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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* Created July 95 to separate skill utilities from actual skills -b.t. */ |
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|
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/* Reconfigured skills code to allow linking of skills to experience |
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* categories. This is done solely through the init_new_exp_system() fctn. |
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* June/July 1995 -b.t. thomas@astro.psu.edu |
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*/ |
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|
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/* July 1995 - Initial associated skills coding. Experience gains |
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* come solely from the use of skills. Overcoming an opponent (in combat, |
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* finding/disarming a trap, stealing from somebeing, etc) gains |
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* experience. Calc_skill_exp() handles the gained experience using |
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* modifications in the skills[] table. - b.t. |
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*/ |
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|
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/* define the following for skills utility debuging */ |
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|
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/* #define SKILL_UTIL_DEBUG */ |
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|
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#include <global.h> |
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#include <object.h> |
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#include <sproto.h> |
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#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
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#include <spells.h> |
48 |
|
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const uint8_t skill_flags[NUM_SKILLS] = { |
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0, // SK_NONE |
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# define def(uc, flags) flags, |
52 |
# include "skillinc.h" |
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# undef def |
54 |
}; |
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|
56 |
vector<object_ptr> skillvec; |
57 |
|
58 |
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 |
|
61 |
/* init_skills basically just sets up the skill_names table |
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* above. The index into the array is set up by the |
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* subtypes. |
64 |
*/ |
65 |
void |
66 |
init_skills () |
67 |
{ |
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// nop |
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} |
70 |
|
71 |
void |
72 |
add_skill_archetype (object *o) |
73 |
{ |
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assert (("skill name must equal skill skill", o->name == o->skill)); |
75 |
|
76 |
for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
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if ((*i)->name == o->name) |
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{ |
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// replace existing entry |
80 |
SKILL_INDEX (o) = i - skillvec.begin (); |
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*i = o; |
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return; |
83 |
} |
84 |
|
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// add new entry |
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assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
87 |
SKILL_INDEX (o) = skillvec.size (); |
88 |
skillvec.push_back (o); |
89 |
} |
90 |
|
91 |
/* This function goes through the player inventory and sets |
92 |
* up the last_skills[] array in the player object. |
93 |
* the last_skills[] is used to more quickly lookup skills - |
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* mostly used for sending exp. |
95 |
*/ |
96 |
void |
97 |
player::link_skills () |
98 |
{ |
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for (int i = 0; i < CS_NUM_SKILLS; ++i) |
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last_skill_ob [i] = 0; |
101 |
|
102 |
for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
103 |
if (tmp->type == SKILL) |
104 |
{ |
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int idx = SKILL_INDEX (tmp); |
106 |
|
107 |
assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
108 |
|
109 |
if (last_skill_ob [idx] != tmp) |
110 |
{ |
111 |
last_skill_ob [idx] = tmp; |
112 |
if (ns) |
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ns->last_skill_exp [idx] = -1; |
114 |
} |
115 |
} |
116 |
} |
117 |
|
118 |
static object * |
119 |
find_skill (object *who, shstr_cmp name) |
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{ |
121 |
if (who->chosen_skill |
122 |
&& who->chosen_skill->skill == name |
123 |
&& who->chosen_skill->type == SKILL) |
124 |
return who->chosen_skill; |
125 |
|
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for (object *tmp = who->inv; tmp; tmp = tmp->below) |
127 |
if (tmp->skill == name && tmp->type == SKILL) |
128 |
return splay (tmp); |
129 |
|
130 |
return 0; |
131 |
} |
132 |
|
133 |
object * |
134 |
player::find_skill (shstr_cmp name) const |
135 |
{ |
136 |
// might want to use last_skill_obj at one point, or maybe not |
137 |
return ::find_skill (ob, name); |
138 |
} |
139 |
|
140 |
/* This returns the skill pointer of the given name (the |
141 |
* one that accumulates exp, has the level, etc). |
142 |
* |
143 |
* It is presumed that the player will be needing to actually |
144 |
* use the skill, so thus if use of the skill requires a skill |
145 |
* tool, this code will equip it. |
146 |
*/ |
147 |
object * |
148 |
find_skill_by_name (object *who, shstr_cmp sh) |
149 |
{ |
150 |
object *skill_tool = 0; |
151 |
|
152 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
153 |
if (tmp->skill == sh) |
154 |
{ |
155 |
if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
156 |
/* If this is a skill that can be used without applying tool, return it */ |
157 |
return splay (tmp); |
158 |
/* Try to find appropriate skilltool. If the player has one already |
159 |
* applied, we try to keep using that one. |
160 |
*/ |
161 |
else if (tmp->type == SKILL_TOOL && !skill_tool) |
162 |
skill_tool = tmp; |
163 |
} |
164 |
|
165 |
if (!skill_tool) |
166 |
return 0; |
167 |
|
168 |
/* Player has a tool to use the skill. If not applied, apply it - |
169 |
* if not successful, return null. If they do have the skill tool |
170 |
* but not the skill itself, give it to them. |
171 |
*/ |
172 |
object *skill = who->give_skill (skill_tool->skill); |
173 |
|
174 |
if (!skill_tool->flag [FLAG_APPLIED]) |
175 |
if (!who->apply (splay (skill_tool))) |
176 |
return 0; |
177 |
|
178 |
return splay (skill); |
179 |
} |
180 |
|
181 |
object * |
182 |
find_skill_by_name_fuzzy (object *who, const char *name) |
183 |
{ |
184 |
if (name) |
185 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
186 |
if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
187 |
&& tmp->skill.starts_with (name)) |
188 |
if (object *skop = find_skill_by_name (who, tmp->skill)) |
189 |
return skop; |
190 |
|
191 |
return 0; |
192 |
} |
193 |
|
194 |
/* This returns the skill pointer of the given name (the |
195 |
* one that accumulates exp, has the level, etc). |
196 |
* |
197 |
* It is presumed that the player will be needing to actually |
198 |
* use the skill, so thus if use of the skill requires a skill |
199 |
* tool, this code will equip it. |
200 |
* |
201 |
* This code is basically the same as find_skill_by_name() above, |
202 |
* but instead a skill name, we search by matching number. |
203 |
* this replaces find_skill. |
204 |
* |
205 |
* MUST NOT BE USED IN NEW CODE! (schmorp) |
206 |
*/ |
207 |
object * |
208 |
find_skill_by_number (object *who, int skillno) |
209 |
{ |
210 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
211 |
if (tmp->type == SKILL && tmp->subtype == skillno) |
212 |
if (object *skop = find_skill_by_name (who, tmp->skill)) |
213 |
return skop; |
214 |
|
215 |
return 0; |
216 |
} |
217 |
|
218 |
object * |
219 |
object::give_skill (shstr_cmp name, bool can_use) |
220 |
{ |
221 |
object *skill = find_skill (this, name); |
222 |
