ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.61 by root, Tue May 6 16:32:34 2008 UTC vs.
Revision 1.79 by root, Sat Nov 7 18:30:06 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
84 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 87 * mostly used for sending exp.
87 */ 88 */
88void 89void
89link_player_skills (object *op) 90player::link_skills ()
90{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
93 { 97 {
94 /* This is really a warning, hence no else below */ 98 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 99
99 if (tmp->subtype >= NUM_SKILLS) 100 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 { 101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
105 } 110 }
106 } 111 }
107} 112}
108 113
109static object * 114static object *
110find_skill (object *who, const shstr &sh) 115find_skill (object *who, shstr_cmp name)
111{ 116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 123 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 124 return splay (tmp);
115 125
116 return 0; 126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
117} 133}
118 134
119/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
121 * 137 *
122 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
123 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
124 * tool, this code will equip it. 140 * tool, this code will equip it.
125 */ 141 */
126object * 142object *
127find_skill_by_name (object *who, const shstr &sh) 143find_skill_by_name (object *who, shstr_cmp sh)
128{ 144{
129 object *skill_tool = 0; 145 object *skill_tool = 0;
130 146
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 148 if (tmp->skill == sh)
149 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
150 */ 166 */
151 object *skill = find_skill (who, skill_tool->skill); 167 object *skill = find_skill (who, skill_tool->skill);
152 168
153 if (!skill) 169 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 171
159 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
161 return 0; 174 return 0;
162 175
163 return splay (skill); 176 return splay (skill);
164} 177}
165 178
166object * 179object *
167find_skill_by_name (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
168{ 181{
169 if (!name) 182 if (!name)
170 return 0; 183 return 0;
171 184
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 187 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 188 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 189 return skop;
177 190
178 return 0; 191 return 0;
179} 192}
248 */ 261 */
249int 262int
250do_skill (object *op, object *part, object *skill, int dir, const char *string) 263do_skill (object *op, object *part, object *skill, int dir, const char *string)
251{ 264{
252 int success = 0, exp = 0; 265 int success = 0, exp = 0;
253 int did_alc = 0;
254 266
255 if (!skill) 267 if (!skill)
256 return 0; 268 return 0;
257 269
258 /* The code below presumes that the skill points to the object that 270 /* The code below presumes that the skill points to the object that
311 case SK_HIDING: 323 case SK_HIDING:
312 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
313 break; 325 break;
314 326
315 case SK_JUMPING: 327 case SK_JUMPING:
316 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
317 break; 329 break;
318 330
319 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
320 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
321 break; 333 break;
383 case SK_LITERACY: 395 case SK_LITERACY:
384 case SK_WOODSMAN: 396 case SK_WOODSMAN:
385 /* first, we try to find a cauldron, and do the alchemy thing. 397 /* first, we try to find a cauldron, and do the alchemy thing.
386 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
387 */ 399 */
400 {
401 bool found_cauldron = false;
402
388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
389 { 404 {
390 next = tmp->above; 405 next = tmp->above;
391 406
392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
393 { 408 {
409 found_cauldron = true;
410
411 if (tmp->skill != skill->skill)
412 {
413 op->failmsg (format ("You can't use the %s with the %s skill!",
414 query_name (tmp),
415 query_name (skill)));
416 break;
417 }
418
394 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
395 420
396 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
397 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
398
399 did_alc = 1;
400 } 423 }
401 } 424 }
402 425
403 if (did_alc == 0) 426 if (!found_cauldron)
404 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
405 428 }
406 break; 429 break;
407 430
408 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
409 case SK_DET_CURSE: 432 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
452 * Monsters have no skill use time because of the random nature in 475 * Monsters have no skill use time because of the random nature in
453 * which use_monster_skill is called already simulates this. 476 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 477 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 478 * in the code for the skill itself.
