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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.57 by root, Tue Jun 5 13:05:03 2007 UTC vs.
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors 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
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 292 }
294 else 293 else
295 { 294 {
296 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
297 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!");
298 } 297 }
299 298
300 op->update_stats (); 299 op->update_stats ();
301 success = 1; 300 success = 1;
302 break; 301 break;
312 case SK_HIDING: 311 case SK_HIDING:
313 exp = success = hide (op, skill); 312 exp = success = hide (op, skill);
314 break; 313 break;
315 314
316 case SK_JUMPING: 315 case SK_JUMPING:
317 success = jump (op, dir, skill); 316 exp = success = jump (op, dir, skill);
318 break; 317 break;
319 318
320 case SK_INSCRIPTION: 319 case SK_INSCRIPTION:
321 exp = success = write_on_item (op, string, skill); 320 exp = success = write_on_item (op, string, skill);
322 break; 321 break;
453 * 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
454 * which use_monster_skill is called already simulates this. 453 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be 454 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself. 455 * in the code for the skill itself.
457 */ 456 */
458
459 if (op->type == PLAYER) 457 if (op->type == PLAYER)
460 op->speed_left -= 1.f; 458 op->speed_left -= 1.f;
461 459
462 /* 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.
463 * Note that add_exp() will figure out player/monster experience 461 * Note that add_exp() will figure out player/monster experience
511 * 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
512 * help out exp awards for skill_ident skills. Also, if 510 * help out exp awards for skill_ident skills. Also, if
513 * 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
514 * and level (this was the old system) -b.t. 512 * and level (this was the old system) -b.t.
515 */ 513 */
516
517 if (!op) 514 if (!op)
518 { /* no item/creature */ 515 { /* no item/creature */
519 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 516 op_lvl = max (1, who->map->difficulty);
520 op_exp = 0; 517 op_exp = 0;
521 } 518 }
522 else if (op->type == RUNE || op->type == TRAP) 519 else if (op->type == RUNE || op->type == TRAP)
523 { /* all traps. If stats.Cha > 1 we use that 520 { /* all traps. If stats.Cha > 1 we use that
524 * for the amount of experience */ 521 * for the amount of experience */
528 else 525 else
529 { /* all other items/living creatures */ 526 { /* all other items/living creatures */
530 op_exp = op->stats.exp; 527 op_exp = op->stats.exp;
531 op_lvl = op->level; 528 op_lvl = op->level;
532 if (!QUERY_FLAG (op, FLAG_ALIVE)) 529 if (!QUERY_FLAG (op, FLAG_ALIVE))
533 { /* for ident/make items */ 530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
534 op_lvl += 5 * abs (op->magic);
535 }
536 } 531 }
537 532
538 if (op_lvl < 1) 533 if (op_lvl < 1)
539 op_lvl = 1; 534 op_lvl = 1;
540 535
567 } 562 }
568 } 563 }
569 else 564 else
570 { 565 {
571 /* Don't divide by zero here! */ 566 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 } 568 }
574 } 569 }
575 570
576 /* assemble the exp total, and return value */ 571 /* assemble the exp total, and return value */
577 572
661 */ 656 */
662//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663void 658void
664show_skills (object *op, const char *search) 659show_skills (object *op, const char *search)
665{ 660{
666 object *tmp = NULL;
667 char buf[MAX_BUF];
668 const char *cp; 661 const char *cp;
669 int i, num_skills_found = 0; 662 int i, num_skills_found = 0;
670 static const char *const periods = "........................................"; 663 const char *const periods = ".............................."; // 30
671 664
672 /* 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 */
673 char skills[NUM_SKILLS][MAX_BUF]; 666 char skills[NUM_SKILLS][128]; // d'oh
674 667
675 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 668 for (object *tmp = op->inv; tmp; tmp = tmp->below)
676 { 669 {
677 if (tmp->type == SKILL) 670 if (tmp->type == SKILL)
678 { 671 {
679 if (search && strstr (tmp->name, search) == NULL) 672 if (search && !strstr (tmp->name, search))
680 continue; 673 continue;
674
675 char buf[30];
676
681 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 30 spaces with periods */
682 sprintf (buf, "%s%s", &tmp->name, periods); 678 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
683 buf[40] = 0;
684 679
685 if (settings.permanent_exp_ratio) 680 if (settings.permanent_exp_ratio)
686 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%%)",
687 buf, tmp->level, tmp->stats.exp, 682 buf, tmp->level, tmp->stats.exp,
688 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));
689 else 684 else
690 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 685 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
691 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));
692 687
693 /* 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
694 * it sometimes happens (maybe a leftover from bugier earlier code 689 * it sometimes happens (maybe a leftover from bugier earlier code
695 * and those character are still about). In any case, lets handle 690 * and those character are still about). In any case, lets handle
696 * 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
703 break; 698 break;
704 } 699 }
705 } 700 }
706 } 701 }
707 702
708 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 703 dynbuf_text msg (4096, 1024);
704
705 msg << "T<Player skills:>\n\n";
709 if (num_skills_found > 1) 706 if (num_skills_found > 1)
710 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);
711 708
712 for (i = 0; i < num_skills_found; i++) 709 for (i = 0; i < num_skills_found; i++)
713 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 710 msg << " C<" << skills [i] << ">\n";
714 711
715 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";
716 713
717 cp = determine_god (op); 714 cp = determine_god (op);
718 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";
719 716
720 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
721 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);
722} 722}
723 723
724/* 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
725 * 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
726 * 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.
821 * 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
822 * 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.
823 */ 823 */
824 if (player *pl = op->contr) 824 if (player *pl = op->contr)
825 { 825 {
826 if (!pl->combat_ob) 826 if (skill)
827 op->change_skill (skill);
828 else
827 { 829 {
828 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
829 {
830 for (tmp = op->inv; tmp; tmp = tmp->below)
831 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
832 break;
833
834 if (!tmp)
835 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
836
837 pl->combat_ob = tmp;
838 }
839
840 if (!pl->combat_ob) 830 if (!pl->combat_ob)
841 { 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
842 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)
843 { 845 {
844 /* 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
845 * it if appropriate. 847 * it if appropriate.
846 */ 848 */
847 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 849 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
851 skill = find_player_hth_skill (op); 853 skill = find_player_hth_skill (op);
852 854
853 if (!skill) 855 if (!skill)
854 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!");
855 } 857 }
858
859 if (skill)
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
863 }
856 } 864 }
857 865
858 if (skill) 866 if (!pl->combat_ob)
859 { 867 {
860 op->change_skill (0); 868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
861 apply_special (op, skill, AP_APPLY); 869 return 0;
862 } 870 }
863 } 871 }
864 872
865 if (!pl->combat_ob) 873 if (!op->change_weapon (pl->combat_ob))
866 {
867 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
868 return 0; 874 return 0;
869 }
870 } 875 }
871
872 if (!op->change_weapon (pl->combat_ob))
873 return 0;
874 876
875 /* lose invisiblity/hiding status for running attacks */ 877 /* lose invisiblity/hiding status for running attacks */
876 if (pl->tmp_invis) 878 if (pl->tmp_invis)
877 { 879 {
878 pl->tmp_invis = 0; 880 pl->tmp_invis = 0;
897 return success; 899 return success;
898} 900}
899 901
900/* 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
901 * system. In essence, this code handles 903 * system. In essence, this code handles
902 * 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
903 * treated here. If an opponent is already supplied by move_player(), 905 * treated here. If an opponent is already supplied by move_player(),
904 * 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
905 * appropriate opponent exists. 907 * appropriate opponent exists.
906 * 908 *
907 * This is called by move_player() and attack_hth() 909 * This is called by move_player() and attack_hth()

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