|
223 |
if (!skill) |
224 |
skill = give_skill_by_name (this, name); |
225 |
|
226 |
if (skill && can_use) |
227 |
skill->flag [FLAG_CAN_USE_SKILL] = true; |
228 |
|
229 |
return skill; |
230 |
} |
231 |
|
232 |
/* do_skill() - Main skills use function-similar in scope to cast_spell(). |
233 |
* We handle all requests for skill use outside of some combat here. |
234 |
* We require a separate routine outside of fire() so as to allow monsters |
235 |
* to utilize skills. Returns 1 on use of skill, otherwise 0. |
236 |
* This is changed (2002-11-30) from the old method that returned |
237 |
* exp - no caller needed that info, but it also prevented the callers |
238 |
* from know if a skill was actually used, as many skills don't |
239 |
* give any exp for their direct use (eg, throwing). |
240 |
* It returns 0 if no skill was used. |
241 |
*/ |
242 |
int |
243 |
do_skill (object *op, object *part, object *skill, int dir, const char *string) |
244 |
{ |
245 |
int success = 0, exp = 0; |
246 |
|
247 |
if (!skill) |
248 |
return 0; |
249 |
|
250 |
/* The code below presumes that the skill points to the object that |
251 |
* holds the exp, level, etc of the skill. So if this is a player |
252 |
* go and try to find the actual real skill pointer, and if the |
253 |
* the player doesn't have a bucket for that, create one. |
254 |
*/ |
255 |
if (skill->type != SKILL && op->type == PLAYER) |
256 |
{ |
257 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
258 |
if (tmp->type == SKILL && tmp->skill == skill->skill) |
259 |
{ |
260 |
skill = tmp; |
261 |
goto found; |
262 |
} |
263 |
|
264 |
skill = give_skill_by_name (op, skill->skill); |
265 |
found: ; |
266 |
} |
267 |
|
268 |
// skill, by_whom, on_which_object, which direction, skill_argument |
269 |
if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
270 |
return 0; |
271 |
|
272 |
switch (skill->subtype) |
273 |
{ |
274 |
case SK_LEVITATION: |
275 |
/* Not 100% sure if this will work with new movement code - |
276 |
* the levitation skill has move_type for flying, so when |
277 |
* equipped, that should transfer to player, when not, |
278 |
* shouldn't. |
279 |
*/ |
280 |
if (skill->flag [FLAG_APPLIED]) |
281 |
{ |
282 |
skill->clr_flag (FLAG_APPLIED); |
283 |
new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
284 |
} |
285 |
else |
286 |
{ |
287 |
skill->set_flag (FLAG_APPLIED); |
288 |
new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
289 |
} |
290 |
|
291 |
op->update_stats (); |
292 |
success = 1; |
293 |
break; |
294 |
|
295 |
case SK_STEALING: |
296 |
exp = success = steal (op, dir, skill); |
297 |
break; |
298 |
|
299 |
case SK_LOCKPICKING: |
300 |
exp = success = pick_lock (op, dir, skill); |
301 |
break; |
302 |
|
303 |
case SK_HIDING: |
304 |
exp = success = hide (op, skill); |
305 |
break; |
306 |
|
307 |
case SK_JUMPING: |
308 |
exp = success = jump (op, dir, skill); |
309 |
break; |
310 |
|
311 |
case SK_INSCRIPTION: |
312 |
exp = success = write_on_item (op, string, skill); |
313 |
break; |
314 |
|
315 |
case SK_MEDITATION: |
316 |
meditate (op, skill); |
317 |
success = 1; |
318 |
break; |
319 |
/* note that the following 'attack' skills gain exp through hit_player() */ |
320 |
|
321 |
case SK_KARATE: |
322 |
attack_hth (op, dir, "karate-chopped", skill); |
323 |
break; |
324 |
|
325 |
case SK_PUNCHING: |
326 |
attack_hth (op, dir, "punched", skill); |
327 |
break; |
328 |
|
329 |
case SK_FLAME_TOUCH: |
330 |
attack_hth (op, dir, "flamed", skill); |
331 |
break; |
332 |
|
333 |
case SK_SPARK_TOUCH: |
334 |
attack_hth (op, dir, "zapped", skill); |
335 |
break; |
336 |
|
337 |
case SK_SHIVER: |
338 |
attack_hth (op, dir, "froze", skill); |
339 |
break; |
340 |
|
341 |
case SK_ACID_SPLASH: |
342 |
attack_hth (op, dir, "dissolved", skill); |
343 |
break; |
344 |
|
345 |
case SK_POISON_NAIL: |
346 |
attack_hth (op, dir, "injected poison into", skill); |
347 |
break; |
348 |
|
349 |
case SK_CLAWING: |
350 |
attack_hth (op, dir, "clawed", skill); |
351 |
break; |
352 |
|
353 |
case SK_ONE_HANDED_WEAPON: |
354 |
case SK_TWO_HANDED_WEAPON: |
355 |
attack_melee_weapon (op, dir, NULL, skill); |
356 |
break; |
357 |
|
358 |
case SK_FIND_TRAPS: |
359 |
exp = success = find_traps (op, skill); |
360 |
break; |
361 |
|
362 |
case SK_SINGING: |
363 |
exp = success = singing (op, dir, skill); |
