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Revision: 1.56
Committed: Mon Jun 4 13:04:00 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.55: +9 -9 lines
Log Message:
- archetype is now a subclass of object.
- store archetypes in an object_vector.
- use a different startegy for archetype loading
  (reloading is MOST CERTAINLY broken).

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.54 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.26 *
4 root 1.54 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.26 *
8 root 1.54 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.26 *
13 root 1.54 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.26 *
18 root 1.54 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.26 */
24 elmex 1.1
25     /* Created July 95 to separate skill utilities from actual skills -b.t. */
26    
27     /* Reconfigured skills code to allow linking of skills to experience
28     * categories. This is done solely through the init_new_exp_system() fctn.
29     * June/July 1995 -b.t. thomas@astro.psu.edu
30     */
31    
32     /* July 1995 - Initial associated skills coding. Experience gains
33     * come solely from the use of skills. Overcoming an opponent (in combat,
34     * finding/disarming a trap, stealing from somebeing, etc) gains
35     * experience. Calc_skill_exp() handles the gained experience using
36     * modifications in the skills[] table. - b.t.
37     */
38    
39     /* define the following for skills utility debuging */
40 root 1.9
41 elmex 1.1 /* #define SKILL_UTIL_DEBUG */
42    
43     #include <global.h>
44     #include <object.h>
45 root 1.23 #include <sproto.h>
46 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47 elmex 1.1 #include <spells.h>
48    
49 root 1.33 const uint8_t skill_flags[NUM_SKILLS] = {
50 root 1.34 0, // SK_NONE
51 root 1.33 # define def(uc, flags) flags,
52     # include "skillinc.h"
53     # undef def
54 root 1.11 };
55    
56 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
57     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 elmex 1.1
59     /* init_skills basically just sets up the skill_names table
60     * above. The index into the array is set up by the
61     * subtypes.
62     */
63 root 1.9 void
64     init_skills (void)
65     {
66 root 1.56 for_all_archetypes (at)
67     if (at->type == SKILL)
68 root 1.10 {
69 root 1.56 if (skill_names[at->subtype])
70 root 1.10 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 root 1.56 at->subtype, &skill_names[at->subtype], &at->skill);
72 root 1.10 else
73 root 1.56 skill_names[at->subtype] = at->skill;
74 root 1.10 }
75 elmex 1.1
76 root 1.9 /* This isn't really an error if there is no skill subtype set, but
77     * checking for this may catch some user errors.
78     */
79 root 1.33 for (int i = 1; i < NUM_SKILLS; i++)
80     if (!skill_names[i])
81     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82 elmex 1.1 }
83    
84     /* This function goes through the player inventory and sets
85     * up the last_skills[] array in the player object.
86     * the last_skills[] is used to more quickly lookup skills -
87     * mostly used for sending exp.
88     */
89 root 1.9 void
90     link_player_skills (object *op)
91 elmex 1.1 {
92 root 1.25 for (object *tmp = op->inv; tmp; tmp = tmp->below)
93     if (tmp->type == SKILL)
94     {
95     /* This is really a warning, hence no else below */
96     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99    
100     if (tmp->subtype >= NUM_SKILLS)
101     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102     else
103     {
104     op->contr->last_skill_ob[tmp->subtype] = tmp;
105     op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106     }
107     }
108 elmex 1.1 }
109    
110 root 1.49 static object *
111     find_skill (object *who, const shstr &sh)
112     {
113     for (object *tmp = who->inv; tmp; tmp = tmp->below)
114     if (tmp->skill == sh && tmp->type == SKILL)
115     return tmp;
116    
117     return 0;
118     }
119    
120 root 1.50 /* This returns the skill pointer of the given name (the
121     * one that accumulates exp, has the level, etc).
122     *
123     * It is presumed that the player will be needing to actually
124     * use the skill, so thus if use of the skill requires a skill
125     * tool, this code will equip it.
