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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.50 by root, Mon May 14 21:52:32 2007 UTC vs.
Revision 1.59 by root, Thu Nov 8 19:43:28 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author 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 */
132 for (object *tmp = who->inv; tmp; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh) 132 if (tmp->skill == sh)
134 { 133 {
135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) 134 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 */ 135 /* If this is a skill that can be used without applying tool, return it */
137 return tmp->inv_splay (); 136 return splay (tmp);
138 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
140 */ 139 */
141 else if (tmp->type == SKILL_TOOL && !skill_tool) 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 skill_tool = tmp; 141 skill_tool = tmp;
155 { 154 {
156 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who); 156 link_player_skills (who);
158 } 157 }
159 158
160 skill->inv_splay ();
161
162 if (!skill_tool->flag [FLAG_APPLIED]) 159 if (!skill_tool->flag [FLAG_APPLIED])
163 if (apply_special (who, skill_tool, AP_APPLY)) 160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
164 return 0; 161 return 0;
165 162
166 return skill; 163 return splay (skill);
167} 164}
168 165
169object * 166object *
170find_skill_by_name (object *who, const char *name) 167find_skill_by_name (object *who, const char *name)
171{ 168{
201 return skop; 198 return skop;
202 199
203 return 0; 200 return 0;
204} 201}
205 202
206/* This changes the objects skill to new_skill. 203/* This changes the objects chosen_skill to new_skill.
207 * note that this function doesn't always need to get used -
208 * you can now add skill exp to the player without the chosen_skill being
209 * set. This function is of most interest to players to update
210 * the various range information.
211 * return 1 on success, 0 on error 204 * return 1 on success, 0 on error
212 */ 205 */
213int 206bool
214change_skill (object *who, object *new_skill, int flag) 207object::change_skill (object *new_skill)
215{ 208{
216 if (who->type != PLAYER) 209 if (type != PLAYER)
217 return 0; 210 return 0;
218 211
219#if 0
220 // optimise this supposedly common case 212 // optimise this supposedly common case
221 if (new_skill == who->chosen_skill) 213 if (new_skill == chosen_skill)
222 return 1; 214 return 1;
223#endif
224 215
225 if (!new_skill) 216 if (chosen_skill)
226 {
227 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
228 who->debug_desc ());
229 return 0;
230 } 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
231 221
232 // the skill could be readied already because it is used by a weapon. 222 chosen_skill = new_skill;
233 who->change_weapon (0);
234 new_skill->inv_splay ();
235 223
236 if (apply_special (who, new_skill, AP_APPLY)) 224 if (chosen_skill)
237 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
238 229
230 // always clear current weapon, as the selected skill could
231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
234
235 update_stats ();
239 return 1; 236 return 1;
240}
241
242/* This function just clears the chosen_skill and range_skill values
243 * in the player.
244 */
245void
246clear_skill (object *who)
247{
248 who->chosen_skill = 0;
249 CLEAR_FLAG (who, FLAG_READY_SKILL);
250
251 if (player *pl = who->contr)
252 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
253 pl->ranged_ob = 0;
254} 237}
255 238
256/* do_skill() - Main skills use function-similar in scope to cast_spell(). 239/* do_skill() - Main skills use function-similar in scope to cast_spell().
257 * We handle all requests for skill use outside of some combat here. 240 * We handle all requests for skill use outside of some combat here.
258 * We require a separate routine outside of fire() so as to allow monsters 241 * We require a separate routine outside of fire() so as to allow monsters
564 /* if skill really is a skill, then we can look at the skill archetype for 547 /* if skill really is a skill, then we can look at the skill archetype for
565 * bse reward value (exp) and level multiplier factor. 548 * bse reward value (exp) and level multiplier factor.
566 */ 549 */
567 if (skill->type == SKILL) 550 if (skill->type == SKILL)
568 { 551 {
569 base += skill->arch->clone.stats.exp; 552 base += skill->arch->stats.exp;
570 if (settings.simple_exp) 553 if (settings.simple_exp)
571 { 554 {
572 if (skill->arch->clone.level) 555 if (skill->arch->level)
573 lvl_mult = (float) skill->arch->clone.level / 100.0; 556 lvl_mult = (float) skill->arch->level / 100.0;
574 else 557 else
575 lvl_mult = 1.0; /* no adjustment */ 558 lvl_mult = 1.0; /* no adjustment */
576 } 559 }
577 else 560 else
578 { 561 {
579 if (skill->level) 562 if (skill->level)
580 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 563 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
581 else 564 else
582 lvl_mult = 1.0; 565 lvl_mult = 1.0;
583 } 566 }
584 } 567 }
585 else 568 else
673 * Note this function is a bit more complicated becauase we 656 * Note this function is a bit more complicated becauase we
674 * we want ot sort the skills before printing them. If we 657 * we want ot sort the skills before printing them. If we
675 * just dumped this as we found it, this would be a bit 658 * just dumped this as we found it, this would be a bit
676 * simpler. 659 * simpler.
