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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.59 by root, Thu Nov 8 19:43:28 2007 UTC vs.
Revision 1.64 by root, Mon Sep 22 01:33:10 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 } 292 }
293 else 293 else
294 { 294 {
295 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
296 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!");
297 } 297 }
298 298
299 op->update_stats (); 299 op->update_stats ();
300 success = 1; 300 success = 1;
301 break; 301 break;
311 case SK_HIDING: 311 case SK_HIDING:
312 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
313 break; 313 break;
314 314
315 case SK_JUMPING: 315 case SK_JUMPING:
316 success = jump (op, dir, skill); 316 exp = success = jump (op, dir, skill);
317 break; 317 break;
318 318
319 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
320 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
321 break; 321 break;
452 * Monsters have no skill use time because of the random nature in 452 * Monsters have no skill use time because of the random nature in
453 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 455 * in the code for the skill itself.
456 */ 456 */
457
458 if (op->type == PLAYER) 457 if (op->type == PLAYER)
459 op->speed_left -= 1.f; 458 op->speed_left -= 1.f;
460 459
461 /* this is a good place to add experience for successfull use of skills. 460 /* this is a good place to add experience for successfull use of skills.
462 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
510 * If an object is not alive and magical we set the base exp higher to 509 * If an object is not alive and magical we set the base exp higher to
511 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
512 * an item is type RUNE, we give out exp based on stats.Cha 511 * an item is type RUNE, we give out exp based on stats.Cha
513 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
514 */ 513 */
515
516 if (!op) 514 if (!op)
517 { /* no item/creature */ 515 { /* no item/creature */
518 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
519 op_exp = 0; 517 op_exp = 0;
520 } 518 }
521 else if (op->type == RUNE || op->type == TRAP) 519 else if (op->type == RUNE || op->type == TRAP)
522 { /* all traps. If stats.Cha > 1 we use that 520 { /* all traps. If stats.Cha > 1 we use that
523 * for the amount of experience */ 521 * for the amount of experience */
527 else 525 else
528 { /* all other items/living creatures */ 526 { /* all other items/living creatures */
529 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
530 op_lvl = op->level; 528 op_lvl = op->level;
531 if (!QUERY_FLAG (op, FLAG_ALIVE)) 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
532 { /* for ident/make items */ 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
533 op_lvl += 5 * abs (op->magic);
534 }
535 } 531 }
536 532
537 if (op_lvl < 1) 533 if (op_lvl < 1)
538 op_lvl = 1; 534 op_lvl = 1;
539 535
566 } 562 }
567 } 563 }
568 else 564 else
569 { 565 {
570 /* Don't divide by zero here! */ 566 /* Don't divide by zero here! */
571 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
572 } 568 }
573 } 569 }
574 570
575 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
576 572
660 */ 656 */
661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
662void 658void
663show_skills (object *op, const char *search) 659show_skills (object *op, const char *search)
664{ 660{
665 object *tmp = NULL;
666 char buf[MAX_BUF];
667 const char *cp; 661 const char *cp;
668 int i, num_skills_found = 0; 662 int i, num_skills_found = 0;
669 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
670 664
671 /* Need to have a pointer and use strdup for qsort to work properly */ 665 /* Need to have a pointer and use strdup for qsort to work properly */
672 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
673 667
674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
675 { 669 {
676 if (tmp->type == SKILL) 670 if (tmp->type == SKILL)
677 { 671 {
678 if (search && strstr (tmp->name, search) == NULL) 672 if (search && !strstr (tmp->name, search))
679 continue; 673 continue;
674
675 char buf[30];
676
680 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
681 sprintf (buf, "%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
682 buf[40] = 0;
683 679
684 if (settings.permanent_exp_ratio) 680 if (settings.permanent_exp_ratio)
685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 681 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
686 buf, tmp->level, tmp->stats.exp, 682 buf, tmp->level, tmp->stats.exp,
687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 683 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
688 else 684 else
689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 686 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
691 687
692 /* I don't know why some characters get a bunch of skills, but 688 /* I don't know why some characters get a bunch of skills, but
693 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
