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Revision: 1.67
Committed: Thu Sep 25 04:09:57 2008 UTC (15 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.66: +17 -16 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 root 1.67 player::link_skills ()
90 elmex 1.1 {
91 root 1.67 for (int i = 0; i < NUM_SKILLS; ++i)
92     last_skill_ob [i] = 0;
93    
94     for (object *tmp = ob->inv; tmp; tmp = tmp->below)
95 root 1.25 if (tmp->type == SKILL)
96     {
97 root 1.67 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
98 root 1.25
99 root 1.67 if (last_skill_ob [tmp->subtype] != tmp)
100 root 1.25 {
101 root 1.67 /* This is really a warning, hence no else below */
102     if (last_skill_ob [tmp->subtype])
103     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104     &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105    
106     last_skill_ob [tmp->subtype] = tmp;
107     if (ns)
108     ns->last_skill_exp [tmp->subtype] = -1;
109 root 1.25 }
110     }
111 elmex 1.1 }
112    
113 root 1.49 static object *
114     find_skill (object *who, const shstr &sh)
115     {
116     for (object *tmp = who->inv; tmp; tmp = tmp->below)
117     if (tmp->skill == sh && tmp->type == SKILL)
118     return tmp;
119    
120     return 0;
121     }
122    
123 root 1.50 /* This returns the skill pointer of the given name (the
124     * one that accumulates exp, has the level, etc).
125     *
126     * It is presumed that the player will be needing to actually
127     * use the skill, so thus if use of the skill requires a skill
128     * tool, this code will equip it.
129     */
130 root 1.49 object *
131     find_skill_by_name (object *who, const shstr &sh)
132     {
133     object *skill_tool = 0;
134    
135     for (object *tmp = who->inv; tmp; tmp = tmp->below)
136     if (tmp->skill == sh)
137     {
138     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
139     /* If this is a skill that can be used without applying tool, return it */
140 root 1.53 return splay (tmp);
141 root 1.49 /* Try to find appropriate skilltool. If the player has one already
142     * applied, we try to keep using that one.
143     */
144     else if (tmp->type == SKILL_TOOL && !skill_tool)
145     skill_tool = tmp;
146     }
147    
148     if (!skill_tool)
149     return 0;
150    
151     /* Player has a tool to use the skill. If not applied, apply it -
152     * if not successful, return null. If they do have the skill tool
153     * but not the skill itself, give it to them.
154     */
155     object *skill = find_skill (who, skill_tool->skill);
156    
157     if (!skill)
158 root 1.67 skill = give_skill_by_name (who, skill_tool->skill);
159 root 1.49
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 root 1.61 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
298 root 1.28 }
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 root 1.63 exp = success = jump (op, dir, skill);
318 root 1.28 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     if (op->type == PLAYER)
459 root 1.45 op->speed_left -= 1.f;
460 root 1.9
461     /* this is a good place to add experience for successfull use of skills.
462     * Note that add_exp() will figure out player/monster experience
463     * gain problems.
464     */
465    
466     if (success && exp)
467     change_exp (op, exp, skill->skill, 0);
468    
469     return success;
470 elmex 1.1 }
471    
472     /* calc_skill_exp() - calculates amount of experience can be gained for
473     * successfull use of a skill. Returns value of experience gain.
474     * Here we take the view that a player must 'overcome an opponent'
475     * in order to gain experience. Examples include foes killed combat,
476     * finding/disarming a trap, stealing from somebeing, etc.
477     * The gained experience is based primarily on the difference in levels,
478     * exp point value of vanquished foe, the relevent stats of the skill being
479     * used and modifications in the skills[] table.
480     *
481     * For now, monsters and players will be treated differently. Below I give
482     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
483     * Monsters just get 10% of the exp of the opponent.
484     *
485     * players get a ratio, eg, opponent lvl / player level. This is then
486     * multiplied by various things. If simple exp is true, then
487     * this multiplier, include the level difference, is always 1.
488     * This revised method prevents some cases where there are big gaps
489     * in the amount you get just because you are now equal level vs lower
490     * level
491     * who is player/creature that used the skill.
492     * op is the object that was 'defeated'.
493     * skill is the skill used. If no skill is used, it should just
494     * point back to who.
495     *
496     */
497 root 1.9 int
498     calc_skill_exp (object *who, object *op, object *skill)
499     {
500     int op_exp = 0, op_lvl = 0;
501     float base, value, lvl_mult = 0.0;
502    
503     if (!skill)
504     skill = who;
505    
506     /* Oct 95 - where we have an object, I expanded our treatment
507     * to 3 cases:
508     * non-living magic obj, runes and everything else.
509     *
510     * If an object is not alive and magical we set the base exp higher to
511     * help out exp awards for skill_ident skills. Also, if
512     * an item is type RUNE, we give out exp based on stats.Cha
513     * and level (this was the old system) -b.t.
514     */
515     if (!op)
516     { /* no item/creature */
517 root 1.60 op_lvl = max (1, who->map->difficulty);
518 root 1.9 op_exp = 0;
519     }
520     else if (op->type == RUNE || op->type == TRAP)
521     { /* all traps. If stats.Cha > 1 we use that
522 root 1.5 * for the amount of experience */
523 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
524     op_lvl = op->level;
525     }
526     else
527     { /* all other items/living creatures */
528     op_exp = op->stats.exp;
529     op_lvl = op->level;
530     if (!QUERY_FLAG (op, FLAG_ALIVE))
531 root 1.60 op_lvl += 5 * abs (op->magic); /* for ident/make items */
532 root 1.9 }
533    
534     if (op_lvl < 1)
535     op_lvl = 1;
536    
537     if (who->type != PLAYER)
538     { /* for monsters only */
539     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
540     }
541     else
542     { /* for players */
543     base = op_exp;
544     /* if skill really is a skill, then we can look at the skill archetype for
545     * bse reward value (exp) and level multiplier factor.
546     */
547     if (skill->type == SKILL)
548     {
549 root 1.56 base += skill->arch->stats.exp;
550 root 1.9 if (settings.simple_exp)
551     {
552 root 1.56 if (skill->arch->level)
553     lvl_mult = (float) skill->arch->level / 100.0;
554 root 1.9 else
555     lvl_mult = 1.0; /* no adjustment */
556 root 1.5 }
557 root 1.9 else
558     {
559     if (skill->level)
560 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
561 root 1.9 else
562     lvl_mult = 1.0;
563 root 1.5 }
564 root 1.9 }
565     else
566     {
567     /* Don't divide by zero here! */
568 root 1.60 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
569 root 1.5 }
570 elmex 1.1 }
571 root 1.9
572     /* assemble the exp total, and return value */
573    
574     value = base * lvl_mult;
575     if (value < 1)
576     value = 1; /* Always give at least 1 exp point */
577    
578 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
579 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);
580 elmex 1.1 #endif
581 root 1.9 return ((int) value);
582 elmex 1.1 }
583    
584     /* Learn skill. This inserts the requested skill in the player's
585     * inventory. The skill field of the scroll should have the
586     * exact name of the requested skill.
587     * This one actually teaches the player the skill as something
588     * they can equip.
589     * Return 0 if the player knows the skill, 1 if the
590     * player learns the skill, 2 otherwise.
591     */
592     int
593 root 1.9 learn_skill (object *pl, object *scroll)
594     {
595     if (!scroll->skill)
596     {
597     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
598     return 2;
599 elmex 1.1 }
600    
601 root 1.50 object *tmp = find_skill (pl, scroll->skill);
602 elmex 1.1
603 root 1.9 /* player already knows it */
604     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
605     return 0;
606 elmex 1.1
607 root 1.9 /* now a random change to learn, based on player Int.
608     * give bonus based on level - otherwise stupid characters
609     * might never be able to learn anything.
610     */
611     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
612     return 2; /* failure :< */
613 elmex 1.1
614 root 1.9 if (!tmp)
615     tmp = give_skill_by_name (pl, scroll->skill);
616 elmex 1.1
617 root 1.9 if (!tmp)
618     {
619     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
620     return 2;
621 elmex 1.1 }
622    
623 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
624 root 1.67
625 root 1.9 return 1;
626 elmex 1.1 }
627    
628     /* Gives a percentage clipped to 0% -> 100% of a/b. */
629     /* Probably belongs in some global utils-type file? */
630 root 1.9 static int
631     clipped_percent (sint64 a, sint64 b)
632 elmex 1.1 {
633     int rv;
634    
635     if (b <= 0)
636     return 0;
637    
638 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
639    
640 elmex 1.1 if (rv < 0)
641     return 0;
642     else if (rv > 100)
643     return 100;
644 root 1.9
645 elmex 1.1 return rv;
646     }
647    
648     /* show_skills() - Meant to allow players to examine
649     * their current skill list.
650     * This shows the amount of exp they have in the skills.
651     * we also include some other non skill related info (god,
652     * max weapon improvments, item power).
653     * Note this function is a bit more complicated becauase we
654     * we want ot sort the skills before printing them. If we
655     * just dumped this as we found it, this would be a bit
656     * simpler.
657     */
658 root 1.57 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
659 root 1.9 void
660 root 1.66 show_skills (object *pl, const char *search)
661 root 1.9 {
662     const char *cp;
663     int i, num_skills_found = 0;
664 root 1.64 const char *const periods = ".............................."; // 30
665 root 1.9
666     /* Need to have a pointer and use strdup for qsort to work properly */
667 root 1.64 char skills[NUM_SKILLS][128]; // d'oh
668 root 1.9
669 root 1.66 object *op = pl->contr->ob;
670    
671 root 1.64 for (object *tmp = op->inv; tmp; tmp = tmp->below)
672 root 1.9 {
673     if (tmp->type == SKILL)
674     {
675 root 1.64 if (search && !strstr (tmp->name, search))
676 root 1.9 continue;
677 root 1.64
678     char buf[30];
679    
680     /* Basically want to fill this out to 30 spaces with periods */
681     snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
682 root 1.9
683     if (settings.permanent_exp_ratio)
684 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
685     buf, tmp->level, tmp->stats.exp,
686     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
687 root 1.9 else
688 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
689     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
690 root 1.57
691 root 1.9 /* I don't know why some characters get a bunch of skills, but
692     * it sometimes happens (maybe a leftover from bugier earlier code
693     * and those character are still about). In any case, lets handle
694     * it so it doesn't crash the server - otherwise, one character may
695     * crash the server numerous times.
696     */
697     if (num_skills_found >= NUM_SKILLS)
698     {
699     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
700     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
701     break;
702 root 1.5 }
703     }
704 elmex 1.1 }
705    
706 root 1.64 dynbuf_text msg (4096, 1024);
707    
708     msg << "T<Player skills:>\n\n";
709 root 1.9 if (num_skills_found > 1)
710 root 1.64 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
711 elmex 1.1
712 root 1.9 for (i = 0; i < num_skills_found; i++)
713 root 1.64 msg << " C<" << skills [i] << ">\n";
714 elmex 1.1
715 root 1.64 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
716 elmex 1.1
717 root 1.9 cp = determine_god (op);
718 root 1.64 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
719    
720     msg << "Your equipped item power is " << (int)op->contr->item_power
721     << " out of " << int (op->level * settings.item_power_factor)
722 root 1.65 << ".\n";
723 elmex 1.1
724 root 1.66 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
725 elmex 1.1 }
726    
727     /* use_skill() - similar to invoke command, it executes the skill in the
728     * direction that the user is facing. Returns false if we are unable to
729     * change to the requested skill, or were unable to use the skill properly.
730     * This is tricky because skills can have spaces. We basically roll
731     * our own find_skill_by_name so we can try to do better string matching.
732     */
733 root 1.9 int
734     use_skill (object *op, const char *string)
735     {
736     object *skop;
737     size_t len;
738    
739     if (!string)
740     return 0;
741    
742 root 1.50 for (skop = op->inv; skop; skop = skop->below)
743 root 1.9 {
744 root 1.50 if (skop->type == SKILL
745     && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
746     && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
747 root 1.9 break;
748 root 1.50 else if (skop->type == SKILL_TOOL
749     && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
750 root 1.9 break;
751 elmex 1.1 }
752 root 1.50
753 root 1.9 if (!skop)
754     {
755     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
756     return 0;
757 elmex 1.1 }
758    
759 root 1.9 len = strlen (skop->skill);
760 elmex 1.1
761 root 1.9 /* All this logic goes and skips over the skill name to find any
762     * options given to the skill. Its pretty simple - if there
763     * are extra parameters (as deteremined by string length), we
764     * want to skip over any leading spaces.
765     */
766     if (len >= strlen (string))
767 root 1.50 string = NULL;
768 root 1.9 else
769     {
770     string += len;
771     while (*string == 0x20)
772     string++;
773 root 1.50
774 root 1.9 if (strlen (string) == 0)
775     string = NULL;
776     }
777    
778 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
779 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
780 elmex 1.1 #endif
781    
782 root 1.9 if (do_skill (op, op, skop, op->facing, string))
783     return 1;
784    
785     return 0;
786 elmex 1.1 }
787    
788 root 1.16 static bool
789     hth_skill_p (object *skill)
790     {
791 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
792 root 1.16 }
793    
794     /* This finds the first unarmed skill the player has, and returns it.
795 elmex 1.1 */
796 root 1.9 static object *
797 root 1.16 find_player_hth_skill (object *op)
798 elmex 1.1 {
799 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
800     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
801     return tmp;
802 elmex 1.1
803 root 1.16 return 0;
804 elmex 1.1 }
805    
806     /* do_skill_attack() - We have got an appropriate opponent from either
807     * move_player_attack() or skill_attack(). In this part we get on with
808     * attacking, take care of messages from the attack and changes in invisible.
809     * Returns true if the attack damaged the opponent.
810     * tmp is the targetted monster.
811     * op is what is attacking
812     * string is passed along to describe what messages to describe
813     * the damage.
814     */
815 root 1.9 static int
816     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
817     {
818     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
819     return RESULT_INT (0);
820    
821     /* For Players only: if there is no ready weapon, and no "attack" skill
822     * is readied either then try to find a skill for the player to use.
823     * it is presumed that if skill is set, it is a valid attack skill (eg,
824     * the caller should have set it appropriately). We still want to pass
825     * through that code if skill is set to change to the skill.
826     */
827 root 1.35 if (player *pl = op->contr)
828 root 1.9 {
829 root 1.63 if (skill)
830     op->change_skill (skill);
831     else
832 root 1.9 {
833 root 1.63 if (!pl->combat_ob)
834 root 1.9 {
835 root 1.63 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
836     {
837     for (tmp = op->inv; tmp; tmp = tmp->below)
838     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
839     break;
840 root 1.35
841 root 1.63 if (!tmp)
842     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
843 root 1.9
844 root 1.63 pl->combat_ob = tmp;
845     }
846 root 1.52
847 root 1.63 if (!pl->combat_ob)
848 root 1.35 {
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 root 1.63
862     if (skill)
863     {
864     op->change_skill (0);
865     apply_special (op, skill, AP_APPLY);
866     }
867 root 1.5 }
868 root 1.35
869 root 1.63 if (!pl->combat_ob)
870 root 1.55 {
871 root 1.63 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
872     return 0;
873 root 1.55 }
874 root 1.5 }
875 root 1.16
876 root 1.63 if (!op->change_weapon (pl->combat_ob))
877     return 0;
878 root 1.9 }
879 root 1.35
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 root 1.63 * all skill-based attacks, i.e. hth, missile and melee weapons should be
908 elmex 1.1 * 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