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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.91 by root, Tue Apr 6 00:39:26 2010 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC

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 printf ("<%s><%s>\n", &o->name, &o->skill);//D
75
76 assert (("skill name must equal skill skill", o->name == o->skill));
77
78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79 if ((*i)->name == o->name)
68 { 80 {
69 if (skill_names[at->subtype]) 81 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 82 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->subtype, &skill_names[at->subtype], &at->skill); 83 *i = o;
72 else 84 return;
73 skill_names[at->subtype] = at->skill;
74 } 85 }
75 86
76 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
77 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 89 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 90 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} 91}
83 92
84/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 96 * mostly used for sending exp.
88 */ 97 */
89void 98void
90player::link_skills () 99player::link_skills ()
91{ 100{
92 for (int i = 0; i < NUM_SKILLS; ++i) 101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0; 102 last_skill_ob [i] = 0;
94 103
95 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
97 { 106 {
107 int idx = SKILL_INDEX (tmp);
108
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
99 110
100 if (last_skill_ob [tmp->subtype] != tmp) 111 if (last_skill_ob [idx] != tmp)
101 { 112 {
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; 113 last_skill_ob [idx] = tmp;
108 if (ns) 114 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1; 115 ns->last_skill_exp [idx] = -1;
110 } 116 }
111 } 117 }
112} 118}
113 119
114static object * 120static object *
124 return splay (tmp); 130 return splay (tmp);
125 131
126 return 0; 132 return 0;
127} 133}
128 134
135object *
129object *player::find_skill (shstr_cmp name) const 136player::find_skill (shstr_cmp name) const
130{ 137{
131 // might want to use last_skill_obj at one point, or maybe not 138 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name); 139 return ::find_skill (ob, name);
133} 140}
134 141
162 169
163 /* Player has a tool to use the skill. If not applied, apply it - 170 /* 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 171 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
166 */ 173 */
167 object *skill = find_skill (who, skill_tool->skill); 174 object *skill = who->give_skill (skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171 175
172 if (!skill_tool->flag [FLAG_APPLIED]) 176 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool))) 177 if (!who->apply (splay (skill_tool)))
174 return 0; 178 return 0;
175 179
197 * tool, this code will equip it. 201 * tool, this code will equip it.
198 * 202 *
199 * This code is basically the same as find_skill_by_name() above, 203 * This code is basically the same as find_skill_by_name() above,
200 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
201 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
202 */ 208 */
203object * 209object *
204find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
205{ 211{
206 for (object *tmp = who->inv; tmp; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
209 return skop; 215 return skop;
210 216
211 return 0; 217 return 0;
212} 218}
213 219
214/* This changes the objects chosen_skill to new_skill. 220object *
215 * return 1 on success, 0 on error 221object::give_skill (shstr_cmp name, bool can_use)
216 */
217bool
218object::change_skill (object *new_skill)
219{ 222{
220 if (type != PLAYER) 223 object *skill = find_skill (this, name);
221 return 0;
222 224
223 // optimise this supposedly common case
224 if (new_skill == chosen_skill)
225 return 1;
226
227 if (chosen_skill) 225 if (!skill)
228 { 226 skill = give_skill_by_name (this, name);
229 chosen_skill->flag [FLAG_APPLIED] = false;
230 change_abil (this, chosen_skill);
231 }
232 227
233 chosen_skill = new_skill; 228 if (skill && can_use)
229 skill->flag [FLAG_CAN_USE_SKILL] = true;
234 230
235 if (chosen_skill)
236 {
237 chosen_skill->flag [FLAG_APPLIED] = true;
238 change_abil (this, chosen_skill);
239 }
240
241 // always clear current weapon, as the selected skill could
242 // conflict with the current weapon skill, which would go
243 // undetected and exp would be given to the wrong skill.
244 current_weapon = 0;
245
246 update_stats ();
247 return 1; 231 return skill;
248} 232}
249 233
250/* do_skill() - Main skills use function-similar in scope to cast_spell(). 234/* do_skill() - Main skills use function-similar in scope to cast_spell().
251 * We handle all requests for skill use outside of some combat here. 235 * We handle all requests for skill use outside of some combat here.
252 * We require a separate routine outside of fire() so as to allow monsters 236 * We require a separate routine outside of fire() so as to allow monsters
293 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
294 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
295 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
296 * shouldn't. 280 * shouldn't.
