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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.52 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
61 * subtypes. 60 * subtypes.
62 */ 61 */
63void 62void
64init_skills (void) 63init_skills (void)
65{ 64{
66 for (archetype *at = first_archetype; at; at = at->next) 65 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
68 { 67 {
69 if (skill_names[at->clone.subtype]) 68 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 71 else
73 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
74 } 73 }
75 74
76 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
78 */ 77 */
132 for (object *tmp = who->inv; tmp; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh) 132 if (tmp->skill == sh)
134 { 133 {
135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
136 /* If this is a skill that can be used without applying tool, return it */ 135 /* If this is a skill that can be used without applying tool, return it */
137 return tmp->inv_splay (); 136 return splay (tmp);
138 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
140 */ 139 */
141 else if (tmp->type == SKILL_TOOL && !skill_tool) 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 skill_tool = tmp; 141 skill_tool = tmp;
155 { 154 {
156 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who); 156 link_player_skills (who);
158 } 157 }
159 158
160 skill->inv_splay ();
161
162 if (!skill_tool->flag [FLAG_APPLIED]) 159 if (!skill_tool->flag [FLAG_APPLIED])
163 if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY)) 160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
164 return 0; 161 return 0;
165 162
166 return skill; 163 return splay (skill);
167} 164}
168 165
169object * 166object *
170find_skill_by_name (object *who, const char *name) 167find_skill_by_name (object *who, const char *name)
171{ 168{
226 223
227 if (chosen_skill) 224 if (chosen_skill)
228 { 225 {
229 chosen_skill->flag [FLAG_APPLIED] = true; 226 chosen_skill->flag [FLAG_APPLIED] = true;
230 change_abil (this, chosen_skill); 227 change_abil (this, chosen_skill);
231 chosen_skill->inv_splay ();
232 } 228 }
233 229
234 // always clear current weapon, as the selected skill could 230 // always clear current weapon, as the selected skill could
235 // conflict with the current weapon skill, which would go 231 // conflict with the current weapon skill, which would go
236 // undetected and exp would be given to the wrong skill. 232 // undetected and exp would be given to the wrong skill.
295 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
296 } 292 }
297 else 293 else
298 { 294 {
299 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
300 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!");
301 } 297 }
302 298
303 op->update_stats (); 299 op->update_stats ();
304 success = 1; 300 success = 1;
305 break; 301 break;
315 case SK_HIDING: 311 case SK_HIDING:
316 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
317 break; 313 break;
318 314
319 case SK_JUMPING: 315 case SK_JUMPING:
320 success = jump (op, dir, skill); 316 exp = success = jump (op, dir, skill);
321 break; 317 break;
322 318
323 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
324 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
325 break; 321 break;
456 * 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
457 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
458 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
459 * in the code for the skill itself. 455 * in the code for the skill itself.
460 */ 456 */
461
462 if (op->type == PLAYER) 457 if (op->type == PLAYER)
463 op->speed_left -= 1.f; 458 op->speed_left -= 1.f;
464 459
465 /* 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.
466 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
514 * 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
515 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
516 * 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
517 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
518 */ 513 */
519
520 if (!op) 514 if (!op)
521 { /* no item/creature */ 515 { /* no item/creature */
522 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
523 op_exp = 0; 517 op_exp = 0;
524 } 518 }
525 else if (op->type == RUNE || op->type == TRAP) 519 else if (op->type == RUNE || op->type == TRAP)
526 { /* all traps. If stats.Cha > 1 we use that 520 { /* all traps. If stats.Cha > 1 we use that
527 * for the amount of experience */ 521 * for the amount of experience */
531 else 525 else
532 { /* all other items/living creatures */ 526 { /* all other items/living creatures */
533 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
534 op_lvl = op->level; 528 op_lvl = op->level;
535 if (!QUERY_FLAG (op, FLAG_ALIVE)) 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
536 { /* for ident/make items */ 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
537 op_lvl += 5 * abs (op->magic);
538 }
539 } 531 }
540 532
541 if (op_lvl < 1) 533 if (op_lvl < 1)
542 op_lvl = 1; 534 op_lvl = 1;
543 535
551 /* if skill really is a skill, then we can look at the skill archetype for 543 /* if skill really is a skill, then we can look at the skill archetype for
552 * bse reward value (exp) and level multiplier factor. 544 * bse reward value (exp) and level multiplier factor.
