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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.79 by root, Sat Nov 7 18:30:06 2009 UTC vs.
Revision 1.96 by root, Wed Apr 14 22:35:41 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 (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
59/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
61 * subtypes. 61 * subtypes.
62 */ 62 */
63void 63void
64init_skills (void) 64init_skills ()
65{ 65{
66 for_all_archetypes (at) 66 for_all_archetypes (at)
67 if (at->type == SKILL) 67 if (at->type == SKILL)
68 { 68 {
69 if (skill_names[at->subtype]) 69 if (skill_names[at->subtype])
124 return splay (tmp); 124 return splay (tmp);
125 125
126 return 0; 126 return 0;
127} 127}
128 128
129object *
129object *player::find_skill (shstr_cmp name) const 130player::find_skill (shstr_cmp name) const
130{ 131{
131 // might want to use last_skill_obj at one point, or maybe not 132 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name); 133 return ::find_skill (ob, name);
133} 134}
134 135
162 163
163 /* Player has a tool to use the skill. If not applied, apply it - 164 /* Player has a tool to use the skill. If not applied, apply it -
164 * if not successful, return null. If they do have the skill tool 165 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them. 166 * but not the skill itself, give it to them.
166 */ 167 */
167 object *skill = find_skill (who, skill_tool->skill); 168 object *skill = who->give_skill (skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171 169
172 if (!skill_tool->flag [FLAG_APPLIED]) 170 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 171 if (!who->apply (splay (skill_tool)))
174 return 0; 172 return 0;
175 173
176 return splay (skill); 174 return splay (skill);
177} 175}
178 176
179object * 177object *
180find_skill_by_name_fuzzy (object *who, const char *name) 178find_skill_by_name_fuzzy (object *who, const char *name)
181{ 179{
182 if (!name) 180 if (name)
183 return 0;
184
185 for (object *tmp = who->inv; tmp; tmp = tmp->below) 181 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 182 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name)) 183 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill)) 184 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop; 185 return skop;
190 186
191 return 0; 187 return 0;
192} 188}
193 189
194/* This returns the skill pointer of the given name (the 190/* This returns the skill pointer of the given name (the
211 return skop; 207 return skop;
212 208
213 return 0; 209 return 0;
214} 210}
215 211
216/* This changes the objects chosen_skill to new_skill. 212object *
217 * return 1 on success, 0 on error 213object::give_skill (shstr_cmp name, bool can_use)
218 */
219bool
220object::change_skill (object *new_skill)
221{ 214{
222 if (type != PLAYER) 215 object *skill = find_skill (this, name);
223 return 0;
224 216
225 // optimise this supposedly common case
226 if (new_skill == chosen_skill)
227 return 1;
228
229 if (chosen_skill) 217 if (!skill)
230 { 218 skill = give_skill_by_name (this, name);
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
234 219
235 chosen_skill = new_skill; 220 if (skill && can_use)
221 skill->flag [FLAG_CAN_USE_SKILL] = true;
236 222
237 if (chosen_skill)
238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
242
243 // always clear current weapon, as the selected skill could
244 // conflict with the current weapon skill, which would go
245 // undetected and exp would be given to the wrong skill.
246 current_weapon = 0;
247
248 update_stats ();
249 return 1; 223 return skill;
250} 224}
251 225
252/* do_skill() - Main skills use function-similar in scope to cast_spell(). 226/* do_skill() - Main skills use function-similar in scope to cast_spell().
253 * We handle all requests for skill use outside of some combat here. 227 * We handle all requests for skill use outside of some combat here.
254 * We require a separate routine outside of fire() so as to allow monsters 228 * We require a separate routine outside of fire() so as to allow monsters
295 /* Not 100% sure if this will work with new movement code - 269 /* Not 100% sure if this will work with new movement code -
296 * the levitation skill has move_type for flying, so when 270 * the levitation skill has move_type for flying, so when
297 * equipped, that should transfer to player, when not, 271 * equipped, that should transfer to player, when not,
298 * shouldn't. 272 * shouldn't.
299 */ 273 */
300 if (QUERY_FLAG (skill, FLAG_APPLIED)) 274 if (skill->flag [FLAG_APPLIED])
301 { 275 {
302 CLEAR_FLAG (skill, FLAG_APPLIED); 276 skill->clr_flag (FLAG_APPLIED);
303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 277 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
304 } 278 }
305 else 279 else
306 { 280 {
307 SET_FLAG (skill, FLAG_APPLIED); 281 skill->set_flag (FLAG_APPLIED);
308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 282 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
309 } 283 }
310 284
311 op->update_stats (); 285 op->update_stats ();
312 success = 1; 286 success = 1;
402 376
403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 377 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
404 { 378 {
405 next = tmp->above; 379 next = tmp->above;
406 380
407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 381 if (tmp->flag [FLAG_IS_CAULDRON])
408 { 382 {
409 found_cauldron = true; 383 found_cauldron = true;
410 384
411 if (tmp->skill != skill->skill) 385 if (tmp->skill != skill->skill)
412 { 386 {
413 op->failmsg (format ("You can't use the %s with the %s skill!", 387 op->failmsgf ("You can't use the %s with the %s skill!",
414 query_name (tmp), 388 query_name (tmp),
415 query_name (skill))); 389 query_name (skill));
416 break; 390 break;
417 } 391 }
418 392
419 attempt_do_alchemy (op, tmp, skill); 393 attempt_do_alchemy (op, tmp, skill);
420 394
421 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 395 if (tmp->flag [FLAG_APPLIED])
422 esrv_send_inventory (op, tmp); 396 esrv_send_inventory (op, tmp);
423 } 397 }
424 } 398 }
425 399
426 if (!found_cauldron) 400 if (!found_cauldron)
462 case SK_EVOCATION: 436 case SK_EVOCATION:
463 case SK_PYROMANCY: 437 case SK_PYROMANCY:
464 case SK_SUMMONING: 438 case SK_SUMMONING:
465 case SK_CLIMBING: 439 case SK_CLIMBING:
466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 440 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
441 break;
442
443 case SK_MINING:
444 success = skill_mining (op, part, skill, dir, string);
467 break; 445 break;
468 446
469 default: 447 default:
470 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
471 break; 449 break;
547 } 525 }
548 else 526 else
549 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
550 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
551 op_lvl = op->level; 529 op_lvl = op->level;
552 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!op->flag [FLAG_ALIVE])
553 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
554 } 532 }
555 533
556 if (op_lvl < 1) 534 if (op_lvl < 1)
557 op_lvl = 1; 535 op_lvl = 1;
621 } 599 }
622 600
623 object *tmp = find_skill (pl, scroll->skill); 601 object *tmp = find_skill (pl, scroll->skill);
624 602
625 /* player already knows it */ 603 /* player already knows it */
626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 604 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
627 return 0; 605 return 0;
628 606
629 /* now a random change to learn, based on player Int. 607 /* now a random change to learn, based on player Int.
630 * give bonus based on level - otherwise stupid characters 608 * give bonus based on level - otherwise stupid characters
631 * might never be able to learn anything. 609 * might never be able to learn anything.
640 { 618 {
641 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 619 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
642 return 2; 620 return 2;
643 } 621 }
644 622
645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 623 tmp->set_flag (FLAG_CAN_USE_SKILL);
646 624
647 return 1; 625 return 1;
648} 626}
649 627
650/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
760 738
761 if (!string) 739 if (!string)
762 return 0; 740 return 0;
763 741
764 for (skop = op->inv; skop; skop = skop->below) 742 for (skop = op->inv; skop; skop = skop->below)
765 { 743 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
766 if (skop->type == SKILL
767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
768 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) 744 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
745 {
746 skop = find_skill_by_name (op, skop->skill);
769 break; 747 break;
770 else if (skop->type == SKILL_TOOL
771 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
772 break;
773 } 748 }
774 749
775 if (!skop) 750 if (!skop)
776 { 751 {
777 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 752 op->failmsgf ("Unable to find skill %s.", string);
753 return 0;
754 }
755
756 if (!(skill_flags [skop->subtype] & SF_USE))
757 {
758 op->failmsgf (
759 "You feel as if you wanted to do something funny, but you can't remember what. "
760 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
761 "use it with some item, or it's always active.>",
762 &skop->skill
763 );
778 return 0; 764 return 0;
779 } 765 }
780 766
781 len = strlen (skop->skill); 767 len = strlen (skop->skill);
782 768
808} 794}
809 795
810static bool 796static bool
811hth_skill_p (object *skill) 797hth_skill_p (object *skill)
812{ 798{
813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 799 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
814} 800}
815 801
816/* This finds the first unarmed skill the player has, and returns it. 802/* This finds the first unarmed skill the player has, and returns it.
817 */ 803 */
818static object * 804static object *
819find_player_hth_skill (object *op) 805find_player_hth_skill (object *op)
820{ 806{
821 for (object *tmp = op->inv; tmp; tmp = tmp->below) 807 for (object *tmp = op->inv; tmp; tmp = tmp->below)
822 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 808 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
823 return tmp; 809 return tmp;
824 810
825 return 0; 811 return 0;
826} 812}
827 813
847 * through that code if skill is set to change to the skill. 833 * through that code if skill is set to change to the skill.
848 */ 834 */
849 if (player *pl = op->contr) 835 if (player *pl = op->contr)
850 { 836 {
851 if (skill) 837 if (skill)
852 op->change_skill (skill); 838 {
839 if (!op->apply (skill))
840 return 0;
841 }
853 else 842 else
854 { 843 {
855 if (!pl->combat_ob) 844 if (!pl->combat_ob)
856 { 845 {
857 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 846 if (op->flag [FLAG_READY_WEAPON])
858 { 847 {
859 for (tmp = op->inv; tmp; tmp = tmp->below) 848 for (tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 849 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
861 break; 850 break;
862 851
863 if (!tmp) 852 if (!tmp)
864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
865 854
879 868
880 if (!skill) 869 if (!skill)
881 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!");
882 } 871 }
883 872
884 if (skill) 873 op->apply (skill);
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
888 }
889 } 874 }
890 875
891 if (!pl->combat_ob) 876 if (!pl->combat_ob)
892 { 877 {
893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 878 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
894 return 0; 879 return 0;
895 } 880 }
896 } 881 }
897 882
898 if (!op->change_weapon (pl->combat_ob)) 883 if (!op->apply (pl->combat_ob))
899 return 0; 884 return 0;
900 } 885 }
901 886
902 /* lose invisiblity/hiding status for running attacks */ 887 /* lose invisiblity/hiding status for running attacks */
903 if (pl->tmp_invis) 888 if (pl->tmp_invis)
911 896
912 int success = attack_ob (tmp, op); 897 int success = attack_ob (tmp, op);
913 898
914 /* print appropriate messages to the player */ 899 /* print appropriate messages to the player */
915 900
916 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 901 if (success && string && tmp && !tmp->flag [FLAG_FREED])
917 { 902 {
918 if (op->type == PLAYER) 903 if (op->type == PLAYER)
919 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 904 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
920 else if (tmp->type == PLAYER) 905 else if (tmp->type == PLAYER)
921 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 906 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
964 /* space must be blocked for there to be anything interesting to do */ 949 /* space must be blocked for there to be anything interesting to do */
965 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 950 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
966 return 0; 951 return 0;
967 952
968 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 953 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
969 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 954 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
970 { 955 {
971 /* Don't attack party members */ 956 /* Don't attack party members */
972 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 957 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
973 return 0; 958 return 0;
974 959
996static int 981static int
997attack_hth (object *pl, int dir, const char *string, object *skill) 982attack_hth (object *pl, int dir, const char *string, object *skill)
998{ 983{
999 object *enemy = NULL, *weapon; 984 object *enemy = NULL, *weapon;
1000 985
1001 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 986 if (pl->flag [FLAG_READY_WEAPON])
1002 for (weapon = pl->inv; weapon; weapon = weapon->below) 987 for (weapon = pl->inv; weapon; weapon = weapon->below)
1003 { 988 {
1004 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 989 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1005 { 990 {
1006 CLEAR_FLAG (weapon, FLAG_APPLIED); 991 weapon->clr_flag (FLAG_APPLIED);
1007 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 992 pl->clr_flag (FLAG_READY_WEAPON);
1008 pl->update_stats (); 993 pl->update_stats ();
1009 if (pl->type == PLAYER) 994 if (pl->type == PLAYER)
1010 { 995 {
1011 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 996 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1012 esrv_update_item (UPD_FLAGS, pl, weapon); 997 esrv_update_item (UPD_FLAGS, pl, weapon);
1030 */ 1015 */
1031static int 1016static int
1032attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1017attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1033{ 1018{
1034 1019
1035 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1020 if (!op->flag [FLAG_READY_WEAPON])
1036 { 1021 {
1037 if (op->type == PLAYER) 1022 if (op->type == PLAYER)
1038 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1023 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1039 1024
1040 return 0; 1025 return 0;

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