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/cvs/deliantra/server/server/skill_util.C
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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.86 by root, Sat Apr 3 22:30:21 2010 UTC vs.
Revision 1.99 by root, Wed May 12 22:09:32 2010 UTC

51# define def(uc, flags) flags, 51# define def(uc, flags) flags,
52# include "skillinc.h" 52# include "skillinc.h"
53# undef def 53# undef def
54}; 54};
55 55
56vector<object_ptr> skillvec;
57
56static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 60
59/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
61 * subtypes. 63 * subtypes.
62 */ 64 */
63void 65void
64init_skills () 66init_skills ()
65{ 67{
66 for_all_archetypes (at) 68 // nop
67 if (at->type == SKILL) 69}
70
71void
72add_skill_archetype (object *o)
73{
74 assert (("skill name must equal skill skill", o->name == o->skill));
75
76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
77 if ((*i)->name == o->name)
68 { 78 {
69 if (skill_names[at->subtype]) 79 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->subtype, &skill_names[at->subtype], &at->skill); 81 *i = o;
72 else 82 return;
73 skill_names[at->subtype] = at->skill;
74 } 83 }
75 84
76 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
77 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 87 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82} 89}
83 90
84/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 94 * mostly used for sending exp.
88 */ 95 */
89void 96void
90player::link_skills () 97player::link_skills ()
91{ 98{
92 for (int i = 0; i < NUM_SKILLS; ++i) 99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0; 100 last_skill_ob [i] = 0;
94 101
95 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
97 { 104 {
105 int idx = SKILL_INDEX (tmp);
106
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
99 108
100 if (last_skill_ob [tmp->subtype] != tmp) 109 if (last_skill_ob [idx] != tmp)
101 { 110 {
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
107 last_skill_ob [tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
108 if (ns) 112 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1; 113 ns->last_skill_exp [idx] = -1;
110 } 114 }
111 } 115 }
112} 116}
113 117
114static object * 118static object *
124 return splay (tmp); 128 return splay (tmp);
125 129
126 return 0; 130 return 0;
127} 131}
128 132
133object *
129object *player::find_skill (shstr_cmp name) const 134player::find_skill (shstr_cmp name) const
130{ 135{
131 // might want to use last_skill_obj at one point, or maybe not 136 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name); 137 return ::find_skill (ob, name);
133} 138}
134 139
162 167
163 /* Player has a tool to use the skill. If not applied, apply it - 168 /* 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 169 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
166 */ 171 */
167 object *skill = find_skill (who, skill_tool->skill); 172 object *skill = who->give_skill (skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171 173
172 if (!skill_tool->flag [FLAG_APPLIED]) 174 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY)) 175 if (!who->apply (splay (skill_tool)))
174 return 0; 176 return 0;
175 177
176 return splay (skill); 178 return splay (skill);
177} 179}
178 180
179object * 181object *
180find_skill_by_name_fuzzy (object *who, const char *name) 182find_skill_by_name_fuzzy (object *who, const char *name)
181{ 183{
182 if (!name) 184 if (name)
183 return 0;
184
185 for (object *tmp = who->inv; tmp; tmp = tmp->below) 185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name)) 187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill)) 188 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop; 189 return skop;
190 190
191 return 0; 191 return 0;
192} 192}
193 193
194/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
199 * tool, this code will equip it. 199 * tool, this code will equip it.
200 * 200 *
201 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
202 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
203 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
204 */ 206 */
205object * 207object *
206find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
207{ 209{
208 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
211 return skop; 213 return skop;
212 214
213 return 0; 215 return 0;
214} 216}
215 217
216/* This changes the objects chosen_skill to new_skill. 218object *
217 * return 1 on success, 0 on error 219object::give_skill (shstr_cmp name, bool can_use)
218 */
219bool
220object::change_skill (object *new_skill)
221{ 220{
222 if (type != PLAYER) 221 object *skill = find_skill (this, name);
223 return 0;
224 222
225 // optimise this supposedly common case
226 if (new_skill == chosen_skill)
227 return 1;
228
229 if (chosen_skill) 223 if (!skill)
230 { 224 skill = give_skill_by_name (this, name);
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
234 225
235 chosen_skill = new_skill; 226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
236 228
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; 229 return skill;
250} 230}
251 231
252/* do_skill() - Main skills use function-similar in scope to cast_spell(). 232/* 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. 233 * 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 234 * 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 - 275 /* Not 100% sure if this will work with new movement code -
296 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
297 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
298 * shouldn't. 278 * shouldn't.