456 */ 479 */
457
458 if (op->type == PLAYER) 480 if (op->type == PLAYER)
459 op->speed_left -= 1.f; 481 op->speed_left -= 1.f;
460 482
461 /* this is a good place to add experience for successfull use of skills. 483 /* this is a good place to add experience for successfull use of skills.
462 * Note that add_exp() will figure out player/monster experience 484 * 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); 641 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
620 return 2; 642 return 2;
621 } 643 }
622 644
623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
624 link_player_skills (pl); 646
625 return 1; 647 return 1;
626} 648}
627 649
628/* Gives a percentage clipped to 0% -> 100% of a/b. */ 650/* Gives a percentage clipped to 0% -> 100% of a/b. */
629/* Probably belongs in some global utils-type file? */ 651/* Probably belongs in some global utils-type file? */
655 * just dumped this as we found it, this would be a bit 677 * just dumped this as we found it, this would be a bit
656 * simpler. 678 * simpler.
657 */ 679 */
658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 680//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
659void 681void
660show_skills (object *op, const char *search) 682show_skills (object *pl, const char *search)
661{ 683{
662 object *tmp = NULL;
663 char buf[MAX_BUF];
664 const char *cp; 684 const char *cp;
665 int i, num_skills_found = 0; 685 int i, num_skills_found = 0;
666 static const char *const periods = "........................................"; 686 const char *const periods = ".............................."; // 30
667 687
668 /* Need to have a pointer and use strdup for qsort to work properly */ 688 /* Need to have a pointer and use strdup for qsort to work properly */
669 char skills[NUM_SKILLS][MAX_BUF]; 689 char skills[NUM_SKILLS][128]; // d'oh
670 690
691 object *op = pl->contr->ob;
692
671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 693 for (object *tmp = op->inv; tmp; tmp = tmp->below)
672 { 694 {
673 if (tmp->type == SKILL) 695 if (tmp->type == SKILL)
674 { 696 {
675 if (search && strstr (tmp->name, search) == NULL) 697 if (search && !tmp->name.contains (search))
676 continue; 698 continue;
699
700 char buf[30];
701
677 /* Basically want to fill this out to 40 spaces with periods */ 702 /* Basically want to fill this out to 30 spaces with periods */
678 sprintf (buf, "%s%s", &tmp->name, periods); 703 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
679 buf[40] = 0;
680 704
681 if (settings.permanent_exp_ratio) 705 if (settings.permanent_exp_ratio)
682 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 706 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
683 buf, tmp->level, tmp->stats.exp, 707 buf, tmp->level, tmp->stats.exp,
684 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 708 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
685 else 709 else
686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 710 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)); 711 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
688 712
689 /* I don't know why some characters get a bunch of skills, but 713 /* I don't know why some characters get a bunch of skills, but
690 * it sometimes happens (maybe a leftover from bugier earlier code 714 * it sometimes happens (maybe a leftover from bugier earlier code
691 * and those character are still about). In any case, lets handle 715 * and those character are still about). In any case, lets handle
692 * it so it doesn't crash the server - otherwise, one character may 716 * it so it doesn't crash the server - otherwise, one character may
693 * crash the server numerous times. 717 * crash the server numerous times.
694 */ 718 */
695 if (num_skills_found >= NUM_SKILLS) 719 if (num_skills_found >= NUM_SKILLS)
696 { 720 {
697 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 721 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
698 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 722 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
699 break; 723 break;
700 } 724 }
701 } 725 }
702 } 726 }
703 727
704 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728 dynbuf_text &msg = msg_dynbuf; msg.clear ();
729
730 msg << "T<Player skills:>\n\n";
705 if (num_skills_found > 1) 731 if (num_skills_found > 1)
706 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 732 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
707 733
708 for (i = 0; i < num_skills_found; i++) 734 for (i = 0; i < num_skills_found; i++)
709 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 735 msg << " C<" << skills [i] << ">\n";
710 736
711 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 737 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
712 738
713 cp = determine_god (op); 739 cp = determine_god (op);
714 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 740 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
715 741
716 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 742 msg << "Your equipped item power is " << (int)op->contr->item_power
717 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 743 << " out of " << int (op->level * settings.item_power_factor)
744 << ".\n";
745
746 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
718} 747}
719 748
720/* use_skill() - similar to invoke command, it executes the skill in the 749/* 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 750 * 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. 751 * change to the requested skill, or were unable to use the skill properly.
