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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 1.109 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
69} 70}
70 71
71void 72void
72add_skill_archetype (object *o) 73add_skill_archetype (object *o)
73{ 74{
74 printf ("<%s><%s>\n", &o->name, &o->skill);//D
75
76 assert (("skill name must equal skill skill", o->name == o->skill)); 75 assert (("skill name must equal skill skill", o->name == o->skill));
77 76
78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) 77 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79 if ((*i)->name == o->name) 78 if ((*i)->name == o->name)
80 { 79 {
90 skillvec.push_back (o); 89 skillvec.push_back (o);
91} 90}
92 91
93/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp. 95 * mostly used for sending exp.
97 */ 96 */
98void 97void
99player::link_skills () 98player::link_skills ()
100{ 99{
197 * one that accumulates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
198 * 197 *
199 * It is presumed that the player will be needing to actually 198 * 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 199 * use the skill, so thus if use of the skill requires a skill
201 * tool, this code will equip it. 200 * tool, this code will equip it.
202 * 201 *
203 * 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,
204 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
205 * this replaces find_skill. 204 * this replaces find_skill.
206 * 205 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp) 206 * MUST NOT BE USED IN NEW CODE! (schmorp)
229 skill->flag [FLAG_CAN_USE_SKILL] = true; 228 skill->flag [FLAG_CAN_USE_SKILL] = true;
230 229
231 return skill; 230 return skill;
232} 231}
233 232
234/* 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().
235 * 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.
236 * 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
237 * to utilize skills. Returns 1 on use of skill, otherwise 0. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
238 * 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
239 * 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
240 * 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
241 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
375 case SK_ALCHEMY: 374 case SK_ALCHEMY:
376 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
377 case SK_LITERACY: 376 case SK_LITERACY:
378 case SK_WOODSMAN: 377 case SK_WOODSMAN:
379 /* 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.
380 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
381 */ 380 */
382 { 381 {
383 bool found_cauldron = false; 382 bool found_cauldron = false;
384 383
385 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)
455 default: 454 default:
456 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);
457 break; 456 break;
458 } 457 }
459 458
460 /* 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.
461 * 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
462 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
463 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
464 * in the code for the skill itself. 463 * in the code for the skill itself.
465 */ 464 */
466 if (op->type == PLAYER) 465 if (op->type == PLAYER)
516 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
517 * 516 *
518 * 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
519 * help out exp awards for skill_ident skills. Also, if 518 * help out exp awards for skill_ident skills. Also, if
520 * 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
521 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
522 */ 521 */
523 if (!op) 522 if (!op)
524 { /* no item/creature */ 523 { /* no item/creature */
525 op_lvl = max (1, who->map->difficulty); 524 op_lvl = max (1, who->map->difficulty);
526 op_exp = 0; 525 op_exp = 0;
590} 589}
591 590
592/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill. 593 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
596 * they can equip. 595 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
599 */ 598 */
600int 599int
651 return 100; 650 return 100;
652 651
653 return rv; 652 return rv;
654} 653}
655 654
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
656/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
657 * their current skill list. 663 * their current skill list.
658 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
659 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
660 * max weapon improvments, item power). 666 * max weapon improvments, item power).
661 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
662 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
663 * 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
664 * simpler. 670 * simpler.
665 */ 671 */
666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
667void 672void
668show_skills (object *pl, const char *search) 673show_skills (object *pl, const char *search)
669{ 674{
670 const char *cp; 675 const char *cp;
671 int i, num_skills_found = 0; 676 int i, num_skills_found = 0;
672 const char *const periods = ".............................."; // 30 677 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; 678 object *op = pl->contr->ob;
678 679
680 /* find the skills */
679 for (object *tmp = op->inv; tmp; tmp = tmp->below) 681 for (object *tmp = op->inv; tmp; tmp = tmp->below)
680 { 682 {
681 if (tmp->type == SKILL) 683 if (tmp->type == SKILL)
682 { 684 {
683 if (search && !tmp->name.contains (search)) 685 if (search && !tmp->name.contains (search))
684 continue; 686 continue;
685 687
686 char buf[30]; 688 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));
698 689
699 /* 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
700 * it sometimes happens (maybe a leftover from bugier earlier code 691 * it sometimes happens (maybe a leftover from bugier earlier code
701 * and those character are still about). In any case, lets handle 692 * and those character are still about). In any case, lets handle
702 * 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
703 * crash the server numerous times. 694 * crash the server numerous times.
704 */ 695 */
705 if (num_skills_found >= NUM_SKILLS) 696 if (num_skills_found >= CS_NUM_SKILLS)
706 { 697 {
707 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.");
708 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");
709 break; 700 break;
710 } 701 }
713 704
714 dynbuf_text &msg = msg_dynbuf; msg.clear (); 705 dynbuf_text &msg = msg_dynbuf; msg.clear ();
715 706
716 msg << "T<Player skills:>\n\n"; 707 msg << "T<Player skills:>\n\n";
717 if (num_skills_found > 1) 708 if (num_skills_found > 1)
718 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);
719 710
711 char buf[31]; /* +1 for '\0' */
712 const char *const periods = ".............................."; // 30
713
720 for (i = 0; i < num_skills_found; i++) 714 for (i = 0; i < num_skills_found; i++) {
721 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 }
722 732
723 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 733 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
724 734
725 cp = determine_god (op); 735 cp = determine_god (op);
726 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 736 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
730 << ".\n"; 740 << ".\n";
731 741
732 pl->contr->infobox (MSG_CHANNEL ("skills"), msg); 742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
733} 743}
734 744
735/* 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
736 * 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
737 * 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.
738 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
739 * 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.
740 */ 750 */
741int 751int
742use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
743{ 753{
888 } 898 }
889 } 899 }
890 900
891 if (!op->apply (pl->combat_ob)) 901 if (!op->apply (pl->combat_ob))
892 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 }
893 } 910 }
894 911
895 /* lose invisiblity/hiding status for running attacks */ 912 /* lose invisiblity/hiding status for running attacks */
896 if (pl->tmp_invis) 913 if (pl->tmp_invis)
897 { 914 {
936 int mflags; 953 int mflags;
937 954
938 if (!dir) 955 if (!dir)
939 dir = pl->facing; 956 dir = pl->facing;
940 957
941 tx = freearr_x[dir]; 958 tx = DIRX (dir);
942 ty = freearr_y[dir]; 959 ty = DIRY (dir);
943 960
944 /* 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.
945 * Legal opponents are the same as outlined in move_player_attack() 962 * Legal opponents are the same as outlined in move_player_attack()
946 */ 963 */
947 if (!tmp) 964 if (!tmp)
948 { 965 {
949 m = pl->map; 966 m = pl->map;
950 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
951 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
952 969
953 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
954 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
955 return 0; 972 return 0;
956 973

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