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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.66 by root, Mon Sep 22 06:16:41 2008 UTC vs.
Revision 1.92 by root, Sat Apr 10 04:54:10 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 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
58/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
60 * subtypes. 61 * subtypes.
61 */ 62 */
62void 63void
63init_skills (void) 64init_skills ()
64{ 65{
65 for_all_archetypes (at) 66 for_all_archetypes (at)
66 if (at->type == SKILL) 67 if (at->type == SKILL)
67 { 68 {
68 if (skill_names[at->subtype]) 69 if (skill_names[at->subtype])
84 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 87 * mostly used for sending exp.
87 */ 88 */
88void 89void
89link_player_skills (object *op) 90player::link_skills ()
90{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
93 { 97 {
94 /* This is really a warning, hence no else below */ 98 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 99
99 if (tmp->subtype >= NUM_SKILLS) 100 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 { 101 {
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
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
105 } 110 }
106 } 111 }
107} 112}
108 113
109static object * 114static object *
110find_skill (object *who, const shstr &sh) 115find_skill (object *who, shstr_cmp name)
111{ 116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 123 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 124 return splay (tmp);
115 125
116 return 0; 126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
117} 133}
118 134
119/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
121 * 137 *
122 * It is presumed that the player will be needing to actually 138 * 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 139 * use the skill, so thus if use of the skill requires a skill
124 * tool, this code will equip it. 140 * tool, this code will equip it.
125 */ 141 */
126object * 142object *
127find_skill_by_name (object *who, const shstr &sh) 143find_skill_by_name (object *who, shstr_cmp sh)
128{ 144{
129 object *skill_tool = 0; 145 object *skill_tool = 0;
130 146
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 148 if (tmp->skill == sh)
149 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
150 */ 166 */
151 object *skill = find_skill (who, skill_tool->skill); 167 object *skill = find_skill (who, skill_tool->skill);
152 168
153 if (!skill) 169 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 171
159 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (!who->apply (splay (skill_tool)))
161 return 0; 174 return 0;
162 175
163 return splay (skill); 176 return splay (skill);
164} 177}
165 178
166object * 179object *
167find_skill_by_name (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
168{ 181{
169 if (!name) 182 if (name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 185 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 186 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 187 return skop;
177 188
178 return 0; 189 return 0;
179} 190}
180 191
181/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
248 */ 259 */
249int 260int
250do_skill (object *op, object *part, object *skill, int dir, const char *string) 261do_skill (object *op, object *part, object *skill, int dir, const char *string)
251{ 262{
252 int success = 0, exp = 0; 263 int success = 0, exp = 0;
253 int did_alc = 0;
254 264
255 if (!skill) 265 if (!skill)
256 return 0; 266 return 0;
257 267
258 /* The code below presumes that the skill points to the object that 268 /* The code below presumes that the skill points to the object that
383 case SK_LITERACY: 393 case SK_LITERACY:
384 case SK_WOODSMAN: 394 case SK_WOODSMAN:
385 /* first, we try to find a cauldron, and do the alchemy thing. 395 /* first, we try to find a cauldron, and do the alchemy thing.
386 * failing that, we go and identify stuff. 396 * failing that, we go and identify stuff.
387 */ 397 */
398 {
399 bool found_cauldron = false;
400
388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
389 { 402 {
390 next = tmp->above; 403 next = tmp->above;
391 404
392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
393 { 406 {
407 found_cauldron = true;
408
409 if (tmp->skill != skill->skill)
410 {
411 op->failmsgf ("You can't use the %s with the %s skill!",
412 query_name (tmp),
413 query_name (skill));
414 break;
415 }
416
394 attempt_do_alchemy (op, tmp); 417 attempt_do_alchemy (op, tmp, skill);
395 418
396 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 419 if (QUERY_FLAG (tmp, FLAG_APPLIED))
397 esrv_send_inventory (op, tmp); 420 esrv_send_inventory (op, tmp);
398
399 did_alc = 1;
400 } 421 }
401 } 422 }
402 423
403 if (did_alc == 0) 424 if (!found_cauldron)
404 exp = success = skill_ident (op, skill); 425 exp = success = skill_ident (op, skill);
405 426 }
406 break; 427 break;
407 428
408 case SK_DET_MAGIC: 429 case SK_DET_MAGIC:
409 case SK_DET_CURSE: 430 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill); 431 exp = success = skill_ident (op, skill);
439 case SK_EVOCATION: 460 case SK_EVOCATION:
440 case SK_PYROMANCY: 461 case SK_PYROMANCY:
441 case SK_SUMMONING: 462 case SK_SUMMONING:
442 case SK_CLIMBING: 463 case SK_CLIMBING:
443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 464 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
465 break;
466
467 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string);
469 break;
470
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
444 break; 473 break;
445 474
446 default: 475 default:
447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
448 break; 477 break;
618 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 647 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
619 return 2; 648 return 2;
620 } 649 }
621 650
622 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
623 link_player_skills (pl); 652
624 return 1; 653 return 1;
625} 654}
626 655
627/* Gives a percentage clipped to 0% -> 100% of a/b. */ 656/* Gives a percentage clipped to 0% -> 100% of a/b. */
628/* Probably belongs in some global utils-type file? */ 657/* Probably belongs in some global utils-type file? */
669 698
670 for (object *tmp = op->inv; tmp; tmp = tmp->below) 699 for (object *tmp = op->inv; tmp; tmp = tmp->below)
671 { 700 {
672 if (tmp->type == SKILL) 701 if (tmp->type == SKILL)
673 { 702 {
674 if (search && !strstr (tmp->name, search)) 703 if (search && !tmp->name.contains (search))
675 continue; 704 continue;
676 705
677 char buf[30]; 706 char buf[30];
678 707
679 /* Basically want to fill this out to 30 spaces with periods */ 708 /* Basically want to fill this out to 30 spaces with periods */
693 * it so it doesn't crash the server - otherwise, one character may 722 * it so it doesn't crash the server - otherwise, one character may
694 * crash the server numerous times. 723 * crash the server numerous times.