553 */ 545 */
554 if (skill->type == SKILL) 546 if (skill->type == SKILL)
555 { 547 {
556 base += skill->arch->clone.stats.exp; 548 base += skill->arch->stats.exp;
557 if (settings.simple_exp) 549 if (settings.simple_exp)
558 { 550 {
559 if (skill->arch->clone.level) 551 if (skill->arch->level)
560 lvl_mult = (float) skill->arch->clone.level / 100.0; 552 lvl_mult = (float) skill->arch->level / 100.0;
561 else 553 else
562 lvl_mult = 1.0; /* no adjustment */ 554 lvl_mult = 1.0; /* no adjustment */
563 } 555 }
564 else 556 else
565 { 557 {
566 if (skill->level) 558 if (skill->level)
567 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 559 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
568 else 560 else
569 lvl_mult = 1.0; 561 lvl_mult = 1.0;
570 } 562 }
571 } 563 }
572 else 564 else
573 { 565 {
574 /* Don't divide by zero here! */ 566 /* Don't divide by zero here! */
575 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
576 } 568 }
577 } 569 }
578 570
579 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
580 572
660 * Note this function is a bit more complicated becauase we 652 * Note this function is a bit more complicated becauase we
661 * we want ot sort the skills before printing them. If we 653 * we want ot sort the skills before printing them. If we
662 * just dumped this as we found it, this would be a bit 654 * just dumped this as we found it, this would be a bit
663 * simpler. 655 * simpler.
664 */ 656 */
665 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
666void 658void
667show_skills (object *op, const char *search) 659show_skills (object *op, const char *search)
668{ 660{
669 object *tmp = NULL;
670 char buf[MAX_BUF];
671 const char *cp; 661 const char *cp;
672 int i, num_skills_found = 0; 662 int i, num_skills_found = 0;
673 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
674 664
675 /* 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 */
676 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
677 667
678
679 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
680 { 669 {
681 if (tmp->type == SKILL) 670 if (tmp->type == SKILL)
682 { 671 {
683 if (search && strstr (tmp->name, search) == NULL) 672 if (search && !strstr (tmp->name, search))
684 continue; 673 continue;
674
675 char buf[30];
676
685 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
686 sprintf (buf, "%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
687 buf[40] = 0;
688 679
689 if (settings.permanent_exp_ratio) 680 if (settings.permanent_exp_ratio)
690 {
691 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%%)",
692 buf, tmp->level, tmp->stats.exp, 682 buf, tmp->level, tmp->stats.exp,
693 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));
694 }
695 else 684 else
696 {
697 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
698 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));
699 } 687
700 /* 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
701 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
702 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
703 * 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
704 * crash the server numerous times. 692 * crash the server numerous times.
710 break; 698 break;
711 } 699 }
712 } 700 }
713 } 701 }
714 702
715 clear_win_info (op); 703 dynbuf_text msg (4096, 1024);
716 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704
705 msg << "T<Player skills:>\n\n";
717 if (num_skills_found > 1) 706 if (num_skills_found > 1)
718 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);
719 708
720 for (i = 0; i < num_skills_found; i++) 709 for (i = 0; i < num_skills_found; i++)
721 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
722 711
723 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";
724 713
725 cp = determine_god (op); 714 cp = determine_god (op);
726 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";
727 716
728 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
729 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);
730} 722}
731 723
732/* 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
733 * 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
734 * 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.
829 * 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
830 * 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.
831 */ 823 */
832 if (player *pl = op->contr) 824 if (player *pl = op->contr)
833 { 825 {
834 if (!pl->combat_ob) 826 if (skill)
827 op->change_skill (skill);
828 else
835 { 829 {
836 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
837 {
838 for (tmp = op->inv; tmp; tmp = tmp->below)
839 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
840 break;
841
842 if (!tmp)
843 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
844
845 pl->combat_ob = tmp;
846 }
847
848 if (!pl->combat_ob) 830 if (!pl->combat_ob)
849 { 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
850 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)
851 { 845 {
852 /* 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
853 * it if appropriate. 847 * it if appropriate.
854 */ 848 */
855 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
859 skill = find_player_hth_skill (op); 853 skill = find_player_hth_skill (op);
860 854
861 if (!skill) 855 if (!skill)
862 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!");
863 } 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
863 }
864 } 864 }
865 865
866 op->change_skill (0); 866 if (!pl->combat_ob)
867 apply_special (op, skill, AP_APPLY); 867 {
868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
869 return 0;
870 }
868 } 871 }
869 872
870 if (!pl->combat_ob) 873 if (!op->change_weapon (pl->combat_ob))
871 {
872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 return 0; 874 return 0;
874 }
875 } 875 }
876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879 876
880 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis) 878 if (pl->tmp_invis)
882 { 879 {
883 pl->tmp_invis = 0; 880 pl->tmp_invis = 0;
902 return success; 899 return success;
903} 900}
904 901
905/* 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
906 * system. In essence, this code handles 903 * system. In essence, this code handles
907 * 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
908 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
909 * 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
910 * appropriate opponent exists. 907 * appropriate opponent exists.
911 * 908 *
912 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()

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