126     */
127 root 1.49 object *
128     find_skill_by_name (object *who, const shstr &sh)
129     {
130     object *skill_tool = 0;
131    
132     for (object *tmp = who->inv; tmp; tmp = tmp->below)
133     if (tmp->skill == sh)
134     {
135     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
136     /* If this is a skill that can be used without applying tool, return it */
137 root 1.53 return splay (tmp);
138 root 1.49 /* Try to find appropriate skilltool. If the player has one already
139     * applied, we try to keep using that one.
140     */
141     else if (tmp->type == SKILL_TOOL && !skill_tool)
142     skill_tool = tmp;
143     }
144    
145     if (!skill_tool)
146     return 0;
147    
148     /* Player has a tool to use the skill. If not applied, apply it -
149     * if not successful, return null. If they do have the skill tool
150     * but not the skill itself, give it to them.
151     */
152     object *skill = find_skill (who, skill_tool->skill);
153    
154     if (!skill)
155     {
156     skill = give_skill_by_name (who, skill_tool->skill);
157     link_player_skills (who);
158     }
159    
160     if (!skill_tool->flag [FLAG_APPLIED])
161 root 1.53 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
162 root 1.49 return 0;
163    
164 root 1.53 return splay (skill);
165 root 1.49 }
166    
167 root 1.50 object *
168     find_skill_by_name (object *who, const char *name)
169     {
170     if (!name)
171     return 0;
172    
173     for (object *tmp = who->inv; tmp; tmp = tmp->below)
174     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175     && tmp->skill.begins_with (name))
176     if (object *skop = find_skill_by_name (who, tmp->skill))
177     return skop;
178    
179     return 0;
180     }
181    
182 elmex 1.1 /* This returns the skill pointer of the given name (the
183 root 1.49 * one that accumulates exp, has the level, etc).
184 elmex 1.1 *
185     * It is presumed that the player will be needing to actually
186     * use the skill, so thus if use of the skill requires a skill
187     * tool, this code will equip it.
188     *
189     * This code is basically the same as find_skill_by_name() above,
190     * but instead a skill name, we search by matching number.
191     * this replaces find_skill.
192     */
193 root 1.9 object *
194     find_skill_by_number (object *who, int skillno)
195 elmex 1.1 {
196 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
197 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
198     if (object *skop = find_skill_by_name (who, tmp->skill))
199     return skop;
200 elmex 1.1
201 root 1.50 return 0;
202 elmex 1.1 }
203    
204 root 1.51 /* This changes the objects chosen_skill to new_skill.
205 elmex 1.1 * return 1 on success, 0 on error
206     */
207 root 1.51 bool
208     object::change_skill (object *new_skill)
209 elmex 1.1 {
210 root 1.51 if (type != PLAYER)
211 root 1.9 return 0;
212    
213 root 1.40 // optimise this supposedly common case
214 root 1.51 if (new_skill == chosen_skill)
215 root 1.40 return 1;
216    
217 root 1.51 if (chosen_skill)
218 root 1.32 {
219 root 1.51 chosen_skill->flag [FLAG_APPLIED] = false;
220     change_abil (this, chosen_skill);
221 root 1.32 }
222 elmex 1.1
223 root 1.51 chosen_skill = new_skill;
224 root 1.33
225 root 1.51 if (chosen_skill)
226     {
227     chosen_skill->flag [FLAG_APPLIED] = true;
228     change_abil (this, chosen_skill);
229     }
230 root 1.16
231 root 1.52 // always clear current weapon, as the selected skill could
232     // conflict with the current weapon skill, which would go
233     // undetected and exp would be given to the wrong skill.
234     current_weapon = 0;
235    
236 root 1.51 update_stats ();
237 root 1.9 return 1;
238 elmex 1.1 }
239    
240     /* do_skill() - Main skills use function-similar in scope to cast_spell().
241     * We handle all requests for skill use outside of some combat here.
242     * We require a separate routine outside of fire() so as to allow monsters
243     * to utilize skills. Returns 1 on use of skill, otherwise 0.
244     * This is changed (2002-11-30) from the old method that returned
245     * exp - no caller needed that info, but it also prevented the callers
246     * from know if a skill was actually used, as many skills don't
247     * give any exp for their direct use (eg, throwing).
248     * It returns 0 if no skill was used.
249     */
250 root 1.9 int
251     do_skill (object *op, object *part, object *skill, int dir, const char *string)
252     {
253     int success = 0, exp = 0;
254     int did_alc = 0;
255    
256     if (!skill)
257     return 0;
258    
259     /* The code below presumes that the skill points to the object that
260     * holds the exp, level, etc of the skill. So if this is a player
261     * go and try to find the actual real skill pointer, and if the
262     * the player doesn't have a bucket for that, create one.
263     */
264     if (skill->type != SKILL && op->type == PLAYER)
265     {
266 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
267 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
268 root 1.43 {
269     skill = tmp;
270     goto found;
271     }
272 root 1.28
273 root 1.43 skill = give_skill_by_name (op, skill->skill);
274     found: ;
275 elmex 1.1 }
276    
277 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
278     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
279     return 0;
280 elmex 1.1
281 root 1.9 switch (skill->subtype)
282     {
283 root 1.28 case SK_LEVITATION:
284     /* Not 100% sure if this will work with new movement code -
285     * the levitation skill has move_type for flying, so when
286     * equipped, that should transfer to player, when not,
287     * shouldn't.
288     */
289     if (QUERY_FLAG (skill, FLAG_APPLIED))
290     {
291     CLEAR_FLAG (skill, FLAG_APPLIED);
292     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293     }
294     else
295     {
296     SET_FLAG (skill, FLAG_APPLIED);
297     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
298     }
299    
300     op->update_stats ();
301     success = 1;
302     break;
303 root 1.5
304 root 1.28 case SK_STEALING:
305     exp = success = steal (op, dir, skill);
306     break;
307 root 1.5
308 root 1.28 case SK_LOCKPICKING:
309     exp = success = pick_lock (op, dir, skill);
310     break;
311 root 1.5
312 root 1.28 case SK_HIDING:
313     exp = success = hide (op, skill);
314     break;
315 root 1.5
316 root 1.28 case SK_JUMPING:
317     success = jump (op, dir, skill);
318     break;
319 root 1.5
320 root 1.28 case SK_INSCRIPTION:
321     exp = success = write_on_item (op, string, skill);
322     break;
323 root 1.5
324 root 1.28 case SK_MEDITATION:
325     meditate (op, skill);
326     success = 1;
327     break;
328     /* note that the following 'attack' skills gain exp through hit_player() */
329 root 1.5
330 root 1.28 case SK_KARATE:
331 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
332 root 1.28 break;
333 root 1.5
334 root 1.28 case SK_PUNCHING:
335 root 1.30 attack_hth (op, dir, "punched", skill);
336 root 1.28 break;
337 root 1.5
338 root 1.28 case SK_FLAME_TOUCH:
339 root 1.30 attack_hth (op, dir, "flamed", skill);
340 root 1.28 break;
341 elmex 1.1
342 root 1.28 case SK_SPARK_TOUCH:
343 root 1.30 attack_hth (op, dir, "zapped", skill);
344 root 1.28 break;
345 elmex 1.1
346 root 1.28 case SK_SHIVER:
347 root 1.30 attack_hth (op, dir, "froze", skill);
348 root 1.28 break;
349 elmex 1.1
350 root 1.28 case SK_ACID_SPLASH:
351 root 1.30 attack_hth (op, dir, "dissolved", skill);
352 root 1.28 break;
353 elmex 1.1
354 root 1.28 case SK_POISON_NAIL:
355 root 1.30 attack_hth (op, dir, "injected poison into", skill);
356 root 1.28 break;
357 elmex 1.1
358 root 1.28 case SK_CLAWING:
359 root 1.30 attack_hth (op, dir, "clawed", skill);
360 root 1.28 break;
361 root 1.5
362 root 1.28 case SK_ONE_HANDED_WEAPON:
363     case SK_TWO_HANDED_WEAPON:
364 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
365 root 1.28 break;
366 root 1.5
367 root 1.28 case SK_FIND_TRAPS:
368     exp = success = find_traps (op, skill);
369     break;
370 root 1.5
371 root 1.28 case SK_SINGING:
372     exp = success = singing (op, dir, skill);
373     break;
374 root 1.5
375 root 1.28 case SK_ORATORY:
376     exp = success = use_oratory (op, dir, skill);
377     break;
378 root 1.5
379 root 1.28 case SK_SMITHERY:
380     case SK_BOWYER:
381     case SK_JEWELER:
382     case SK_ALCHEMY:
383     case SK_THAUMATURGY:
384     case SK_LITERACY:
385     case SK_WOODSMAN:
386     /* first, we try to find a cauldron, and do the alchemy thing.
387     * failing that, we go and identify stuff.
388     */
389 root 1.43 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
390 root 1.28 {
391     next = tmp->above;
392 root 1.17
393 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
394     {
395     attempt_do_alchemy (op, tmp);
396 root 1.17
397 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
398     esrv_send_inventory (op, tmp);
399 root 1.17
400 root 1.28 did_alc = 1;
401     }
402     }
403 root 1.17
404 root 1.28 if (did_alc == 0)
405     exp = success = skill_ident (op, skill);
406 root 1.17
407 root 1.28 break;
408 root 1.5
409 root 1.28 case SK_DET_MAGIC:
410     case SK_DET_CURSE:
411     exp = success = skill_ident (op, skill);
412     break;
413 root 1.5
414 root 1.28 case SK_DISARM_TRAPS:
415     exp = success = remove_trap (op, dir, skill);
416     break;
417 root 1.5
418 root 1.28 case SK_THROWING:
419     success = skill_throw (op, part, dir, string, skill);
420     break;
421 root 1.5
422 root 1.28 case SK_SET_TRAP:
423     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
424     break;
425 root 1.5
426 root 1.28 case SK_USE_MAGIC_ITEM:
427     case SK_MISSILE_WEAPON:
428     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
429     break;
430 root 1.5
431 root 1.28 case SK_PRAYING:
432     success = pray (op, skill);
433     break;
434 root 1.5
435 root 1.28 case SK_BARGAINING:
436     success = describe_shop (op);
437     break;
438 elmex 1.1
439 root 1.28 case SK_SORCERY:
440     case SK_EVOCATION:
441     case SK_PYROMANCY:
442     case SK_SUMMONING:
443     case SK_CLIMBING:
444     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
445     break;
446 root 1.5
447 root 1.28 default:
448     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
449     break;
450 elmex 1.1 }
451    
452 root 1.9 /* For players we now update the speed_left from using the skill.
453     * Monsters have no skill use time because of the random nature in
454     * which use_monster_skill is called already simulates this.
455     * If certain skills should take more/less time, that should be
456     * in the code for the skill itself.
457     */
458    
459     if (op->type == PLAYER)
460 root 1.45 op->speed_left -= 1.f;
461 root 1.9
462     /* this is a good place to add experience for successfull use of skills.
463     * Note that add_exp() will figure out player/monster experience
464     * gain problems.
465     */
466    
467     if (success && exp)
468     change_exp (op, exp, skill->skill, 0);
469    
470     return success;
471 elmex 1.1 }
472    
473     /* calc_skill_exp() - calculates amount of experience can be gained for
474     * successfull use of a skill. Returns value of experience gain.
475     * Here we take the view that a player must 'overcome an opponent'
476     * in order to gain experience. Examples include foes killed combat,
477     * finding/disarming a trap, stealing from somebeing, etc.
478     * The gained experience is based primarily on the difference in levels,
479     * exp point value of vanquished foe, the relevent stats of the skill being
480     * used and modifications in the skills[] table.
481     *
482     * For now, monsters and players will be treated differently. Below I give
483     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
484     * Monsters just get 10% of the exp of the opponent.
485     *
486     * players get a ratio, eg, opponent lvl / player level. This is then
487     * multiplied by various things. If simple exp is true, then
488     * this multiplier, include the level difference, is always 1.
489     * This revised method prevents some cases where there are big gaps
490     * in the amount you get just because you are now equal level vs lower
491     * level
492     * who is player/creature that used the skill.
493     * op is the object that was 'defeated'.
494     * skill is the skill used. If no skill is used, it should just
495     * point back to who.
496     *
497     */
498 root 1.9 int
499     calc_skill_exp (object *who, object *op, object *skill)
500     {
501     int op_exp = 0, op_lvl = 0;
502     float base, value, lvl_mult = 0.0;
503    
504     if (!skill)
505     skill = who;
506    
507     /* Oct 95 - where we have an object, I expanded our treatment
508     * to 3 cases:
509     * non-living magic obj, runes and everything else.
510     *
511     * If an object is not alive and magical we set the base exp higher to
512     * help out exp awards for skill_ident skills. Also, if
513     * an item is type RUNE, we give out exp based on stats.Cha
514     * and level (this was the old system) -b.t.
515     */
516    
517     if (!op)
518     { /* no item/creature */
519     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
520     op_exp = 0;
521     }
522     else if (op->type == RUNE || op->type == TRAP)
523     { /* all traps. If stats.Cha > 1 we use that
524 root 1.5 * for the amount of experience */
525 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
526     op_lvl = op->level;
527     }
528     else
529     { /* all other items/living creatures */
530     op_exp = op->stats.exp;
531     op_lvl = op->level;
532     if (!QUERY_FLAG (op, FLAG_ALIVE))
533     { /* for ident/make items */
534     op_lvl += 5 * abs (op->magic);
535     }
536     }
537    
538     if (op_lvl < 1)
539     op_lvl = 1;
540    
541     if (who->type != PLAYER)
542     { /* for monsters only */
543     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
544     }
545     else
546     { /* for players */
547     base = op_exp;
548     /* if skill really is a skill, then we can look at the skill archetype for
549     * bse reward value (exp) and level multiplier factor.
550     */
551     if (skill->type == SKILL)
552     {
553 root 1.56 base += skill->arch->stats.exp;
554 root 1.9 if (settings.simple_exp)
555     {
556 root 1.56 if (skill->arch->level)
557     lvl_mult = (float) skill->arch->level / 100.0;
558 root 1.9 else
559     lvl_mult = 1.0; /* no adjustment */
560 root 1.5 }
561 root 1.9 else
562     {
563     if (skill->level)
564 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
565 root 1.9 else
566     lvl_mult = 1.0;
567 root 1.5 }
568 root 1.9 }
569     else
570     {
571     /* Don't divide by zero here! */
572     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
573 root 1.5 }
574 elmex 1.1 }
575 root 1.9
576     /* assemble the exp total, and return value */
577    
578     value = base * lvl_mult;
579     if (value < 1)
580     value = 1; /* Always give at least 1 exp point */
581    
582 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
583 root 1.9 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
584 elmex 1.1 #endif
585 root 1.9 return ((int) value);
586 elmex 1.1 }
587    
588     /* Learn skill. This inserts the requested skill in the player's
589     * inventory. The skill field of the scroll should have the
590     * exact name of the requested skill.
591     * This one actually teaches the player the skill as something
592     * they can equip.
593     * Return 0 if the player knows the skill, 1 if the
594     * player learns the skill, 2 otherwise.
595     */
596     int
597 root 1.9 learn_skill (object *pl, object *scroll)
598     {
599     if (!scroll->skill)
600     {
601     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
602     return 2;
603 elmex 1.1 }
604    
605 root 1.50 object *tmp = find_skill (pl, scroll->skill);
606 elmex 1.1
607 root 1.9 /* player already knows it */
608     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
609     return 0;
610 elmex 1.1
611 root 1.9 /* now a random change to learn, based on player Int.
612     * give bonus based on level - otherwise stupid characters
613     * might never be able to learn anything.
614     */
615     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
616     return 2; /* failure :< */
617 elmex 1.1
618 root 1.9 if (!tmp)
619     tmp = give_skill_by_name (pl, scroll->skill);
620 elmex 1.1
621 root 1.9 if (!tmp)
622     {
623     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
624     return 2;
625 elmex 1.1 }
626    
627 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
628     link_player_skills (pl);
629     return 1;
630 elmex 1.1 }
631    
632     /* Gives a percentage clipped to 0% -> 100% of a/b. */
633     /* Probably belongs in some global utils-type file? */
634 root 1.9 static int
635     clipped_percent (sint64 a, sint64 b)
636 elmex 1.1 {
637     int rv;
638    
639     if (b <= 0)
640     return 0;
641    
642 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
643    
644 elmex 1.1 if (rv < 0)
645     return 0;
646     else if (rv > 100)
647     return 100;
648 root 1.9
649 elmex 1.1 return rv;
650     }
651    
652     /* show_skills() - Meant to allow players to examine
653     * their current skill list.
654     * This shows the amount of exp they have in the skills.
655     * we also include some other non skill related info (god,
656     * max weapon improvments, item power).
657     * Note this function is a bit more complicated becauase we
658     * we want ot sort the skills before printing them. If we
659     * just dumped this as we found it, this would be a bit
660     * simpler.
661     */
662 root 1.9
663     void
664     show_skills (object *op, const char *search)
665     {
666     object *tmp = NULL;
667     char buf[MAX_BUF];
668     const char *cp;
669     int i, num_skills_found = 0;
670     static const char *const periods = "........................................";
671    
672     /* Need to have a pointer and use strdup for qsort to work properly */
673     char skills[NUM_SKILLS][MAX_BUF];
674    
675    
676     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
677     {
678     if (tmp->type == SKILL)
679     {
680     if (search && strstr (tmp->name, search) == NULL)
681     continue;
682     /* Basically want to fill this out to 40 spaces with periods */
683     sprintf (buf, "%s%s", &tmp->name, periods);
684     buf[40] = 0;
685    
686     if (settings.permanent_exp_ratio)
687     {
688 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
689     buf, tmp->level, tmp->stats.exp,
690     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 root 1.9 }
692     else
693     {
694 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
696 root 1.5 }
697 root 1.9 /* I don't know why some characters get a bunch of skills, but
698     * it sometimes happens (maybe a leftover from bugier earlier code
699     * and those character are still about). In any case, lets handle
700     * it so it doesn't crash the server - otherwise, one character may
701     * crash the server numerous times.
702     */
703     if (num_skills_found >= NUM_SKILLS)
704     {
705     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
706     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
707     break;
708 root 1.5 }
709     }
710 elmex 1.1 }
711    
712 root 1.9 clear_win_info (op);
713     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
714     if (num_skills_found > 1)
715 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
716 elmex 1.1
717 root 1.9 for (i = 0; i < num_skills_found; i++)
718 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
719 elmex 1.1
720 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
721 elmex 1.1
722 root 1.9 cp = determine_god (op);
723     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
724 elmex 1.1
725 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
726     op->contr->item_power, (int) (op->level * settings.item_power_factor));
727 elmex 1.1 }
728    
729     /* use_skill() - similar to invoke command, it executes the skill in the
730     * direction that the user is facing. Returns false if we are unable to
731     * change to the requested skill, or were unable to use the skill properly.
732     * This is tricky because skills can have spaces. We basically roll
733     * our own find_skill_by_name so we can try to do better string matching.
734     */
735 root 1.9 int
736     use_skill (object *op, const char *string)
737     {
738     object *skop;
739     size_t len;
740    
741     if (!string)
742     return 0;
743    
744 root 1.50 for (skop = op->inv; skop; skop = skop->below)
745 root 1.9 {
746 root 1.50 if (skop->type == SKILL
747     && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
748     && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
749 root 1.9 break;
750 root 1.50 else if (skop->type == SKILL_TOOL
751     && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
752 root 1.9 break;
753 elmex 1.1 }
754 root 1.50
755 root 1.9 if (!skop)
756     {
757     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
758     return 0;
759 elmex 1.1 }
760    
761 root 1.9 len = strlen (skop->skill);
762 elmex 1.1
763 root 1.9 /* All this logic goes and skips over the skill name to find any
764     * options given to the skill. Its pretty simple - if there
765     * are extra parameters (as deteremined by string length), we
766     * want to skip over any leading spaces.
767     */
768     if (len >= strlen (string))
769 root 1.50 string = NULL;
770 root 1.9 else
771     {
772     string += len;
773     while (*string == 0x20)
774     string++;
775 root 1.50
776 root 1.9 if (strlen (string) == 0)
777     string = NULL;
778     }
779    
780 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
781 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
782 elmex 1.1 #endif
783    
784 root 1.9 if (do_skill (op, op, skop, op->facing, string))
785     return 1;
786    
787     return 0;
788 elmex 1.1 }
789    
790 root 1.16 static bool
791     hth_skill_p (object *skill)
792     {
793 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
794 root 1.16 }
795    
796     /* This finds the first unarmed skill the player has, and returns it.
797 elmex 1.1 */
798 root 1.9 static object *
799 root 1.16 find_player_hth_skill (object *op)
800 elmex 1.1 {
801 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
802     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
803     return tmp;
804 elmex 1.1
805 root 1.16 return 0;
806 elmex 1.1 }
807    
808     /* do_skill_attack() - We have got an appropriate opponent from either
809     * move_player_attack() or skill_attack(). In this part we get on with
810     * attacking, take care of messages from the attack and changes in invisible.
811     * Returns true if the attack damaged the opponent.
812     * tmp is the targetted monster.
813     * op is what is attacking
814     * string is passed along to describe what messages to describe
815     * the damage.
816     */
817 root 1.9 static int
818     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
819     {
820     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
821     return RESULT_INT (0);
822    
823     /* For Players only: if there is no ready weapon, and no "attack" skill
824     * is readied either then try to find a skill for the player to use.
825     * it is presumed that if skill is set, it is a valid attack skill (eg,
826     * the caller should have set it appropriately). We still want to pass
827     * through that code if skill is set to change to the skill.
828     */
829 root 1.35 if (player *pl = op->contr)
830 root 1.9 {
831 root 1.35 if (!pl->combat_ob)
832 root 1.9 {
833 root 1.35 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
834 root 1.9 {
835 root 1.35 for (tmp = op->inv; tmp; tmp = tmp->below)
836     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
837     break;
838    
839     if (!tmp)
840 root 1.52 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841 root 1.9
842 root 1.51 pl->combat_ob = tmp;
843 root 1.35 }
844 root 1.52
845     if (!pl->combat_ob)
846 root 1.35 {
847     if (!skill)
848     {
849     /* See if the players chosen skill is a combat skill, and use
850     * it if appropriate.
851     */
852     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
853     skill = op->chosen_skill;
854     else
855 root 1.9 {
856 root 1.35 skill = find_player_hth_skill (op);
857    
858     if (!skill)
859 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
860 root 1.5 }
861     }
862 root 1.35
863 root 1.55 if (skill)
864     {
865     op->change_skill (0);
866     apply_special (op, skill, AP_APPLY);
867     }
868 root 1.5 }
869 root 1.16
870 root 1.35 if (!pl->combat_ob)
871     {
872     LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 root 1.16 return 0;
874 root 1.5 }
875 root 1.9 }
876 root 1.35
877 root 1.44 if (!op->change_weapon (pl->combat_ob))
878     return 0;
879 root 1.9
880 root 1.38 /* lose invisiblity/hiding status for running attacks */
881 root 1.35 if (pl->tmp_invis)
882     {
883     pl->tmp_invis = 0;
884     op->invisible = 0;
885     op->hide = 0;
886     update_object (op, UP_OBJ_CHANGE);
887 root 1.5 }
888 elmex 1.1 }
889    
890 root 1.31 int success = attack_ob (tmp, op);
891 root 1.9
892     /* print appropriate messages to the player */
893    
894 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
895 root 1.9 {
896     if (op->type == PLAYER)
897     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
898     else if (tmp->type == PLAYER)
899     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
900     }
901 root 1.30
902 root 1.9 return success;
903     }
904 elmex 1.1
905     /* skill_attack() - Core routine for use when we attack using a skills
906     * system. In essence, this code handles
907     * all skill-based attacks, ie hth, missile and melee weapons should be
908     * treated here. If an opponent is already supplied by move_player(),
909     * we move right onto do_skill_attack(), otherwise we find if an
910     * appropriate opponent exists.
911     *
912     * This is called by move_player() and attack_hth()
913     *
914     * Initial implementation by -bt thomas@astro.psu.edu
915     */
916 root 1.9 int
917     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
918     {
919     sint16 tx, ty;
920 root 1.13 maptile *m;
921 root 1.9 int mflags;
922    
923     if (!dir)
924     dir = pl->facing;
925 root 1.16
926 root 1.9 tx = freearr_x[dir];
927     ty = freearr_y[dir];
928    
929     /* If we don't yet have an opponent, find if one exists, and attack.
930     * Legal opponents are the same as outlined in move_player_attack()
931     */
932 root 1.31 if (!tmp)
933 root 1.9 {
934     m = pl->map;
935     tx = pl->x + freearr_x[dir];
936     ty = pl->y + freearr_y[dir];
937    
938     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
939     if (mflags & P_OUT_OF_MAP)
940     return 0;
941    
942     /* space must be blocked for there to be anything interesting to do */
943     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
944     return 0;
945    
946 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
947 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
948     {
949     /* Don't attack party members */
950     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
951     return 0;
952 root 1.31
953 root 1.9 break;
954     }
955 elmex 1.1 }
956 root 1.31
957 root 1.9 if (!tmp)
958     {
959     if (pl->type == PLAYER)
960     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
961 root 1.31
962 root 1.9 return 0;
963 elmex 1.1 }
964    
965 root 1.9 return do_skill_attack (tmp, pl, string, skill);
966 elmex 1.1 }
967    
968     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
969 root 1.9
970 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
971     * (attack_hth) we check for weapon use, etc in the second (the new
972     * function skill_attack() we actually attack.
973     */
974 root 1.9 static int
975     attack_hth (object *pl, int dir, const char *string, object *skill)
976     {
977     object *enemy = NULL, *weapon;
978 elmex 1.1
979 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
980     for (weapon = pl->inv; weapon; weapon = weapon->below)
981     {
982     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
983     {
984     CLEAR_FLAG (weapon, FLAG_APPLIED);
985     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
986 root 1.22 pl->update_stats ();
987 root 1.9 if (pl->type == PLAYER)
988     {
989     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
990     esrv_update_item (UPD_FLAGS, pl, weapon);
991     }
992 root 1.37
993 root 1.9 break;
994     }
995     }
996 root 1.30
997 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
998 elmex 1.1 }
999    
1000     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1001     * For now we are just checking to see if we have a ready weapon here.
1002     * But there is a real neato possible feature of this scheme which
1003     * bears mentioning:
1004     * Since we are only calling this from do_skill() in the future
1005     * we may make this routine handle 'special' melee weapons attacks
1006     * (like disarming manuever with sai) based on player SK_level and
1007     * weapon type.
1008     */
1009 root 1.9 static int
1010     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1011     {
1012 elmex 1.1
1013 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1014     {
1015     if (op->type == PLAYER)
1016     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1017 root 1.30
1018 root 1.9 return 0;
1019 elmex 1.1 }
1020 root 1.30
1021 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1022 root 1.51 }
1023 elmex 1.1