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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.22 by root, Fri Dec 22 16:34:00 2006 UTC

1
2/*
3 * static char *rcsid_skill_util_c =
4 * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* 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. */
31 25
32/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
42 */ 36 */
43 37
44/* define the following for skills utility debuging */ 38/* define the following for skills utility debuging */
45 39
46/* #define SKILL_UTIL_DEBUG */ 40/* #define SKILL_UTIL_DEBUG */
47
48#define WANT_UNARMED_SKILLS
49 41
50#include <global.h> 42#include <global.h>
51#include <object.h> 43#include <object.h>
52#ifndef __CEXTRACT__ 44#ifndef __CEXTRACT__
53# include <sproto.h> 45# include <sproto.h>
54#endif 46#endif
55#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 47#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56#include <spells.h> 48#include <spells.h>
57 49
50/* Table of unarmed attack skills. Terminated by -1. This
51 * is also the list that we should try to use skills when
52 * automatically applying one for the player.
53 */
54static uint8 unarmed_skills[] = {
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64};
65
58static int attack_hth (object *pl, int dir, const char *string, object *skill); 66static int attack_hth (object *pl, int dir, const char *string, object *skill);
59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 67static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61shstr skill_names[NUM_SKILLS];
62 68
63/* init_skills basically just sets up the skill_names table 69/* init_skills basically just sets up the skill_names table
64 * above. The index into the array is set up by the 70 * above. The index into the array is set up by the
65 * subtypes. 71 * subtypes.
66 */ 72 */
69{ 75{
70 int i; 76 int i;
71 archetype *at; 77 archetype *at;
72 78
73 for (at = first_archetype; at != NULL; at = at->next) 79 for (at = first_archetype; at != NULL; at = at->next)
74 {
75 if (at->clone.type == SKILL) 80 if (at->clone.type == SKILL)
76 { 81 {
77 if (skill_names[at->clone.subtype] != NULL) 82 if (skill_names[at->clone.subtype] != NULL)
78 {
79 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
81 }
82 else 85 else
83 {
84 skill_names[at->clone.subtype] = at->clone.skill; 86 skill_names[at->clone.subtype] = at->clone.skill;
85 }
86 } 87 }
87 }
88 88
89 /* This isn't really an error if there is no skill subtype set, but 89 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors. 90 * checking for this may catch some user errors.
91 */ 91 */
92 for (i = 1; i < NUM_SKILLS; i++) 92 for (i = 1; i < NUM_SKILLS; i++)
93 { 93 {
94 if (!skill_names[i]) 94 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 } 96 }
97} 97}
98
99 98
100/* This function goes through the player inventory and sets 99/* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object. 100 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills - 101 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp. 102 * mostly used for sending exp.
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 238 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 { 239 {
241 if (apply_special (who, skill_tool, 0)) 240 if (apply_special (who, skill_tool, 0))
242 return NULL; 241 return NULL;
243 } 242 }
243
244 if (!skill) 244 if (!skill)
245 { 245 {
246 skill = give_skill_by_name (who, skill_tool->skill); 246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who); 247 link_player_skills (who);
248 } 248 }
249
249 return skill; 250 return skill;
250 } 251 }
252
251 return NULL; 253 return NULL;
252} 254}
253 255
254/* This changes the objects skill to new_skill. 256/* This changes the objects skill to new_skill.
255 * note that this function doesn't always need to get used - 257 * note that this function doesn't always need to get used -
276 if (who->chosen_skill && who->chosen_skill == new_skill) 278 if (who->chosen_skill && who->chosen_skill == new_skill)
277 { 279 {
278 /* optimization for changing skill to current skill */ 280 /* optimization for changing skill to current skill */
279 if (who->type == PLAYER && !(flag & 0x1)) 281 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill; 282 who->contr->shoottype = range_skill;
283
281 return 1; 284 return 1;
282 } 285 }
286
287 // move skill to front, so it will be preferred next time
288 new_skill->remove ();
289 who->insert (new_skill);
283 290
284 if (!new_skill || who->chosen_skill) 291 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill) 292 if (who->chosen_skill)
286 apply_special (who, who->chosen_skill, AP_UNAPPLY); 293 apply_special (who, who->chosen_skill, AP_UNAPPLY);
287 294
288 /* Only goal in this case was to unapply a skill */ 295 /* Only goal in this case was to unapply a skill */
289 if (!new_skill) 296 if (!new_skill)
290 return 0; 297 return 0;
291 298
292 if (apply_special (who, new_skill, AP_APPLY)) 299 if (apply_special (who, new_skill, AP_APPLY))
293 {
294 return 0; 300 return 0;
295 } 301
296 if (flag & 0x1) 302 if (flag & 0x1)
297 who->contr->shoottype = (rangetype) old_range; 303 who->contr->shoottype = (rangetype)old_range;
298 304
299 return 1; 305 return 1;
300} 306}
301 307
302/* This function just clears the chosen_skill and range_skill values 308/* This function just clears the chosen_skill and range_skill values
373 else 379 else
374 { 380 {
375 SET_FLAG (skill, FLAG_APPLIED); 381 SET_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 382 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
377 } 383 }
378 fix_player (op); 384 op->update_stats ();
379 success = 1; 385 success = 1;
380 break; 386 break;
381 387
382 case SK_STEALING: 388 case SK_STEALING:
383 exp = success = steal (op, dir, skill); 389 exp = success = steal (op, dir, skill);
462 case SK_LITERACY: 468 case SK_LITERACY:
463 case SK_WOODSMAN: 469 case SK_WOODSMAN:
464 /* first, we try to find a cauldron, and do the alchemy thing. 470 /* first, we try to find a cauldron, and do the alchemy thing.
465 * failing that, we go and identify stuff. 471 * failing that, we go and identify stuff.
466 */ 472 */
467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) 473 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
468 { 474 {
469 next = tmp->above; 475 next = tmp->above;
476
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 477 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 { 478 {
472 attempt_do_alchemy (op, tmp); 479 attempt_do_alchemy (op, tmp);
480
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 481 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp); 482 esrv_send_inventory (op, tmp);
483
475 did_alc = 1; 484 did_alc = 1;
476 } 485 }
477 } 486 }
487
478 if (did_alc == 0) 488 if (did_alc == 0)
479 exp = success = skill_ident (op, skill); 489 exp = success = skill_ident (op, skill);
490
480 break; 491 break;
481 492
482 case SK_DET_MAGIC: 493 case SK_DET_MAGIC:
483 case SK_DET_CURSE: 494 case SK_DET_CURSE:
484 exp = success = skill_ident (op, skill); 495 exp = success = skill_ident (op, skill);
689 700
690 /* player already knows it */ 701 /* player already knows it */
691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 702 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0; 703 return 0;
693 704
694
695
696 /* now a random change to learn, based on player Int. 705 /* now a random change to learn, based on player Int.
697 * give bonus based on level - otherwise stupid characters 706 * give bonus based on level - otherwise stupid characters
698 * might never be able to learn anything. 707 * might never be able to learn anything.
699 */ 708 */
700 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) 709 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
769 sprintf (buf, "%s%s", &tmp->name, periods); 778 sprintf (buf, "%s%s", &tmp->name, periods);
770 buf[40] = 0; 779 buf[40] = 0;
771 780
772 if (settings.permanent_exp_ratio) 781 if (settings.permanent_exp_ratio)
773 { 782 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", 783 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
775 buf, tmp->level, 784 buf, tmp->level, tmp->stats.exp,
776 (long long) tmp->stats.exp,
777 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 785 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 } 786 }
779 else 787 else
780 { 788 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", 789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
782 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); 790 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
783 } 791 }
784 /* I don't know why some characters get a bunch of skills, but 792 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code 793 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle 794 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may 795 * it so it doesn't crash the server - otherwise, one character may
874 return 1; 882 return 1;
875 883
876 return 0; 884 return 0;
877} 885}
878 886
887static bool
888hth_skill_p (object *skill)
889{
890 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
891 if (skill->subtype == unarmed_skills[i])
892 return 1;
879 893
894 return 0;
895}
880 896
881/* This finds the best unarmed skill the player has, and returns 897/* This finds the first unarmed skill the player has, and returns it.
882 * it. Best can vary a little - we consider clawing to always
883 * be the best for dragons.
884 * This could be more intelligent, eg, look at the skill level
885 * of the skill and go from there (eg, a level 40 puncher is
886 * is probably better than level 1 karate). OTOH, if you
887 * don't bother to set up your skill properly, that is the players
888 * problem (although, it might be nice to have a preferred skill
889 * field the player can set.
890 * Unlike the old code, we don't give out any skills - it is
891 * possible you just don't have any ability to get into unarmed
892 * combat. If everyone race/class should have one, this should
893 * be handled in the starting treasurelists, not in the code.
894 */ 898 */
895static object * 899static object *
896find_best_player_hth_skill (object *op) 900find_player_hth_skill (object *op)
897{ 901{
898 object *tmp, *best_skill = NULL;
899 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
900
901 for (tmp = op->inv; tmp; tmp = tmp->below) 902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 { 903 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
903 if (tmp->type == SKILL)
904 {
905 if (dragon && tmp->subtype == SK_CLAWING)
906 return tmp; 904 return tmp;
907 905
908 /* The order in the array is preferred order. So basically, 906 return 0;
909 * we just cut down the number to search - eg, if we find a skill
910 * early on in flame touch, then we only need to look into the unarmed_array
911 * to the entry before flame touch - don't care about the entries afterward,
912 * because they are infrerior skills.
