ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.92 by root, Sat Apr 10 04:54:10 2010 UTC vs.
Revision 1.100 by root, Mon May 17 21:14:10 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 (!who->apply (splay (skill_tool))) 175 if (!who->apply (splay (skill_tool)))
174 return 0; 176 return 0;
175 177
197 * tool, this code will equip it. 199 * tool, this code will equip it.
198 * 200 *
199 * 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,
200 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
201 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
202 */ 206 */
203object * 207object *
204find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
205{ 209{
206 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
209 return skop; 213 return skop;
210 214
211 return 0; 215 return 0;
212} 216}
213 217
214/* This changes the objects chosen_skill to new_skill. 218object *
215 * return 1 on success, 0 on error 219object::give_skill (shstr_cmp name, bool can_use)
216 */
217bool
218object::change_skill (object *new_skill)
219{ 220{
220 if (type != PLAYER) 221 object *skill = find_skill (this, name);
221 return 0;
222 222
223 // optimise this supposedly common case
224 if (new_skill == chosen_skill)
225 return 1;
226
227 if (chosen_skill) 223 if (!skill)
228 { 224 skill = give_skill_by_name (this, name);
229 chosen_skill->flag [FLAG_APPLIED] = false;
230 change_abil (this, chosen_skill);
231 }
232 225
233 chosen_skill = new_skill; 226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
234 228
235 if (chosen_skill)
236 {
237 chosen_skill->flag [FLAG_APPLIED] = true;
238 change_abil (this, chosen_skill);
239 }
240
241 // always clear current weapon, as the selected skill could
242 // conflict with the current weapon skill, which would go
243 // undetected and exp would be given to the wrong skill.
244 current_weapon = 0;
245
246 update_stats ();
247 return 1; 229 return skill;
248} 230}
249 231
250/* 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().
251 * 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.
252 * 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
293 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
294 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
295 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
296 * shouldn't. 278 * shouldn't.
297 */ 279 */
298 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
299 { 281 {
300 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
302 } 284 }
303 else 285 else
304 { 286 {
305 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
306 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!");
307 } 289 }
308 290
309 op->update_stats (); 291 op->update_stats ();
310 success = 1; 292 success = 1;
400 382
401 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)
402 { 384 {
403 next = tmp->above; 385 next = tmp->above;
404 386
405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
406 { 388 {
407 found_cauldron = true; 389 found_cauldron = true;
408 390
409 if (tmp->skill != skill->skill) 391 if (tmp->skill != skill->skill)
410 { 392 {
414 break; 396 break;
415 } 397 }
416 398
417 attempt_do_alchemy (op, tmp, skill); 399 attempt_do_alchemy (op, tmp, skill);
418 400
419 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
420 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
421 } 403 }
422 } 404 }
423 405
424 if (!found_cauldron) 406 if (!found_cauldron)
464 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.");
465 break; 447 break;
466 448
467 case SK_MINING: 449 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string); 450 success = skill_mining (op, part, skill, dir, string);
469 break;
470
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
473 break; 451 break;
474 452
475 default: 453 default:
476 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);
477 break; 455 break;
553 } 531 }
554 else 532 else
555 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
556 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
557 op_lvl = op->level; 535 op_lvl = op->level;
558 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
559 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
560 } 538 }
561 539
562 if (op_lvl < 1) 540 if (op_lvl < 1)
563 op_lvl = 1; 541 op_lvl = 1;
627 } 605 }
628 606
629 object *tmp = find_skill (pl, scroll->skill); 607 object *tmp = find_skill (pl, scroll->skill);
630 608
631 /* player already knows it */ 609 /* player already knows it */
632 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
633 return 0; 611 return 0;
634 612
635 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
636 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
637 * might never be able to learn anything. 615 * might never be able to learn anything.
