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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.94 by root, Sun Apr 11 00:34:06 2010 UTC vs.
Revision 1.108 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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.
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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 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. */
26 26
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
193 * one that accumulates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
194 * 196 *
195 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
196 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
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
218object *
219object::give_skill (shstr_cmp name, bool can_use)
220{
221 object *skill = find_skill (this, name);
222
223 if (!skill)
224 skill = give_skill_by_name (this, name);
225
226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
229 return skill;
230}
231
214/* 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().
215 * 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.
216 * 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
217 * to utilize skills. Returns 1 on use of skill, otherwise 0. 235 * to utilize skills. Returns 1 on use of skill, otherwise 0.
218 * This is changed (2002-11-30) from the old method that returned 236 * This is changed (2002-11-30) from the old method that returned
219 * exp - no caller needed that info, but it also prevented the callers 237 * exp - no caller needed that info, but it also prevented the callers
220 * from know if a skill was actually used, as many skills don't 238 * from know if a skill was actually used, as many skills don't
221 * give any exp for their direct use (eg, throwing). 239 * give any exp for their direct use (eg, throwing).
355 case SK_ALCHEMY: 373 case SK_ALCHEMY:
356 case SK_THAUMATURGY: 374 case SK_THAUMATURGY:
357 case SK_LITERACY: 375 case SK_LITERACY:
358 case SK_WOODSMAN: 376 case SK_WOODSMAN:
359 /* first, we try to find a cauldron, and do the alchemy thing. 377 /* first, we try to find a cauldron, and do the alchemy thing.
360 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
361 */ 379 */
362 { 380 {
363 bool found_cauldron = false; 381 bool found_cauldron = false;
364 382
365 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)
430 448
431 case SK_MINING: 449 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string); 450 success = skill_mining (op, part, skill, dir, string);
433 break; 451 break;
434 452
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
437 break;
438
439 default: 453 default:
440 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);
441 break; 455 break;
442 } 456 }
443 457
444 /* For players we now update the speed_left from using the skill. 458 /* For players we now update the speed_left from using the skill.
445 * Monsters have no skill use time because of the random nature in 459 * Monsters have no skill use time because of the random nature in
446 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
447 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
448 * in the code for the skill itself. 462 * in the code for the skill itself.
449 */ 463 */
450 if (op->type == PLAYER) 464 if (op->type == PLAYER)
500 * non-living magic obj, runes and everything else. 514 * non-living magic obj, runes and everything else.
501 * 515 *
502 * If an object is not alive and magical we set the base exp higher to 516 * If an object is not alive and magical we set the base exp higher to
503 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
504 * an item is type RUNE, we give out exp based on stats.Cha 518 * an item is type RUNE, we give out exp based on stats.Cha
505 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
506 */ 520 */
507 if (!op) 521 if (!op)
508 { /* no item/creature */ 522 { /* no item/creature */
509 op_lvl = max (1, who->map->difficulty); 523 op_lvl = max (1, who->map->difficulty);
510 op_exp = 0; 524 op_exp = 0;
574} 588}
575 589
576/* Learn skill. This inserts the requested skill in the player's 590/* Learn skill. This inserts the requested skill in the player's
577 * inventory. The skill field of the scroll should have the 591 * inventory. The skill field of the scroll should have the
578 * exact name of the requested skill. 592 * exact name of the requested skill.
579 * This one actually teaches the player the skill as something 593 * This one actually teaches the player the skill as something
580 * they can equip. 594 * they can equip.
581 * Return 0 if the player knows the skill, 1 if the 595 * Return 0 if the player knows the skill, 1 if the
582 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
583 */ 597 */
584int 598int
635 return 100; 649 return 100;
636 650
637 return rv; 651 return rv;
638} 652}
639 653
654static int
655cmp_skillp (const void *sk1, const void *sk2)
656{
657 return strcmp (&((*(const object **) sk1)->name),
658 &((*(const object **) sk2)->name));
659}
660
640/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
641 * their current skill list. 662 * their current skill list.
642 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
643 * we also include some other non skill related info (god, 664 * we also include some other non skill related info (god,
644 * max weapon improvments, item power). 665 * max weapon improvments, item power).
645 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated because we
646 * we want ot sort the skills before printing them. If we 667 * we want to sort the skills before printing them. If we
647 * just dumped this as we found it, this would be a bit 668 * just dumped this as we found it, this would be a bit
648 * simpler. 669 * simpler.