913 * if we end up finding the best skill (i==0) might as well return
914 * right away - can't get any better than that.
915 */
916 for (i = 0; i < last_skill; i++)
917 {
918 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
919 {
920 best_skill = tmp;
921 last_skill = i;
922 if (i == 0)
923 return best_skill;
924 }
925 }
926 }
927 }
928 return best_skill;
929} 907}
930 908
931/* do_skill_attack() - We have got an appropriate opponent from either 909/* do_skill_attack() - We have got an appropriate opponent from either
932 * move_player_attack() or skill_attack(). In this part we get on with 910 * move_player_attack() or skill_attack(). In this part we get on with
933 * attacking, take care of messages from the attack and changes in invisible. 911 * attacking, take care of messages from the attack and changes in invisible.
954 */ 932 */
955 if (op->type == PLAYER) 933 if (op->type == PLAYER)
956 { 934 {
957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 935 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
958 { 936 {
959 size_t i;
960
961 if (!skill) 937 if (!skill)
962 { 938 {
963 /* See if the players chosen skill is a combat skill, and use 939 /* See if the players chosen skill is a combat skill, and use
964 * it if appropriate. 940 * it if appropriate.
965 */ 941 */
942 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
966 if (op->chosen_skill) 943 skill = op->chosen_skill;
944 else
967 { 945 {
968 for (i = 0; i < sizeof (unarmed_skills); i++)
969 if (op->chosen_skill->subtype == unarmed_skills[i])
970 {
971 skill = op->chosen_skill;
972 break;
973 }
974 }
975 /* If we didn't find a skill above, look harder for a good skill */
976 if (!skill)
977 {
978 skill = find_best_player_hth_skill (op); 946 skill = find_player_hth_skill (op);
979 947
980 if (!skill) 948 if (!skill)
981 { 949 {
982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 950 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
983 return 0; 951 return 0;
984 } 952 }
985 } 953 }
986 } 954 }
987 if (skill != op->chosen_skill) 955
988 {
989 /* now try to ready the new skill */ 956 /* now try to ready the new skill */
990 if (!change_skill (op, skill, 0)) 957 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */ 958 { /* oh oh, trouble! */
992 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); 959 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
993 return 0; 960 return 0;
994 }
995 } 961 }
996 } 962 }
997 else 963 else
998 { 964 {
999 /* Seen some crashes below where current_weapon is not set, 965 /* Seen some crashes below where current_weapon is not set,
1019 { 985 {
1020 op->current_weapon = tmp; 986 op->current_weapon = tmp;
1021 } 987 }
1022 } 988 }
1023 989
1024 /* Has ready weapon - make sure chosen_skill is set up properly */
1025 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1026 {
1027 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 990 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1028 }
1029 } 991 }
1030 } 992 }
1031 993
1032 /* lose invisiblity/hiding status for running attacks */ 994 /* lose invisiblity/hiding status for running attacks */
1033 995
1068 1030
1069int 1031int
1070skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 1032skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071{ 1033{
1072 sint16 tx, ty; 1034 sint16 tx, ty;
1073 mapstruct *m; 1035 maptile *m;
1074 int mflags; 1036 int mflags;
1075 1037
1076 if (!dir) 1038 if (!dir)
1077 dir = pl->facing; 1039 dir = pl->facing;
1040
1078 tx = freearr_x[dir]; 1041 tx = freearr_x[dir];
1079 ty = freearr_y[dir]; 1042 ty = freearr_y[dir];
1080 1043
1081 /* If we don't yet have an opponent, find if one exists, and attack. 1044 /* If we don't yet have an opponent, find if one exists, and attack.
1082 * Legal opponents are the same as outlined in move_player_attack() 1045 * Legal opponents are the same as outlined in move_player_attack()
1094 1057
1095 /* space must be blocked for there to be anything interesting to do */ 1058 /* space must be blocked for there to be anything interesting to do */
1096 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 1059 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0; 1060 return 0;
1098 1061
1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) 1062 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1100 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 1063 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1101 { 1064 {
1102 /* Don't attack party members */ 1065 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 1066 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0; 1067 return 0;
1133 { 1096 {
1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1097 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 { 1098 {
1136 CLEAR_FLAG (weapon, FLAG_APPLIED); 1099 CLEAR_FLAG (weapon, FLAG_APPLIED);
1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1100 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1138 fix_player (pl); 1101 pl->update_stats ();
1139 if (pl->type == PLAYER) 1102 if (pl->type == PLAYER)
1140 { 1103 {
1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1104 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1142 esrv_update_item (UPD_FLAGS, pl, weapon); 1105 esrv_update_item (UPD_FLAGS, pl, weapon);
1143 } 1106 }

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