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Revision: 1.96
Committed: Wed Apr 14 22:35:41 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.95: +0 -4 lines
Log Message:
remove fishing code - use mining instead

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 1.95 object *
130     player::find_skill (shstr_cmp name) const
131 root 1.68 {
132     // might want to use last_skill_obj at one point, or maybe not
133     return ::find_skill (ob, name);
134     }
135    
136 root 1.50 /* This returns the skill pointer of the given name (the
137     * one that accumulates exp, has the level, etc).
138     *
139     * It is presumed that the player will be needing to actually
140     * use the skill, so thus if use of the skill requires a skill
141     * tool, this code will equip it.
142     */
143 root 1.49 object *
144 root 1.73 find_skill_by_name (object *who, shstr_cmp sh)
145 root 1.49 {
146     object *skill_tool = 0;
147    
148     for (object *tmp = who->inv; tmp; tmp = tmp->below)
149     if (tmp->skill == sh)
150     {
151     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
152     /* If this is a skill that can be used without applying tool, return it */
153 root 1.53 return splay (tmp);
154 root 1.49 /* Try to find appropriate skilltool. If the player has one already
155     * applied, we try to keep using that one.
156     */
157     else if (tmp->type == SKILL_TOOL && !skill_tool)
158     skill_tool = tmp;
159     }
160    
161     if (!skill_tool)
162     return 0;
163    
164     /* Player has a tool to use the skill. If not applied, apply it -
165     * if not successful, return null. If they do have the skill tool
166     * but not the skill itself, give it to them.
167     */
168 root 1.95 object *skill = who->give_skill (skill_tool->skill);
169 root 1.49
170     if (!skill_tool->flag [FLAG_APPLIED])
171 root 1.89 if (!who->apply (splay (skill_tool)))
172 root 1.49 return 0;
173    
174 root 1.53 return splay (skill);
175 root 1.49 }
176    
177 root 1.50 object *
178 root 1.73 find_skill_by_name_fuzzy (object *who, const char *name)
179 root 1.50 {
180 root 1.91 if (name)
181     for (object *tmp = who->inv; tmp; tmp = tmp->below)
182     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
183     && tmp->skill.starts_with (name))
184     if (object *skop = find_skill_by_name (who, tmp->skill))
185     return skop;
186 root 1.50
187     return 0;
188     }
189    
190 elmex 1.1 /* This returns the skill pointer of the given name (the
191 root 1.49 * one that accumulates exp, has the level, etc).
192 elmex 1.1 *
193     * It is presumed that the player will be needing to actually
194     * use the skill, so thus if use of the skill requires a skill
195     * tool, this code will equip it.
196     *
197     * This code is basically the same as find_skill_by_name() above,
198     * but instead a skill name, we search by matching number.
199     * this replaces find_skill.
200     */
201 root 1.9 object *
202     find_skill_by_number (object *who, int skillno)
203 elmex 1.1 {
204 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
206     if (object *skop = find_skill_by_name (who, tmp->skill))
207     return skop;
208 elmex 1.1
209 root 1.50 return 0;
210 elmex 1.1 }
211    
212 root 1.95 object *
213     object::give_skill (shstr_cmp name, bool can_use)
214     {
215     object *skill = find_skill (this, name);
216    
217     if (!skill)
218     skill = give_skill_by_name (this, name);
219    
220     if (skill && can_use)
221     skill->flag [FLAG_CAN_USE_SKILL] = true;
222    
223     return skill;
224     }
225    
226 elmex 1.1 /* do_skill() - Main skills use function-similar in scope to cast_spell().
227     * We handle all requests for skill use outside of some combat here.
228     * We require a separate routine outside of fire() so as to allow monsters
229     * to utilize skills. Returns 1 on use of skill, otherwise 0.
230     * This is changed (2002-11-30) from the old method that returned
231     * exp - no caller needed that info, but it also prevented the callers
232     * from know if a skill was actually used, as many skills don't
233     * give any exp for their direct use (eg, throwing).
234     * It returns 0 if no skill was used.