364 |
break; |
365 |
|
366 |
case SK_ORATORY: |
367 |
exp = success = use_oratory (op, dir, skill); |
368 |
break; |
369 |
|
370 |
case SK_SMITHERY: |
371 |
case SK_BOWYER: |
372 |
case SK_JEWELER: |
373 |
case SK_ALCHEMY: |
374 |
case SK_THAUMATURGY: |
375 |
case SK_LITERACY: |
376 |
case SK_WOODSMAN: |
377 |
/* first, we try to find a cauldron, and do the alchemy thing. |
378 |
* failing that, we go and identify stuff. |
379 |
*/ |
380 |
{ |
381 |
bool found_cauldron = false; |
382 |
|
383 |
for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
384 |
{ |
385 |
next = tmp->above; |
386 |
|
387 |
if (tmp->flag [FLAG_IS_CAULDRON]) |
388 |
{ |
389 |
found_cauldron = true; |
390 |
|
391 |
if (tmp->skill != skill->skill) |
392 |
{ |
393 |
op->failmsgf ("You can't use the %s with the %s skill!", |
394 |
query_name (tmp), |
395 |
query_name (skill)); |
396 |
break; |
397 |
} |
398 |
|
399 |
attempt_do_alchemy (op, tmp, skill); |
400 |
|
401 |
if (tmp->flag [FLAG_APPLIED]) |
402 |
esrv_send_inventory (op, tmp); |
403 |
} |
404 |
} |
405 |
|
406 |
if (!found_cauldron) |
407 |
exp = success = skill_ident (op, skill); |
408 |
} |
409 |
break; |
410 |
|
411 |
case SK_DET_MAGIC: |
412 |
case SK_DET_CURSE: |
413 |
exp = success = skill_ident (op, skill); |
414 |
break; |
415 |
|
416 |
case SK_DISARM_TRAPS: |
417 |
exp = success = remove_trap (op, dir, skill); |
418 |
break; |
419 |
|
420 |
case SK_THROWING: |
421 |
success = skill_throw (op, part, dir, string, skill); |
422 |
break; |
423 |
|
424 |
case SK_SET_TRAP: |
425 |
new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
426 |
break; |
427 |
|
428 |
case SK_USE_MAGIC_ITEM: |
429 |
case SK_MISSILE_WEAPON: |
430 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
431 |
break; |
432 |
|
433 |
case SK_PRAYING: |
434 |
success = pray (op, skill); |
435 |
break; |
436 |
|
437 |
case SK_BARGAINING: |
438 |
success = describe_shop (op); |
439 |
break; |
440 |
|
441 |
case SK_SORCERY: |
442 |
case SK_EVOCATION: |
443 |
case SK_PYROMANCY: |
444 |
case SK_SUMMONING: |
445 |
case SK_CLIMBING: |
446 |
new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
447 |
break; |
448 |
|
449 |
case SK_MINING: |
450 |
success = skill_mining (op, part, skill, dir, string); |
451 |
break; |
452 |
|
453 |
default: |
454 |
LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
455 |
break; |
456 |
} |
457 |
|
458 |
/* For players we now update the speed_left from using the skill. |
459 |
* Monsters have no skill use time because of the random nature in |
460 |
* which use_monster_skill is called already simulates this. |
461 |
* If certain skills should take more/less time, that should be |
462 |
* in the code for the skill itself. |
463 |
*/ |
464 |
if (op->type == PLAYER) |
465 |
op->speed_left -= 1.f; |
466 |
|
467 |
/* this is a good place to add experience for successfull use of skills. |
468 |
* Note that add_exp() will figure out player/monster experience |
469 |
* gain problems. |
470 |
*/ |
471 |
|
472 |
if (success && exp) |
473 |
change_exp (op, exp, skill->skill, 0); |
474 |
|
475 |
return success; |
476 |
} |
477 |
|
478 |
/* calc_skill_exp() - calculates amount of experience can be gained for |
479 |
* successfull use of a skill. Returns value of experience gain. |
480 |
* Here we take the view that a player must 'overcome an opponent' |
481 |
* in order to gain experience. Examples include foes killed combat, |
482 |
* finding/disarming a trap, stealing from somebeing, etc. |
483 |
* The gained experience is based primarily on the difference in levels, |
484 |
* exp point value of vanquished foe, the relevent stats of the skill being |
485 |
* used and modifications in the skills[] table. |
486 |
* |
487 |
* For now, monsters and players will be treated differently. Below I give |
488 |
* the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. |
489 |
* Monsters just get 10% of the exp of the opponent. |
490 |
* |
491 |
* players get a ratio, eg, opponent lvl / player level. This is then |
492 |
* multiplied by various things. If simple exp is true, then |
493 |
* this multiplier, include the level difference, is always 1. |
494 |
* This revised method prevents some cases where there are big gaps |
495 |
* in the amount you get just because you are now equal level vs lower |
496 |
* level |
497 |
* who is player/creature that used the skill. |
498 |
* op is the object that was 'defeated'. |
499 |
* skill is the skill used. If no skill is used, it should just |
500 |
* point back to who. |
501 |
* |
502 |
*/ |
503 |
int |
504 |
calc_skill_exp (object *who, object *op, object *skill) |
505 |
{ |
506 |
int op_exp = 0, op_lvl = 0; |
507 |
float base, value, lvl_mult = 0.0; |
508 |
|
509 |
if (!skill) |
510 |
skill = who; |
511 |
|
512 |
/* Oct 95 - where we have an object, I expanded our treatment |
513 |
* to 3 cases: |
514 |
* non-living magic obj, runes and everything else. |
515 |
* |
516 |
* If an object is not alive and magical we set the base exp higher to |
517 |
* help out exp awards for skill_ident skills. Also, if |
518 |
* an item is type RUNE, we give out exp based on stats.Cha |
519 |
* and level (this was the old system) -b.t. |
520 |
*/ |
521 |
if (!op) |
522 |
{ /* no item/creature */ |
523 |
op_lvl = max (1, who->map->difficulty); |
524 |
op_exp = 0; |
525 |
} |
526 |
else if (op->type == RUNE || op->type == TRAP) |
527 |
{ /* all traps. If stats.Cha > 1 we use that |
528 |
* for the amount of experience */ |
529 |
op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
530 |
op_lvl = op->level; |
531 |
} |
532 |
else |
533 |
{ /* all other items/living creatures */ |
534 |
op_exp = op->stats.exp; |
535 |
op_lvl = op->level; |
536 |
if (!op->flag [FLAG_ALIVE]) |
537 |
op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
538 |
} |
539 |
|
540 |
if (op_lvl < 1) |
541 |
op_lvl = 1; |
542 |
|
543 |
if (who->type != PLAYER) |
544 |
{ /* for monsters only */ |
545 |
return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
546 |
} |
547 |
else |
548 |
{ /* for players */ |
549 |
base = op_exp; |
550 |
/* if skill really is a skill, then we can look at the skill archetype for |
551 |
* bse reward value (exp) and level multiplier factor. |
552 |
*/ |
553 |
if (skill->type == SKILL) |
554 |
{ |
555 |
base += skill->arch->stats.exp; |
556 |
if (settings.simple_exp) |
557 |
{ |
558 |
if (skill->arch->level) |
559 |
lvl_mult = (float) skill->arch->level / 100.0; |
560 |
else |
561 |
lvl_mult = 1.0; /* no adjustment */ |
562 |
} |
563 |
else |
564 |
{ |
565 |
if (skill->level) |
566 |
lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
567 |
else |
568 |
lvl_mult = 1.0; |
569 |
} |
570 |
} |
571 |
else |
572 |
{ |
573 |
/* Don't divide by zero here! */ |
574 |
lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
575 |
} |
576 |
} |
577 |
|
578 |
/* assemble the exp total, and return value */ |
579 |
|
580 |
value = base * lvl_mult; |
581 |
if (value < 1) |
582 |
value = 1; /* Always give at least 1 exp point */ |
583 |
|
584 |
#ifdef SKILL_UTIL_DEBUG |
585 |
LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); |
586 |
#endif |
587 |
return ((int) value); |
588 |
} |
589 |
|
590 |
/* Learn skill. This inserts the requested skill in the player's |
591 |
* inventory. The skill field of the scroll should have the |
592 |
* exact name of the requested skill. |
593 |
* This one actually teaches the player the skill as something |
594 |
* they can equip. |
595 |
* Return 0 if the player knows the skill, 1 if the |
596 |
* player learns the skill, 2 otherwise. |
597 |
*/ |
598 |
int |
599 |
learn_skill (object *pl, object *scroll) |
600 |
{ |
601 |
if (!scroll->skill) |
602 |
{ |
603 |
LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
604 |
return 2; |
605 |
} |
606 |
|
607 |
object *tmp = find_skill (pl, scroll->skill); |
608 |
|
609 |
/* player already knows it */ |
610 |
if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
611 |
return 0; |
612 |
|
613 |
/* now a random change to learn, based on player Int. |
614 |
* give bonus based on level - otherwise stupid characters |
615 |
* might never be able to learn anything. |
616 |
*/ |
617 |
if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
618 |
return 2; /* failure :< */ |
619 |
|
620 |
if (!tmp) |
621 |
tmp = give_skill_by_name (pl, scroll->skill); |
622 |
|
623 |
if (!tmp) |
624 |
{ |
625 |
LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
626 |
return 2; |
627 |
} |
628 |
|
629 |
tmp->set_flag (FLAG_CAN_USE_SKILL); |
630 |
|
631 |
return 1; |
632 |
} |
633 |
|
634 |
/* Gives a percentage clipped to 0% -> 100% of a/b. */ |
