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Revision: 1.94
Committed: Sun Apr 11 00:34:06 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +18 -18 lines
Log Message:
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated

File Contents

# 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 1.82 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.81 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.26 *
8 root 1.78 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.78 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.54 *
22 root 1.59 * The authors can be reached via e-mail to <support@deliantra.net>
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 root 1.80 init_skills ()
65 root 1.9 {
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 root 1.67 player::link_skills ()
91 elmex 1.1 {
92 root 1.67 for (int i = 0; i < NUM_SKILLS; ++i)
93     last_skill_ob [i] = 0;
94    
95     for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 root 1.25 if (tmp->type == SKILL)
97     {
98 root 1.67 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
99 root 1.25
100 root 1.67 if (last_skill_ob [tmp->subtype] != tmp)
101 root 1.25 {
102 root 1.67 /* This is really a warning, hence no else below */
103     if (last_skill_ob [tmp->subtype])
104     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105     &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106    
107     last_skill_ob [tmp->subtype] = tmp;
108     if (ns)
109     ns->last_skill_exp [tmp->subtype] = -1;
110 root 1.25 }
111     }
112 elmex 1.1 }
113    
114 root 1.49 static object *
115 root 1.73 find_skill (object *who, shstr_cmp name)
116 root 1.49 {
117 root 1.68 if (who->chosen_skill
118     && who->chosen_skill->skill == name
119     && who->chosen_skill->type == SKILL)
120     return who->chosen_skill;
121    
122 root 1.49 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 root 1.68 if (tmp->skill == name && tmp->type == SKILL)
124     return splay (tmp);
125 root 1.49
126     return 0;
127     }
128    
129 root 1.73 object *player::find_skill (shstr_cmp name) const
130 root 1.68 {
131     // might want to use last_skill_obj at one point, or maybe not
132     return ::find_skill (ob, name);
133     }
134    
135 root 1.50 /* This returns the skill pointer of the given name (the
136     * one that accumulates exp, has the level, etc).
137     *
138     * It is presumed that the player will be needing to actually
139     * use the skill, so thus if use of the skill requires a skill
140     * tool, this code will equip it.
141     */
142 root 1.49 object *
143 root 1.73 find_skill_by_name (object *who, shstr_cmp sh)
144 root 1.49 {
145     object *skill_tool = 0;
146    
147     for (object *tmp = who->inv; tmp; tmp = tmp->below)
148     if (tmp->skill == sh)
149     {
150     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
151     /* If this is a skill that can be used without applying tool, return it */
152 root 1.53 return splay (tmp);
153 root 1.49 /* Try to find appropriate skilltool. If the player has one already
154     * applied, we try to keep using that one.
155     */
156     else if (tmp->type == SKILL_TOOL && !skill_tool)
157     skill_tool = tmp;
158     }
159    
160     if (!skill_tool)
161     return 0;
162    
163     /* Player has a tool to use the skill. If not applied, apply it -
164     * if not successful, return null. If they do have the skill tool
165     * but not the skill itself, give it to them.
166     */
167     object *skill = find_skill (who, skill_tool->skill);
168    
169     if (!skill)
170 root 1.67 skill = give_skill_by_name (who, skill_tool->skill);
171 root 1.49
172     if (!skill_tool->flag [FLAG_APPLIED])
173 root 1.89 if (!who->apply (splay (skill_tool)))
174 root 1.49 return 0;
175    
176 root 1.53 return splay (skill);
177 root 1.49 }
178    
179 root 1.50 object *
180 root 1.73 find_skill_by_name_fuzzy (object *who, const char *name)
181 root 1.50 {
182 root 1.91 if (name)
183     for (object *tmp = who->inv; tmp; tmp = tmp->below)
184     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185     && tmp->skill.starts_with (name))
186     if (object *skop = find_skill_by_name (who, tmp->skill))
187     return skop;
188 root 1.50
189     return 0;
190     }
191    
192 elmex 1.1 /* This returns the skill pointer of the given name (the
193 root 1.49 * one that accumulates exp, has the level, etc).
194 elmex 1.1 *
195     * It is presumed that the player will be needing to actually
196     * use the skill, so thus if use of the skill requires a skill
197     * tool, this code will equip it.
198     *
199     * This code is basically the same as find_skill_by_name() above,
200     * but instead a skill name, we search by matching number.
201     * this replaces find_skill.
202     */
203 root 1.9 object *
204     find_skill_by_number (object *who, int skillno)
205 elmex 1.1 {
206 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
207 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
208     if (object *skop = find_skill_by_name (who, tmp->skill))
209     return skop;
210 elmex 1.1
211 root 1.50 return 0;
212 elmex 1.1 }
213    
214     /* do_skill() - Main skills use function-similar in scope to cast_spell().
215     * We handle all requests for skill use outside of some combat here.
216     * We require a separate routine outside of fire() so as to allow monsters
217     * to utilize skills. Returns 1 on use of skill, otherwise 0.
218     * This is changed (2002-11-30) from the old method that returned
219     * exp - no caller needed that info, but it also prevented the callers
220     * from know if a skill was actually used, as many skills don't
221     * give any exp for their direct use (eg, throwing).
222     * It returns 0 if no skill was used.
223     */
224 root 1.9 int
225     do_skill (object *op, object *part, object *skill, int dir, const char *string)
226     {
227     int success = 0, exp = 0;
228    
229     if (!skill)
230     return 0;
231    
232     /* The code below presumes that the skill points to the object that
233     * holds the exp, level, etc of the skill. So if this is a player
234     * go and try to find the actual real skill pointer, and if the
235     * the player doesn't have a bucket for that, create one.
236     */
237     if (skill->type != SKILL && op->type == PLAYER)
238     {
239 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
240 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
241 root 1.43 {
242     skill = tmp;
243     goto found;
244     }
245 root 1.28
246 root 1.43 skill = give_skill_by_name (op, skill->skill);
247     found: ;
248 elmex 1.1 }
249    
250 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
251     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
252     return 0;
253 elmex 1.1
254 root 1.9 switch (skill->subtype)
255     {
256 root 1.28 case SK_LEVITATION:
257     /* Not 100% sure if this will work with new movement code -
258     * the levitation skill has move_type for flying, so when
259     * equipped, that should transfer to player, when not,
260     * shouldn't.
261     */
262 root 1.94 if (skill->flag [FLAG_APPLIED])
263 root 1.28 {
264 root 1.94 skill->clr_flag (FLAG_APPLIED);
265 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
266     }
267     else
268     {
269 root 1.94 skill->set_flag (FLAG_APPLIED);
270 root 1.61 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
271 root 1.28 }
272    
273     op->update_stats ();
274     success = 1;
275     break;
276 root 1.5
277 root 1.28 case SK_STEALING:
278     exp = success = steal (op, dir, skill);
279     break;
280 root 1.5
281 root 1.28 case SK_LOCKPICKING:
282     exp = success = pick_lock (op, dir, skill);
283     break;
284 root 1.5
285 root 1.28 case SK_HIDING:
286     exp = success = hide (op, skill);
287     break;
288 root 1.5
289 root 1.28 case SK_JUMPING:
290 root 1.63 exp = success = jump (op, dir, skill);
291 root 1.28 break;
292 root 1.5
293 root 1.28 case SK_INSCRIPTION:
294     exp = success = write_on_item (op, string, skill);
295     break;
296 root 1.5
297 root 1.28 case SK_MEDITATION:
298     meditate (op, skill);
299     success = 1;
300     break;
301     /* note that the following 'attack' skills gain exp through hit_player() */
302 root 1.5
303 root 1.28 case SK_KARATE:
304 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
305 root 1.28 break;
306 root 1.5
307 root 1.28 case SK_PUNCHING:
308 root 1.30 attack_hth (op, dir, "punched", skill);
309 root 1.28 break;
310 root 1.5
311 root 1.28 case SK_FLAME_TOUCH:
312 root 1.30 attack_hth (op, dir, "flamed", skill);
313 root 1.28 break;
314 elmex 1.1
315 root 1.28 case SK_SPARK_TOUCH:
316 root 1.30 attack_hth (op, dir, "zapped", skill);
317 root 1.28 break;
318 elmex 1.1
319 root 1.28 case SK_SHIVER:
320 root 1.30 attack_hth (op, dir, "froze", skill);
321 root 1.28 break;
322 elmex 1.1
323 root 1.28 case SK_ACID_SPLASH:
324 root 1.30 attack_hth (op, dir, "dissolved", skill);
325 root 1.28 break;
326 elmex 1.1
327 root 1.28 case SK_POISON_NAIL:
328 root 1.30 attack_hth (op, dir, "injected poison into", skill);
329 root 1.28 break;
330 elmex 1.1
331 root 1.28 case SK_CLAWING:
332 root 1.30 attack_hth (op, dir, "clawed", skill);
333 root 1.28 break;
334 root 1.5
335 root 1.28 case SK_ONE_HANDED_WEAPON:
336     case SK_TWO_HANDED_WEAPON:
337 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
338 root 1.28 break;
339 root 1.5
340 root 1.28 case SK_FIND_TRAPS:
341     exp = success = find_traps (op, skill);
342     break;
343 root 1.5
344 root 1.28 case SK_SINGING:
345     exp = success = singing (op, dir, skill);
346     break;
347 root 1.5
348 root 1.28 case SK_ORATORY:
349     exp = success = use_oratory (op, dir, skill);
350     break;
351 root 1.5
352 root 1.28 case SK_SMITHERY:
353     case SK_BOWYER:
354     case SK_JEWELER:
355     case SK_ALCHEMY:
356     case SK_THAUMATURGY:
357     case SK_LITERACY:
358     case SK_WOODSMAN:
359     /* first, we try to find a cauldron, and do the alchemy thing.
360     * failing that, we go and identify stuff.
361     */
362 elmex 1.74 {
363     bool found_cauldron = false;
364    
365     for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
366     {
367     next = tmp->above;
368 root 1.17
369 root 1.94 if (tmp->flag [FLAG_IS_CAULDRON])
370 elmex 1.74 {
371     found_cauldron = true;
372 root 1.17
373 elmex 1.74 if (tmp->skill != skill->skill)
374     {
375 root 1.92 op->failmsgf ("You can't use the %s with the %s skill!",
376     query_name (tmp),
377     query_name (skill));
378 elmex 1.74 break;
379     }
380 root 1.17
381 elmex 1.74 attempt_do_alchemy (op, tmp, skill);
382 root 1.17
383 root 1.94 if (tmp->flag [FLAG_APPLIED])
384 elmex 1.74 esrv_send_inventory (op, tmp);
385     }
386     }
387 root 1.17
388 elmex 1.74 if (!found_cauldron)
389     exp = success = skill_ident (op, skill);
390     }
391 root 1.28 break;
392 root 1.5
393 root 1.28 case SK_DET_MAGIC:
394     case SK_DET_CURSE:
395     exp = success = skill_ident (op, skill);
396     break;
397 root 1.5
398 root 1.28 case SK_DISARM_TRAPS:
399     exp = success = remove_trap (op, dir, skill);
400     break;
401 root 1.5
402 root 1.28 case SK_THROWING:
403     success = skill_throw (op, part, dir, string, skill);
404     break;
405 root 1.5
406 root 1.28 case SK_SET_TRAP:
407     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
408     break;
409 root 1.5
410 root 1.28 case SK_USE_MAGIC_ITEM:
411     case SK_MISSILE_WEAPON:
412     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
413     break;
414 root 1.5
415 root 1.28 case SK_PRAYING:
416     success = pray (op, skill);
417     break;
418 root 1.5
419 root 1.28 case SK_BARGAINING:
420     success = describe_shop (op);
421     break;
422 elmex 1.1
423 root 1.28 case SK_SORCERY:
424     case SK_EVOCATION:
425     case SK_PYROMANCY:
426     case SK_SUMMONING:
427     case SK_CLIMBING:
428     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
429     break;
430 root 1.5
431 root 1.86 case SK_MINING:
432     success = skill_mining (op, part, skill, dir, string);
433     break;
434    
435     case SK_FISHING:
436     success = skill_fishing (op, part, skill, dir, string);
437     break;
438    
439 root 1.28 default:
440     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
441     break;
442 elmex 1.1 }
443    
444 root 1.9 /* For players we now update the speed_left from using the skill.