694 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
695 * it so it doesn't crash the server - otherwise, one character may 691 * it so it doesn't crash the server - otherwise, one character may
702 break; 698 break;
703 } 699 }
704 } 700 }
705 } 701 }
706 702
707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 703 dynbuf_text msg (4096, 1024);
704
705 msg << "T<Player skills:>\n\n";
708 if (num_skills_found > 1) 706 if (num_skills_found > 1)
709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 707 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
710 708
711 for (i = 0; i < num_skills_found; i++) 709 for (i = 0; i < num_skills_found; i++)
712 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
713 711
714 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 712 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
715 713
716 cp = determine_god (op); 714 cp = determine_god (op);
717 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 715 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
718 716
719 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 717 msg << "Your equipped item power is " << (int)op->contr->item_power
720 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 718 << " out of " << int (op->level * settings.item_power_factor)
719 << "\n";
720
721 op->contr->infobox (MSG_CHANNEL ("skills"), msg);
721} 722}
722 723
723/* use_skill() - similar to invoke command, it executes the skill in the 724/* use_skill() - similar to invoke command, it executes the skill in the
724 * direction that the user is facing. Returns false if we are unable to 725 * direction that the user is facing. Returns false if we are unable to
725 * change to the requested skill, or were unable to use the skill properly. 726 * change to the requested skill, or were unable to use the skill properly.
820 * the caller should have set it appropriately). We still want to pass 821 * the caller should have set it appropriately). We still want to pass
821 * through that code if skill is set to change to the skill. 822 * through that code if skill is set to change to the skill.
822 */ 823 */
823 if (player *pl = op->contr) 824 if (player *pl = op->contr)
824 { 825 {
825 if (!pl->combat_ob) 826 if (skill)
827 op->change_skill (skill);
828 else
826 { 829 {
827 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
828 {
829 for (tmp = op->inv; tmp; tmp = tmp->below)
830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
831 break;
832
833 if (!tmp)
834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
835
836 pl->combat_ob = tmp;
837 }
838
839 if (!pl->combat_ob) 830 if (!pl->combat_ob)
840 { 831 {
832 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
833 {
834 for (tmp = op->inv; tmp; tmp = tmp->below)
835 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
836 break;
837
841 if (!skill) 838 if (!tmp)
839 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
840
841 pl->combat_ob = tmp;
842 }
843
844 if (!pl->combat_ob)
842 { 845 {
843 /* See if the players chosen skill is a combat skill, and use 846 /* See if the players chosen skill is a combat skill, and use
844 * it if appropriate. 847 * it if appropriate.
845 */ 848 */
846 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
850 skill = find_player_hth_skill (op); 853 skill = find_player_hth_skill (op);
851 854
852 if (!skill) 855 if (!skill)
853 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 856 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
854 } 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
863 }
855 } 864 }
856 865
857 if (skill) 866 if (!pl->combat_ob)
858 { 867 {
859 op->change_skill (0); 868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
860 apply_special (op, skill, AP_APPLY); 869 return 0;
861 } 870 }
862 } 871 }
863 872
864 if (!pl->combat_ob) 873 if (!op->change_weapon (pl->combat_ob))
865 {
866 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
867 return 0; 874 return 0;
868 }
869 } 875 }
870
871 if (!op->change_weapon (pl->combat_ob))
872 return 0;
873 876
874 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
875 if (pl->tmp_invis) 878 if (pl->tmp_invis)
876 { 879 {
877 pl->tmp_invis = 0; 880 pl->tmp_invis = 0;
896 return success; 899 return success;
897} 900}
898 901
899/* skill_attack() - Core routine for use when we attack using a skills 902/* skill_attack() - Core routine for use when we attack using a skills
900 * system. In essence, this code handles 903 * system. In essence, this code handles
901 * all skill-based attacks, ie hth, missile and melee weapons should be 904 * all skill-based attacks, i.e. hth, missile and melee weapons should be
902 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
903 * we move right onto do_skill_attack(), otherwise we find if an 906 * we move right onto do_skill_attack(), otherwise we find if an
904 * appropriate opponent exists. 907 * appropriate opponent exists.
905 * 908 *
906 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()

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