297 */ 281 */
298 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
299 { 283 {
300 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
302 } 286 }
303 else 287 else
304 { 288 {
305 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
306 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 290 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
307 } 291 }
308 292
309 op->update_stats (); 293 op->update_stats ();
310 success = 1; 294 success = 1;
400 384
401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 385 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
402 { 386 {
403 next = tmp->above; 387 next = tmp->above;
404 388
405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
406 { 390 {
407 found_cauldron = true; 391 found_cauldron = true;
408 392
409 if (tmp->skill != skill->skill) 393 if (tmp->skill != skill->skill)
410 { 394 {
411 op->failmsg (format ("You can't use the %s with the %s skill!", 395 op->failmsgf ("You can't use the %s with the %s skill!",
412 query_name (tmp), 396 query_name (tmp),
413 query_name (skill))); 397 query_name (skill));
414 break; 398 break;
415 } 399 }
416 400
417 attempt_do_alchemy (op, tmp, skill); 401 attempt_do_alchemy (op, tmp, skill);
418 402
419 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
420 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
421 } 405 }
422 } 406 }
423 407
424 if (!found_cauldron) 408 if (!found_cauldron)
464 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 448 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
465 break; 449 break;
466 450
467 case SK_MINING: 451 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string); 452 success = skill_mining (op, part, skill, dir, string);
469 break;
470
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
473 break; 453 break;
474 454
475 default: 455 default:
476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 456 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
477 break; 457 break;
553 } 533 }
554 else 534 else
555 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
556 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
557 op_lvl = op->level; 537 op_lvl = op->level;
558 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
559 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
560 } 540 }
561 541
562 if (op_lvl < 1) 542 if (op_lvl < 1)
563 op_lvl = 1; 543 op_lvl = 1;
627 } 607 }
628 608
629 object *tmp = find_skill (pl, scroll->skill); 609 object *tmp = find_skill (pl, scroll->skill);
630 610
631 /* player already knows it */ 611 /* player already knows it */
632 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
633 return 0; 613 return 0;
634 614
635 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
636 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
637 * might never be able to learn anything. 617 * might never be able to learn anything.
646 { 626 {
647 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 627 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
648 return 2; 628 return 2;
649 } 629 }
650 630
651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
652 632
653 return 1; 633 return 1;
654} 634}
655 635
656/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
775 break; 755 break;
776 } 756 }
777 757
778 if (!skop) 758 if (!skop)
779 { 759 {
780 op->failmsg (format ("Unable to find skill %s.", string)); 760 op->failmsgf ("Unable to find skill %s.", string);
781 return 0; 761 return 0;
782 } 762 }
783 763
784 if (!(skill_flags [skop->subtype] & SF_USE)) 764 if (!(skill_flags [skop->subtype] & SF_USE))
785 { 765 {
786 op->failmsg (format ( 766 op->failmsgf (
787 "You feel as if you wanted to do something funny, but you can't remember what. " 767 "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, " 768 "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.>", 769 "use it with some item, or it's always active.>",
790 &skop->skill 770 &skop->skill
791 )); 771 );
792 return 0; 772 return 0;
793 } 773 }
794 774
795 len = strlen (skop->skill); 775 len = strlen (skop->skill);
796 776
831 */ 811 */
832static object * 812static object *
833find_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
834{ 814{
835 for (object *tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
836 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
837 return tmp; 817 return tmp;
838 818
839 return 0; 819 return 0;
840} 820}
841 821
869 } 849 }
870 else 850 else
871 { 851 {
872 if (!pl->combat_ob) 852 if (!pl->combat_ob)
873 { 853 {
874 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 854 if (op->flag [FLAG_READY_WEAPON])
875 { 855 {
876 for (tmp = op->inv; tmp; tmp = tmp->below) 856 for (tmp = op->inv; tmp; tmp = tmp->below)
877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
878 break; 858 break;
879 859
880 if (!tmp) 860 if (!tmp)
881 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 861 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
882 862
924 904
925 int success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
926 906
927 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
928 908
929 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
930 { 910 {
931 if (op->type == PLAYER) 911 if (op->type == PLAYER)
932 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 912 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
933 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
934 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 914 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
977 /* space must be blocked for there to be anything interesting to do */ 957 /* space must be blocked for there to be anything interesting to do */
978 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 958 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
979 return 0; 959 return 0;
980 960
981 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 961 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
982 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 962 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
983 { 963 {
984 /* Don't attack party members */ 964 /* Don't attack party members */
985 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 965 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
986 return 0; 966 return 0;
987 967
1009static int 989static int
1010attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
1011{ 991{
1012 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
1013 993
1014 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1015 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
1016 { 996 {
1017 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1018 { 998 {
1019 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
1020 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1021 pl->update_stats (); 1001 pl->update_stats ();
1022 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
1023 { 1003 {
1024 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1004 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1025 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1043 */ 1023 */
1044static int 1024static int
1045attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1046{ 1026{
1047 1027
1048 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1049 { 1029 {
1050 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1051 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1031 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1052 1032
1053 return 0; 1033 return 0;

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