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 1.94 by root, Sun Apr 11 00:34:06 2010 UTC vs.
Revision 1.109 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 26/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 27
51# define def(uc, flags) flags, 52# define def(uc, flags) flags,
52# include "skillinc.h" 53# include "skillinc.h"
53# undef def 54# undef def
54}; 55};
55 56
57vector<object_ptr> skillvec;
58
56static int attack_hth (object *pl, int dir, const char *string, object *skill); 59static 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); 60static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 61
59/* init_skills basically just sets up the skill_names table 62/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 63 * above. The index into the array is set up by the
61 * subtypes. 64 * subtypes.
62 */ 65 */
63void 66void
64init_skills () 67init_skills ()
65{ 68{
66 for_all_archetypes (at) 69 // nop
67 if (at->type == SKILL) 70}
71
72void
73add_skill_archetype (object *o)
74{
75 assert (("skill name must equal skill skill", o->name == o->skill));
76
77 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
78 if ((*i)->name == o->name)
68 { 79 {
69 if (skill_names[at->subtype]) 80 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 81 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->subtype, &skill_names[at->subtype], &at->skill); 82 *i = o;
72 else 83 return;
73 skill_names[at->subtype] = at->skill;
74 } 84 }
75 85
76 /* This isn't really an error if there is no skill subtype set, but 86 // add new entry
77 * checking for this may catch some user errors. 87 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 88 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 89 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} 90}
83 91
84/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 95 * mostly used for sending exp.
88 */ 96 */
89void 97void
90player::link_skills () 98player::link_skills ()
91{ 99{
92 for (int i = 0; i < NUM_SKILLS; ++i) 100 for (int i = 0; i < CS_NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0; 101 last_skill_ob [i] = 0;
94 102
95 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 103 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SKILL) 104 if (tmp->type == SKILL)
97 { 105 {
106 int idx = SKILL_INDEX (tmp);
107
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 108 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
99 109
100 if (last_skill_ob [tmp->subtype] != tmp) 110 if (last_skill_ob [idx] != tmp)
101 { 111 {
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; 112 last_skill_ob [idx] = tmp;
108 if (ns) 113 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1; 114 ns->last_skill_exp [idx] = -1;
110 } 115 }
111 } 116 }
112} 117}
113 118
114static object * 119static object *
124 return splay (tmp); 129 return splay (tmp);
125 130
126 return 0; 131 return 0;
127} 132}
128 133
134object *
129object *player::find_skill (shstr_cmp name) const 135player::find_skill (shstr_cmp name) const
130{ 136{
131 // might want to use last_skill_obj at one point, or maybe not 137 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name); 138 return ::find_skill (ob, name);
133} 139}
134 140
162 168
163 /* Player has a tool to use the skill. If not applied, apply it - 169 /* 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 170 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them. 171 * but not the skill itself, give it to them.
166 */ 172 */
167 object *skill = find_skill (who, skill_tool->skill); 173 object *skill = who->give_skill (skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171 174
172 if (!skill_tool->flag [FLAG_APPLIED]) 175 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool))) 176 if (!who->apply (splay (skill_tool)))
174 return 0; 177 return 0;
175 178
193 * one that accumulates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
194 * 197 *
195 * It is presumed that the player will be needing to actually 198 * 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 199 * use the skill, so thus if use of the skill requires a skill
197 * tool, this code will equip it. 200 * tool, this code will equip it.
198 * 201 *
199 * This code is basically the same as find_skill_by_name() above, 202 * This code is basically the same as find_skill_by_name() above,
200 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
201 * this replaces find_skill. 204 * this replaces find_skill.