635 |
/* Probably belongs in some global utils-type file? */ |
636 |
static int |
637 |
clipped_percent (sint64 a, sint64 b) |
638 |
{ |
639 |
int rv; |
640 |
|
641 |
if (b <= 0) |
642 |
return 0; |
643 |
|
644 |
rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
645 |
|
646 |
if (rv < 0) |
647 |
return 0; |
648 |
else if (rv > 100) |
649 |
return 100; |
650 |
|
651 |
return rv; |
652 |
} |
653 |
|
654 |
/* show_skills() - Meant to allow players to examine |
655 |
* their current skill list. |
656 |
* This shows the amount of exp they have in the skills. |
657 |
* we also include some other non skill related info (god, |
658 |
* max weapon improvments, item power). |
659 |
* Note this function is a bit more complicated becauase we |
660 |
* we want ot sort the skills before printing them. If we |
661 |
* just dumped this as we found it, this would be a bit |
662 |
* simpler. |
663 |
*/ |
664 |
//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
665 |
void |
666 |
show_skills (object *pl, const char *search) |
667 |
{ |
668 |
const char *cp; |
669 |
int i, num_skills_found = 0; |
670 |
const char *const periods = ".............................."; // 30 |
671 |
|
672 |
/* Need to have a pointer and use strdup for qsort to work properly */ |
673 |
char skills[NUM_SKILLS][128]; // d'oh |
674 |
|
675 |
object *op = pl->contr->ob; |
676 |
|
677 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
678 |
{ |
679 |
if (tmp->type == SKILL) |
680 |
{ |
681 |
if (search && !tmp->name.contains (search)) |
682 |
continue; |
683 |
|
684 |
char buf[30]; |
685 |
|
686 |
/* Basically want to fill this out to 30 spaces with periods */ |
687 |
snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
688 |
|
689 |
if (settings.permanent_exp_ratio) |
690 |
snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
691 |
buf, tmp->level, tmp->stats.exp, |
692 |
level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
693 |
else |
694 |
snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
695 |
buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
696 |
|
697 |
/* I don't know why some characters get a bunch of skills, but |
698 |
* it sometimes happens (maybe a leftover from bugier earlier code |
699 |
* and those character are still about). In any case, lets handle |
700 |
* it so it doesn't crash the server - otherwise, one character may |
701 |
* crash the server numerous times. |
702 |
*/ |
703 |
if (num_skills_found >= NUM_SKILLS) |
704 |
{ |
705 |
new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
706 |
new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
707 |
break; |
708 |
} |
709 |
} |
710 |
} |
711 |
|
712 |
dynbuf_text &msg = msg_dynbuf; msg.clear (); |
713 |
|
714 |
msg << "T<Player skills:>\n\n"; |
715 |
if (num_skills_found > 1) |
716 |
qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
717 |
|
718 |
for (i = 0; i < num_skills_found; i++) |
719 |
msg << " C<" << skills [i] << ">\n"; |
720 |
|
721 |
msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
722 |
|
723 |
cp = determine_god (op); |
724 |
msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
725 |
|
726 |
msg << "Your equipped item power is " << (int)op->contr->item_power |
727 |
<< " out of " << int (op->level * settings.item_power_factor) |
728 |
<< ".\n"; |
729 |
|
730 |
pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
731 |
} |
732 |
|
733 |
/* use_skill() - similar to invoke command, it executes the skill in the |
734 |
* direction that the user is facing. Returns false if we are unable to |
735 |
* change to the requested skill, or were unable to use the skill properly. |
736 |
* This is tricky because skills can have spaces. We basically roll |
737 |
* our own find_skill_by_name so we can try to do better string matching. |
738 |
*/ |
739 |
int |
740 |
use_skill (object *op, const char *string) |
741 |
{ |
742 |
object *skop; |
743 |
size_t len; |
744 |
|
745 |
if (!string) |
746 |
return 0; |
747 |
|
748 |
for (skop = op->inv; skop; skop = skop->below) |
749 |
if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
750 |
&& !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
751 |
{ |
752 |
skop = find_skill_by_name (op, skop->skill); |
753 |
break; |
754 |
} |
755 |
|
756 |
if (!skop) |
757 |
{ |
758 |
op->failmsgf ("Unable to find skill %s.", string); |