677 */ 660 */
678 661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
679void 662void
680show_skills (object *op, const char *search) 663show_skills (object *op, const char *search)
681{ 664{
682 object *tmp = NULL; 665 object *tmp = NULL;
683 char buf[MAX_BUF]; 666 char buf[MAX_BUF];
685 int i, num_skills_found = 0; 668 int i, num_skills_found = 0;
686 static const char *const periods = "........................................"; 669 static const char *const periods = "........................................";
687 670
688 /* Need to have a pointer and use strdup for qsort to work properly */ 671 /* Need to have a pointer and use strdup for qsort to work properly */
689 char skills[NUM_SKILLS][MAX_BUF]; 672 char skills[NUM_SKILLS][MAX_BUF];
690
691 673
692 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
693 { 675 {
694 if (tmp->type == SKILL) 676 if (tmp->type == SKILL)
695 { 677 {
698 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 40 spaces with periods */
699 sprintf (buf, "%s%s", &tmp->name, periods); 681 sprintf (buf, "%s%s", &tmp->name, periods);
700 buf[40] = 0; 682 buf[40] = 0;
701 683
702 if (settings.permanent_exp_ratio) 684 if (settings.permanent_exp_ratio)
703 {
704 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
705 buf, tmp->level, tmp->stats.exp, 686 buf, tmp->level, tmp->stats.exp,
706 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
707 }
708 else 688 else
709 {
710 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
712 } 691
713 /* I don't know why some characters get a bunch of skills, but 692 /* I don't know why some characters get a bunch of skills, but
714 * it sometimes happens (maybe a leftover from bugier earlier code 693 * it sometimes happens (maybe a leftover from bugier earlier code
715 * and those character are still about). In any case, lets handle 694 * and those character are still about). In any case, lets handle
716 * it so it doesn't crash the server - otherwise, one character may 695 * it so it doesn't crash the server - otherwise, one character may
717 * crash the server numerous times. 696 * crash the server numerous times.
723 break; 702 break;
724 } 703 }
725 } 704 }
726 } 705 }
727 706
728 clear_win_info (op);
729 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
730 if (num_skills_found > 1) 708 if (num_skills_found > 1)
731 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
732 710
733 for (i = 0; i < num_skills_found; i++) 711 for (i = 0; i < num_skills_found; i++)
851 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
852 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
853 break; 831 break;
854 832
855 if (!tmp) 833 if (!tmp)
856 {
857 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
858 return 0;
859 }
860 835
861 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 836 pl->combat_ob = tmp;
862 } 837 }
863 else 838
839 if (!pl->combat_ob)
864 { 840 {
865 if (!skill) 841 if (!skill)
866 { 842 {
867 /* See if the players chosen skill is a combat skill, and use 843 /* See if the players chosen skill is a combat skill, and use
868 * it if appropriate. 844 * it if appropriate.
872 else 848 else
873 { 849 {
874 skill = find_player_hth_skill (op); 850 skill = find_player_hth_skill (op);
875 851
876 if (!skill) 852 if (!skill)
877 {
878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 853 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
879 return 0;
880 }
881 } 854 }
882 } 855 }
883 856
884 /* now try to ready the new skill */ 857 if (skill)
885 if (!change_skill (op, skill, 0)) 858 {
886 { /* oh oh, trouble! */ 859 op->change_skill (0);
887 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); 860 apply_special (op, skill, AP_APPLY);
888 return 0;
889 } 861 }
890 } 862 }
891 863
892 if (!pl->combat_ob) 864 if (!pl->combat_ob)
893 { 865 {
1039 1011
1040 return 0; 1012 return 0;
1041 } 1013 }
1042 1014
1043 return skill_attack (NULL, op, dir, string, skill); 1015 return skill_attack (NULL, op, dir, string, skill);
1044
1045} 1016}
1017

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