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Revision: 1.97
Committed: Thu Apr 15 00:36:51 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.96: +31 -23 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 1.82 * 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 1.97 vector<object_ptr> skillvec;
57    
58 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
59     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60 elmex 1.1
61     /* init_skills basically just sets up the skill_names table
62     * above. The index into the array is set up by the
63     * subtypes.
64     */
65 root 1.9 void
66 root 1.80 init_skills ()
67 root 1.9 {
68 root 1.97 // nop
69     }
70    
71     void
72     add_skill_archetype (object *o)
73     {
74     printf ("<%s><%s>\n", &o->name, &o->skill);//D
75    
76     assert (("skill name must equal skill skill", o->name == o->skill));
77    
78     for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79     if ((*i)->name == o->name)
80 root 1.10 {
81 root 1.97 // replace existing entry
82     SKILL_INDEX (o) = i - skillvec.begin ();
83     *i = o;
84     return;
85 root 1.10 }
86 elmex 1.1
87 root 1.97 // add new entry
88     assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
89     SKILL_INDEX (o) = skillvec.size ();
90     skillvec.push_back (o);
91 elmex 1.1 }
92    
93     /* This function goes through the player inventory and sets
94     * up the last_skills[] array in the player object.
95     * the last_skills[] is used to more quickly lookup skills -
96     * mostly used for sending exp.
97     */
98 root 1.9 void
99 root 1.67 player::link_skills ()
100 elmex 1.1 {
101 root 1.97 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 root 1.67 last_skill_ob [i] = 0;
103    
104     for (object *tmp = ob->inv; tmp; tmp = tmp->below)
105 root 1.25 if (tmp->type == SKILL)
106     {
107 root 1.97 int idx = SKILL_INDEX (tmp);
108 root 1.25
109 root 1.97 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
110    
111     if (last_skill_ob [idx] != tmp)
112 root 1.25 {
113 root 1.97 last_skill_ob [idx] = tmp;
114 root 1.67 if (ns)
115 root 1.97 ns->last_skill_exp [idx] = -1;
116 root 1.25 }
117     }
118 elmex 1.1 }
119    
120 root 1.49 static object *
121 root 1.73 find_skill (object *who, shstr_cmp name)
122 root 1.49 {
123 root 1.68 if (who->chosen_skill
124     && who->chosen_skill->skill == name
125     && who->chosen_skill->type == SKILL)
126     return who->chosen_skill;
127    
128 root 1.49 for (object *tmp = who->inv; tmp; tmp = tmp->below)
129 root 1.68 if (tmp->skill == name && tmp->type == SKILL)
130     return splay (tmp);
131 root 1.49
132     return 0;
133     }
134    
135 root 1.95 object *
136     player::find_skill (shstr_cmp name) const
137 root 1.68 {
138     // might want to use last_skill_obj at one point, or maybe not
139     return ::find_skill (ob, name);
140     }
141    
142 root 1.50 /* This returns the skill pointer of the given name (the
143     * one that accumulates exp, has the level, etc).
144     *
145     * It is presumed that the player will be needing to actually
146     * use the skill, so thus if use of the skill requires a skill
147     * tool, this code will equip it.
148     */
149 root 1.49 object *
150 root 1.73 find_skill_by_name (object *who, shstr_cmp sh)
151 root 1.49 {
152     object *skill_tool = 0;
153    
154     for (object *tmp = who->inv; tmp; tmp = tmp->below)
155     if (tmp->skill == sh)
156     {
157     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
158     /* If this is a skill that can be used without applying tool, return it */
159 root 1.53 return splay (tmp);
160 root 1.49 /* Try to find appropriate skilltool. If the player has one already
161     * applied, we try to keep using that one.
162     */
163     else if (tmp->type == SKILL_TOOL && !skill_tool)
164     skill_tool = tmp;
165     }
166    
167     if (!skill_tool)
168     return 0;
169    
170     /* Player has a tool to use the skill. If not applied, apply it -
171     * if not successful, return null. If they do have the skill tool
172     * but not the skill itself, give it to them.
