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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 1.68 by root, Thu Sep 25 22:58:13 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 *
110find_skill (object *who, const shstr &sh) 114find_skill (object *who, const shstr &name)
111{ 115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 122 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 123 return splay (tmp);
115 124
116 return 0; 125 return 0;
126}
127
128object *player::find_skill (const shstr &name) const
129{
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
132}
133
134object *player::find_skill (const char *name) const
135{
136 return find_skill (shstr (name));
117} 137}
118 138
119/* This returns the skill pointer of the given name (the 139/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 140 * one that accumulates exp, has the level, etc).
121 * 141 *
149 * but not the skill itself, give it to them. 169 * but not the skill itself, give it to them.
150 */ 170 */
151 object *skill = find_skill (who, skill_tool->skill); 171 object *skill = find_skill (who, skill_tool->skill);
152 172
153 if (!skill) 173 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill); 174 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 175
159 if (!skill_tool->flag [FLAG_APPLIED]) 176 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 177 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
161 return 0; 178 return 0;
162 179
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 308 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 } 309 }
293 else 310 else
294 { 311 {
295 SET_FLAG (skill, FLAG_APPLIED); 312 SET_FLAG (skill, FLAG_APPLIED);
296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
297 } 314 }
298 315
299 op->update_stats (); 316 op->update_stats ();
300 success = 1; 317 success = 1;
301 break; 318 break;
311 case SK_HIDING: 328 case SK_HIDING:
312 exp = success = hide (op, skill); 329 exp = success = hide (op, skill);
313 break; 330 break;
314 331
315 case SK_JUMPING: 332 case SK_JUMPING:
316 success = jump (op, dir, skill); 333 exp = success = jump (op, dir, skill);
317 break; 334 break;
318 335
319 case SK_INSCRIPTION: 336 case SK_INSCRIPTION:
320 exp = success = write_on_item (op, string, skill); 337 exp = success = write_on_item (op, string, skill);
321 break; 338 break;
452 * Monsters have no skill use time because of the random nature in 469 * Monsters have no skill use time because of the random nature in
453 * which use_monster_skill is called already simulates this. 470 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 471 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 472 * in the code for the skill itself.
456 */ 473 */
457
458 if (op->type == PLAYER) 474 if (op->type == PLAYER)
459 op->speed_left -= 1.f; 475 op->speed_left -= 1.f;
460 476
461 /* this is a good place to add experience for successfull use of skills. 477 /* this is a good place to add experience for successfull use of skills.
462 * Note that add_exp() will figure out player/monster experience 478 * 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 526 * 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 527 * help out exp awards for skill_ident skills. Also, if
512 * an item is type RUNE, we give out exp based on stats.Cha 528 * an item is type RUNE, we give out exp based on stats.Cha
513 * and level (this was the old system) -b.t. 529 * and level (this was the old system) -b.t.
514 */ 530 */
515
516 if (!op) 531 if (!op)
517 { /* no item/creature */ 532 { /* no item/creature */
518 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 533 op_lvl = max (1, who->map->difficulty);
519 op_exp = 0; 534 op_exp = 0;
520 } 535 }
521 else if (op->type == RUNE || op->type == TRAP) 536 else if (op->type == RUNE || op->type == TRAP)
522 { /* all traps. If stats.Cha > 1 we use that 537 { /* all traps. If stats.Cha > 1 we use that
523 * for the amount of experience */ 538 * for the amount of experience */
527 else 542 else
528 { /* all other items/living creatures */ 543 { /* all other items/living creatures */
529 op_exp = op->stats.exp; 544 op_exp = op->stats.exp;
530 op_lvl = op->level; 545 op_lvl = op->level;
531 if (!QUERY_FLAG (op, FLAG_ALIVE)) 546 if (!QUERY_FLAG (op, FLAG_ALIVE))
532 { /* for ident/make items */ 547 op_lvl += 5 * abs (op->magic); /* for ident/make items */
533 op_lvl += 5 * abs (op->magic);
534 }
535 } 548 }
536 549
537 if (op_lvl < 1) 550 if (op_lvl < 1)
538 op_lvl = 1; 551 op_lvl = 1;
539 552
566 } 579 }
567 } 580 }
568 else 581 else
569 { 582 {
570 /* Don't divide by zero here! */ 583 /* Don't divide by zero here! */
571 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 584 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
572 } 585 }
573 } 586 }
574 587
575 /* assemble the exp total, and return value */ 588 /* assemble the exp total, and return value */
576 589
622 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 635 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
623 return 2; 636 return 2;
624 } 637 }
625 638
626 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 639 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
627 link_player_skills (pl); 640
628 return 1; 641 return 1;
629} 642}
630 643
631/* Gives a percentage clipped to 0% -> 100% of a/b. */ 644/* Gives a percentage clipped to 0% -> 100% of a/b. */
632/* Probably belongs in some global utils-type file? */ 645/* Probably belongs in some global utils-type file? */
658 * just dumped this as we found it, this would be a bit 671 * just dumped this as we found it, this would be a bit
659 * simpler. 672 * simpler.
660 */ 673 */
661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 674//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
662void 675void
663show_skills (object *op, const char *search) 676show_skills (object *pl, const char *search)
664{ 677{
665 object *tmp = NULL;
666 char buf[MAX_BUF];
667 const char *cp; 678 const char *cp;
668 int i, num_skills_found = 0; 679 int i, num_skills_found = 0;
669 static const char *const periods = "........................................"; 680 const char *const periods = ".............................."; // 30
670 681
671 /* Need to have a pointer and use strdup for qsort to work properly */ 682 /* Need to have a pointer and use strdup for qsort to work properly */
672 char skills[NUM_SKILLS][MAX_BUF]; 683 char skills[NUM_SKILLS][128]; // d'oh
673 684
685 object *op = pl->contr->ob;
686
674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 687 for (object *tmp = op->inv; tmp; tmp = tmp->below)
675 { 688 {
676 if (tmp->type == SKILL) 689 if (tmp->type == SKILL)
677 { 690 {
678 if (search && strstr (tmp->name, search) == NULL) 691 if (search && !strstr (tmp->name, search))
679 continue; 692 continue;
693
694 char buf[30];
695
680 /* Basically want to fill this out to 40 spaces with periods */ 696 /* Basically want to fill this out to 30 spaces with periods */
681 sprintf (buf, "%s%s", &tmp->name, periods); 697 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
682 buf[40] = 0;
683 698
684 if (settings.permanent_exp_ratio) 699 if (settings.permanent_exp_ratio)
685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 700 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
686 buf, tmp->level, tmp->stats.exp, 701 buf, tmp->level, tmp->stats.exp,
687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 702 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
688 else 703 else
689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 704 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)); 705 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
691 706
692 /* I don't know why some characters get a bunch of skills, but 707 /* I don't know why some characters get a bunch of skills, but
693 * it sometimes happens (maybe a leftover from bugier earlier code 708 * it sometimes happens (maybe a leftover from bugier earlier code
694 * and those character are still about). In any case, lets handle 709 * and those character are still about). In any case, lets handle
695 * it so it doesn't crash the server - otherwise, one character may 710 * it so it doesn't crash the server - otherwise, one character may
702 break; 717 break;
703 } 718 }
704 } 719 }
705 } 720 }
706 721
707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 722 dynbuf_text msg (4096, 1024);
723
724 msg << "T<Player skills:>\n\n";
708 if (num_skills_found > 1) 725 if (num_skills_found > 1)
709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 726 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
710 727
711 for (i = 0; i < num_skills_found; i++) 728 for (i = 0; i < num_skills_found; i++)
712 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 729 msg << " C<" << skills [i] << ">\n";
713 730
714 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 731 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
715 732
716 cp = determine_god (op); 733 cp = determine_god (op);
717 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 734 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
718 735
719 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 736 msg << "Your equipped item power is " << (int)op->contr->item_power
720 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 737 << " out of " << int (op->level * settings.item_power_factor)
738 << ".\n";
739
740 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
721} 741}
722 742
723/* use_skill() - similar to invoke command, it executes the skill in the 743/* 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 744 * 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. 745 * 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 840 * 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. 841 * through that code if skill is set to change to the skill.
822 */ 842 */
823 if (player *pl = op->contr) 843 if (player *pl = op->contr)
824 { 844 {
825 if (!pl->combat_ob) 845 if (skill)
846 op->change_skill (skill);
847 else
826 { 848 {
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) 849 if (!pl->combat_ob)
840 { 850 {
851 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
852 {
853 for (tmp = op->inv; tmp; tmp = tmp->below)
854 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
855 break;
856
841 if (!skill) 857 if (!tmp)
858 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
859
860 pl->combat_ob = tmp;
861 }
862
863 if (!pl->combat_ob)
842 { 864 {
843 /* See if the players chosen skill is a combat skill, and use 865 /* See if the players chosen skill is a combat skill, and use
844 * it if appropriate. 866 * it if appropriate.
845 */ 867 */
846 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 868 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
850 skill = find_player_hth_skill (op); 872 skill = find_player_hth_skill (op);
851 873
852 if (!skill) 874 if (!skill)
853 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 875 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
854 } 876 }
877
878 if (skill)
879 {
880 op->change_skill (0);
881 apply_special (op, skill, AP_APPLY);
882 }
855 } 883 }
856 884
857 if (skill) 885 if (!pl->combat_ob)
858 { 886 {
859 op->change_skill (0); 887 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
860 apply_special (op, skill, AP_APPLY); 888 return 0;
861 } 889 }
862 } 890 }
863 891
864 if (!pl->combat_ob) 892 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; 893 return 0;
868 }
869 } 894 }
870
871 if (!op->change_weapon (pl->combat_ob))
872 return 0;
873 895
874 /* lose invisiblity/hiding status for running attacks */ 896 /* lose invisiblity/hiding status for running attacks */
875 if (pl->tmp_invis) 897 if (pl->tmp_invis)
876 { 898 {
877 pl->tmp_invis = 0; 899 pl->tmp_invis = 0;
896 return success; 918 return success;
897} 919}
898 920
899/* skill_attack() - Core routine for use when we attack using a skills 921/* skill_attack() - Core routine for use when we attack using a skills
900 * system. In essence, this code handles 922 * system. In essence, this code handles
901 * all skill-based attacks, ie hth, missile and melee weapons should be 923 * 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(), 924 * treated here. If an opponent is already supplied by move_player(),
903 * we move right onto do_skill_attack(), otherwise we find if an 925 * we move right onto do_skill_attack(), otherwise we find if an
904 * appropriate opponent exists. 926 * appropriate opponent exists.
905 * 927 *
906 * This is called by move_player() and attack_hth() 928 * This is called by move_player() and attack_hth()

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