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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 1.67 by root, Thu Sep 25 04:09:57 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
84 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 86 * mostly used for sending exp.
87 */ 87 */
88void 88void
89link_player_skills (object *op) 89player::link_skills ()
90{ 90{
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
93 { 96 {
94 /* This is really a warning, hence no else below */ 97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
98 98
99 if (tmp->subtype >= NUM_SKILLS) 99 if (last_skill_ob [tmp->subtype] != tmp)
100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
101 else
102 { 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
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 106 last_skill_ob [tmp->subtype] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
105 } 109 }
106 } 110 }
107} 111}
108 112
109static object * 113static object *
149 * but not the skill itself, give it to them. 153 * but not the skill itself, give it to them.
150 */ 154 */
151 object *skill = find_skill (who, skill_tool->skill); 155 object *skill = find_skill (who, skill_tool->skill);
152 156
153 if (!skill) 157 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill); 158 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 159
159 if (!skill_tool->flag [FLAG_APPLIED]) 160 if (!skill_tool->flag [FLAG_APPLIED])
160 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))
161 return 0; 162 return 0;
162 163
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 } 293 }
293 else 294 else
294 { 295 {
295 SET_FLAG (skill, FLAG_APPLIED); 296 SET_FLAG (skill, FLAG_APPLIED);
296 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!");
297 } 298 }
298 299
299 op->update_stats (); 300 op->update_stats ();
300 success = 1; 301 success = 1;
301 break; 302 break;
311 case SK_HIDING: 312 case SK_HIDING:
312 exp = success = hide (op, skill); 313 exp = success = hide (op, skill);
313 break; 314 break;
314 315
315 case SK_JUMPING: 316 case SK_JUMPING:
316 success = jump (op, dir, skill); 317 exp = success = jump (op, dir, skill);
317 break; 318 break;
318 319
319 case SK_INSCRIPTION: 320 case SK_INSCRIPTION:
320 exp = success = write_on_item (op, string, skill); 321 exp = success = write_on_item (op, string, skill);
321 break; 322 break;
452 * 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
453 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 456 * in the code for the skill itself.
456 */ 457 */
457
458 if (op->type == PLAYER) 458 if (op->type == PLAYER)
459 op->speed_left -= 1.f; 459 op->speed_left -= 1.f;
460 460
461 /* 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.
462 * Note that add_exp() will figure out player/monster experience 462 * 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 510 * 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 511 * help out exp awards for skill_ident skills. Also, if
512 * 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
513 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
514 */ 514 */
515
516 if (!op) 515 if (!op)
517 { /* no item/creature */ 516 { /* no item/creature */
518 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 517 op_lvl = max (1, who->map->difficulty);
519 op_exp = 0; 518 op_exp = 0;
520 } 519 }
521 else if (op->type == RUNE || op->type == TRAP) 520 else if (op->type == RUNE || op->type == TRAP)
522 { /* all traps. If stats.Cha > 1 we use that 521 { /* all traps. If stats.Cha > 1 we use that
523 * for the amount of experience */ 522 * for the amount of experience */
527 else 526 else
528 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
529 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
530 op_lvl = op->level; 529 op_lvl = op->level;
531 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!QUERY_FLAG (op, FLAG_ALIVE))
532 { /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
533 op_lvl += 5 * abs (op->magic);
534 }
535 } 532 }
536 533
537 if (op_lvl < 1) 534 if (op_lvl < 1)
538 op_lvl = 1; 535 op_lvl = 1;
539 536
566 } 563 }
567 } 564 }
568 else 565 else
569 { 566 {
570 /* Don't divide by zero here! */ 567 /* Don't divide by zero here! */
571 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 568 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
572 } 569 }
573 } 570 }
574 571
575 /* assemble the exp total, and return value */ 572 /* assemble the exp total, and return value */
576 573
622 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);
623 return 2; 620 return 2;
624 } 621 }
625 622
626 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
627 link_player_skills (pl); 624
628 return 1; 625 return 1;
629} 626}
630 627
631/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
632/* Probably belongs in some global utils-type file? */ 629/* Probably belongs in some global utils-type file? */
658 * 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
659 * simpler. 656 * simpler.