173     */
174 root 1.95 object *skill = who->give_skill (skill_tool->skill);
175 root 1.49
176     if (!skill_tool->flag [FLAG_APPLIED])
177 root 1.89 if (!who->apply (splay (skill_tool)))
178 root 1.49 return 0;
179    
180 root 1.53 return splay (skill);
181 root 1.49 }
182    
183 root 1.50 object *
184 root 1.73 find_skill_by_name_fuzzy (object *who, const char *name)
185 root 1.50 {
186 root 1.91 if (name)
187     for (object *tmp = who->inv; tmp; tmp = tmp->below)
188     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
189     && tmp->skill.starts_with (name))
190     if (object *skop = find_skill_by_name (who, tmp->skill))
191     return skop;
192 root 1.50
193     return 0;
194     }
195    
196 elmex 1.1 /* This returns the skill pointer of the given name (the
197 root 1.49 * one that accumulates exp, has the level, etc).
198 elmex 1.1 *
199     * It is presumed that the player will be needing to actually
200     * use the skill, so thus if use of the skill requires a skill
201     * tool, this code will equip it.
202     *
203     * This code is basically the same as find_skill_by_name() above,
204     * but instead a skill name, we search by matching number.
205     * this replaces find_skill.
206 root 1.97 *
207     * MUST NOT BE USED IN NEW CODE! (schmorp)
208 elmex 1.1 */
209 root 1.9 object *
210     find_skill_by_number (object *who, int skillno)
211 elmex 1.1 {
212 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
213 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
214     if (object *skop = find_skill_by_name (who, tmp->skill))
215     return skop;
216 elmex 1.1
217 root 1.50 return 0;
218 elmex 1.1 }
219    
220 root 1.95 object *
221     object::give_skill (shstr_cmp name, bool can_use)
222     {
223     object *skill = find_skill (this, name);
224    
225     if (!skill)
226     skill = give_skill_by_name (this, name);
227    
228     if (skill && can_use)
229     skill->flag [FLAG_CAN_USE_SKILL] = true;
230    
231     return skill;
232     }
233    
234 elmex 1.1 /* do_skill() - Main skills use function-similar in scope to cast_spell().
235     * We handle all requests for skill use outside of some combat here.
236     * We require a separate routine outside of fire() so as to allow monsters
237     * to utilize skills. Returns 1 on use of skill, otherwise 0.
238     * This is changed (2002-11-30) from the old method that returned
239     * exp - no caller needed that info, but it also prevented the callers
240     * from know if a skill was actually used, as many skills don't
241     * give any exp for their direct use (eg, throwing).
242     * It returns 0 if no skill was used.
243     */
244 root 1.9 int
245     do_skill (object *op, object *part, object *skill, int dir, const char *string)
246     {
247     int success = 0, exp = 0;
248    
249     if (!skill)
250     return 0;
251    
252     /* The code below presumes that the skill points to the object that
253     * holds the exp, level, etc of the skill. So if this is a player
254     * go and try to find the actual real skill pointer, and if the
255     * the player doesn't have a bucket for that, create one.
256     */
257     if (skill->type != SKILL && op->type == PLAYER)
258     {
259 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
260 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
261 root 1.43 {
262     skill = tmp;
263     goto found;
264     }
265 root 1.28
266 root 1.43 skill = give_skill_by_name (op, skill->skill);
267     found: ;
268 elmex 1.1 }
269    
270 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
271     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
272     return 0;
273 elmex 1.1
274 root 1.9 switch (skill->subtype)
275     {
276 root 1.28 case SK_LEVITATION:
277     /* Not 100% sure if this will work with new movement code -
278     * the levitation skill has move_type for flying, so when
279     * equipped, that should transfer to player, when not,
280     * shouldn't.
281     */
282 root 1.94 if (skill->flag [FLAG_APPLIED])
283 root 1.28 {
284 root 1.94 skill->clr_flag (FLAG_APPLIED);
285 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
286     }
287     else
288     {
289 root 1.94 skill->set_flag (FLAG_APPLIED);
290 root 1.61 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
291 root 1.28 }
292    
293     op->update_stats ();
294     success = 1;
295     break;
296 root 1.5
297 root 1.28 case SK_STEALING:
298     exp = success = steal (op, dir, skill);
299     break;
300 root 1.5
301 root 1.28 case SK_LOCKPICKING:
302     exp = success = pick_lock (op, dir, skill);
303     break;
304 root 1.5
305 root 1.28 case SK_HIDING:
306     exp = success = hide (op, skill);
307     break;
308 root 1.5
309 root 1.28 case SK_JUMPING:
310 root 1.63 exp = success = jump (op, dir, skill);
311 root 1.28 break;
312 root 1.5
313 root 1.28 case SK_INSCRIPTION:
314     exp = success = write_on_item (op, string, skill);
315     break;
316 root 1.5
317 root 1.28 case SK_MEDITATION:
318     meditate (op, skill);
319     success = 1;
320     break;
321     /* note that the following 'attack' skills gain exp through hit_player() */
322 root 1.5
323 root 1.28 case SK_KARATE:
324 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
325 root 1.28 break;
326 root 1.5
327 root 1.28 case SK_PUNCHING:
328 root 1.30 attack_hth (op, dir, "punched", skill);
329 root 1.28 break;
330 root 1.5
331 root 1.28 case SK_FLAME_TOUCH:
332 root 1.30 attack_hth (op, dir, "flamed", skill);
333 root 1.28 break;
334 elmex 1.1
335 root 1.28 case SK_SPARK_TOUCH:
336 root 1.30 attack_hth (op, dir, "zapped", skill);
337 root 1.28 break;
338 elmex 1.1
339 root 1.28 case SK_SHIVER:
340 root 1.30 attack_hth (op, dir, "froze", skill);
341 root 1.28 break;
342 elmex 1.1
343 root 1.28 case SK_ACID_SPLASH:
344 root 1.30 attack_hth (op, dir, "dissolved", skill);
345 root 1.28 break;
346 elmex 1.1
347 root 1.28 case SK_POISON_NAIL:
348 root 1.30 attack_hth (op, dir, "injected poison into", skill);
349 root 1.28 break;
350 elmex 1.1
351 root 1.28 case SK_CLAWING:
352 root 1.30 attack_hth (op, dir, "clawed", skill);
353 root 1.28 break;
354 root 1.5
355 root 1.28 case SK_ONE_HANDED_WEAPON:
356     case SK_TWO_HANDED_WEAPON:
357 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
358 root 1.28 break;
359 root 1.5
360 root 1.28 case SK_FIND_TRAPS:
361     exp = success = find_traps (op, skill);
362     break;
363 root 1.5
364 root 1.28 case SK_SINGING:
365     exp = success = singing (op, dir, skill);
366     break;
367 root 1.5
368 root 1.28 case SK_ORATORY:
369     exp = success = use_oratory (op, dir, skill);
370     break;
371 root 1.5
372 root 1.28 case SK_SMITHERY:
373     case SK_BOWYER:
374     case SK_JEWELER:
375     case SK_ALCHEMY:
376     case SK_THAUMATURGY:
377     case SK_LITERACY:
378     case SK_WOODSMAN:
379     /* first, we try to find a cauldron, and do the alchemy thing.
380     * failing that, we go and identify stuff.
381     */
382 elmex 1.74 {
383     bool found_cauldron = false;
384    
385     for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
386     {
387     next = tmp->above;
388 root 1.17
389 root 1.94 if (tmp->flag [FLAG_IS_CAULDRON])
390 elmex 1.74 {
391     found_cauldron = true;
392 root 1.17
393 elmex 1.74 if (tmp->skill != skill->skill)
394     {
395 root 1.92 op->failmsgf ("You can't use the %s with the %s skill!",
396     query_name (tmp),
397     query_name (skill));
398 elmex 1.74 break;
399     }
400 root 1.17
401 elmex 1.74 attempt_do_alchemy (op, tmp, skill);
402 root 1.17
403 root 1.94 if (tmp->flag [FLAG_APPLIED])
404 elmex 1.74 esrv_send_inventory (op, tmp);
405     }
406     }
407 root 1.17
408 elmex 1.74 if (!found_cauldron)
409     exp = success = skill_ident (op, skill);
410     }
411 root 1.28 break;
412 root 1.5
413 root 1.28 case SK_DET_MAGIC:
414     case SK_DET_CURSE:
415     exp = success = skill_ident (op, skill);
416     break;
417 root 1.5
418 root 1.28 case SK_DISARM_TRAPS:
419     exp = success = remove_trap (op, dir, skill);
420     break;
421 root 1.5
422 root 1.28 case SK_THROWING:
423     success = skill_throw (op, part, dir, string, skill);
424     break;
425 root 1.5
426 root 1.28 case SK_SET_TRAP:
427     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
428     break;
429 root 1.5
430 root 1.28 case SK_USE_MAGIC_ITEM:
431     case SK_MISSILE_WEAPON:
432     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
433     break;
434 root 1.5
435 root 1.28 case SK_PRAYING:
436     success = pray (op, skill);
437     break;
438 root 1.5
439 root 1.28 case SK_BARGAINING:
440     success = describe_shop (op);
441     break;
442 elmex 1.1
443 root 1.28 case SK_SORCERY:
444     case SK_EVOCATION:
445     case SK_PYROMANCY:
446     case SK_SUMMONING:
447     case SK_CLIMBING:
448     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
449     break;
450 root 1.5
451 root 1.86 case SK_MINING:
452     success = skill_mining (op, part, skill, dir, string);
453     break;
454    
455 root 1.28 default:
456     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
457     break;
458 elmex 1.1 }
459    
460 root 1.9 /* For players we now update the speed_left from using the skill.
461     * Monsters have no skill use time because of the random nature in
462     * which use_monster_skill is called already simulates this.
463     * If certain skills should take more/less time, that should be
464     * in the code for the skill itself.
465     */
466     if (op->type == PLAYER)
467 root 1.45 op->speed_left -= 1.f;
468 root 1.9
469     /* this is a good place to add experience for successfull use of skills.
470     * Note that add_exp() will figure out player/monster experience
471     * gain problems.
472     */
473    
474     if (success && exp)
475     change_exp (op, exp, skill->skill, 0);
476    
477     return success;
478 elmex 1.1 }
479    
480     /* calc_skill_exp() - calculates amount of experience can be gained for
481     * successfull use of a skill. Returns value of experience gain.
482     * Here we take the view that a player must 'overcome an opponent'
483     * in order to gain experience. Examples include foes killed combat,
484     * finding/disarming a trap, stealing from somebeing, etc.
485     * The gained experience is based primarily on the difference in levels,
486     * exp point value of vanquished foe, the relevent stats of the skill being
487     * used and modifications in the skills[] table.
488     *
489     * For now, monsters and players will be treated differently. Below I give
490     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
491     * Monsters just get 10% of the exp of the opponent.
492     *
493     * players get a ratio, eg, opponent lvl / player level. This is then
494     * multiplied by various things. If simple exp is true, then
495     * this multiplier, include the level difference, is always 1.
496     * This revised method prevents some cases where there are big gaps
497     * in the amount you get just because you are now equal level vs lower
498     * level
499     * who is player/creature that used the skill.
500     * op is the object that was 'defeated'.
501     * skill is the skill used. If no skill is used, it should just
502     * point back to who.
503     *
504     */
505 root 1.9 int
506     calc_skill_exp (object *who, object *op, object *skill)
507     {
508     int op_exp = 0, op_lvl = 0;
509     float base, value, lvl_mult = 0.0;
510    
511     if (!skill)
512     skill = who;
513    
514     /* Oct 95 - where we have an object, I expanded our treatment
515     * to 3 cases:
516     * non-living magic obj, runes and everything else.
517     *
518     * If an object is not alive and magical we set the base exp higher to
519     * help out exp awards for skill_ident skills. Also, if
520     * an item is type RUNE, we give out exp based on stats.Cha
521     * and level (this was the old system) -b.t.
522     */
523     if (!op)
524     { /* no item/creature */
525 root 1.60 op_lvl = max (1, who->map->difficulty);
526 root 1.9 op_exp = 0;
527     }
528     else if (op->type == RUNE || op->type == TRAP)
529     { /* all traps. If stats.Cha > 1 we use that
530 root 1.5 * for the amount of experience */
531 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
532     op_lvl = op->level;
533     }
534     else
535     { /* all other items/living creatures */
536     op_exp = op->stats.exp;
537     op_lvl = op->level;
538 root 1.94 if (!op->flag [FLAG_ALIVE])
539 root 1.60 op_lvl += 5 * abs (op->magic); /* for ident/make items */
540 root 1.9 }
541    
542     if (op_lvl < 1)
543     op_lvl = 1;
544    
545     if (who->type != PLAYER)
546     { /* for monsters only */
547     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
548     }
549     else
550     { /* for players */
551     base = op_exp;
552     /* if skill really is a skill, then we can look at the skill archetype for
553     * bse reward value (exp) and level multiplier factor.
554     */
555     if (skill->type == SKILL)
556     {
557 root 1.56 base += skill->arch->stats.exp;
558 root 1.9 if (settings.simple_exp)
559     {
560 root 1.56 if (skill->arch->level)
561     lvl_mult = (float) skill->arch->level / 100.0;
562 root 1.9 else
563     lvl_mult = 1.0; /* no adjustment */
564 root 1.5 }
565 root 1.9 else
566     {
567     if (skill->level)
568 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
569 root 1.9 else
570     lvl_mult = 1.0;
571 root 1.5 }
572 root 1.9 }
573     else
574     {
575     /* Don't divide by zero here! */
576 root 1.60 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
577 root 1.5 }
578 elmex 1.1 }
579 root 1.9
580     /* assemble the exp total, and return value */
581    
582     value = base * lvl_mult;
583     if (value < 1)
584     value = 1; /* Always give at least 1 exp point */
585    
586 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
587 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);
588 elmex 1.1 #endif
589 root 1.9 return ((int) value);
590 elmex 1.1 }
591    
592     /* Learn skill. This inserts the requested skill in the player's
593     * inventory. The skill field of the scroll should have the
594     * exact name of the requested skill.
595     * This one actually teaches the player the skill as something
596     * they can equip.
597     * Return 0 if the player knows the skill, 1 if the
598     * player learns the skill, 2 otherwise.
599     */
600     int
601 root 1.9 learn_skill (object *pl, object *scroll)
602     {
603     if (!scroll->skill)
604     {
605     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
606     return 2;
607 elmex 1.1 }
608    
609 root 1.50 object *tmp = find_skill (pl, scroll->skill);
610 elmex 1.1
611 root 1.9 /* player already knows it */
612 root 1.94 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
613 root 1.9 return 0;
614 elmex 1.1
615 root 1.9 /* now a random change to learn, based on player Int.
616     * give bonus based on level - otherwise stupid characters
617     * might never be able to learn anything.
618     */
619     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
620     return 2; /* failure :< */
621 elmex 1.1
622 root 1.9 if (!tmp)
623     tmp = give_skill_by_name (pl, scroll->skill);
624 elmex 1.1
625 root 1.9 if (!tmp)
626     {
627     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
628     return 2;
629 elmex 1.1 }
630    
631 root 1.94 tmp->set_flag (FLAG_CAN_USE_SKILL);
632 root 1.67
633 root 1.9 return 1;
634 elmex 1.1 }
635    
636     /* Gives a percentage clipped to 0% -> 100% of a/b. */
637     /* Probably belongs in some global utils-type file? */
638 root 1.9 static int
639     clipped_percent (sint64 a, sint64 b)
640 elmex 1.1 {
641     int rv;
642    
643     if (b <= 0)
644     return 0;
645    
646 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
647    
648 elmex 1.1 if (rv < 0)
649     return 0;
650     else if (rv > 100)
651     return 100;
652 root 1.9
653 elmex 1.1 return rv;
654     }
655    
656     /* show_skills() - Meant to allow players to examine
657     * their current skill list.
658     * This shows the amount of exp they have in the skills.
659     * we also include some other non skill related info (god,
660     * max weapon improvments, item power).