734 763
735 for (skop = op->inv; skop; skop = skop->below) 764 for (skop = op->inv; skop; skop = skop->below)
736 { 765 {
737 if (skop->type == SKILL 766 if (skop->type == SKILL
738 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) 767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
739 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 768 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
740 break; 769 break;
741 else if (skop->type == SKILL_TOOL 770 else if (skop->type == SKILL_TOOL
742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 771 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
743 break; 772 break;
744 } 773 }
745 774
746 if (!skop) 775 if (!skop)
747 { 776 {
817 * the caller should have set it appropriately). We still want to pass 846 * 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. 847 * through that code if skill is set to change to the skill.
819 */ 848 */
820 if (player *pl = op->contr) 849 if (player *pl = op->contr)
821 { 850 {
822 if (!pl->combat_ob) 851 if (skill)
852 op->change_skill (skill);
853 else
823 { 854 {
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) 855 if (!pl->combat_ob)
837 { 856 {
857 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
858 {
859 for (tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
861 break;
862
838 if (!skill) 863 if (!tmp)
864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
865
866 pl->combat_ob = tmp;
867 }
868
869 if (!pl->combat_ob)
839 { 870 {
840 /* See if the players chosen skill is a combat skill, and use 871 /* See if the players chosen skill is a combat skill, and use
841 * it if appropriate. 872 * it if appropriate.
842 */ 873 */
843 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 874 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
847 skill = find_player_hth_skill (op); 878 skill = find_player_hth_skill (op);
848 879
849 if (!skill) 880 if (!skill)
850 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 881 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
851 } 882 }
883
884 if (skill)
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
888 }
852 } 889 }
853 890
854 if (skill) 891 if (!pl->combat_ob)
855 { 892 {
856 op->change_skill (0); 893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
857 apply_special (op, skill, AP_APPLY); 894 return 0;
858 } 895 }
859 } 896 }
860 897
861 if (!pl->combat_ob) 898 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; 899 return 0;
865 }
866 } 900 }
867
868 if (!op->change_weapon (pl->combat_ob))
869 return 0;
870 901
871 /* lose invisiblity/hiding status for running attacks */ 902 /* lose invisiblity/hiding status for running attacks */
872 if (pl->tmp_invis) 903 if (pl->tmp_invis)
873 { 904 {
874 pl->tmp_invis = 0; 905 pl->tmp_invis = 0;
875 op->invisible = 0; 906 op->invisible = 0;
876 op->hide = 0; 907 op->flag [FLAG_HIDDEN] = 0;
877 update_object (op, UP_OBJ_CHANGE); 908 update_object (op, UP_OBJ_CHANGE);
878 } 909 }
879 } 910 }
880 911
881 int success = attack_ob (tmp, op); 912 int success = attack_ob (tmp, op);
893 return success; 924 return success;
894} 925}
895 926
896/* skill_attack() - Core routine for use when we attack using a skills 927/* skill_attack() - Core routine for use when we attack using a skills
897 * system. In essence, this code handles 928 * system. In essence, this code handles
898 * all skill-based attacks, ie hth, missile and melee weapons should be 929 * 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(), 930 * treated here. If an opponent is already supplied by move_player(),
900 * we move right onto do_skill_attack(), otherwise we find if an 931 * we move right onto do_skill_attack(), otherwise we find if an
901 * appropriate opponent exists. 932 * appropriate opponent exists.
902 * 933 *
903 * This is called by move_player() and attack_hth() 934 * This is called by move_player() and attack_hth()

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines