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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 1.73 by root, Thu Jan 1 19:42:43 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 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 *
110find_skill (object *who, const shstr &sh) 114find_skill (object *who, shstr_cmp name)
111{ 115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 122 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 123 return splay (tmp);
115 124
116 return 0; 125 return 0;
126}
127
128object *player::find_skill (shstr_cmp name) const
129{
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
117} 132}
118 133
119/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
121 * 136 *
122 * It is presumed that the player will be needing to actually 137 * 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 138 * use the skill, so thus if use of the skill requires a skill
124 * tool, this code will equip it. 139 * tool, this code will equip it.
125 */ 140 */
126object * 141object *
127find_skill_by_name (object *who, const shstr &sh) 142find_skill_by_name (object *who, shstr_cmp sh)
128{ 143{
129 object *skill_tool = 0; 144 object *skill_tool = 0;
130 145
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 147 if (tmp->skill == sh)
149 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
150 */ 165 */
151 object *skill = find_skill (who, skill_tool->skill); 166 object *skill = find_skill (who, skill_tool->skill);
152 167
153 if (!skill) 168 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 170
159 if (!skill_tool->flag [FLAG_APPLIED]) 171 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
161 return 0; 173 return 0;
162 174
163 return splay (skill); 175 return splay (skill);
164} 176}
165 177
166object * 178object *
167find_skill_by_name (object *who, const char *name) 179find_skill_by_name_fuzzy (object *who, const char *name)
168{ 180{
169 if (!name) 181 if (!name)
170 return 0; 182 return 0;
171 183
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 186 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 187 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 188 return skop;
177 189
178 return 0; 190 return 0;
179} 191}
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;
452 * Monsters have no skill use time because of the random nature in 464 * Monsters have no skill use time because of the random nature in
453 * which use_monster_skill is called already simulates this. 465 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be 466 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself. 467 * in the code for the skill itself.
456 */ 468 */
457
458 if (op->type == PLAYER) 469 if (op->type == PLAYER)
459 op->speed_left -= 1.f; 470 op->speed_left -= 1.f;
460 471
461 /* this is a good place to add experience for successfull use of skills. 472 /* this is a good place to add experience for successfull use of skills.
462 * Note that add_exp() will figure out player/monster experience 473 * 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); 630 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
620 return 2; 631 return 2;
621 } 632 }
622 633
623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
624 link_player_skills (pl); 635
625 return 1; 636 return 1;
626} 637}
627 638
628/* Gives a percentage clipped to 0% -> 100% of a/b. */ 639/* Gives a percentage clipped to 0% -> 100% of a/b. */
629/* Probably belongs in some global utils-type file? */ 640/* Probably belongs in some global utils-type file? */
655 * just dumped this as we found it, this would be a bit 666 * just dumped this as we found it, this would be a bit
656 * simpler. 667 * simpler.
657 */ 668 */
658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 669//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
659void 670void
660show_skills (object *op, const char *search) 671show_skills (object *pl, const char *search)
661{ 672{
662 object *tmp = NULL;
663 char buf[MAX_BUF];
664 const char *cp; 673 const char *cp;
665 int i, num_skills_found = 0; 674 int i, num_skills_found = 0;
666 static const char *const periods = "........................................"; 675 const char *const periods = ".............................."; // 30
667 676
668 /* Need to have a pointer and use strdup for qsort to work properly */ 677 /* Need to have a pointer and use strdup for qsort to work properly */
669 char skills[NUM_SKILLS][MAX_BUF]; 678 char skills[NUM_SKILLS][128]; // d'oh
670 679
680 object *op = pl->contr->ob;
681
671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 682 for (object *tmp = op->inv; tmp; tmp = tmp->below)
672 { 683 {
673 if (tmp->type == SKILL) 684 if (tmp->type == SKILL)
674 { 685 {
675 if (search && strstr (tmp->name, search) == NULL) 686 if (search && !tmp->name.contains (search))
676 continue; 687 continue;
688
689 char buf[30];
690
677 /* Basically want to fill this out to 40 spaces with periods */ 691 /* Basically want to fill this out to 30 spaces with periods */
678 sprintf (buf, "%s%s", &tmp->name, periods); 692 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
679 buf[40] = 0;
680 693
681 if (settings.permanent_exp_ratio) 694 if (settings.permanent_exp_ratio)
682 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 695 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
683 buf, tmp->level, tmp->stats.exp, 696 buf, tmp->level, tmp->stats.exp,
684 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 697 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
685 else 698 else
686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 699 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)); 700 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
688 701
689 /* I don't know why some characters get a bunch of skills, but 702 /* I don't know why some characters get a bunch of skills, but
690 * it sometimes happens (maybe a leftover from bugier earlier code 703 * it sometimes happens (maybe a leftover from bugier earlier code
691 * and those character are still about). In any case, lets handle 704 * and those character are still about). In any case, lets handle
692 * it so it doesn't crash the server - otherwise, one character may 705 * it so it doesn't crash the server - otherwise, one character may
699 break; 712 break;
700 } 713 }
701 } 714 }
702 } 715 }
703 716
704 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 717 dynbuf_text msg (4096, 1024);
718
719 msg << "T<Player skills:>\n\n";
705 if (num_skills_found > 1) 720 if (num_skills_found > 1)
706 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 721 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
707 722
708 for (i = 0; i < num_skills_found; i++) 723 for (i = 0; i < num_skills_found; i++)
709 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 724 msg << " C<" << skills [i] << ">\n";
710 725
711 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 726 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
712 727
713 cp = determine_god (op); 728 cp = determine_god (op);
714 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 729 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
715 730
716 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 731 msg << "Your equipped item power is " << (int)op->contr->item_power
717 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 732 << " out of " << int (op->level * settings.item_power_factor)
733 << ".\n";
734
735 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
718} 736}
719 737
720/* use_skill() - similar to invoke command, it executes the skill in the 738/* 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 739 * 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. 740 * 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 835 * 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. 836 * through that code if skill is set to change to the skill.
819 */ 837 */
820 if (player *pl = op->contr) 838 if (player *pl = op->contr)
821 { 839 {
822 if (!pl->combat_ob) 840 if (skill)
841 op->change_skill (skill);
842 else
823 { 843 {
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) 844 if (!pl->combat_ob)
837 { 845 {
846 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
847 {
848 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
850 break;
851
838 if (!skill) 852 if (!tmp)
853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
854
855 pl->combat_ob = tmp;
856 }
857
858 if (!pl->combat_ob)
839 { 859 {
840 /* See if the players chosen skill is a combat skill, and use 860 /* See if the players chosen skill is a combat skill, and use
841 * it if appropriate. 861 * it if appropriate.
842 */ 862 */
843 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 863 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
847 skill = find_player_hth_skill (op); 867 skill = find_player_hth_skill (op);
848 868
849 if (!skill) 869 if (!skill)
850 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
851 } 871 }
872
873 if (skill)
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
877 }
852 } 878 }
853 879
854 if (skill) 880 if (!pl->combat_ob)
855 { 881 {
856 op->change_skill (0); 882 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
857 apply_special (op, skill, AP_APPLY); 883 return 0;
858 } 884 }
859 } 885 }
860 886
861 if (!pl->combat_ob) 887 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; 888 return 0;
865 }
866 } 889 }
867
868 if (!op->change_weapon (pl->combat_ob))
869 return 0;
870 890
871 /* lose invisiblity/hiding status for running attacks */ 891 /* lose invisiblity/hiding status for running attacks */
872 if (pl->tmp_invis) 892 if (pl->tmp_invis)
873 { 893 {
874 pl->tmp_invis = 0; 894 pl->tmp_invis = 0;
875 op->invisible = 0; 895 op->invisible = 0;
876 op->hide = 0; 896 op->flag [FLAG_HIDDEN] = 0;
877 update_object (op, UP_OBJ_CHANGE); 897 update_object (op, UP_OBJ_CHANGE);
878 } 898 }
879 } 899 }
880 900
881 int success = attack_ob (tmp, op); 901 int success = attack_ob (tmp, op);
893 return success; 913 return success;
894} 914}
895 915
896/* skill_attack() - Core routine for use when we attack using a skills 916/* skill_attack() - Core routine for use when we attack using a skills
897 * system. In essence, this code handles 917 * system. In essence, this code handles
898 * all skill-based attacks, ie hth, missile and melee weapons should be 918 * 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(), 919 * treated here. If an opponent is already supplied by move_player(),
900 * we move right onto do_skill_attack(), otherwise we find if an 920 * we move right onto do_skill_attack(), otherwise we find if an
901 * appropriate opponent exists. 921 * appropriate opponent exists.
902 * 922 *
903 * This is called by move_player() and attack_hth() 923 * This is called by move_player() and attack_hth()

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