646 { 624 {
647 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);
648 return 2; 626 return 2;
649 } 627 }
650 628
651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
652 630
653 return 1; 631 return 1;
654} 632}
655 633
656/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
831 */ 809 */
832static object * 810static object *
833find_player_hth_skill (object *op) 811find_player_hth_skill (object *op)
834{ 812{
835 for (object *tmp = op->inv; tmp; tmp = tmp->below) 813 for (object *tmp = op->inv; tmp; tmp = tmp->below)
836 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))
837 return tmp; 815 return tmp;
838 816
839 return 0; 817 return 0;
840} 818}
841 819
869 } 847 }
870 else 848 else
871 { 849 {
872 if (!pl->combat_ob) 850 if (!pl->combat_ob)
873 { 851 {
874 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 852 if (op->flag [FLAG_READY_WEAPON])
875 { 853 {
876 for (tmp = op->inv; tmp; tmp = tmp->below) 854 for (tmp = op->inv; tmp; tmp = tmp->below)
877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 855 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
878 break; 856 break;
879 857
880 if (!tmp) 858 if (!tmp)
881 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);
882 860
908 } 886 }
909 } 887 }
910 888
911 if (!op->apply (pl->combat_ob)) 889 if (!op->apply (pl->combat_ob))
912 return 0; 890 return 0;
891
892 if (!op->chosen_skill)
893 {
894 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
895 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
896 return 0;
897 }
913 } 898 }
914 899
915 /* lose invisiblity/hiding status for running attacks */ 900 /* lose invisiblity/hiding status for running attacks */
916 if (pl->tmp_invis) 901 if (pl->tmp_invis)
917 { 902 {
924 909
925 int success = attack_ob (tmp, op); 910 int success = attack_ob (tmp, op);
926 911
927 /* print appropriate messages to the player */ 912 /* print appropriate messages to the player */
928 913
929 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 914 if (success && string && tmp && !tmp->flag [FLAG_FREED])
930 { 915 {
931 if (op->type == PLAYER) 916 if (op->type == PLAYER)
932 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 917 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
933 else if (tmp->type == PLAYER) 918 else if (tmp->type == PLAYER)
934 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 919 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
977 /* space must be blocked for there to be anything interesting to do */ 962 /* space must be blocked for there to be anything interesting to do */
978 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 963 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
979 return 0; 964 return 0;
980 965
981 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 966 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
982 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 967 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
983 { 968 {
984 /* Don't attack party members */ 969 /* Don't attack party members */
985 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 970 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
986 return 0; 971 return 0;
987 972
1009static int 994static int
1010attack_hth (object *pl, int dir, const char *string, object *skill) 995attack_hth (object *pl, int dir, const char *string, object *skill)
1011{ 996{
1012 object *enemy = NULL, *weapon; 997 object *enemy = NULL, *weapon;
1013 998
1014 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 999 if (pl->flag [FLAG_READY_WEAPON])
1015 for (weapon = pl->inv; weapon; weapon = weapon->below) 1000 for (weapon = pl->inv; weapon; weapon = weapon->below)
1016 { 1001 {
1017 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1002 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1018 { 1003 {
1019 CLEAR_FLAG (weapon, FLAG_APPLIED); 1004 weapon->clr_flag (FLAG_APPLIED);
1020 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1005 pl->clr_flag (FLAG_READY_WEAPON);
1021 pl->update_stats (); 1006 pl->update_stats ();
1022 if (pl->type == PLAYER) 1007 if (pl->type == PLAYER)
1023 { 1008 {
1024 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1009 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1025 esrv_update_item (UPD_FLAGS, pl, weapon); 1010 esrv_update_item (UPD_FLAGS, pl, weapon);
1043 */ 1028 */
1044static int 1029static int
1045attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1030attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1046{ 1031{
1047 1032
1048 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1033 if (!op->flag [FLAG_READY_WEAPON])
1049 { 1034 {
1050 if (op->type == PLAYER) 1035 if (op->type == PLAYER)
1051 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1036 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1052 1037
1053 return 0; 1038 return 0;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines