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Revision: 1.66
Committed: Mon Sep 22 06:16:41 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_71
Changes since 1.65: +4 -2 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.59 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.26 *
4 root 1.62 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.54 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.26 *
8 root 1.59 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.58 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.26 *
13 root 1.58 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.26 *
18 root 1.58 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.54 *
21 root 1.59 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.26 */
23 elmex 1.1
24     /* Created July 95 to separate skill utilities from actual skills -b.t. */
25    
26     /* Reconfigured skills code to allow linking of skills to experience
27     * categories. This is done solely through the init_new_exp_system() fctn.
28     * June/July 1995 -b.t. thomas@astro.psu.edu
29     */
30    
31     /* July 1995 - Initial associated skills coding. Experience gains
32     * come solely from the use of skills. Overcoming an opponent (in combat,
33     * finding/disarming a trap, stealing from somebeing, etc) gains
34     * experience. Calc_skill_exp() handles the gained experience using
35     * modifications in the skills[] table. - b.t.
36     */
37    
38     /* define the following for skills utility debuging */
39 root 1.9
40 elmex 1.1 /* #define SKILL_UTIL_DEBUG */
41    
42     #include <global.h>
43     #include <object.h>
44 root 1.23 #include <sproto.h>
45 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
46 elmex 1.1 #include <spells.h>
47    
48 root 1.33 const uint8_t skill_flags[NUM_SKILLS] = {
49 root 1.34 0, // SK_NONE
50 root 1.33 # define def(uc, flags) flags,
51     # include "skillinc.h"
52     # undef def
53 root 1.11 };
54    
55 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
56     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 elmex 1.1
58     /* init_skills basically just sets up the skill_names table
59     * above. The index into the array is set up by the
60     * subtypes.
61     */
62 root 1.9 void
63     init_skills (void)
64     {
65 root 1.56 for_all_archetypes (at)
66     if (at->type == SKILL)
67 root 1.10 {
68 root 1.56 if (skill_names[at->subtype])
69 root 1.10 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
70 root 1.56 at->subtype, &skill_names[at->subtype], &at->skill);
71 root 1.10 else
72 root 1.56 skill_names[at->subtype] = at->skill;
73 root 1.10 }
74 elmex 1.1
75 root 1.9 /* This isn't really an error if there is no skill subtype set, but
76     * checking for this may catch some user errors.
77     */
78 root 1.33 for (int i = 1; i < NUM_SKILLS; i++)
79     if (!skill_names[i])
80     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81 elmex 1.1 }
82    
83     /* This function goes through the player inventory and sets
84     * up the last_skills[] array in the player object.
85     * the last_skills[] is used to more quickly lookup skills -
86     * mostly used for sending exp.
87     */
88 root 1.9 void
89     link_player_skills (object *op)
90 elmex 1.1 {
91 root 1.25 for (object *tmp = op->inv; tmp; tmp = tmp->below)
92     if (tmp->type == SKILL)
93     {
94     /* This is really a warning, hence no else below */
95     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
96     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
97     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
98    
99     if (tmp->subtype >= NUM_SKILLS)
100     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
101     else
102     {
103     op->contr->last_skill_ob[tmp->subtype] = tmp;
104     op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
105     }
106     }
107 elmex 1.1 }
108    
109 root 1.49 static object *
110     find_skill (object *who, const shstr &sh)
111     {
112     for (object *tmp = who->inv; tmp; tmp = tmp->below)
113     if (tmp->skill == sh && tmp->type == SKILL)
114     return tmp;
115    
116     return 0;
117     }
118    
119 root 1.50 /* This returns the skill pointer of the given name (the
120     * one that accumulates exp, has the level, etc).
121     *
122     * It is presumed that the player will be needing to actually
123     * use the skill, so thus if use of the skill requires a skill
124     * tool, this code will equip it.
125     */
126 root 1.49 object *
127     find_skill_by_name (object *who, const shstr &sh)
128     {
129     object *skill_tool = 0;
130    
131     for (object *tmp = who->inv; tmp; tmp = tmp->below)
132     if (tmp->skill == sh)
133     {
134     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
135     /* If this is a skill that can be used without applying tool, return it */
136 root 1.53 return splay (tmp);
137 root 1.49 /* Try to find appropriate skilltool. If the player has one already
138     * applied, we try to keep using that one.
139     */
140     else if (tmp->type == SKILL_TOOL && !skill_tool)
141     skill_tool = tmp;
142     }
143    
144     if (!skill_tool)
145     return 0;
146    
147     /* Player has a tool to use the skill. If not applied, apply it -
148     * if not successful, return null. If they do have the skill tool
149     * but not the skill itself, give it to them.
150     */
151     object *skill = find_skill (who, skill_tool->skill);
152    
153     if (!skill)
154     {
155     skill = give_skill_by_name (who, skill_tool->skill);
156     link_player_skills (who);
157     }
158    
159     if (!skill_tool->flag [FLAG_APPLIED])
160 root 1.53 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
161 root 1.49 return 0;
162    
163 root 1.53 return splay (skill);
164 root 1.49 }
165    
166 root 1.50 object *
167     find_skill_by_name (object *who, const char *name)
168     {
169     if (!name)
170     return 0;
171    
172     for (object *tmp = who->inv; tmp; tmp = tmp->below)
173     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174     && tmp->skill.begins_with (name))
175     if (object *skop = find_skill_by_name (who, tmp->skill))
176     return skop;
177    
178     return 0;
179     }
180    
181 elmex 1.1 /* This returns the skill pointer of the given name (the
182 root 1.49 * one that accumulates exp, has the level, etc).
183 elmex 1.1 *
184     * It is presumed that the player will be needing to actually
185     * use the skill, so thus if use of the skill requires a skill
186     * tool, this code will equip it.
187     *
188     * This code is basically the same as find_skill_by_name() above,
189     * but instead a skill name, we search by matching number.
190     * this replaces find_skill.
191     */
192 root 1.9 object *
193     find_skill_by_number (object *who, int skillno)
194 elmex 1.1 {
195 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
196 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
197     if (object *skop = find_skill_by_name (who, tmp->skill))
198     return skop;
199 elmex 1.1
200 root 1.50 return 0;
201 elmex 1.1 }
202    
203 root 1.51 /* This changes the objects chosen_skill to new_skill.
204 elmex 1.1 * return 1 on success, 0 on error
205     */
206 root 1.51 bool
207     object::change_skill (object *new_skill)
208 elmex 1.1 {
209 root 1.51 if (type != PLAYER)
210 root 1.9 return 0;
211    
212 root 1.40 // optimise this supposedly common case
213 root 1.51 if (new_skill == chosen_skill)
214 root 1.40 return 1;
215    
216 root 1.51 if (chosen_skill)
217 root 1.32 {
218 root 1.51 chosen_skill->flag [FLAG_APPLIED] = false;
219     change_abil (this, chosen_skill);
220 root 1.32 }
221 elmex 1.1
222 root 1.51 chosen_skill = new_skill;
223 root 1.33
224 root 1.51 if (chosen_skill)
225     {
226     chosen_skill->flag [FLAG_APPLIED] = true;
227     change_abil (this, chosen_skill);
228     }
229 root 1.16
230 root 1.52 // always clear current weapon, as the selected skill could
231     // conflict with the current weapon skill, which would go
232     // undetected and exp would be given to the wrong skill.
233     current_weapon = 0;
234    
235 root 1.51 update_stats ();
236 root 1.9 return 1;
237 elmex 1.1 }
238    
239     /* do_skill() - Main skills use function-similar in scope to cast_spell().
240     * We handle all requests for skill use outside of some combat here.
241     * We require a separate routine outside of fire() so as to allow monsters
242     * to utilize skills. Returns 1 on use of skill, otherwise 0.
243     * This is changed (2002-11-30) from the old method that returned
244     * exp - no caller needed that info, but it also prevented the callers
245     * from know if a skill was actually used, as many skills don't
246     * give any exp for their direct use (eg, throwing).
247     * It returns 0 if no skill was used.
248     */
249 root 1.9 int
250     do_skill (object *op, object *part, object *skill, int dir, const char *string)
251     {
252     int success = 0, exp = 0;
253     int did_alc = 0;
254    
255     if (!skill)
256     return 0;
257    
258     /* The code below presumes that the skill points to the object that
259     * holds the exp, level, etc of the skill. So if this is a player
260     * go and try to find the actual real skill pointer, and if the
261     * the player doesn't have a bucket for that, create one.
262     */
263     if (skill->type != SKILL && op->type == PLAYER)
264     {
265 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
266 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
267 root 1.43 {
268     skill = tmp;
269     goto found;
270     }
271 root 1.28
272 root 1.43 skill = give_skill_by_name (op, skill->skill);
273     found: ;
274 elmex 1.1 }
275    
276 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
277     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
278     return 0;
279 elmex 1.1
280 root 1.9 switch (skill->subtype)
281     {
282 root 1.28 case SK_LEVITATION:
283     /* Not 100% sure if this will work with new movement code -
284     * the levitation skill has move_type for flying, so when
285     * equipped, that should transfer to player, when not,
286     * shouldn't.
287     */
288     if (QUERY_FLAG (skill, FLAG_APPLIED))
289     {
290     CLEAR_FLAG (skill, FLAG_APPLIED);
291     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292     }
293     else
294     {
295     SET_FLAG (skill, FLAG_APPLIED);
296 root 1.61 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
297 root 1.28 }
298    
299     op->update_stats ();
300     success = 1;
301     break;
302 root 1.5
303 root 1.28 case SK_STEALING:
304     exp = success = steal (op, dir, skill);
305     break;
306 root 1.5
307 root 1.28 case SK_LOCKPICKING:
308     exp = success = pick_lock (op, dir, skill);
309     break;
310 root 1.5
311 root 1.28 case SK_HIDING:
312     exp = success = hide (op, skill);
313     break;
314 root 1.5
315 root 1.28 case SK_JUMPING:
316 root 1.63 exp = success = jump (op, dir, skill);
317 root 1.28 break;
318 root 1.5
319 root 1.28 case SK_INSCRIPTION:
320     exp = success = write_on_item (op, string, skill);
321     break;
322 root 1.5
323 root 1.28 case SK_MEDITATION:
324     meditate (op, skill);
325     success = 1;
326     break;
327     /* note that the following 'attack' skills gain exp through hit_player() */
328 root 1.5
329 root 1.28 case SK_KARATE:
330 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
331 root 1.28 break;
332 root 1.5
333 root 1.28 case SK_PUNCHING:
334 root 1.30 attack_hth (op, dir, "punched", skill);
335 root 1.28 break;
336 root 1.5
337 root 1.28 case SK_FLAME_TOUCH:
338 root 1.30 attack_hth (op, dir, "flamed", skill);
339 root 1.28 break;
340 elmex 1.1
341 root 1.28 case SK_SPARK_TOUCH:
342 root 1.30 attack_hth (op, dir, "zapped", skill);
343 root 1.28 break;
344 elmex 1.1
345 root 1.28 case SK_SHIVER:
346 root 1.30 attack_hth (op, dir, "froze", skill);
347 root 1.28 break;
348 elmex 1.1
349 root 1.28 case SK_ACID_SPLASH:
350 root 1.30 attack_hth (op, dir, "dissolved", skill);
351 root 1.28 break;
352 elmex 1.1
353 root 1.28 case SK_POISON_NAIL:
354 root 1.30 attack_hth (op, dir, "injected poison into", skill);
355 root 1.28 break;
356 elmex 1.1
357 root 1.28 case SK_CLAWING:
358 root 1.30 attack_hth (op, dir, "clawed", skill);
359 root 1.28 break;
360 root 1.5
361 root 1.28 case SK_ONE_HANDED_WEAPON:
362     case SK_TWO_HANDED_WEAPON:
363 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
364 root 1.28 break;
365 root 1.5
366 root 1.28 case SK_FIND_TRAPS:
367     exp = success = find_traps (op, skill);
368     break;
369 root 1.5
370 root 1.28 case SK_SINGING:
371     exp = success = singing (op, dir, skill);
372     break;
373 root 1.5
374 root 1.28 case SK_ORATORY:
375     exp = success = use_oratory (op, dir, skill);
376     break;
377 root 1.5
378 root 1.28 case SK_SMITHERY:
379     case SK_BOWYER:
380     case SK_JEWELER:
381     case SK_ALCHEMY:
382     case SK_THAUMATURGY:
383     case SK_LITERACY:
384     case SK_WOODSMAN:
385     /* first, we try to find a cauldron, and do the alchemy thing.
386     * failing that, we go and identify stuff.
387     */
388 root 1.43 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
389 root 1.28 {
390     next = tmp->above;
391 root 1.17
392 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
393     {
394     attempt_do_alchemy (op, tmp);
395 root 1.17
396 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
397     esrv_send_inventory (op, tmp);
398 root 1.17
399 root 1.28 did_alc = 1;
400     }
401     }
402 root 1.17
403 root 1.28 if (did_alc == 0)
404     exp = success = skill_ident (op, skill);
405 root 1.17
406 root 1.28 break;
407 root 1.5
408 root 1.28 case SK_DET_MAGIC:
409     case SK_DET_CURSE:
410     exp = success = skill_ident (op, skill);
411     break;
412 root 1.5
413 root 1.28 case SK_DISARM_TRAPS:
414     exp = success = remove_trap (op, dir, skill);
415     break;
416 root 1.5
417 root 1.28 case SK_THROWING:
418     success = skill_throw (op, part, dir, string, skill);
419     break;
420 root 1.5
421 root 1.28 case SK_SET_TRAP:
422     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
423     break;
424 root 1.5
425 root 1.28 case SK_USE_MAGIC_ITEM:
426     case SK_MISSILE_WEAPON:
427     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
428     break;
429 root 1.5
430 root 1.28 case SK_PRAYING:
431     success = pray (op, skill);
432     break;
433 root 1.5
434 root 1.28 case SK_BARGAINING:
435     success = describe_shop (op);
436     break;
437 elmex 1.1
438 root 1.28 case SK_SORCERY:
439     case SK_EVOCATION:
440     case SK_PYROMANCY:
441     case SK_SUMMONING:
442     case SK_CLIMBING:
443     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
444     break;
445 root 1.5
446 root 1.28 default:
447     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
448     break;
449 elmex 1.1 }
450    
451 root 1.9 /* For players we now update the speed_left from using the skill.
452     * Monsters have no skill use time because of the random nature in
453     * which use_monster_skill is called already simulates this.
454     * If certain skills should take more/less time, that should be
455     * in the code for the skill itself.
456     */
457     if (op->type == PLAYER)
458 root 1.45 op->speed_left -= 1.f;
459 root 1.9
460     /* this is a good place to add experience for successfull use of skills.
461     * Note that add_exp() will figure out player/monster experience
462     * gain problems.
463     */
464    
465     if (success && exp)
466     change_exp (op, exp, skill->skill, 0);
467    
468     return success;
469 elmex 1.1 }
470    
471     /* calc_skill_exp() - calculates amount of experience can be gained for
472     * successfull use of a skill. Returns value of experience gain.
473     * Here we take the view that a player must 'overcome an opponent'
474     * in order to gain experience. Examples include foes killed combat,
475     * finding/disarming a trap, stealing from somebeing, etc.
476     * The gained experience is based primarily on the difference in levels,
477     * exp point value of vanquished foe, the relevent stats of the skill being
478     * used and modifications in the skills[] table.
479     *
480     * For now, monsters and players will be treated differently. Below I give
481     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
482     * Monsters just get 10% of the exp of the opponent.
483     *
484     * players get a ratio, eg, opponent lvl / player level. This is then
485     * multiplied by various things. If simple exp is true, then
486     * this multiplier, include the level difference, is always 1.
487     * This revised method prevents some cases where there are big gaps
488     * in the amount you get just because you are now equal level vs lower
489     * level
490     * who is player/creature that used the skill.
491     * op is the object that was 'defeated'.
492     * skill is the skill used. If no skill is used, it should just
493     * point back to who.
494     *
495     */
496 root 1.9 int
497     calc_skill_exp (object *who, object *op, object *skill)
498     {
499     int op_exp = 0, op_lvl = 0;
500     float base, value, lvl_mult = 0.0;
501    
502     if (!skill)
503     skill = who;
504    
505     /* Oct 95 - where we have an object, I expanded our treatment
506     * to 3 cases:
507     * non-living magic obj, runes and everything else.
508     *
509     * If an object is not alive and magical we set the base exp higher to
510     * help out exp awards for skill_ident skills. Also, if
511     * an item is type RUNE, we give out exp based on stats.Cha
512     * and level (this was the old system) -b.t.
513     */
514     if (!op)
515     { /* no item/creature */
516 root 1.60 op_lvl = max (1, who->map->difficulty);
517 root 1.9 op_exp = 0;
518     }
519     else if (op->type == RUNE || op->type == TRAP)
520     { /* all traps. If stats.Cha > 1 we use that
521 root 1.5 * for the amount of experience */
522 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
523     op_lvl = op->level;
524     }
525     else
526     { /* all other items/living creatures */
527     op_exp = op->stats.exp;
528     op_lvl = op->level;
529     if (!QUERY_FLAG (op, FLAG_ALIVE))
530 root 1.60 op_lvl += 5 * abs (op->magic); /* for ident/make items */
531 root 1.9 }
532    
533     if (op_lvl < 1)
534     op_lvl = 1;
535    
536     if (who->type != PLAYER)
537     { /* for monsters only */
538     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
539     }
540     else
541     { /* for players */
542     base = op_exp;
543     /* if skill really is a skill, then we can look at the skill archetype for
544     * bse reward value (exp) and level multiplier factor.
545     */
546     if (skill->type == SKILL)
547     {
548 root 1.56 base += skill->arch->stats.exp;
549 root 1.9 if (settings.simple_exp)
550     {
551 root 1.56 if (skill->arch->level)
552     lvl_mult = (float) skill->arch->level / 100.0;
553 root 1.9 else
554     lvl_mult = 1.0; /* no adjustment */
555 root 1.5 }
556 root 1.9 else
557     {
558     if (skill->level)
559 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
560 root 1.9 else
561     lvl_mult = 1.0;
562 root 1.5 }
563 root 1.9 }
564     else
565     {
566     /* Don't divide by zero here! */
567 root 1.60 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
568 root 1.5 }
569 elmex 1.1 }
570 root 1.9
571     /* assemble the exp total, and return value */
572    
573     value = base * lvl_mult;
574     if (value < 1)
575     value = 1; /* Always give at least 1 exp point */
576    
577 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
578 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);
579 elmex 1.1 #endif
580 root 1.9 return ((int) value);
581 elmex 1.1 }
582    
583     /* Learn skill. This inserts the requested skill in the player's
584     * inventory. The skill field of the scroll should have the
585     * exact name of the requested skill.
586     * This one actually teaches the player the skill as something
587     * they can equip.
588     * Return 0 if the player knows the skill, 1 if the
589     * player learns the skill, 2 otherwise.
590     */
591     int
592 root 1.9 learn_skill (object *pl, object *scroll)
593     {
594     if (!scroll->skill)
595     {
596     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
597     return 2;
598 elmex 1.1 }
599    
600 root 1.50 object *tmp = find_skill (pl, scroll->skill);
601 elmex 1.1
602 root 1.9 /* player already knows it */
603     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
604     return 0;
605 elmex 1.1
606 root 1.9 /* now a random change to learn, based on player Int.
607     * give bonus based on level - otherwise stupid characters
608     * might never be able to learn anything.
609     */
610     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
611     return 2; /* failure :< */
612 elmex 1.1
613 root 1.9 if (!tmp)
614     tmp = give_skill_by_name (pl, scroll->skill);
615 elmex 1.1
616 root 1.9 if (!tmp)
617     {
618     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
619     return 2;
620 elmex 1.1 }
621    
622 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
623     link_player_skills (pl);
624     return 1;
625 elmex 1.1 }
626    
627     /* Gives a percentage clipped to 0% -> 100% of a/b. */
628     /* Probably belongs in some global utils-type file? */
629 root 1.9 static int
630     clipped_percent (sint64 a, sint64 b)
631 elmex 1.1 {
632     int rv;
633    
634     if (b <= 0)
635     return 0;
636    
637 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
638    
639 elmex 1.1 if (rv < 0)
640     return 0;
641     else if (rv > 100)
642     return 100;
643 root 1.9
644 elmex 1.1 return rv;
645     }
646    
647     /* show_skills() - Meant to allow players to examine
648     * their current skill list.
649     * This shows the amount of exp they have in the skills.
650     * we also include some other non skill related info (god,
651     * max weapon improvments, item power).
652     * Note this function is a bit more complicated becauase we
653     * we want ot sort the skills before printing them. If we
654     * just dumped this as we found it, this would be a bit
655     * simpler.
656     */
657 root 1.57 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
658 root 1.9 void
659 root 1.66 show_skills (object *pl, const char *search)
660 root 1.9 {
661     const char *cp;
662     int i, num_skills_found = 0;
663 root 1.64 const char *const periods = ".............................."; // 30
664 root 1.9
665     /* Need to have a pointer and use strdup for qsort to work properly */
666 root 1.64 char skills[NUM_SKILLS][128]; // d'oh
667 root 1.9
668 root 1.66 object *op = pl->contr->ob;
669    
670 root 1.64 for (object *tmp = op->inv; tmp; tmp = tmp->below)
671 root 1.9 {
672     if (tmp->type == SKILL)
673     {
674 root 1.64 if (search && !strstr (tmp->name, search))
675 root 1.9 continue;
676 root 1.64
677     char buf[30];
678    
679     /* Basically want to fill this out to 30 spaces with periods */
680     snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
681 root 1.9
682     if (settings.permanent_exp_ratio)
683 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
684     buf, tmp->level, tmp->stats.exp,
685     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
686 root 1.9 else
687 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
688     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
689 root 1.57
690 root 1.9 /* I don't know why some characters get a bunch of skills, but
691     * it sometimes happens (maybe a leftover from bugier earlier code
692     * and those character are still about). In any case, lets handle
693     * it so it doesn't crash the server - otherwise, one character may
694     * crash the server numerous times.
695     */
696     if (num_skills_found >= NUM_SKILLS)
697     {
698     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
699     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
700     break;
701 root 1.5 }
702     }
703 elmex 1.1 }
704    
705 root 1.64 dynbuf_text msg (4096, 1024);
706    
707     msg << "T<Player skills:>\n\n";
708 root 1.9 if (num_skills_found > 1)
709 root 1.64 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
710 elmex 1.1
711 root 1.9 for (i = 0; i < num_skills_found; i++)
712 root 1.64 msg << " C<" << skills [i] << ">\n";
713 elmex 1.1
714 root 1.64 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
715 elmex 1.1
716 root 1.9 cp = determine_god (op);
717 root 1.64 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
718    
719     msg << "Your equipped item power is " << (int)op->contr->item_power
720     << " out of " << int (op->level * settings.item_power_factor)
721 root 1.65 << ".\n";
722 elmex 1.1
723 root 1.66 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
724 elmex 1.1 }
725    
726     /* use_skill() - similar to invoke command, it executes the skill in the
727     * direction that the user is facing. Returns false if we are unable to
728     * change to the requested skill, or were unable to use the skill properly.
729     * This is tricky because skills can have spaces. We basically roll
730     * our own find_skill_by_name so we can try to do better string matching.
731     */
732 root 1.9 int
733     use_skill (object *op, const char *string)
734     {
735     object *skop;
736     size_t len;
737    
738     if (!string)
739     return 0;
740    
741 root 1.50 for (skop = op->inv; skop; skop = skop->below)
742 root 1.9 {
743 root 1.50 if (skop->type == SKILL
744     && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
745     && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
746 root 1.9 break;
747 root 1.50 else if (skop->type == SKILL_TOOL
748     && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
749 root 1.9 break;
750 elmex 1.1 }
751 root 1.50
752 root 1.9 if (!skop)
753     {
754     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
755     return 0;
756 elmex 1.1 }
757    
758 root 1.9 len = strlen (skop->skill);
759 elmex 1.1
760 root 1.9 /* All this logic goes and skips over the skill name to find any
761     * options given to the skill. Its pretty simple - if there
762     * are extra parameters (as deteremined by string length), we
763     * want to skip over any leading spaces.
764     */
765     if (len >= strlen (string))
766 root 1.50 string = NULL;
767 root 1.9 else
768     {
769     string += len;
770     while (*string == 0x20)
771     string++;
772 root 1.50
773 root 1.9 if (strlen (string) == 0)
774     string = NULL;
775     }
776    
777 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
778 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
779 elmex 1.1 #endif
780    
781 root 1.9 if (do_skill (op, op, skop, op->facing, string))
782     return 1;
783    
784     return 0;
785 elmex 1.1 }
786    
787 root 1.16 static bool
788     hth_skill_p (object *skill)
789     {
790 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
791 root 1.16 }
792    
793     /* This finds the first unarmed skill the player has, and returns it.
794 elmex 1.1 */
795 root 1.9 static object *
796 root 1.16 find_player_hth_skill (object *op)
797 elmex 1.1 {
798 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
799     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
800     return tmp;
801 elmex 1.1
802 root 1.16 return 0;
803 elmex 1.1 }
804    
805     /* do_skill_attack() - We have got an appropriate opponent from either
806     * move_player_attack() or skill_attack(). In this part we get on with
807     * attacking, take care of messages from the attack and changes in invisible.
808     * Returns true if the attack damaged the opponent.
809     * tmp is the targetted monster.
810     * op is what is attacking
811     * string is passed along to describe what messages to describe
812     * the damage.
813     */
814 root 1.9 static int
815     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
816     {
817     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
818     return RESULT_INT (0);
819    
820     /* For Players only: if there is no ready weapon, and no "attack" skill
821     * is readied either then try to find a skill for the player to use.
822     * it is presumed that if skill is set, it is a valid attack skill (eg,
823     * the caller should have set it appropriately). We still want to pass
824     * through that code if skill is set to change to the skill.
825     */
826 root 1.35 if (player *pl = op->contr)
827 root 1.9 {
828 root 1.63 if (skill)
829     op->change_skill (skill);
830     else
831 root 1.9 {
832 root 1.63 if (!pl->combat_ob)
833 root 1.9 {
834 root 1.63 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
835     {
836     for (tmp = op->inv; tmp; tmp = tmp->below)
837     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
838     break;
839 root 1.35
840 root 1.63 if (!tmp)
841     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
842 root 1.9
843 root 1.63 pl->combat_ob = tmp;
844     }
845 root 1.52
846 root 1.63 if (!pl->combat_ob)
847 root 1.35 {
848     /* See if the players chosen skill is a combat skill, and use
849     * it if appropriate.
850     */
851     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
852     skill = op->chosen_skill;
853     else
854 root 1.9 {
855 root 1.35 skill = find_player_hth_skill (op);
856    
857     if (!skill)
858 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
859 root 1.5 }
860 root 1.63
861     if (skill)
862     {
863     op->change_skill (0);
864     apply_special (op, skill, AP_APPLY);
865     }
866 root 1.5 }
867 root 1.35
868 root 1.63 if (!pl->combat_ob)
869 root 1.55 {
870 root 1.63 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
871     return 0;
872 root 1.55 }
873 root 1.5 }
874 root 1.16
875 root 1.63 if (!op->change_weapon (pl->combat_ob))
876     return 0;
877 root 1.9 }
878 root 1.35
879 root 1.38 /* lose invisiblity/hiding status for running attacks */
880 root 1.35 if (pl->tmp_invis)
881     {
882     pl->tmp_invis = 0;
883     op->invisible = 0;
884     op->hide = 0;
885     update_object (op, UP_OBJ_CHANGE);
886 root 1.5 }
887 elmex 1.1 }
888    
889 root 1.31 int success = attack_ob (tmp, op);
890 root 1.9
891     /* print appropriate messages to the player */
892    
893 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
894 root 1.9 {
895     if (op->type == PLAYER)
896     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
897     else if (tmp->type == PLAYER)
898     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
899     }
900 root 1.30
901 root 1.9 return success;
902     }
903 elmex 1.1
904     /* skill_attack() - Core routine for use when we attack using a skills
905     * system. In essence, this code handles
906 root 1.63 * all skill-based attacks, i.e. hth, missile and melee weapons should be
907 elmex 1.1 * treated here. If an opponent is already supplied by move_player(),
908     * we move right onto do_skill_attack(), otherwise we find if an
909     * appropriate opponent exists.
910     *
911     * This is called by move_player() and attack_hth()
912     *
913     * Initial implementation by -bt thomas@astro.psu.edu
914     */
915 root 1.9 int
916     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
917     {
918     sint16 tx, ty;
919 root 1.13 maptile *m;
920 root 1.9 int mflags;
921    
922     if (!dir)
923     dir = pl->facing;
924 root 1.16
925 root 1.9 tx = freearr_x[dir];
926     ty = freearr_y[dir];
927    
928     /* 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()
930     */
931 root 1.31 if (!tmp)
932 root 1.9 {
933     m = pl->map;
934     tx = pl->x + freearr_x[dir];
935     ty = pl->y + freearr_y[dir];
936    
937     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
938     if (mflags & P_OUT_OF_MAP)
939     return 0;
940    
941     /* space must be blocked for there to be anything interesting to do */
942     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
943     return 0;
944    
945 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
946 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
947     {
948     /* Don't attack party members */
949     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
950     return 0;
951 root 1.31
952 root 1.9 break;
953     }
954 elmex 1.1 }
955 root 1.31
956 root 1.9 if (!tmp)
957     {
958     if (pl->type == PLAYER)
959     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
960 root 1.31
961 root 1.9 return 0;
962 elmex 1.1 }
963    
964 root 1.9 return do_skill_attack (tmp, pl, string, skill);
965 elmex 1.1 }
966    
967     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
968 root 1.9
969 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
970     * (attack_hth) we check for weapon use, etc in the second (the new
971     * function skill_attack() we actually attack.
972     */
973 root 1.9 static int
974     attack_hth (object *pl, int dir, const char *string, object *skill)
975     {
976     object *enemy = NULL, *weapon;
977 elmex 1.1
978 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
979     for (weapon = pl->inv; weapon; weapon = weapon->below)
980     {
981     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
982     {
983     CLEAR_FLAG (weapon, FLAG_APPLIED);
984     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
985 root 1.22 pl->update_stats ();
986 root 1.9 if (pl->type == PLAYER)
987     {
988     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
989     esrv_update_item (UPD_FLAGS, pl, weapon);
990     }
991 root 1.37
992 root 1.9 break;
993     }
994     }
995 root 1.30
996 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
997 elmex 1.1 }
998    
999     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1000     * For now we are just checking to see if we have a ready weapon here.
1001     * But there is a real neato possible feature of this scheme which
1002     * bears mentioning:
1003     * Since we are only calling this from do_skill() in the future
1004     * we may make this routine handle 'special' melee weapons attacks
1005     * (like disarming manuever with sai) based on player SK_level and
1006     * weapon type.
1007     */
1008 root 1.9 static int
1009     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1010     {
1011 elmex 1.1
1012 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1013     {
1014     if (op->type == PLAYER)
1015     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1016 root 1.30
1017 root 1.9 return 0;
1018 elmex 1.1 }
1019 root 1.30
1020 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1021 root 1.51 }
1022 elmex 1.1