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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC vs.
Revision 1.106 by root, Wed Nov 23 06:05:38 2016 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
69} 69}
70 70
71void 71void
72add_skill_archetype (object *o) 72add_skill_archetype (object *o)
73{ 73{
74 printf ("<%s><%s>\n", &o->name, &o->skill);//D
75
76 assert (("skill name must equal skill skill", o->name == o->skill)); 74 assert (("skill name must equal skill skill", o->name == o->skill));
77 75
78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) 76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79 if ((*i)->name == o->name) 77 if ((*i)->name == o->name)
80 { 78 {
197 * one that accumulates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
198 * 196 *
199 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
200 * 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
201 * tool, this code will equip it. 199 * tool, this code will equip it.
202 * 200 *
203 * 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,
204 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
205 * this replaces find_skill. 203 * this replaces find_skill.
206 * 204 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp) 205 * MUST NOT BE USED IN NEW CODE! (schmorp)
651 return 100; 649 return 100;
652 650
653 return rv; 651 return rv;
654} 652}
655 653
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
656/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
657 * their current skill list. 662 * their current skill list.
658 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
659 * we also include some other non skill related info (god, 664 * we also include some other non skill related info (god,
660 * max weapon improvments, item power). 665 * max weapon improvments, item power).
661 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated because we
662 * we want ot sort the skills before printing them. If we 667 * we want to sort the skills before printing them. If we
663 * 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
664 * simpler. 669 * simpler.
665 */ 670 */
666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
667void 671void
668show_skills (object *pl, const char *search) 672show_skills (object *pl, const char *search)
669{ 673{
670 const char *cp; 674 const char *cp;
671 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
672 const char *const periods = ".............................."; // 30 676 object *skills[CS_NUM_SKILLS];
673
674 /* Need to have a pointer and use strdup for qsort to work properly */
675 char skills[NUM_SKILLS][128]; // d'oh
676
677 object *op = pl->contr->ob; 677 object *op = pl->contr->ob;
678 678
679 /* find the skills */
679 for (object *tmp = op->inv; tmp; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
680 { 681 {
681 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
682 { 683 {
683 if (search && !tmp->name.contains (search)) 684 if (search && !tmp->name.contains (search))
684 continue; 685 continue;
685 686
686 char buf[30]; 687 skills[num_skills_found++] = tmp;
687
688 /* Basically want to fill this out to 30 spaces with periods */
689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
690
691 if (settings.permanent_exp_ratio)
692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
693 buf, tmp->level, tmp->stats.exp,
694 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
695 else
696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
697 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
698 688
699 /* 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
700 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
701 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
702 * 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
703 * crash the server numerous times. 693 * crash the server numerous times.
704 */ 694 */
705 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
706 { 696 {
707 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.");
708 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");
709 break; 699 break;
710 } 700 }
713 703
714 dynbuf_text &msg = msg_dynbuf; msg.clear (); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
715 705
716 msg << "T<Player skills:>\n\n"; 706 msg << "T<Player skills:>\n\n";
717 if (num_skills_found > 1) 707 if (num_skills_found > 1)
718 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);
719 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
720 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
721 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 }
722 731
723 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
724 733
725 cp = determine_god (op); 734 cp = determine_god (op);
726 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 735 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
888 } 897 }
889 } 898 }
890 899
891 if (!op->apply (pl->combat_ob)) 900 if (!op->apply (pl->combat_ob))
892 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 }
893 } 909 }
894 910
895 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
896 if (pl->tmp_invis) 912 if (pl->tmp_invis)
897 { 913 {

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