235     */
236 root 1.9 int
237     do_skill (object *op, object *part, object *skill, int dir, const char *string)
238     {
239     int success = 0, exp = 0;
240    
241     if (!skill)
242     return 0;
243    
244     /* The code below presumes that the skill points to the object that
245     * holds the exp, level, etc of the skill. So if this is a player
246     * go and try to find the actual real skill pointer, and if the
247     * the player doesn't have a bucket for that, create one.
248     */
249     if (skill->type != SKILL && op->type == PLAYER)
250     {
251 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
252 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
253 root 1.43 {
254     skill = tmp;
255     goto found;
256     }
257 root 1.28
258 root 1.43 skill = give_skill_by_name (op, skill->skill);
259     found: ;
260 elmex 1.1 }
261    
262 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
263     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
264     return 0;
265 elmex 1.1
266 root 1.9 switch (skill->subtype)
267     {
268 root 1.28 case SK_LEVITATION:
269     /* Not 100% sure if this will work with new movement code -
270     * the levitation skill has move_type for flying, so when
271     * equipped, that should transfer to player, when not,
272     * shouldn't.
273     */
274 root 1.94 if (skill->flag [FLAG_APPLIED])
275 root 1.28 {
276 root 1.94 skill->clr_flag (FLAG_APPLIED);
277 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
278     }
279     else
280     {
281 root 1.94 skill->set_flag (FLAG_APPLIED);
282 root 1.61 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
283 root 1.28 }
284    
285     op->update_stats ();
286     success = 1;
287     break;
288 root 1.5
289 root 1.28 case SK_STEALING:
290     exp = success = steal (op, dir, skill);
291     break;
292 root 1.5
293 root 1.28 case SK_LOCKPICKING:
294     exp = success = pick_lock (op, dir, skill);
295     break;
296 root 1.5
297 root 1.28 case SK_HIDING:
298     exp = success = hide (op, skill);
299     break;
300 root 1.5
301 root 1.28 case SK_JUMPING:
302 root 1.63 exp = success = jump (op, dir, skill);
303 root 1.28 break;
304 root 1.5
305 root 1.28 case SK_INSCRIPTION:
306     exp = success = write_on_item (op, string, skill);
307     break;
308 root 1.5
309 root 1.28 case SK_MEDITATION:
310     meditate (op, skill);
311     success = 1;
312     break;
313     /* note that the following 'attack' skills gain exp through hit_player() */
314 root 1.5
315 root 1.28 case SK_KARATE:
316 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
317 root 1.28 break;
318 root 1.5
319 root 1.28 case SK_PUNCHING:
320 root 1.30 attack_hth (op, dir, "punched", skill);
321 root 1.28 break;
322 root 1.5
323 root 1.28 case SK_FLAME_TOUCH:
324 root 1.30 attack_hth (op, dir, "flamed", skill);
325 root 1.28 break;
326 elmex 1.1
327 root 1.28 case SK_SPARK_TOUCH:
328 root 1.30 attack_hth (op, dir, "zapped", skill);
329 root 1.28 break;
330 elmex 1.1
331 root 1.28 case SK_SHIVER:
332 root 1.30 attack_hth (op, dir, "froze", skill);
333 root 1.28 break;
334 elmex 1.1
335 root 1.28 case SK_ACID_SPLASH:
336 root 1.30 attack_hth (op, dir, "dissolved", skill);
337 root 1.28 break;
338 elmex 1.1
339 root 1.28 case SK_POISON_NAIL:
340 root 1.30 attack_hth (op, dir, "injected poison into", skill);
341 root 1.28 break;
342 elmex 1.1
343 root 1.28 case SK_CLAWING:
344 root 1.30 attack_hth (op, dir, "clawed", skill);
345 root 1.28 break;
346 root 1.5
347 root 1.28 case SK_ONE_HANDED_WEAPON:
348     case SK_TWO_HANDED_WEAPON:
349 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
350 root 1.28 break;
351 root 1.5
352 root 1.28 case SK_FIND_TRAPS:
353     exp = success = find_traps (op, skill);
354     break;
355 root 1.5
356 root 1.28 case SK_SINGING:
357     exp = success = singing (op, dir, skill);
358     break;
359 root 1.5
360 root 1.28 case SK_ORATORY:
361     exp = success = use_oratory (op, dir, skill);
362     break;
363 root 1.5
364 root 1.28 case SK_SMITHERY:
365     case SK_BOWYER:
366     case SK_JEWELER:
367     case SK_ALCHEMY:
368     case SK_THAUMATURGY:
369     case SK_LITERACY:
370     case SK_WOODSMAN:
371     /* first, we try to find a cauldron, and do the alchemy thing.
372     * failing that, we go and identify stuff.
373     */
374 elmex 1.74 {
375     bool found_cauldron = false;
376    
377     for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
378     {
379     next = tmp->above;
380 root 1.17
381 root 1.94 if (tmp->flag [FLAG_IS_CAULDRON])
382 elmex 1.74 {
383     found_cauldron = true;
384 root 1.17
385 elmex 1.74 if (tmp->skill != skill->skill)
386     {
387 root 1.92 op->failmsgf ("You can't use the %s with the %s skill!",
388     query_name (tmp),
389     query_name (skill));
390 elmex 1.74 break;
391     }
392 root 1.17
393 elmex 1.74 attempt_do_alchemy (op, tmp, skill);
394 root 1.17
395 root 1.94 if (tmp->flag [FLAG_APPLIED])
396 elmex 1.74 esrv_send_inventory (op, tmp);
397     }
398     }
399 root 1.17
400 elmex 1.74 if (!found_cauldron)
401     exp = success = skill_ident (op, skill);
402     }
403 root 1.28 break;
404 root 1.5
405 root 1.28 case SK_DET_MAGIC:
406     case SK_DET_CURSE:
407     exp = success = skill_ident (op, skill);
408     break;
409 root 1.5
410 root 1.28 case SK_DISARM_TRAPS:
411     exp = success = remove_trap (op, dir, skill);
412     break;
413 root 1.5
414 root 1.28 case SK_THROWING:
415     success = skill_throw (op, part, dir, string, skill);
416     break;
417 root 1.5
418 root 1.28 case SK_SET_TRAP:
419     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
420     break;
421 root 1.5
422 root 1.28 case SK_USE_MAGIC_ITEM:
423     case SK_MISSILE_WEAPON:
424     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
425     break;
426 root 1.5
427 root 1.28 case SK_PRAYING:
428     success = pray (op, skill);
429     break;
430 root 1.5
431 root 1.28 case SK_BARGAINING:
432     success = describe_shop (op);
433     break;
434 elmex 1.1
435 root 1.28 case SK_SORCERY:
436     case SK_EVOCATION:
437     case SK_PYROMANCY:
438     case SK_SUMMONING:
439     case SK_CLIMBING:
440     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
441     break;
442 root 1.5
443 root 1.86 case SK_MINING:
444     success = skill_mining (op, part, skill, dir, string);
445     break;
446    
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 root 1.94 if (!op->flag [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 root 1.94 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
605 root 1.9 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 1.94 tmp->set_flag (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 1.72 if (search && !tmp->name.contains (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 root 1.77 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
700     new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
701 root 1.9 break;
702 root 1.5 }
703     }
704 elmex 1.1 }
705    
706 root 1.76 dynbuf_text &msg = msg_dynbuf; msg.clear ();
707 root 1.64
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 1.90 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
744     && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
745     {
746     skop = find_skill_by_name (op, skop->skill);
747 root 1.9 break;
748 root 1.90 }
749 root 1.50
750 root 1.9 if (!skop)
751     {
752 root 1.92 op->failmsgf ("Unable to find skill %s.", string);
753 root 1.87 return 0;
754     }
755    
756     if (!(skill_flags [skop->subtype] & SF_USE))
757     {
758 root 1.92 op->failmsgf (
759 root 1.87 "You feel as if you wanted to do something funny, but you can't remember what. "
760 root 1.90 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
761     "use it with some item, or it's always active.>",
762 root 1.87 &skop->skill
763 root 1.92 );
764 root 1.9 return 0;
765 elmex 1.1 }
766    
767 root 1.9 len = strlen (skop->skill);
768 elmex 1.1
769 root 1.9 /* All this logic goes and skips over the skill name to find any
770     * options given to the skill. Its pretty simple - if there
771     * are extra parameters (as deteremined by string length), we
772     * want to skip over any leading spaces.
773     */
774     if (len >= strlen (string))
775 root 1.50 string = NULL;
776 root 1.9 else
777     {
778     string += len;
779     while (*string == 0x20)
780     string++;
781 root 1.50
782 root 1.9 if (strlen (string) == 0)
783     string = NULL;
784     }
785    
786 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
787 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
788 elmex 1.1 #endif
789    
790 root 1.9 if (do_skill (op, op, skop, op->facing, string))
791     return 1;
792    
793     return 0;
794 elmex 1.1 }
795    
796 root 1.16 static bool
797     hth_skill_p (object *skill)
798     {
799 root 1.83 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
800 root 1.16 }
801    
802     /* This finds the first unarmed skill the player has, and returns it.
803 elmex 1.1 */
804 root 1.9 static object *
805 root 1.16 find_player_hth_skill (object *op)
806 elmex 1.1 {
807 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
808 root 1.94 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
809 root 1.16 return tmp;
810 elmex 1.1
811 root 1.16 return 0;
812 elmex 1.1 }
813    
814     /* do_skill_attack() - We have got an appropriate opponent from either
815     * move_player_attack() or skill_attack(). In this part we get on with
816     * attacking, take care of messages from the attack and changes in invisible.
817     * Returns true if the attack damaged the opponent.
818     * tmp is the targetted monster.
819     * op is what is attacking
820     * string is passed along to describe what messages to describe
821     * the damage.
822     */
823 root 1.9 static int
824     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
825     {
826     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
827     return RESULT_INT (0);
828    
829     /* For Players only: if there is no ready weapon, and no "attack" skill
830     * is readied either then try to find a skill for the player to use.
831     * it is presumed that if skill is set, it is a valid attack skill (eg,
832     * the caller should have set it appropriately). We still want to pass
833     * through that code if skill is set to change to the skill.
834     */
835 root 1.35 if (player *pl = op->contr)
836 root 1.9 {
837 root 1.63 if (skill)
838 root 1.88 {
839     if (!op->apply (skill))
840     return 0;
841     }
842 root 1.63 else
843 root 1.9 {
844 root 1.63 if (!pl->combat_ob)
845 root 1.9 {
846 root 1.94 if (op->flag [FLAG_READY_WEAPON])
847 root 1.63 {
848     for (tmp = op->inv; tmp; tmp = tmp->below)
849 root 1.94 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
850 root 1.63 break;
851 root 1.35
852 root 1.63 if (!tmp)
853     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
854 root 1.9
855 root 1.63 pl->combat_ob = tmp;
856     }
857 root 1.52
858 root 1.63 if (!pl->combat_ob)
859 root 1.35 {
860     /* See if the players chosen skill is a combat skill, and use
861     * it if appropriate.
862     */
863     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
864     skill = op->chosen_skill;
865     else
866 root 1.9 {
867 root 1.35 skill = find_player_hth_skill (op);
868    
869     if (!skill)
870 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 root 1.5 }
872 root 1.63
873 root 1.85 op->apply (skill);
874 root 1.5 }
875 root 1.35
876 root 1.63 if (!pl->combat_ob)
877 root 1.55 {
878 root 1.63 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
879     return 0;
880 root 1.55 }
881 root 1.5 }
882 root 1.16
883 root 1.84 if (!op->apply (pl->combat_ob))
884 root 1.63 return 0;
885 root 1.9 }
886 root 1.35
887 root 1.38 /* lose invisiblity/hiding status for running attacks */
888 root 1.35 if (pl->tmp_invis)
889     {
890     pl->tmp_invis = 0;
891     op->invisible = 0;
892 root 1.69 op->flag [FLAG_HIDDEN] = 0;
893 root 1.35 update_object (op, UP_OBJ_CHANGE);
894 root 1.5 }
895 elmex 1.1 }
896    
897 root 1.31 int success = attack_ob (tmp, op);
898 root 1.9
899     /* print appropriate messages to the player */
900    
901 root 1.94 if (success && string && tmp && !tmp->flag [FLAG_FREED])
902 root 1.9 {
903     if (op->type == PLAYER)
904     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
905     else if (tmp->type == PLAYER)
906     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
907     }
908 root 1.30
909 root 1.9 return success;
910     }
911 elmex 1.1
912     /* skill_attack() - Core routine for use when we attack using a skills
913     * system. In essence, this code handles
914 root 1.63 * all skill-based attacks, i.e. hth, missile and melee weapons should be
915 elmex 1.1 * treated here. If an opponent is already supplied by move_player(),
916     * we move right onto do_skill_attack(), otherwise we find if an
917     * appropriate opponent exists.
918     *
919     * This is called by move_player() and attack_hth()
920     *
921     * Initial implementation by -bt thomas@astro.psu.edu
922     */
923 root 1.9 int
924     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
925     {
926     sint16 tx, ty;
927 root 1.13 maptile *m;
928 root 1.9 int mflags;
929    
930     if (!dir)
931     dir = pl->facing;
932 root 1.16
933 root 1.9 tx = freearr_x[dir];
934     ty = freearr_y[dir];
935    
936     /* If we don't yet have an opponent, find if one exists, and attack.
937     * Legal opponents are the same as outlined in move_player_attack()
938     */
939 root 1.31 if (!tmp)
940 root 1.9 {
941     m = pl->map;
942     tx = pl->x + freearr_x[dir];
943     ty = pl->y + freearr_y[dir];
944    
945     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
946     if (mflags & P_OUT_OF_MAP)
947     return 0;
948    
949     /* space must be blocked for there to be anything interesting to do */
950     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
951     return 0;
952    
953 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
954 root 1.94 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
955 root 1.9 {
956     /* Don't attack party members */
957     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
958     return 0;
959 root 1.31
960 root 1.9 break;
961     }
962 elmex 1.1 }
963 root 1.31
964 root 1.9 if (!tmp)
965     {
966     if (pl->type == PLAYER)
967     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
968 root 1.31
969 root 1.9 return 0;
970 elmex 1.1 }
971    
972 root 1.9 return do_skill_attack (tmp, pl, string, skill);
973 elmex 1.1 }
974    
975     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
976 root 1.9
977 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
978     * (attack_hth) we check for weapon use, etc in the second (the new
979     * function skill_attack() we actually attack.
980     */
981 root 1.9 static int
982     attack_hth (object *pl, int dir, const char *string, object *skill)
983     {
984     object *enemy = NULL, *weapon;
985 elmex 1.1
986 root 1.94 if (pl->flag [FLAG_READY_WEAPON])
987 root 1.9 for (weapon = pl->inv; weapon; weapon = weapon->below)
988     {
989 root 1.94 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
990 root 1.9 {
991 root 1.94 weapon->clr_flag (FLAG_APPLIED);
992     pl->clr_flag (FLAG_READY_WEAPON);
993 root 1.22 pl->update_stats ();
994 root 1.9 if (pl->type == PLAYER)
995     {
996     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
997     esrv_update_item (UPD_FLAGS, pl, weapon);
998     }
999 root 1.37
1000 root 1.9 break;
1001     }
1002     }
1003 root 1.30
1004 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1005 elmex 1.1 }
1006    
1007     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1008     * For now we are just checking to see if we have a ready weapon here.
1009     * But there is a real neato possible feature of this scheme which
1010     * bears mentioning:
1011     * Since we are only calling this from do_skill() in the future
1012     * we may make this routine handle 'special' melee weapons attacks
1013     * (like disarming manuever with sai) based on player SK_level and
1014     * weapon type.
1015     */
1016 root 1.9 static int
1017     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1018     {
1019 elmex 1.1
1020 root 1.94 if (!op->flag [FLAG_READY_WEAPON])
1021 root 1.9 {
1022     if (op->type == PLAYER)
1023     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1024 root 1.30
1025 root 1.9 return 0;
1026 elmex 1.1 }
1027 root 1.30
1028 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1029 root 1.51 }
1030 elmex 1.1