759 |
return 0; |
760 |
} |
761 |
|
762 |
if (!(skill_flags [skop->subtype] & SF_USE)) |
763 |
{ |
764 |
op->failmsgf ( |
765 |
"You feel as if you wanted to do something funny, but you can't remember what. " |
766 |
"H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
767 |
"use it with some item, or it's always active.>", |
768 |
&skop->skill |
769 |
); |
770 |
return 0; |
771 |
} |
772 |
|
773 |
len = strlen (skop->skill); |
774 |
|
775 |
/* All this logic goes and skips over the skill name to find any |
776 |
* options given to the skill. Its pretty simple - if there |
777 |
* are extra parameters (as deteremined by string length), we |
778 |
* want to skip over any leading spaces. |
779 |
*/ |
780 |
if (len >= strlen (string)) |
781 |
string = NULL; |
782 |
else |
783 |
{ |
784 |
string += len; |
785 |
while (*string == 0x20) |
786 |
string++; |
787 |
|
788 |
if (strlen (string) == 0) |
789 |
string = NULL; |
790 |
} |
791 |
|
792 |
#ifdef SKILL_UTIL_DEBUG |
793 |
LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
794 |
#endif |
795 |
|
796 |
if (do_skill (op, op, skop, op->facing, string)) |
797 |
return 1; |
798 |
|
799 |
return 0; |
800 |
} |
801 |
|
802 |
static bool |
803 |
hth_skill_p (object *skill) |
804 |
{ |
805 |
return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
806 |
} |
807 |
|
808 |
/* This finds the first unarmed skill the player has, and returns it. |
809 |
*/ |
810 |
static object * |
811 |
find_player_hth_skill (object *op) |
812 |
{ |
813 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
814 |
if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
815 |
return tmp; |
816 |
|
817 |
return 0; |
818 |
} |
819 |
|
820 |
/* do_skill_attack() - We have got an appropriate opponent from either |
821 |
* move_player_attack() or skill_attack(). In this part we get on with |
822 |
* attacking, take care of messages from the attack and changes in invisible. |
823 |
* Returns true if the attack damaged the opponent. |
824 |
* tmp is the targetted monster. |
825 |
* op is what is attacking |
826 |
* string is passed along to describe what messages to describe |
827 |
* the damage. |
828 |
*/ |
829 |
static int |
830 |
do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
831 |
{ |
832 |
if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
833 |
return RESULT_INT (0); |
834 |
|
835 |
/* For Players only: if there is no ready weapon, and no "attack" skill |
836 |
* is readied either then try to find a skill for the player to use. |
837 |
* it is presumed that if skill is set, it is a valid attack skill (eg, |
838 |
* the caller should have set it appropriately). We still want to pass |
839 |
* through that code if skill is set to change to the skill. |
840 |
*/ |
841 |
if (player *pl = op->contr) |
842 |
{ |
843 |
if (skill) |
844 |
{ |
845 |
if (!op->apply (skill)) |
846 |
return 0; |
847 |
} |
848 |
else |
849 |
{ |
850 |
if (!pl->combat_ob) |
851 |
{ |
852 |
if (op->flag [FLAG_READY_WEAPON]) |
853 |
{ |
854 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
855 |
if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
856 |
break; |
857 |
|
858 |
if (!tmp) |
859 |
LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
860 |
|
861 |
pl->combat_ob = tmp; |
862 |
} |
863 |
|
864 |
if (!pl->combat_ob) |
865 |
{ |
866 |
/* See if the players chosen skill is a combat skill, and use |
867 |
* it if appropriate. |
868 |
*/ |
869 |
if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
870 |
skill = op->chosen_skill; |
871 |
else |
872 |
{ |
873 |
skill = find_player_hth_skill (op); |
874 |
|
875 |
if (!skill) |
876 |
new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
877 |
} |
878 |
|
879 |
op->apply (skill); |
880 |
} |
881 |
|
882 |
if (!pl->combat_ob) |
883 |
{ |
884 |
LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
885 |
return 0; |
886 |
} |
887 |
} |
888 |
|
889 |
if (!op->apply (pl->combat_ob)) |
890 |
return 0; |
891 |
|
892 |
if (!op->chosen_skill) |
893 |
LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ()); |
894 |
} |
895 |
|
896 |
/* lose invisiblity/hiding status for running attacks */ |
897 |
if (pl->tmp_invis) |
898 |
{ |
899 |
pl->tmp_invis = 0; |
900 |
op->invisible = 0; |
901 |
op->flag [FLAG_HIDDEN] = 0; |
902 |
update_object (op, UP_OBJ_CHANGE); |
903 |
} |
904 |
} |
905 |
|
906 |
int success = attack_ob (tmp, op); |
907 |
|
908 |
/* print appropriate messages to the player */ |
909 |
|
910 |
if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
911 |
{ |
912 |
if (op->type == PLAYER) |
913 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
914 |
else if (tmp->type == PLAYER) |
915 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
916 |
} |
917 |
|
918 |
return success; |
919 |
} |
920 |
|
921 |
/* skill_attack() - Core routine for use when we attack using a skills |
922 |
* system. In essence, this code handles |
923 |
* all skill-based attacks, i.e. hth, missile and melee weapons should be |
924 |
* treated here. If an opponent is already supplied by move_player(), |
925 |
* we move right onto do_skill_attack(), otherwise we find if an |
926 |
* appropriate opponent exists. |
927 |
* |
928 |
* This is called by move_player() and attack_hth() |
929 |
* |
930 |
* Initial implementation by -bt thomas@astro.psu.edu |
931 |
*/ |
932 |
int |
933 |
skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
934 |
{ |
935 |
sint16 tx, ty; |
936 |
maptile *m; |
937 |
int mflags; |
938 |
|
939 |
if (!dir) |
940 |
dir = pl->facing; |
941 |
|
942 |
tx = freearr_x[dir]; |
943 |
ty = freearr_y[dir]; |
944 |
|
945 |
/* If we don't yet have an opponent, find if one exists, and attack. |
946 |
* Legal opponents are the same as outlined in move_player_attack() |
947 |
*/ |
948 |
if (!tmp) |
949 |
{ |
950 |
m = pl->map; |
951 |
tx = pl->x + freearr_x[dir]; |
952 |
ty = pl->y + freearr_y[dir]; |
953 |
|
954 |
mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
955 |
if (mflags & P_OUT_OF_MAP) |
956 |
return 0; |
957 |
|
958 |
/* space must be blocked for there to be anything interesting to do */ |
959 |
if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
960 |
return 0; |
961 |
|
962 |
for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
963 |
if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
964 |
{ |
965 |
/* Don't attack party members */ |
966 |
if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
967 |
return 0; |
968 |
|
969 |
break; |
970 |
} |
971 |
} |
972 |
|
973 |
if (!tmp) |
974 |
{ |
975 |
if (pl->type == PLAYER) |
976 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
977 |
|
978 |
return 0; |
979 |
} |
980 |
|
981 |
return do_skill_attack (tmp, pl, string, skill); |
982 |
} |
983 |
|
984 |
/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
985 |
|
986 |
/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
987 |
* (attack_hth) we check for weapon use, etc in the second (the new |
988 |
* function skill_attack() we actually attack. |
989 |
*/ |
990 |
static int |
991 |
attack_hth (object *pl, int dir, const char *string, object *skill) |
992 |
{ |
993 |
object *enemy = NULL, *weapon; |
994 |
|
995 |
if (pl->flag [FLAG_READY_WEAPON]) |
996 |
for (weapon = pl->inv; weapon; weapon = weapon->below) |
997 |
{ |
998 |
if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
999 |
{ |
1000 |
weapon->clr_flag (FLAG_APPLIED); |
1001 |
pl->clr_flag (FLAG_READY_WEAPON); |
1002 |
pl->update_stats (); |
1003 |
if (pl->type == PLAYER) |
1004 |
{ |
1005 |
new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1006 |
esrv_update_item (UPD_FLAGS, pl, weapon); |
1007 |
} |
1008 |
|
1009 |
break; |
1010 |
} |
1011 |
} |
1012 |
|
1013 |
return skill_attack (enemy, pl, dir, string, skill); |
1014 |
} |
1015 |
|
1016 |
/* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1017 |
* For now we are just checking to see if we have a ready weapon here. |
1018 |
* But there is a real neato possible feature of this scheme which |
1019 |
* bears mentioning: |
1020 |
* Since we are only calling this from do_skill() in the future |
1021 |
* we may make this routine handle 'special' melee weapons attacks |
1022 |
* (like disarming manuever with sai) based on player SK_level and |
1023 |
* weapon type. |
1024 |
*/ |
1025 |
static int |
1026 |
attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1027 |
{ |
1028 |
|
1029 |
if (!op->flag [FLAG_READY_WEAPON]) |
1030 |
{ |
1031 |
if (op->type == PLAYER) |
1032 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1033 |
|
1034 |
return 0; |
1035 |
} |
1036 |
|
1037 |
return skill_attack (NULL, op, dir, string, skill); |
1038 |
} |
1039 |
|