299 */ 279 */
300 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
301 { 281 {
302 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
304 } 284 }
305 else 285 else
306 { 286 {
307 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 288 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
309 } 289 }
310 290
311 op->update_stats (); 291 op->update_stats ();
312 success = 1; 292 success = 1;
402 382
403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
404 { 384 {
405 next = tmp->above; 385 next = tmp->above;
406 386
407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
408 { 388 {
409 found_cauldron = true; 389 found_cauldron = true;
410 390
411 if (tmp->skill != skill->skill) 391 if (tmp->skill != skill->skill)
412 { 392 {
413 op->failmsg (format ("You can't use the %s with the %s skill!", 393 op->failmsgf ("You can't use the %s with the %s skill!",
414 query_name (tmp), 394 query_name (tmp),
415 query_name (skill))); 395 query_name (skill));
416 break; 396 break;
417 } 397 }
418 398
419 attempt_do_alchemy (op, tmp, skill); 399 attempt_do_alchemy (op, tmp, skill);
420 400
421 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
422 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
423 } 403 }
424 } 404 }
425 405
426 if (!found_cauldron) 406 if (!found_cauldron)
466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 446 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break; 447 break;
468 448
469 case SK_MINING: 449 case SK_MINING:
470 success = skill_mining (op, part, skill, dir, string); 450 success = skill_mining (op, part, skill, dir, string);
471 break;
472
473 case SK_FISHING:
474 success = skill_fishing (op, part, skill, dir, string);
475 break; 451 break;
476 452
477 default: 453 default:
478 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
479 break; 455 break;
555 } 531 }
556 else 532 else
557 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
558 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
559 op_lvl = op->level; 535 op_lvl = op->level;
560 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
561 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
562 } 538 }
563 539
564 if (op_lvl < 1) 540 if (op_lvl < 1)
565 op_lvl = 1; 541 op_lvl = 1;
629 } 605 }
630 606
631 object *tmp = find_skill (pl, scroll->skill); 607 object *tmp = find_skill (pl, scroll->skill);
632 608
633 /* player already knows it */ 609 /* player already knows it */
634 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
635 return 0; 611 return 0;
636 612
637 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
638 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
639 * might never be able to learn anything. 615 * might never be able to learn anything.
648 { 624 {
649 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 625 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
650 return 2; 626 return 2;
651 } 627 }
652 628
653 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
654 630
655 return 1; 631 return 1;
656} 632}
657 633
658/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
768 744
769 if (!string) 745 if (!string)
770 return 0; 746 return 0;
771 747
772 for (skop = op->inv; skop; skop = skop->below) 748 for (skop = op->inv; skop; skop = skop->below)
773 { 749 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
774 if (skop->type == SKILL
775 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
776 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) 750 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
751 {
752 skop = find_skill_by_name (op, skop->skill);
777 break; 753 break;
778 else if (skop->type == SKILL_TOOL
779 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
780 break;
781 } 754 }
782 755
783 if (!skop) 756 if (!skop)
784 { 757 {
785 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 758 op->failmsgf ("Unable to find skill %s.", string);
759 return 0;
760 }
761
762 if (!(skill_flags [skop->subtype] & SF_USE))
763 {
764 op->failmsgf (
765 "You feel as if you wanted to do something funny, but you can't remember what. "
766 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
767 "use it with some item, or it's always active.>",
768 &skop->skill
769 );
786 return 0; 770 return 0;
787 } 771 }
788 772
789 len = strlen (skop->skill); 773 len = strlen (skop->skill);
790 774
825 */ 809 */
826static object * 810static object *
827find_player_hth_skill (object *op) 811find_player_hth_skill (object *op)
828{ 812{
829 for (object *tmp = op->inv; tmp; tmp = tmp->below) 813 for (object *tmp = op->inv; tmp; tmp = tmp->below)
830 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 814 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
831 return tmp; 815 return tmp;
832 816
833 return 0; 817 return 0;
834} 818}
835 819
855 * through that code if skill is set to change to the skill. 839 * through that code if skill is set to change to the skill.
856 */ 840 */
857 if (player *pl = op->contr) 841 if (player *pl = op->contr)
858 { 842 {
859 if (skill) 843 if (skill)
860 op->change_skill (skill); 844 {
845 if (!op->apply (skill))
846 return 0;
847 }
861 else 848 else
862 { 849 {
863 if (!pl->combat_ob) 850 if (!pl->combat_ob)
864 { 851 {
865 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 852 if (op->flag [FLAG_READY_WEAPON])
866 { 853 {
867 for (tmp = op->inv; tmp; tmp = tmp->below) 854 for (tmp = op->inv; tmp; tmp = tmp->below)
868 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 855 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
869 break; 856 break;
870 857
871 if (!tmp) 858 if (!tmp)
872 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 859 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
873 860
899 } 886 }
900 } 887 }
901 888
902 if (!op->apply (pl->combat_ob)) 889 if (!op->apply (pl->combat_ob))
903 return 0; 890 return 0;
891
892 if (!op->chosen_skill)
893 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
904 } 894 }
905 895
906 /* lose invisiblity/hiding status for running attacks */ 896 /* lose invisiblity/hiding status for running attacks */
907 if (pl->tmp_invis) 897 if (pl->tmp_invis)
908 { 898 {
915 905
916 int success = attack_ob (tmp, op); 906 int success = attack_ob (tmp, op);
917 907
918 /* print appropriate messages to the player */ 908 /* print appropriate messages to the player */
919 909
920 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 910 if (success && string && tmp && !tmp->flag [FLAG_FREED])
921 { 911 {
922 if (op->type == PLAYER) 912 if (op->type == PLAYER)
923 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 913 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
924 else if (tmp->type == PLAYER) 914 else if (tmp->type == PLAYER)
925 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 915 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
968 /* space must be blocked for there to be anything interesting to do */ 958 /* space must be blocked for there to be anything interesting to do */
969 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 959 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
970 return 0; 960 return 0;
971 961
972 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 962 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
973 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 963 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
974 { 964 {
975 /* Don't attack party members */ 965 /* Don't attack party members */
976 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 966 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
977 return 0; 967 return 0;
978 968
1000static int 990static int
1001attack_hth (object *pl, int dir, const char *string, object *skill) 991attack_hth (object *pl, int dir, const char *string, object *skill)
1002{ 992{
1003 object *enemy = NULL, *weapon; 993 object *enemy = NULL, *weapon;
1004 994
1005 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 995 if (pl->flag [FLAG_READY_WEAPON])
1006 for (weapon = pl->inv; weapon; weapon = weapon->below) 996 for (weapon = pl->inv; weapon; weapon = weapon->below)
1007 { 997 {
1008 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 998 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1009 { 999 {
1010 CLEAR_FLAG (weapon, FLAG_APPLIED); 1000 weapon->clr_flag (FLAG_APPLIED);
1011 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1001 pl->clr_flag (FLAG_READY_WEAPON);
1012 pl->update_stats (); 1002 pl->update_stats ();
1013 if (pl->type == PLAYER) 1003 if (pl->type == PLAYER)
1014 { 1004 {
1015 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1005 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1016 esrv_update_item (UPD_FLAGS, pl, weapon); 1006 esrv_update_item (UPD_FLAGS, pl, weapon);
1034 */ 1024 */
1035static int 1025static int
1036attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1026attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1037{ 1027{
1038 1028
1039 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1029 if (!op->flag [FLAG_READY_WEAPON])
1040 { 1030 {
1041 if (op->type == PLAYER) 1031 if (op->type == PLAYER)
1042 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1032 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1043 1033
1044 return 0; 1034 return 0;

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