661     * Note this function is a bit more complicated becauase we
662     * we want ot sort the skills before printing them. If we
663     * just dumped this as we found it, this would be a bit
664     * simpler.
665     */
666 root 1.57 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
667 root 1.9 void
668 root 1.66 show_skills (object *pl, const char *search)
669 root 1.9 {
670     const char *cp;
671     int i, num_skills_found = 0;
672 root 1.64 const char *const periods = ".............................."; // 30
673 root 1.9
674     /* Need to have a pointer and use strdup for qsort to work properly */
675 root 1.64 char skills[NUM_SKILLS][128]; // d'oh
676 root 1.9
677 root 1.66 object *op = pl->contr->ob;
678    
679 root 1.64 for (object *tmp = op->inv; tmp; tmp = tmp->below)
680 root 1.9 {
681     if (tmp->type == SKILL)
682     {
683 root 1.72 if (search && !tmp->name.contains (search))
684 root 1.9 continue;
685 root 1.64
686     char buf[30];
687    
688     /* Basically want to fill this out to 30 spaces with periods */
689     snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
690 root 1.9
691     if (settings.permanent_exp_ratio)
692 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
693     buf, tmp->level, tmp->stats.exp,
694     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
695 root 1.9 else
696 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
697     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
698 root 1.57
699 root 1.9 /* I don't know why some characters get a bunch of skills, but
700     * it sometimes happens (maybe a leftover from bugier earlier code
701     * and those character are still about). In any case, lets handle
702     * it so it doesn't crash the server - otherwise, one character may
703     * crash the server numerous times.
704     */
705     if (num_skills_found >= NUM_SKILLS)
706     {
707 root 1.77 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
708     new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
709 root 1.9 break;
710 root 1.5 }
711     }
712 elmex 1.1 }
713    
714 root 1.76 dynbuf_text &msg = msg_dynbuf; msg.clear ();
715 root 1.64
716     msg << "T<Player skills:>\n\n";
717 root 1.9 if (num_skills_found > 1)
718 root 1.64 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
719 elmex 1.1
720 root 1.9 for (i = 0; i < num_skills_found; i++)
721 root 1.64 msg << " C<" << skills [i] << ">\n";
722 elmex 1.1
723 root 1.64 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
724 elmex 1.1
725 root 1.9 cp = determine_god (op);
726 root 1.64 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
727    
728     msg << "Your equipped item power is " << (int)op->contr->item_power
729     << " out of " << int (op->level * settings.item_power_factor)
730 root 1.65 << ".\n";
731 elmex 1.1
732 root 1.66 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
733 elmex 1.1 }
734    
735     /* use_skill() - similar to invoke command, it executes the skill in the
736     * direction that the user is facing. Returns false if we are unable to
737     * change to the requested skill, or were unable to use the skill properly.
738     * This is tricky because skills can have spaces. We basically roll
739     * our own find_skill_by_name so we can try to do better string matching.
740     */
741 root 1.9 int
742     use_skill (object *op, const char *string)
743     {
744     object *skop;
745     size_t len;
746    
747     if (!string)
748     return 0;
749    
750 root 1.50 for (skop = op->inv; skop; skop = skop->below)
751 root 1.90 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
752     && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
753     {
754     skop = find_skill_by_name (op, skop->skill);
755 root 1.9 break;
756 root 1.90 }
757 root 1.50
758 root 1.9 if (!skop)
759     {
760 root 1.92 op->failmsgf ("Unable to find skill %s.", string);
761 root 1.87 return 0;
762     }
763    
764     if (!(skill_flags [skop->subtype] & SF_USE))
765     {
766 root 1.92 op->failmsgf (
767 root 1.87 "You feel as if you wanted to do something funny, but you can't remember what. "
768 root 1.90 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
769     "use it with some item, or it's always active.>",
770 root 1.87 &skop->skill
771 root 1.92 );
772 root 1.9 return 0;
773 elmex 1.1 }
774    
775 root 1.9 len = strlen (skop->skill);
776 elmex 1.1
777 root 1.9 /* All this logic goes and skips over the skill name to find any
778     * options given to the skill. Its pretty simple - if there
779     * are extra parameters (as deteremined by string length), we
780     * want to skip over any leading spaces.
781     */
782     if (len >= strlen (string))
783 root 1.50 string = NULL;
784 root 1.9 else
785     {
786     string += len;
787     while (*string == 0x20)
788     string++;
789 root 1.50
790 root 1.9 if (strlen (string) == 0)
791     string = NULL;
792     }
793    
794 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
795 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
796 elmex 1.1 #endif
797    
798 root 1.9 if (do_skill (op, op, skop, op->facing, string))
799     return 1;
800    
801     return 0;
802 elmex 1.1 }
803    
804 root 1.16 static bool
805     hth_skill_p (object *skill)
806     {
807 root 1.83 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
808 root 1.16 }
809    
810     /* This finds the first unarmed skill the player has, and returns it.
811 elmex 1.1 */
812 root 1.9 static object *
813 root 1.16 find_player_hth_skill (object *op)
814 elmex 1.1 {
815 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
816 root 1.94 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
817 root 1.16 return tmp;
818 elmex 1.1
819 root 1.16 return 0;
820 elmex 1.1 }
821    
822     /* do_skill_attack() - We have got an appropriate opponent from either
823     * move_player_attack() or skill_attack(). In this part we get on with
824     * attacking, take care of messages from the attack and changes in invisible.
825     * Returns true if the attack damaged the opponent.
826     * tmp is the targetted monster.
827     * op is what is attacking
828     * string is passed along to describe what messages to describe
829     * the damage.
830     */
831 root 1.9 static int
832     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
833     {
834     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
835     return RESULT_INT (0);
836    
837     /* For Players only: if there is no ready weapon, and no "attack" skill
838     * is readied either then try to find a skill for the player to use.
839     * it is presumed that if skill is set, it is a valid attack skill (eg,
840     * the caller should have set it appropriately). We still want to pass
841     * through that code if skill is set to change to the skill.
842     */
843 root 1.35 if (player *pl = op->contr)
844 root 1.9 {
845 root 1.63 if (skill)
846 root 1.88 {
847     if (!op->apply (skill))
848     return 0;
849     }
850 root 1.63 else
851 root 1.9 {
852 root 1.63 if (!pl->combat_ob)
853 root 1.9 {
854 root 1.94 if (op->flag [FLAG_READY_WEAPON])
855 root 1.63 {
856     for (tmp = op->inv; tmp; tmp = tmp->below)
857 root 1.94 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
858 root 1.63 break;
859 root 1.35
860 root 1.63 if (!tmp)
861     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
862 root 1.9
863 root 1.63 pl->combat_ob = tmp;
864     }
865 root 1.52
866 root 1.63 if (!pl->combat_ob)
867 root 1.35 {
868     /* See if the players chosen skill is a combat skill, and use
869     * it if appropriate.
870     */
871     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
872     skill = op->chosen_skill;
873     else
874 root 1.9 {
875 root 1.35 skill = find_player_hth_skill (op);
876    
877     if (!skill)
878 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
879 root 1.5 }
880 root 1.63
881 root 1.85 op->apply (skill);
882 root 1.5 }
883 root 1.35
884 root 1.63 if (!pl->combat_ob)
885 root 1.55 {
886 root 1.63 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
887     return 0;
888 root 1.55 }
889 root 1.5 }
890 root 1.16
891 root 1.84 if (!op->apply (pl->combat_ob))
892 root 1.63 return 0;
893 root 1.9 }
894 root 1.35
895 root 1.38 /* lose invisiblity/hiding status for running attacks */
896 root 1.35 if (pl->tmp_invis)
897     {
898     pl->tmp_invis = 0;
899     op->invisible = 0;
900 root 1.69 op->flag [FLAG_HIDDEN] = 0;
901 root 1.35 update_object (op, UP_OBJ_CHANGE);
902 root 1.5 }
903 elmex 1.1 }
904    
905 root 1.31 int success = attack_ob (tmp, op);
906 root 1.9
907     /* print appropriate messages to the player */
908    
909 root 1.94 if (success && string && tmp && !tmp->flag [FLAG_FREED])
910 root 1.9 {
911     if (op->type == PLAYER)
912     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
913     else if (tmp->type == PLAYER)
914     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
915     }
916 root 1.30
917 root 1.9 return success;
918     }
919 elmex 1.1
920     /* skill_attack() - Core routine for use when we attack using a skills
921     * system. In essence, this code handles
922 root 1.63 * all skill-based attacks, i.e. hth, missile and melee weapons should be
923 elmex 1.1 * treated here. If an opponent is already supplied by move_player(),
924     * we move right onto do_skill_attack(), otherwise we find if an
925     * appropriate opponent exists.