649 */ 670 */
650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
651void 671void
652show_skills (object *pl, const char *search) 672show_skills (object *pl, const char *search)
653{ 673{
654 const char *cp; 674 const char *cp;
655 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
656 const char *const periods = ".............................."; // 30 676 object *skills[CS_NUM_SKILLS];
657
658 /* Need to have a pointer and use strdup for qsort to work properly */
659 char skills[NUM_SKILLS][128]; // d'oh
660
661 object *op = pl->contr->ob; 677 object *op = pl->contr->ob;
662 678
679 /* find the skills */
663 for (object *tmp = op->inv; tmp; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
664 { 681 {
665 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
666 { 683 {
667 if (search && !tmp->name.contains (search)) 684 if (search && !tmp->name.contains (search))
668 continue; 685 continue;
669 686
670 char buf[30]; 687 skills[num_skills_found++] = tmp;
671
672 /* Basically want to fill this out to 30 spaces with periods */
673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
674
675 if (settings.permanent_exp_ratio)
676 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
677 buf, tmp->level, tmp->stats.exp,
678 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
679 else
680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
681 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
682 688
683 /* I don't know why some characters get a bunch of skills, but 689 /* I don't know why some characters get a bunch of skills, but
684 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
685 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
686 * it so it doesn't crash the server - otherwise, one character may 692 * it so it doesn't crash the server - otherwise, one character may
687 * crash the server numerous times. 693 * crash the server numerous times.
688 */ 694 */
689 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
690 { 696 {
691 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); 697 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
692 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
693 break; 699 break;
694 } 700 }
697 703
698 dynbuf_text &msg = msg_dynbuf; msg.clear (); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
699 705
700 msg << "T<Player skills:>\n\n"; 706 msg << "T<Player skills:>\n\n";
701 if (num_skills_found > 1) 707 if (num_skills_found > 1)
702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 708 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
703 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
704 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
705 msg << " C<" << skills [i] << ">\n"; 714 object *tmp = skills[i];
715
716 /* Basically want to fill this out to 30 spaces with periods */
717 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
718
719 msg << " C<";
720
721 if (settings.permanent_exp_ratio)
722 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
723 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
724 clipped_percent (tmp->perm_exp, tmp->stats.exp));
725 else
726 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
727 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
728
729 msg << ">\n";
730 }
706 731
707 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
708 733
709 cp = determine_god (op); 734 cp = determine_god (op);
710 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 735 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
714 << ".\n"; 739 << ".\n";
715 740
716 pl->contr->infobox (MSG_CHANNEL ("skills"), msg); 741 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
717} 742}
718 743
719/* use_skill() - similar to invoke command, it executes the skill in the 744/* use_skill() - similar to invoke command, it executes the skill in the
720 * direction that the user is facing. Returns false if we are unable to 745 * direction that the user is facing. Returns false if we are unable to
721 * change to the requested skill, or were unable to use the skill properly. 746 * change to the requested skill, or were unable to use the skill properly.
722 * This is tricky because skills can have spaces. We basically roll 747 * This is tricky because skills can have spaces. We basically roll
723 * our own find_skill_by_name so we can try to do better string matching. 748 * our own find_skill_by_name so we can try to do better string matching.
724 */ 749 */
725int 750int
726use_skill (object *op, const char *string) 751use_skill (object *op, const char *string)
727{ 752{
872 } 897 }
873 } 898 }
874 899
875 if (!op->apply (pl->combat_ob)) 900 if (!op->apply (pl->combat_ob))
876 return 0; 901 return 0;
902
903 if (!op->chosen_skill)
904 {
905 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
906 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
907 return 0;
908 }
877 } 909 }
878 910
879 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
880 if (pl->tmp_invis) 912 if (pl->tmp_invis)
881 { 913 {
920 int mflags; 952 int mflags;
921 953
922 if (!dir) 954 if (!dir)
923 dir = pl->facing; 955 dir = pl->facing;
924 956
925 tx = freearr_x[dir]; 957 tx = DIRX (dir);
926 ty = freearr_y[dir]; 958 ty = DIRY (dir);
927 959
928 /* If we don't yet have an opponent, find if one exists, and attack. 960 /* If we don't yet have an opponent, find if one exists, and attack.
929 * Legal opponents are the same as outlined in move_player_attack() 961 * Legal opponents are the same as outlined in move_player_attack()
930 */ 962 */
931 if (!tmp) 963 if (!tmp)
932 { 964 {
933 m = pl->map; 965 m = pl->map;
934 tx = pl->x + freearr_x[dir]; 966 tx = pl->x + DIRX (dir);
935 ty = pl->y + freearr_y[dir]; 967 ty = pl->y + DIRY (dir);
936 968
937 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 969 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
938 if (mflags & P_OUT_OF_MAP) 970 if (mflags & P_OUT_OF_MAP)
939 return 0; 971 return 0;
940 972

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