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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC vs.
Revision 1.86 by root, Sat Apr 3 22:30:21 2010 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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. */
58/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
60 * subtypes. 61 * subtypes.
61 */ 62 */
62void 63void
63init_skills (void) 64init_skills ()
64{ 65{
65 for_all_archetypes (at) 66 for_all_archetypes (at)
66 if (at->type == SKILL) 67 if (at->type == SKILL)
67 { 68 {
68 if (skill_names[at->subtype]) 69 if (skill_names[at->subtype])
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))
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
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);
439 case SK_EVOCATION: 462 case SK_EVOCATION:
440 case SK_PYROMANCY: 463 case SK_PYROMANCY:
441 case SK_SUMMONING: 464 case SK_SUMMONING:
442 case SK_CLIMBING: 465 case SK_CLIMBING:
443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break;
468
469 case SK_MINING:
470 success = skill_mining (op, part, skill, dir, string);
471 break;
472
473 case SK_FISHING:
474 success = skill_fishing (op, part, skill, dir, string);
444 break; 475 break;
445 476
446 default: 477 default:
447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 478 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
448 break; 479 break;
618 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 649 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
619 return 2; 650 return 2;
620 } 651 }
621 652
622 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 653 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
623 link_player_skills (pl); 654
624 return 1; 655 return 1;
625} 656}
626 657
627/* Gives a percentage clipped to 0% -> 100% of a/b. */ 658/* Gives a percentage clipped to 0% -> 100% of a/b. */
628/* Probably belongs in some global utils-type file? */ 659/* Probably belongs in some global utils-type file? */
654 * just dumped this as we found it, this would be a bit 685 * just dumped this as we found it, this would be a bit
655 * simpler. 686 * simpler.
656 */ 687 */
657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 688//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
658void 689void
659show_skills (object *op, const char *search) 690show_skills (object *pl, const char *search)
660{ 691{
661 const char *cp; 692 const char *cp;
662 int i, num_skills_found = 0; 693 int i, num_skills_found = 0;
663 const char *const periods = ".............................."; // 30 694 const char *const periods = ".............................."; // 30
664 695
665 /* Need to have a pointer and use strdup for qsort to work properly */ 696 /* Need to have a pointer and use strdup for qsort to work properly */
666 char skills[NUM_SKILLS][128]; // d'oh 697 char skills[NUM_SKILLS][128]; // d'oh
667 698
699 object *op = pl->contr->ob;
700
668 for (object *tmp = op->inv; tmp; tmp = tmp->below) 701 for (object *tmp = op->inv; tmp; tmp = tmp->below)
669 { 702 {
670 if (tmp->type == SKILL) 703 if (tmp->type == SKILL)
671 { 704 {
672 if (search && !strstr (tmp->name, search)) 705 if (search && !tmp->name.contains (search))
673 continue; 706 continue;
674 707
675 char buf[30]; 708 char buf[30];
676 709
677 /* Basically want to fill this out to 30 spaces with periods */ 710 /* Basically want to fill this out to 30 spaces with periods */
691 * it so it doesn't crash the server - otherwise, one character may 724 * it so it doesn't crash the server - otherwise, one character may
692 * crash the server numerous times. 725 * crash the server numerous times.
693 */ 726 */
694 if (num_skills_found >= NUM_SKILLS) 727 if (num_skills_found >= NUM_SKILLS)
695 { 728 {
696 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 729 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
697 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 730 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
698 break; 731 break;
699 } 732 }
700 } 733 }
701 } 734 }
702 735
703 dynbuf_text msg (4096, 1024); 736 dynbuf_text &msg = msg_dynbuf; msg.clear ();
704 737
705 msg << "T<Player skills:>\n\n"; 738 msg << "T<Player skills:>\n\n";
706 if (num_skills_found > 1) 739 if (num_skills_found > 1)
707 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 740 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
708 741
716 749
717 msg << "Your equipped item power is " << (int)op->contr->item_power 750 msg << "Your equipped item power is " << (int)op->contr->item_power
718 << " out of " << int (op->level * settings.item_power_factor) 751 << " out of " << int (op->level * settings.item_power_factor)
719 << ".\n"; 752 << ".\n";
720 753
721 op->contr->infobox (MSG_CHANNEL ("skills"), msg); 754 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
722} 755}
723 756
724/* use_skill() - similar to invoke command, it executes the skill in the 757/* 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 758 * 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. 759 * change to the requested skill, or were unable to use the skill properly.
738 771
739 for (skop = op->inv; skop; skop = skop->below) 772 for (skop = op->inv; skop; skop = skop->below)
740 { 773 {
741 if (skop->type == SKILL 774 if (skop->type == SKILL
742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) 775 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
743 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 776 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
744 break; 777 break;
745 else if (skop->type == SKILL_TOOL 778 else if (skop->type == SKILL_TOOL
746 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 779 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
747 break; 780 break;
748 } 781 }
749 782
750 if (!skop) 783 if (!skop)
751 { 784 {
783} 816}
784 817
785static bool 818static bool
786hth_skill_p (object *skill) 819hth_skill_p (object *skill)
787{ 820{
788 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 821 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
789} 822}
790 823
791/* This finds the first unarmed skill the player has, and returns it. 824/* This finds the first unarmed skill the player has, and returns it.
792 */ 825 */
793static object * 826static object *
854 887
855 if (!skill) 888 if (!skill)
856 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 889 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
857 } 890 }
858 891
859 if (skill) 892 op->apply (skill);
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
863 }
864 } 893 }
865 894
866 if (!pl->combat_ob) 895 if (!pl->combat_ob)
867 { 896 {
868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 897 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
869 return 0; 898 return 0;
870 } 899 }
871 } 900 }
872 901
873 if (!op->change_weapon (pl->combat_ob)) 902 if (!op->apply (pl->combat_ob))
874 return 0; 903 return 0;
875 } 904 }
876 905
877 /* lose invisiblity/hiding status for running attacks */ 906 /* lose invisiblity/hiding status for running attacks */
878 if (pl->tmp_invis) 907 if (pl->tmp_invis)
879 { 908 {
880 pl->tmp_invis = 0; 909 pl->tmp_invis = 0;
881 op->invisible = 0; 910 op->invisible = 0;
882 op->hide = 0; 911 op->flag [FLAG_HIDDEN] = 0;
883 update_object (op, UP_OBJ_CHANGE); 912 update_object (op, UP_OBJ_CHANGE);
884 } 913 }
885 } 914 }
886 915
887 int success = attack_ob (tmp, op); 916 int success = attack_ob (tmp, op);

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