926     *
927     * This is called by move_player() and attack_hth()
928     *
929     * Initial implementation by -bt thomas@astro.psu.edu
930     */
931 root 1.9 int
932     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
933     {
934     sint16 tx, ty;
935 root 1.13 maptile *m;
936 root 1.9 int mflags;
937    
938     if (!dir)
939     dir = pl->facing;
940 root 1.16
941 root 1.9 tx = freearr_x[dir];
942     ty = freearr_y[dir];
943    
944     /* If we don't yet have an opponent, find if one exists, and attack.
945     * Legal opponents are the same as outlined in move_player_attack()
946     */
947 root 1.31 if (!tmp)
948 root 1.9 {
949     m = pl->map;
950     tx = pl->x + freearr_x[dir];
951     ty = pl->y + freearr_y[dir];
952    
953     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
954     if (mflags & P_OUT_OF_MAP)
955     return 0;
956    
957     /* space must be blocked for there to be anything interesting to do */
958     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
959     return 0;
960    
961 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
962 root 1.94 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
963 root 1.9 {
964     /* Don't attack party members */
965     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
966     return 0;
967 root 1.31
968 root 1.9 break;
969     }
970 elmex 1.1 }
971 root 1.31
972 root 1.9 if (!tmp)
973     {
974     if (pl->type == PLAYER)
975     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
976 root 1.31
977 root 1.9 return 0;
978 elmex 1.1 }
979    
980 root 1.9 return do_skill_attack (tmp, pl, string, skill);
981 elmex 1.1 }
982    
983     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
984 root 1.9
985 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
986     * (attack_hth) we check for weapon use, etc in the second (the new
987     * function skill_attack() we actually attack.
988     */
989 root 1.9 static int
990     attack_hth (object *pl, int dir, const char *string, object *skill)
991     {
992     object *enemy = NULL, *weapon;
993 elmex 1.1
994 root 1.94 if (pl->flag [FLAG_READY_WEAPON])
995 root 1.9 for (weapon = pl->inv; weapon; weapon = weapon->below)
996     {
997 root 1.94 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
998 root 1.9 {
999 root 1.94 weapon->clr_flag (FLAG_APPLIED);
1000     pl->clr_flag (FLAG_READY_WEAPON);
1001 root 1.22 pl->update_stats ();
1002 root 1.9 if (pl->type == PLAYER)
1003     {
1004     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1005     esrv_update_item (UPD_FLAGS, pl, weapon);
1006     }
1007 root 1.37
1008 root 1.9 break;
1009     }
1010     }
1011 root 1.30
1012 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1013 elmex 1.1 }
1014    
1015     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1016     * For now we are just checking to see if we have a ready weapon here.
1017     * But there is a real neato possible feature of this scheme which
1018     * bears mentioning:
1019     * Since we are only calling this from do_skill() in the future
1020     * we may make this routine handle 'special' melee weapons attacks
1021     * (like disarming manuever with sai) based on player SK_level and
1022     * weapon type.
1023     */
1024 root 1.9 static int
1025     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1026     {
1027 elmex 1.1
1028 root 1.94 if (!op->flag [FLAG_READY_WEAPON])
1029 root 1.9 {
1030     if (op->type == PLAYER)
1031     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1032 root 1.30
1033 root 1.9 return 0;
1034 elmex 1.1 }
1035 root 1.30
1036 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1037 root 1.51 }
1038 elmex 1.1