695 */ 724 */
696 if (num_skills_found >= NUM_SKILLS) 725 if (num_skills_found >= NUM_SKILLS)
697 { 726 {
698 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 727 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
699 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 728 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
700 break; 729 break;
701 } 730 }
702 } 731 }
703 } 732 }
704 733
705 dynbuf_text msg (4096, 1024); 734 dynbuf_text &msg = msg_dynbuf; msg.clear ();
706 735
707 msg << "T<Player skills:>\n\n"; 736 msg << "T<Player skills:>\n\n";
708 if (num_skills_found > 1) 737 if (num_skills_found > 1)
709 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 738 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
710 739
737 766
738 if (!string) 767 if (!string)
739 return 0; 768 return 0;
740 769
741 for (skop = op->inv; skop; skop = skop->below) 770 for (skop = op->inv; skop; skop = skop->below)
742 { 771 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
743 if (skop->type == SKILL
744 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
745 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 772 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
773 {
774 skop = find_skill_by_name (op, skop->skill);
746 break; 775 break;
747 else if (skop->type == SKILL_TOOL
748 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
749 break;
750 } 776 }
751 777
752 if (!skop) 778 if (!skop)
753 { 779 {
754 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 780 op->failmsgf ("Unable to find skill %s.", string);
781 return 0;
782 }
783
784 if (!(skill_flags [skop->subtype] & SF_USE))
785 {
786 op->failmsgf (
787 "You feel as if you wanted to do something funny, but you can't remember what. "
788 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
789 "use it with some item, or it's always active.>",
790 &skop->skill
791 );
755 return 0; 792 return 0;
756 } 793 }
757 794
758 len = strlen (skop->skill); 795 len = strlen (skop->skill);
759 796
785} 822}
786 823
787static bool 824static bool
788hth_skill_p (object *skill) 825hth_skill_p (object *skill)
789{ 826{
790 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 827 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
791} 828}
792 829
793/* This finds the first unarmed skill the player has, and returns it. 830/* This finds the first unarmed skill the player has, and returns it.
794 */ 831 */
795static object * 832static object *
824 * through that code if skill is set to change to the skill. 861 * through that code if skill is set to change to the skill.
825 */ 862 */
826 if (player *pl = op->contr) 863 if (player *pl = op->contr)
827 { 864 {
828 if (skill) 865 if (skill)
829 op->change_skill (skill); 866 {
867 if (!op->apply (skill))
868 return 0;
869 }
830 else 870 else
831 { 871 {
832 if (!pl->combat_ob) 872 if (!pl->combat_ob)
833 { 873 {
834 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 874 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
856 896
857 if (!skill) 897 if (!skill)
858 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 898 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
859 } 899 }
860 900
861 if (skill) 901 op->apply (skill);
862 {
863 op->change_skill (0);
864 apply_special (op, skill, AP_APPLY);
865 }
866 } 902 }
867 903
868 if (!pl->combat_ob) 904 if (!pl->combat_ob)
869 { 905 {
870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 906 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
871 return 0; 907 return 0;
872 } 908 }
873 } 909 }
874 910
875 if (!op->change_weapon (pl->combat_ob)) 911 if (!op->apply (pl->combat_ob))
876 return 0; 912 return 0;
877 } 913 }
878 914
879 /* lose invisiblity/hiding status for running attacks */ 915 /* lose invisiblity/hiding status for running attacks */
880 if (pl->tmp_invis) 916 if (pl->tmp_invis)
881 { 917 {
882 pl->tmp_invis = 0; 918 pl->tmp_invis = 0;
883 op->invisible = 0; 919 op->invisible = 0;
884 op->hide = 0; 920 op->flag [FLAG_HIDDEN] = 0;
885 update_object (op, UP_OBJ_CHANGE); 921 update_object (op, UP_OBJ_CHANGE);
886 } 922 }
887 } 923 }
888 924
889 int success = attack_ob (tmp, op); 925 int success = attack_ob (tmp, op);

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