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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.61 by root, Tue May 6 16:32:34 2008 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
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
619 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);
620 return 2; 620 return 2;
621 } 621 }
622 622
623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
624 link_player_skills (pl); 624
625 return 1; 625 return 1;
626} 626}
627 627
628/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
629/* Probably belongs in some global utils-type file? */ 629/* Probably belongs in some global utils-type file? */
655 * 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
656 * simpler. 656 * simpler.
657 */ 657 */
658//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.
659void 659void
660show_skills (object *op, const char *search) 660show_skills (object *pl, const char *search)
661{ 661{
662 object *tmp = NULL;
663 char buf[MAX_BUF];
664 const char *cp; 662 const char *cp;
665 int i, num_skills_found = 0; 663 int i, num_skills_found = 0;
666 static const char *const periods = "........................................"; 664 const char *const periods = ".............................."; // 30
667 665
668 /* 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 */
669 char skills[NUM_SKILLS][MAX_BUF]; 667 char skills[NUM_SKILLS][128]; // d'oh
670 668
669 object *op = pl->contr->ob;
670
671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (object *tmp = op->inv; tmp; tmp = tmp->below)
672 { 672 {
673 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
674 { 674 {
675 if (search && strstr (tmp->name, search) == NULL) 675 if (search && !strstr (tmp->name, search))
676 continue; 676 continue;
677
678 char buf[30];
679
677 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 30 spaces with periods */
678 sprintf (buf, "%s%s", &tmp->name, periods); 681 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
679 buf[40] = 0;
680 682
681 if (settings.permanent_exp_ratio) 683 if (settings.permanent_exp_ratio)
682 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%%)",
683 buf, tmp->level, tmp->stats.exp, 685 buf, tmp->level, tmp->stats.exp,
684 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));
685 else 687 else
686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 688 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
687 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));
688 690
689 /* 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
690 * it sometimes happens (maybe a leftover from bugier earlier code 692 * it sometimes happens (maybe a leftover from bugier earlier code
691 * and those character are still about). In any case, lets handle 693 * and those character are still about). In any case, lets handle
692 * 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
699 break; 701 break;
700 } 702 }
701 } 703 }
702 } 704 }
703 705
704 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 706 dynbuf_text msg (4096, 1024);
707
708 msg << "T<Player skills:>\n\n";
705 if (num_skills_found > 1) 709 if (num_skills_found > 1)
706 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);
707 711
708 for (i = 0; i < num_skills_found; i++) 712 for (i = 0; i < num_skills_found; i++)
709 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 713 msg << " C<" << skills [i] << ">\n";
710 714
711 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";
712 716
713 cp = determine_god (op); 717 cp = determine_god (op);
714 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";
715 719
716 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
717 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);
718} 725}
719 726
720/* 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
721 * 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
722 * 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.
817 * 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
818 * 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.
819 */ 826 */
820 if (player *pl = op->contr) 827 if (player *pl = op->contr)
821 { 828 {
822 if (!pl->combat_ob) 829 if (skill)
830 op->change_skill (skill);
831 else
823 { 832 {
824 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
825 {
826 for (tmp = op->inv; tmp; tmp = tmp->below)
827 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
828 break;
829
830 if (!tmp)
831 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
832
833 pl->combat_ob = tmp;
834 }
835
836 if (!pl->combat_ob) 833 if (!pl->combat_ob)
837 { 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
838 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)
839 { 848 {
840 /* 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
841 * it if appropriate. 850 * it if appropriate.
842 */ 851 */
843 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 852 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
847 skill = find_player_hth_skill (op); 856 skill = find_player_hth_skill (op);
848 857
849 if (!skill) 858 if (!skill)
850 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!");
851 } 860 }
861
862 if (skill)
863 {
864 op->change_skill (0);
865 apply_special (op, skill, AP_APPLY);
866 }
852 } 867 }
853 868
854 if (skill) 869 if (!pl->combat_ob)
855 { 870 {
856 op->change_skill (0); 871 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
857 apply_special (op, skill, AP_APPLY); 872 return 0;
858 } 873 }
859 } 874 }
860 875
861 if (!pl->combat_ob) 876 if (!op->change_weapon (pl->combat_ob))
862 {
863 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
864 return 0; 877 return 0;
865 }
866 } 878 }
867
868 if (!op->change_weapon (pl->combat_ob))
869 return 0;
870 879
871 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
872 if (pl->tmp_invis) 881 if (pl->tmp_invis)
873 { 882 {
874 pl->tmp_invis = 0; 883 pl->tmp_invis = 0;
893 return success; 902 return success;
894} 903}
895 904
896/* 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
897 * system. In essence, this code handles 906 * system. In essence, this code handles
898 * 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
899 * treated here. If an opponent is already supplied by move_player(), 908 * treated here. If an opponent is already supplied by move_player(),
900 * 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
901 * appropriate opponent exists. 910 * appropriate opponent exists.
902 * 911 *
903 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()

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