (search && !strstr (tmp->name, search))
681 continue; 676 continue;
677
678 char buf[30];
679
682 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 30 spaces with periods */
683 sprintf (buf, "%s%s", &tmp->name, periods); 681 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 682
686 if (settings.permanent_exp_ratio) 683 if (settings.permanent_exp_ratio)
687 {
688 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 684 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
689 buf, tmp->level, tmp->stats.exp, 685 buf, tmp->level, tmp->stats.exp,
690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 686 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 }
692 else 687 else
693 {
694 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 688 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 689 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
696 } 690
697 /* I don't know why some characters get a bunch of skills, but 691 /* I don't know why some characters get a bunch of skills, but
698 * it sometimes happens (maybe a leftover from bugier earlier code 692 * it sometimes happens (maybe a leftover from bugier earlier code
699 * and those character are still about). In any case, lets handle 693 * and those character are still about). In any case, lets handle
700 * it so it doesn't crash the server - otherwise, one character may 694 * it so it doesn't crash the server - otherwise, one character may
701 * crash the server numerous times. 695 * crash the server numerous times.
707 break; 701 break;
708 } 702 }
709 } 703 }
710 } 704 }
711 705
712 clear_win_info (op); 706 dynbuf_text msg (4096, 1024);
713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707
708 msg << "T<Player skills:>\n\n";
714 if (num_skills_found > 1) 709 if (num_skills_found > 1)
715 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 710 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
716 711
717 for (i = 0; i < num_skills_found; i++) 712 for (i = 0; i < num_skills_found; i++)
718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 713 msg << " C<" << skills [i] << ">\n";
719 714
720 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 715 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
721 716
722 cp = determine_god (op); 717 cp = determine_god (op);
723 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 718 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
724 719
725 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 720 msg << "Your equipped item power is " << (int)op->contr->item_power
726 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 721 << " out of " << int (op->level * settings.item_power_factor)
722 << ".\n";
723
724 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
727} 725}
728 726
729/* use_skill() - similar to invoke command, it executes the skill in the 727/* use_skill() - similar to invoke command, it executes the skill in the
730 * direction that the user is facing. Returns false if we are unable to 728 * direction that the user is facing. Returns false if we are unable to
731 * change to the requested skill, or were unable to use the skill properly. 729 * change to the requested skill, or were unable to use the skill properly.
826 * the caller should have set it appropriately). We still want to pass 824 * the caller should have set it appropriately). We still want to pass
827 * through that code if skill is set to change to the skill. 825 * through that code if skill is set to change to the skill.
828 */ 826 */
829 if (player *pl = op->contr) 827 if (player *pl = op->contr)
830 { 828 {
831 if (!pl->combat_ob) 829 if (skill)
830 op->change_skill (skill);
831 else
832 { 832 {
833 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
834 {
835 for (tmp = op->inv; tmp; tmp = tmp->below)
836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
837 break;
838
839 if (!tmp)
840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841
842 pl->combat_ob = tmp;
843 }
844
845 if (!pl->combat_ob) 833 if (!pl->combat_ob)
846 { 834 {
835 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
836 {
837 for (tmp = op->inv; tmp; tmp = tmp->below)
838 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
839 break;
840
847 if (!skill) 841 if (!tmp)
842 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
843
844 pl->combat_ob = tmp;
845 }
846
847 if (!pl->combat_ob)
848 { 848 {
849 /* 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
850 * it if appropriate. 850 * it if appropriate.
851 */ 851 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 852 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = find_player_hth_skill (op); 856 skill = find_player_hth_skill (op);
857 857
858 if (!skill) 858 if (!skill)
859 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!");
860 } 860 }
861
862 if (skill)
863 {
864 op->change_skill (0);
865 apply_special (op, skill, AP_APPLY);
866 }
861 } 867 }
862 868
863 if (skill) 869 if (!pl->combat_ob)
864 { 870 {
865 op->change_skill (0); 871 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
866 apply_special (op, skill, AP_APPLY); 872 return 0;
867 } 873 }
868 } 874 }
869 875
870 if (!pl->combat_ob) 876 if (!op->change_weapon (pl->combat_ob))
871 {
872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 return 0; 877 return 0;
874 }
875 } 878 }
876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879 879
880 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis) 881 if (pl->tmp_invis)
882 { 882 {
883 pl->tmp_invis = 0; 883 pl->tmp_invis = 0;
902 return success; 902 return success;
903} 903}
904 904
905/* skill_attack() - Core routine for use when we attack using a skills 905/* skill_attack() - Core routine for use when we attack using a skills
906 * system. In essence, this code handles 906 * system. In essence, this code handles
907 * all skill-based attacks, ie hth, missile and melee weapons should be 907 * all skill-based attacks, i.e. hth, missile and melee weapons should be
908 * treated here. If an opponent is already supplied by move_player(), 908 * treated here. If an opponent is already supplied by move_player(),
909 * we move right onto do_skill_attack(), otherwise we find if an 909 * we move right onto do_skill_attack(), otherwise we find if an
910 * appropriate opponent exists. 910 * appropriate opponent exists.
911 * 911 *
912 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()

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