205 *
206 * MUST NOT BE USED IN NEW CODE! (schmorp)
202 */ 207 */
203object * 208object *
204find_skill_by_number (object *who, int skillno) 209find_skill_by_number (object *who, int skillno)
205{ 210{
206 for (object *tmp = who->inv; tmp; tmp = tmp->below) 211 for (object *tmp = who->inv; tmp; tmp = tmp->below)
209 return skop; 214 return skop;
210 215
211 return 0; 216 return 0;
212} 217}
213 218
219object *
220object::give_skill (shstr_cmp name, bool can_use)
221{
222 object *skill = find_skill (this, name);
223
224 if (!skill)
225 skill = give_skill_by_name (this, name);
226
227 if (skill && can_use)
228 skill->flag [FLAG_CAN_USE_SKILL] = true;
229
230 return skill;
231}
232
214/* do_skill() - Main skills use function-similar in scope to cast_spell(). 233/* 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. 234 * 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 235 * 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. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
218 * This is changed (2002-11-30) from the old method that returned 237 * 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 238 * 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 239 * from know if a skill was actually used, as many skills don't
221 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
355 case SK_ALCHEMY: 374 case SK_ALCHEMY:
356 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
357 case SK_LITERACY: 376 case SK_LITERACY:
358 case SK_WOODSMAN: 377 case SK_WOODSMAN:
359 /* first, we try to find a cauldron, and do the alchemy thing. 378 /* first, we try to find a cauldron, and do the alchemy thing.
360 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
361 */ 380 */
362 { 381 {
363 bool found_cauldron = false; 382 bool found_cauldron = false;
364 383
365 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 384 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
430 449
431 case SK_MINING: 450 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string); 451 success = skill_mining (op, part, skill, dir, string);
433 break; 452 break;
434 453
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
437 break;
438
439 default: 454 default:
440 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 455 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
441 break; 456 break;
442 } 457 }
443 458
444 /* For players we now update the speed_left from using the skill. 459 /* 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 460 * Monsters have no skill use time because of the random nature in
446 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
447 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
448 * in the code for the skill itself. 463 * in the code for the skill itself.
449 */ 464 */
450 if (op->type == PLAYER) 465 if (op->type == PLAYER)
500 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
501 * 516 *
502 * If an object is not alive and magical we set the base exp higher to 517 * 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 518 * help out exp awards for skill_ident skills. Also, if
504 * an item is type RUNE, we give out exp based on stats.Cha 519 * an item is type RUNE, we give out exp based on stats.Cha
505 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
506 */ 521 */
507 if (!op) 522 if (!op)
508 { /* no item/creature */ 523 { /* no item/creature */
509 op_lvl = max (1, who->map->difficulty); 524 op_lvl = max (1, who->map->difficulty);
510 op_exp = 0; 525 op_exp = 0;
574} 589}
575 590
576/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
577 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
578 * exact name of the requested skill. 593 * exact name of the requested skill.
579 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
580 * they can equip. 595 * they can equip.
581 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
582 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
583 */ 598 */
584int 599int
635 return 100; 650 return 100;
636 651
637 return rv; 652 return rv;
638} 653}
639 654
655static int
656cmp_skillp (const void *sk1, const void *sk2)
657{
658 return strcmp (&((*(const object **) sk1)->name),
659 &((*(const object **) sk2)->name));
660}
661
640/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
641 * their current skill list. 663 * their current skill list.
642 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
643 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
644 * max weapon improvments, item power). 666 * max weapon improvments, item power).
645 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
646 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
647 * just dumped this as we found it, this would be a bit 669 * just dumped this as we found it, this would be a bit
648 * simpler. 670 * simpler.