445     * Monsters have no skill use time because of the random nature in
446     * which use_monster_skill is called already simulates this.
447     * If certain skills should take more/less time, that should be
448     * in the code for the skill itself.
449     */
450     if (op->type == PLAYER)
451 root 1.45 op->speed_left -= 1.f;
452 root 1.9
453     /* this is a good place to add experience for successfull use of skills.
454     * Note that add_exp() will figure out player/monster experience
455     * gain problems.
456     */
457    
458     if (success && exp)
459     change_exp (op, exp, skill->skill, 0);
460    
461     return success;
462 elmex 1.1 }
463    
464     /* calc_skill_exp() - calculates amount of experience can be gained for
465     * successfull use of a skill. Returns value of experience gain.
466     * Here we take the view that a player must 'overcome an opponent'
467     * in order to gain experience. Examples include foes killed combat,
468     * finding/disarming a trap, stealing from somebeing, etc.
469     * The gained experience is based primarily on the difference in levels,
470     * exp point value of vanquished foe, the relevent stats of the skill being
471     * used and modifications in the skills[] table.
472     *
473     * For now, monsters and players will be treated differently. Below I give
474     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
475     * Monsters just get 10% of the exp of the opponent.
476     *
477     * players get a ratio, eg, opponent lvl / player level. This is then
478     * multiplied by various things. If simple exp is true, then
479     * this multiplier, include the level difference, is always 1.
480     * This revised method prevents some cases where there are big gaps
481     * in the amount you get just because you are now equal level vs lower
482     * level
483     * who is player/creature that used the skill.
484     * op is the object that was 'defeated'.
485     * skill is the skill used. If no skill is used, it should just
486     * point back to who.
487     *
488     */
489 root 1.9 int
490     calc_skill_exp (object *who, object *op, object *skill)
491     {
492     int op_exp = 0, op_lvl = 0;
493     float base, value, lvl_mult = 0.0;
494    
495     if (!skill)
496     skill = who;
497    
498     /* Oct 95 - where we have an object, I expanded our treatment
499     * to 3 cases:
500     * non-living magic obj, runes and everything else.
501     *
502     * If an object is not alive and magical we set the base exp higher to
503     * help out exp awards for skill_ident skills. Also, if
504     * an item is type RUNE, we give out exp based on stats.Cha
505     * and level (this was the old system) -b.t.
506     */
507     if (!op)
508     { /* no item/creature */
509 root 1.60 op_lvl = max (1, who->map->difficulty);
510 root 1.9 op_exp = 0;
511     }
512     else if (op->type == RUNE || op->type == TRAP)
513     { /* all traps. If stats.Cha > 1 we use that
514 root 1.5 * for the amount of experience */
515 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
516     op_lvl = op->level;
517     }
518     else
519     { /* all other items/living creatures */
520     op_exp = op->stats.exp;
521     op_lvl = op->level;
522 root 1.94 if (!op->flag [FLAG_ALIVE])
523 root 1.60 op_lvl += 5 * abs (op->magic); /* for ident/make items */
524 root 1.9 }
525    
526     if (op_lvl < 1)
527     op_lvl = 1;
528    
529     if (who->type != PLAYER)
530     { /* for monsters only */
531     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
532     }
533     else
534     { /* for players */
535     base = op_exp;
536     /* if skill really is a skill, then we can look at the skill archetype for
537     * bse reward value (exp) and level multiplier factor.
538     */
539     if (skill->type == SKILL)
540     {
541 root 1.56 base += skill->arch->stats.exp;
542 root 1.9 if (settings.simple_exp)
543     {
544 root 1.56 if (skill->arch->level)
545     lvl_mult = (float) skill->arch->level / 100.0;
546 root 1.9 else
547     lvl_mult = 1.0; /* no adjustment */
548 root 1.5 }
549 root 1.9 else
550     {
551     if (skill->level)
552 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
553 root 1.9 else
554     lvl_mult = 1.0;
555 root 1.5 }
556 root 1.9 }
557     else
558     {
559     /* Don't divide by zero here! */
560 root 1.60 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
561 root 1.5 }
562 elmex 1.1 }
563 root 1.9
564     /* assemble the exp total, and return value */
565    
566     value = base * lvl_mult;
567     if (value < 1)
568     value = 1; /* Always give at least 1 exp point */
569    
570 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
571 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);
572 elmex 1.1 #endif
573 root 1.9 return ((int) value);
574 elmex 1.1 }
575    
576     /* Learn skill. This inserts the requested skill in the player's
577     * inventory. The skill field of the scroll should have the
578     * exact name of the requested skill.
579     * This one actually teaches the player the skill as something
580     * they can equip.
581     * Return 0 if the player knows the skill, 1 if the
582     * player learns the skill, 2 otherwise.
583     */
584     int
585 root 1.9 learn_skill (object *pl, object *scroll)
586     {
587     if (!scroll->skill)
588     {
589     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
590     return 2;
591 elmex 1.1 }
592    
593 root 1.50 object *tmp = find_skill (pl, scroll->skill);
594 elmex 1.1
595 root 1.9 /* player already knows it */
596 root 1.94 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
597 root 1.9 return 0;
598 elmex 1.1
599 root 1.9 /* now a random change to learn, based on player Int.
600     * give bonus based on level - otherwise stupid characters
601     * might never be able to learn anything.
602     */
603     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
604     return 2; /* failure :< */
605 elmex 1.1
606 root 1.9 if (!tmp)
607     tmp = give_skill_by_name (pl, scroll->skill);
608 elmex 1.1
609 root 1.9 if (!tmp)
610     {
611     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
612     return 2;
613 elmex 1.1 }
614    
615 root 1.94 tmp->set_flag (FLAG_CAN_USE_SKILL);
616 root 1.67
617 root 1.9 return 1;
618 elmex 1.1 }
619    
620     /* Gives a percentage clipped to 0% -> 100% of a/b. */
621     /* Probably belongs in some global utils-type file? */
622 root 1.9 static int
623     clipped_percent (sint64 a, sint64 b)
624 elmex 1.1 {
625     int rv;
626    
627     if (b <= 0)
628     return 0;
629    
630 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
631    
632 elmex 1.1 if (rv < 0)
633     return 0;
634     else if (rv > 100)
635     return 100;
636 root 1.9
637 elmex 1.1 return rv;
638     }
639    
640     /* show_skills() - Meant to allow players to examine
641     * their current skill list.
642     * This shows the amount of exp they have in the skills.
643     * we also include some other non skill related info (god,
644     * max weapon improvments, item power).
645     * Note this function is a bit more complicated becauase we
646     * we want ot sort the skills before printing them. If we
647     * just dumped this as we found it, this would be a bit
648     * simpler.
649     */
650 root 1.57 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
651 root 1.9 void
652 root 1.66 show_skills (object *pl, const char *search)
653 root 1.9 {
654     const char *cp;
655     int i, num_skills_found = 0;
656 root 1.64 const char *const periods = ".............................."; // 30
657 root 1.9
658     /* Need to have a pointer and use strdup for qsort to work properly */
659 root 1.64 char skills[NUM_SKILLS][128]; // d'oh
660 root 1.9
661 root 1.66 object *op = pl->contr->ob;
662    
663 root 1.64 for (object *tmp = op->inv; tmp; tmp = tmp->below)
664 root 1.9 {
665     if (tmp->type == SKILL)
666     {
667 root 1.72 if (search && !tmp->name.contains (search))
668 root 1.9 continue;
669 root 1.64
670     char buf[30];
671    
672     /* Basically want to fill this out to 30 spaces with periods */
673     snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
674 root 1.9
675     if (settings.permanent_exp_ratio)
676 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
677     buf, tmp->level, tmp->stats.exp,
678     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
679 root 1.9 else
680 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
681     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
682 root 1.57
683 root 1.9 /* I don't know why some characters get a bunch of skills, but
684     * it sometimes happens (maybe a leftover from bugier earlier code
685     * and those character are still about). In any case, lets handle
686     * it so it doesn't crash the server - otherwise, one character may
687     * crash the server numerous times.
688     */
689     if (num_skills_found >= NUM_SKILLS)
690     {
691 root 1.77 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
692     new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
693 root 1.9 break;
694 root 1.5 }
695     }
696 elmex 1.1 }
697    
698 root 1.76 dynbuf_text &msg = msg_dynbuf; msg.clear ();
699 root 1.64
700     msg << "T<Player skills:>\n\n";
701 root 1.9 if (num_skills_found > 1)
702 root 1.64 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
703 elmex 1.1
704 root 1.9 for (i = 0; i < num_skills_found; i++)
705 root 1.64 msg << " C<" << skills [i] << ">\n";
706 elmex 1.1
707 root 1.64 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
708 elmex 1.1
709 root 1.9 cp = determine_god (op);
710 root 1.64 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
711    
712     msg << "Your equipped item power is " << (int)op->contr->item_power
713     << " out of " << int (op->level * settings.item_power_factor)
714 root 1.65 << ".\n";
715 elmex 1.1
716 root 1.66 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
717 elmex 1.1 }
718    
719     /* use_skill() - similar to invoke command, it executes the skill in the
720     * direction that the user is facing. Returns false if we are unable to
721     * change to the requested skill, or were unable to use the skill properly.
722     * This is tricky because skills can have spaces. We basically roll
723     * our own find_skill_by_name so we can try to do better string matching.
724     */
725 root 1.9 int
726     use_skill (object *op, const char *string)
727     {
728     object *skop;
729     size_t len;
730    
731     if (!string)
732     return 0;
733    
734 root 1.50 for (skop = op->inv; skop; skop = skop->below)
735 root 1.90 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
736     && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
737     {
738     skop = find_skill_by_name (op, skop->skill);
739 root 1.9 break;
740 root 1.90 }
741 root 1.50
742 root 1.9 if (!skop)
743     {
744 root 1.92 op->failmsgf ("Unable to find skill %s.", string);
745 root 1.87 return 0;
746     }
747    
748     if (!(skill_flags [skop->subtype] & SF_USE))
749     {
750 root 1.92 op->failmsgf (
751 root 1.87 "You feel as if you wanted to do something funny, but you can't remember what. "
752 root 1.90 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
753     "use it with some item, or it's always active.>",
754 root 1.87 &skop->skill
755 root 1.92 );
756 root 1.9 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 1.83 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == 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 root 1.94 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
801 root 1.16 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 root 1.88 {
831     if (!op->apply (skill))
832     return 0;
833     }
834 root 1.63 else
835 root 1.9 {
836 root 1.63 if (!pl->combat_ob)
837 root 1.9 {
838 root 1.94 if (op->flag [FLAG_READY_WEAPON])
839 root 1.63 {
840     for (tmp = op->inv; tmp; tmp = tmp->below)
841 root 1.94 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
842 root 1.63 break;
843 root 1.35
844 root 1.63 if (!tmp)
845     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
846 root 1.9
847 root 1.63 pl->combat_ob = tmp;
848     }
849 root 1.52
850 root 1.63 if (!pl->combat_ob)
851 root 1.35 {
852     /* See if the players chosen skill is a combat skill, and use
853     * it if appropriate.
854     */
855     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856     skill = op->chosen_skill;
857     else
858 root 1.9 {
859 root 1.35 skill = find_player_hth_skill (op);
860    
861     if (!skill)
862 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
863 root 1.5 }
864 root 1.63
865 root 1.85 op->apply (skill);
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 1.84 if (!op->apply (pl->combat_ob))
876 root 1.63 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 root 1.69 op->flag [FLAG_HIDDEN] = 0;
885 root 1.35 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 1.94 if (success && string && tmp && !tmp->flag [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 1.94 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
947 root 1.9 {
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 1.94 if (pl->flag [FLAG_READY_WEAPON])
979 root 1.9 for (weapon = pl->inv; weapon; weapon = weapon->below)
980     {
981 root 1.94 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
982 root 1.9 {
983 root 1.94 weapon->clr_flag (FLAG_APPLIED);
984     pl->clr_flag (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 1.94 if (!op->flag [FLAG_READY_WEAPON])
1013 root 1.9 {
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