660 */ 657 */
661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
662void 659void
663show_skills (object *op, const char *search) 660show_skills (object *pl, const char *search)
664{ 661{
665 object *tmp = NULL;
666 char buf[MAX_BUF];
667 const char *cp; 662 const char *cp;
668 int i, num_skills_found = 0; 663 int i, num_skills_found = 0;
669 static const char *const periods = "........................................"; 664 const char *const periods = ".............................."; // 30
670 665
671 /* 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 */
672 char skills[NUM_SKILLS][MAX_BUF]; 667 char skills[NUM_SKILLS][128]; // d'oh
673 668
669 object *op = pl->contr->ob;
670
674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (object *tmp = op->inv; tmp; tmp = tmp->below)
675 { 672 {
676 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
677 { 674 {
678 if (search && strstr (tmp->name, search) == NULL) 675 if (search && !strstr (tmp->name, search))
679 continue; 676 continue;
677
678 char buf[30];
679
680 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 30 spaces with periods */
681 sprintf (buf, "%s%s", &tmp->name, periods); 681 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
682 buf[40] = 0;
683 682
684 if (settings.permanent_exp_ratio) 683 if (settings.permanent_exp_ratio)
685 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%%)",
686 buf, tmp->level, tmp->stats.exp, 685 buf, tmp->level, tmp->stats.exp,
687 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));
688 else 687 else
689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 688 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)); 689 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
691 690
692 /* 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
693 * it sometimes happens (maybe a leftover from bugier earlier code 692 * it sometimes happens (maybe a leftover from bugier earlier code
694 * and those character are still about). In any case, lets handle 693 * and those character are still about). In any case, lets handle
695 * 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
702 break; 701 break;
703 } 702 }
704 } 703 }
705 } 704 }
706 705
707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 706 dynbuf_text msg (4096, 1024);
707
708 msg << "T<Player skills:>\n\n";
708 if (num_skills_found > 1) 709 if (num_skills_found > 1)
709 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);
710 711
711 for (i = 0; i < num_skills_found; i++) 712 for (i = 0; i < num_skills_found; i++)
712 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 713 msg << " C<" << skills [i] << ">\n";
713 714
714 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";
715 716
716 cp = determine_god (op); 717 cp = determine_god (op);
717 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";
718 719
719 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
720 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);
721} 725}
722 726
723/* 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
724 * 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
725 * 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.
820 * 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
821 * 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.
822 */ 826 */
823 if (player *pl = op->contr) 827 if (player *pl = op->contr)
824 { 828 {
825 if (!pl->combat_ob) 829 if (skill)
830 op->change_skill (skill);
831 else
826 { 832 {
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) 833 if (!pl->combat_ob)
840 { 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
841 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)
842 { 848 {
843 /* 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
844 * it if appropriate. 850 * it if appropriate.
845 */ 851 */
846 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 852 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
850 skill = find_player_hth_skill (op); 856 skill = find_player_hth_skill (op);
851 857
852 if (!skill) 858 if (!skill)
853 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!");
854 } 860 }
861
862 if (skill)
863 {
864 op->change_skill (0);
865 apply_special (op, skill, AP_APPLY);
866 }
855 } 867 }
856 868
857 if (skill) 869 if (!pl->combat_ob)
858 { 870 {
859 op->change_skill (0); 871 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
860 apply_special (op, skill, AP_APPLY); 872 return 0;
861 } 873 }
862 } 874 }
863 875
864 if (!pl->combat_ob) 876 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; 877 return 0;
868 }
869 } 878 }
870
871 if (!op->change_weapon (pl->combat_ob))
872 return 0;
873 879
874 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
875 if (pl->tmp_invis) 881 if (pl->tmp_invis)
876 { 882 {
877 pl->tmp_invis = 0; 883 pl->tmp_invis = 0;
896 return success; 902 return success;
897} 903}
898 904
899/* 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
900 * system. In essence, this code handles 906 * system. In essence, this code handles
901 * 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
902 * treated here. If an opponent is already supplied by move_player(), 908 * treated here. If an opponent is already supplied by move_player(),
903 * 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
904 * appropriate opponent exists. 910 * appropriate opponent exists.
905 * 911 *
906 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()

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