649 */ 671 */
650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
651void 672void
652show_skills (object *pl, const char *search) 673show_skills (object *pl, const char *search)
653{ 674{
654 const char *cp; 675 const char *cp;
655 int i, num_skills_found = 0; 676 int i, num_skills_found = 0;
656 const char *const periods = ".............................."; // 30 677 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; 678 object *op = pl->contr->ob;
662 679
680 /* find the skills */
663 for (object *tmp = op->inv; tmp; tmp = tmp->below) 681 for (object *tmp = op->inv; tmp; tmp = tmp->below)
664 { 682 {
665 if (tmp->type == SKILL) 683 if (tmp->type == SKILL)
666 { 684 {
667 if (search && !tmp->name.contains (search)) 685 if (search && !tmp->name.contains (search))
668 continue; 686 continue;
669 687
670 char buf[30]; 688 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));
682 689
683 /* I don't know why some characters get a bunch of skills, but 690 /* I don't know why some characters get a bunch of skills, but
684 * it sometimes happens (maybe a leftover from bugier earlier code 691 * it sometimes happens (maybe a leftover from bugier earlier code
685 * and those character are still about). In any case, lets handle 692 * and those character are still about). In any case, lets handle
686 * it so it doesn't crash the server - otherwise, one character may 693 * it so it doesn't crash the server - otherwise, one character may
687 * crash the server numerous times. 694 * crash the server numerous times.
688 */ 695 */
689 if (num_skills_found >= NUM_SKILLS) 696 if (num_skills_found >= CS_NUM_SKILLS)
690 { 697 {
691 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); 698 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"); 699 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
693 break; 700 break;
694 } 701 }
697 704
698 dynbuf_text &msg = msg_dynbuf; msg.clear (); 705 dynbuf_text &msg = msg_dynbuf; msg.clear ();
699 706
700 msg << "T<Player skills:>\n\n"; 707 msg << "T<Player skills:>\n\n";
701 if (num_skills_found > 1) 708 if (num_skills_found > 1)
702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
703 710
711 char buf[31]; /* +1 for '\0' */
712 const char *const periods = ".............................."; // 30
713
704 for (i = 0; i < num_skills_found; i++) 714 for (i = 0; i < num_skills_found; i++) {
705 msg << " C<" << skills [i] << ">\n"; 715 object *tmp = skills[i];
716
717 /* Basically want to fill this out to 30 spaces with periods */
718 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
719
720 msg << " C<";
721
722 if (settings.permanent_exp_ratio)
723 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
724 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
725 clipped_percent (tmp->perm_exp, tmp->stats.exp));
726 else
727 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
728 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
729
730 msg << ">\n";
731 }
706 732
707 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 733 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
708 734
709 cp = determine_god (op); 735 cp = determine_god (op);
710 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 736 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
714 << ".\n"; 740 << ".\n";
715 741
716 pl->contr->infobox (MSG_CHANNEL ("skills"), msg); 742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
717} 743}
718 744
719/* use_skill() - similar to invoke command, it executes the skill in the 745/* 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 746 * 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. 747 * 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 748 * 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. 749 * our own find_skill_by_name so we can try to do better string matching.
724 */ 750 */
725int 751int
726use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
727{ 753{
872 } 898 }
873 } 899 }
874 900
875 if (!op->apply (pl->combat_ob)) 901 if (!op->apply (pl->combat_ob))
876 return 0; 902 return 0;
903
904 if (!op->chosen_skill)
905 {
906 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
907 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
908 return 0;
909 }
877 } 910 }
878 911
879 /* lose invisiblity/hiding status for running attacks */ 912 /* lose invisiblity/hiding status for running attacks */
880 if (pl->tmp_invis) 913 if (pl->tmp_invis)
881 { 914 {
920 int mflags; 953 int mflags;
921 954
922 if (!dir) 955 if (!dir)
923 dir = pl->facing; 956 dir = pl->facing;
924 957
925 tx = freearr_x[dir]; 958 tx = DIRX (dir);
926 ty = freearr_y[dir]; 959 ty = DIRY (dir);
927 960
928 /* If we don't yet have an opponent, find if one exists, and attack. 961 /* 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() 962 * Legal opponents are the same as outlined in move_player_attack()
930 */ 963 */
931 if (!tmp) 964 if (!tmp)
932 { 965 {
933 m = pl->map; 966 m = pl->map;
934 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
935 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
936 969
937 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
938 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
939 return 0; 972 return 0;
940 973

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines