1 |
/* |
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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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your 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 GNU General Public License |
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* along with this program. If not, see <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> |
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|
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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, |
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# include "skillinc.h" |
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# undef def |
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}; |
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|
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static int attack_hth (object *pl, int dir, const char *string, object *skill); |
56 |
static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
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|
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/* 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. |
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*/ |
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void |
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init_skills (void) |
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{ |
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for_all_archetypes (at) |
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if (at->type == SKILL) |
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{ |
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if (skill_names[at->subtype]) |
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LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
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at->subtype, &skill_names[at->subtype], &at->skill); |
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else |
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skill_names[at->subtype] = at->skill; |
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} |
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|
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/* This isn't really an error if there is no skill subtype set, but |
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* checking for this may catch some user errors. |
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*/ |
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for (int i = 1; i < NUM_SKILLS; i++) |
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if (!skill_names[i]) |
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LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
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} |
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|
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/* This function goes through the player inventory and sets |
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* up the last_skills[] array in the player object. |
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* the last_skills[] is used to more quickly lookup skills - |
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* mostly used for sending exp. |
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*/ |
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void |
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link_player_skills (object *op) |
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{ |
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for (object *tmp = op->inv; tmp; tmp = tmp->below) |
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if (tmp->type == SKILL) |
93 |
{ |
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/* This is really a warning, hence no else below */ |
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if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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&op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
98 |
|
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if (tmp->subtype >= NUM_SKILLS) |
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LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
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else |
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{ |
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op->contr->last_skill_ob[tmp->subtype] = tmp; |
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op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
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} |
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} |
107 |
} |
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|
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static object * |
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find_skill (object *who, const shstr &sh) |
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{ |
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for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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if (tmp->skill == sh && tmp->type == SKILL) |
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return tmp; |
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|
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return 0; |
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} |
118 |
|
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/* This returns the skill pointer of the given name (the |
120 |
* one that accumulates exp, has the level, etc). |
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* |
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* It is presumed that the player will be needing to actually |
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* use the skill, so thus if use of the skill requires a skill |
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* tool, this code will equip it. |
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*/ |
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object * |
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find_skill_by_name (object *who, const shstr &sh) |
128 |
{ |
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object *skill_tool = 0; |
130 |
|
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for (object *tmp = who->inv; tmp; tmp = tmp->below) |
132 |
if (tmp->skill == sh) |
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{ |
134 |
if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
135 |
/* If this is a skill that can be used without applying tool, return it */ |
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return splay (tmp); |
137 |
/* Try to find appropriate skilltool. If the player has one already |
138 |
* applied, we try to keep using that one. |
139 |
*/ |
140 |
else if (tmp->type == SKILL_TOOL && !skill_tool) |
141 |
skill_tool = tmp; |
142 |
} |
143 |
|
144 |
if (!skill_tool) |
145 |
return 0; |
146 |
|
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/* Player has a tool to use the skill. If not applied, apply it - |
148 |
* if not successful, return null. If they do have the skill tool |
149 |
* but not the skill itself, give it to them. |
150 |
*/ |
151 |
object *skill = find_skill (who, skill_tool->skill); |
152 |
|
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if (!skill) |
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{ |
155 |
skill = give_skill_by_name (who, skill_tool->skill); |
156 |
link_player_skills (who); |
157 |
} |
158 |
|
159 |
if (!skill_tool->flag [FLAG_APPLIED]) |
160 |
if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
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return 0; |
162 |
|
163 |
return splay (skill); |
164 |
} |
165 |
|
166 |
object * |
167 |
find_skill_by_name (object *who, const char *name) |
168 |
{ |
169 |
if (!name) |
170 |
return 0; |
171 |
|
172 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
173 |
if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
174 |
&& tmp->skill.begins_with (name)) |
175 |
if (object *skop = find_skill_by_name (who, tmp->skill)) |
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return skop; |
177 |
|
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return 0; |
179 |
} |
180 |
|
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/* This returns the skill pointer of the given name (the |
182 |
* one that accumulates exp, has the level, etc). |
183 |
* |
184 |
* It is presumed that the player will be needing to actually |
185 |
* use the skill, so thus if use of the skill requires a skill |
186 |
* tool, this code will equip it. |
187 |
* |
188 |
* This code is basically the same as find_skill_by_name() above, |
189 |
* but instead a skill name, we search by matching number. |
190 |
* this replaces find_skill. |
191 |
*/ |
192 |
object * |
193 |
find_skill_by_number (object *who, int skillno) |
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{ |
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for (object *tmp = who->inv; tmp; tmp = tmp->below) |
196 |
if (tmp->type == SKILL && tmp->subtype == skillno) |
197 |
if (object *skop = find_skill_by_name (who, tmp->skill)) |
198 |
return skop; |
199 |
|
200 |
return 0; |
201 |
} |
202 |
|
203 |
/* This changes the objects chosen_skill to new_skill. |
204 |
* return 1 on success, 0 on error |
205 |
*/ |
206 |
bool |
207 |
object::change_skill (object *new_skill) |
208 |
{ |
209 |
if (type != PLAYER) |
210 |
return 0; |
211 |
|
212 |
// optimise this supposedly common case |
213 |
if (new_skill == chosen_skill) |
214 |
return 1; |
215 |
|
216 |
if (chosen_skill) |
217 |
{ |
218 |
chosen_skill->flag [FLAG_APPLIED] = false; |
219 |
change_abil (this, chosen_skill); |
220 |
} |
221 |
|
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chosen_skill = new_skill; |
223 |
|
224 |
if (chosen_skill) |
225 |
{ |
226 |
chosen_skill->flag [FLAG_APPLIED] = true; |
227 |
change_abil (this, chosen_skill); |
228 |
} |
229 |
|
230 |
// always clear current weapon, as the selected skill could |
231 |
// conflict with the current weapon skill, which would go |
232 |
// undetected and exp would be given to the wrong skill. |
233 |
current_weapon = 0; |
234 |
|
235 |
update_stats (); |
236 |
return 1; |
237 |
} |
238 |
|
239 |
/* do_skill() - Main skills use function-similar in scope to cast_spell(). |
240 |
* We handle all requests for skill use outside of some combat here. |
241 |
* We require a separate routine outside of fire() so as to allow monsters |
242 |
* to utilize skills. Returns 1 on use of skill, otherwise 0. |
243 |
* This is changed (2002-11-30) from the old method that returned |
244 |
* exp - no caller needed that info, but it also prevented the callers |
245 |
* from know if a skill was actually used, as many skills don't |
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* give any exp for their direct use (eg, throwing). |
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* It returns 0 if no skill was used. |
248 |
*/ |
249 |
int |
250 |
do_skill (object *op, object *part, object *skill, int dir, const char *string) |
251 |
{ |
252 |
int success = 0, exp = 0; |
253 |
int did_alc = 0; |
254 |
|
255 |
if (!skill) |
256 |
return 0; |
257 |
|
258 |
/* The code below presumes that the skill points to the object that |
259 |
* holds the exp, level, etc of the skill. So if this is a player |
260 |
* go and try to find the actual real skill pointer, and if the |
261 |
* the player doesn't have a bucket for that, create one. |
262 |
*/ |
263 |
if (skill->type != SKILL && op->type == PLAYER) |
264 |
{ |
265 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
266 |
if (tmp->type == SKILL && tmp->skill == skill->skill) |
267 |
{ |
268 |
skill = tmp; |
269 |
goto found; |
270 |
} |
271 |
|
272 |
skill = give_skill_by_name (op, skill->skill); |
273 |
found: ; |
274 |
} |
275 |
|
276 |
// skill, by_whom, on_which_object, which direction, skill_argument |
277 |
if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
278 |
return 0; |
279 |
|
280 |
switch (skill->subtype) |
281 |
{ |
282 |
case SK_LEVITATION: |
283 |
/* Not 100% sure if this will work with new movement code - |
284 |
* the levitation skill has move_type for flying, so when |
285 |
* equipped, that should transfer to player, when not, |
286 |
* shouldn't. |
287 |
*/ |
288 |
if (QUERY_FLAG (skill, FLAG_APPLIED)) |
289 |
{ |
290 |
CLEAR_FLAG (skill, FLAG_APPLIED); |
291 |
new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
292 |
} |
293 |
else |
294 |
{ |
295 |
SET_FLAG (skill, FLAG_APPLIED); |
296 |
new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
297 |
} |
298 |
|
299 |
op->update_stats (); |
300 |
success = 1; |
301 |
break; |
302 |
|
303 |
case SK_STEALING: |
304 |
exp = success = steal (op, dir, skill); |
305 |
break; |
306 |
|
307 |
case SK_LOCKPICKING: |
308 |
exp = success = pick_lock (op, dir, skill); |
309 |
break; |
310 |
|
311 |
case SK_HIDING: |
312 |
exp = success = hide (op, skill); |
313 |
break; |
314 |
|
315 |
case SK_JUMPING: |
316 |
exp = success = jump (op, dir, skill); |
317 |
break; |
318 |
|
319 |
case SK_INSCRIPTION: |
320 |
exp = success = write_on_item (op, string, skill); |
321 |
break; |
322 |
|
323 |
case SK_MEDITATION: |
324 |
meditate (op, skill); |
325 |
success = 1; |
326 |
break; |
327 |
/* note that the following 'attack' skills gain exp through hit_player() */ |
328 |
|
329 |
case SK_KARATE: |
330 |
attack_hth (op, dir, "karate-chopped", skill); |
331 |
break; |
332 |
|
333 |
case SK_PUNCHING: |
334 |
attack_hth (op, dir, "punched", skill); |
335 |
break; |
336 |
|
337 |
case SK_FLAME_TOUCH: |
338 |
attack_hth (op, dir, "flamed", skill); |
339 |
break; |
340 |
|
341 |
case SK_SPARK_TOUCH: |
342 |
attack_hth (op, dir, "zapped", skill); |
343 |
break; |
344 |
|
345 |
case SK_SHIVER: |
346 |
attack_hth (op, dir, "froze", skill); |
347 |
break; |
348 |
|
349 |
case SK_ACID_SPLASH: |
350 |
attack_hth (op, dir, "dissolved", skill); |
351 |
break; |
352 |
|
353 |
case SK_POISON_NAIL: |
354 |
attack_hth (op, dir, "injected poison into", skill); |
355 |
break; |
356 |
|
357 |
case SK_CLAWING: |
358 |
attack_hth (op, dir, "clawed", skill); |
359 |
break; |
360 |
|
361 |
case SK_ONE_HANDED_WEAPON: |
362 |
case SK_TWO_HANDED_WEAPON: |
363 |
attack_melee_weapon (op, dir, NULL, skill); |
364 |
break; |
365 |
|
366 |
case SK_FIND_TRAPS: |
367 |
exp = success = find_traps (op, skill); |
368 |
break; |
369 |
|
370 |
case SK_SINGING: |
371 |
exp = success = singing (op, dir, skill); |
372 |
break; |
373 |
|
374 |
case SK_ORATORY: |
375 |
exp = success = use_oratory (op, dir, skill); |
376 |
break; |
377 |
|
378 |
case SK_SMITHERY: |
379 |
case SK_BOWYER: |
380 |
case SK_JEWELER: |
381 |
case SK_ALCHEMY: |
382 |
case SK_THAUMATURGY: |
383 |
case SK_LITERACY: |
384 |
case SK_WOODSMAN: |
385 |
/* first, we try to find a cauldron, and do the alchemy thing. |
386 |
* failing that, we go and identify stuff. |
387 |
*/ |
388 |
for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
389 |
{ |
390 |
next = tmp->above; |
391 |
|
392 |
if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
393 |
{ |
394 |
attempt_do_alchemy (op, tmp); |
395 |
|
396 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
397 |
esrv_send_inventory (op, tmp); |
398 |
|
399 |
did_alc = 1; |
400 |
} |
401 |
} |
402 |
|
403 |
if (did_alc == 0) |
404 |
exp = success = skill_ident (op, skill); |
405 |
|
406 |
break; |
407 |
|
408 |
case SK_DET_MAGIC: |
409 |
case SK_DET_CURSE: |
410 |
exp = success = skill_ident (op, skill); |
411 |
break; |
412 |
|
413 |
case SK_DISARM_TRAPS: |
414 |
exp = success = remove_trap (op, dir, skill); |
415 |
break; |
416 |
|
417 |
case SK_THROWING: |
418 |
success = skill_throw (op, part, dir, string, skill); |
419 |
break; |
420 |
|
421 |
case SK_SET_TRAP: |
422 |
new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
423 |
break; |
424 |
|
425 |
case SK_USE_MAGIC_ITEM: |
426 |
case SK_MISSILE_WEAPON: |
427 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
428 |
break; |
429 |
|
430 |
case SK_PRAYING: |
431 |
success = pray (op, skill); |
432 |
break; |
433 |
|
434 |
case SK_BARGAINING: |
435 |
success = describe_shop (op); |
436 |
break; |
437 |
|
438 |
case SK_SORCERY: |
439 |
case SK_EVOCATION: |
440 |
case SK_PYROMANCY: |
441 |
case SK_SUMMONING: |
442 |
case SK_CLIMBING: |
443 |
new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
444 |
break; |
445 |
|
446 |
default: |
447 |
LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
448 |
break; |
449 |
} |
450 |
|
451 |
/* For players we now update the speed_left from using the skill. |
452 |
* Monsters have no skill use time because of the random nature in |
453 |
* which use_monster_skill is called already simulates this. |
454 |
* If certain skills should take more/less time, that should be |
455 |
* in the code for the skill itself. |
456 |
*/ |
457 |
if (op->type == PLAYER) |
458 |
op->speed_left -= 1.f; |
459 |
|
460 |
/* this is a good place to add experience for successfull use of skills. |
461 |
* Note that add_exp() will figure out player/monster experience |
462 |
* gain problems. |
463 |
*/ |
464 |
|
465 |
if (success && exp) |
466 |
change_exp (op, exp, skill->skill, 0); |
467 |
|
468 |
return success; |
469 |
} |
470 |
|
471 |
/* calc_skill_exp() - calculates amount of experience can be gained for |
472 |
* successfull use of a skill. Returns value of experience gain. |
473 |
* Here we take the view that a player must 'overcome an opponent' |
474 |
* in order to gain experience. Examples include foes killed combat, |
475 |
* finding/disarming a trap, stealing from somebeing, etc. |
476 |
* The gained experience is based primarily on the difference in levels, |
477 |
* exp point value of vanquished foe, the relevent stats of the skill being |
478 |
* used and modifications in the skills[] table. |
479 |
* |
480 |
* For now, monsters and players will be treated differently. Below I give |
481 |
* the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. |
482 |
* Monsters just get 10% of the exp of the opponent. |
483 |
* |
484 |
* players get a ratio, eg, opponent lvl / player level. This is then |
485 |
* multiplied by various things. If simple exp is true, then |
486 |
* this multiplier, include the level difference, is always 1. |
487 |
* This revised method prevents some cases where there are big gaps |
488 |
* in the amount you get just because you are now equal level vs lower |
489 |
* level |
490 |
* who is player/creature that used the skill. |
491 |
* op is the object that was 'defeated'. |
492 |
* skill is the skill used. If no skill is used, it should just |
493 |
* point back to who. |
494 |
* |
495 |
*/ |
496 |
int |
497 |
calc_skill_exp (object *who, object *op, object *skill) |
498 |
{ |
499 |
int op_exp = 0, op_lvl = 0; |
500 |
float base, value, lvl_mult = 0.0; |
501 |
|
502 |
if (!skill) |
503 |
skill = who; |
504 |
|
505 |
/* Oct 95 - where we have an object, I expanded our treatment |
506 |
* to 3 cases: |
507 |
* non-living magic obj, runes and everything else. |
508 |
* |
509 |
* If an object is not alive and magical we set the base exp higher to |
510 |
* help out exp awards for skill_ident skills. Also, if |
511 |
* an item is type RUNE, we give out exp based on stats.Cha |
512 |
* and level (this was the old system) -b.t. |
513 |
*/ |
514 |
if (!op) |
515 |
{ /* no item/creature */ |
516 |
op_lvl = max (1, who->map->difficulty); |
517 |
op_exp = 0; |
518 |
} |
519 |
else if (op->type == RUNE || op->type == TRAP) |
520 |
{ /* all traps. If stats.Cha > 1 we use that |
521 |
* for the amount of experience */ |
522 |
op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
523 |
op_lvl = op->level; |
524 |
} |
525 |
else |
526 |
{ /* all other items/living creatures */ |
527 |
op_exp = op->stats.exp; |
528 |
op_lvl = op->level; |
529 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
530 |
op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
531 |
} |
532 |
|
533 |
if (op_lvl < 1) |
534 |
op_lvl = 1; |
535 |
|
536 |
if (who->type != PLAYER) |
537 |
{ /* for monsters only */ |
538 |
return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
539 |
} |
540 |
else |
541 |
{ /* for players */ |
542 |
base = op_exp; |
543 |
/* if skill really is a skill, then we can look at the skill archetype for |
544 |
* bse reward value (exp) and level multiplier factor. |
545 |
*/ |
546 |
if (skill->type == SKILL) |
547 |
{ |
548 |
base += skill->arch->stats.exp; |
549 |
if (settings.simple_exp) |
550 |
{ |
551 |
if (skill->arch->level) |
552 |
lvl_mult = (float) skill->arch->level / 100.0; |
553 |
else |
554 |
lvl_mult = 1.0; /* no adjustment */ |
555 |
} |
556 |
else |
557 |
{ |
558 |
if (skill->level) |
559 |
lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
560 |
else |
561 |
lvl_mult = 1.0; |
562 |
} |
563 |
} |
564 |
else |
565 |
{ |
566 |
/* Don't divide by zero here! */ |
567 |
lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
568 |
} |
569 |
} |
570 |
|
571 |
/* assemble the exp total, and return value */ |
572 |
|
573 |
value = base * lvl_mult; |
574 |
if (value < 1) |
575 |
value = 1; /* Always give at least 1 exp point */ |
576 |
|
577 |
#ifdef SKILL_UTIL_DEBUG |
578 |
LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); |
579 |
#endif |
580 |
return ((int) value); |
581 |
} |
582 |
|
583 |
/* Learn skill. This inserts the requested skill in the player's |
584 |
* inventory. The skill field of the scroll should have the |
585 |
* exact name of the requested skill. |
586 |
* This one actually teaches the player the skill as something |
587 |
* they can equip. |
588 |
* Return 0 if the player knows the skill, 1 if the |
589 |
* player learns the skill, 2 otherwise. |
590 |
*/ |
591 |
int |
592 |
learn_skill (object *pl, object *scroll) |
593 |
{ |
594 |
if (!scroll->skill) |
595 |
{ |
596 |
LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
597 |
return 2; |
598 |
} |
599 |
|
600 |
object *tmp = find_skill (pl, scroll->skill); |
601 |
|
602 |
/* player already knows it */ |
603 |
if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
604 |
return 0; |
605 |
|
606 |
/* now a random change to learn, based on player Int. |
607 |
* give bonus based on level - otherwise stupid characters |
608 |
* might never be able to learn anything. |
609 |
*/ |
610 |
if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
611 |
return 2; /* failure :< */ |
612 |
|
613 |
if (!tmp) |
614 |
tmp = give_skill_by_name (pl, scroll->skill); |
615 |
|
616 |
if (!tmp) |
617 |
{ |
618 |
LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
619 |
return 2; |
620 |
} |
621 |
|
622 |
SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
623 |
link_player_skills (pl); |
624 |
return 1; |
625 |
} |
626 |
|
627 |
/* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 |
/* Probably belongs in some global utils-type file? */ |
629 |
static int |
630 |
clipped_percent (sint64 a, sint64 b) |
631 |
{ |
632 |
int rv; |
633 |
|
634 |
if (b <= 0) |
635 |
return 0; |
636 |
|
637 |
rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
638 |
|
639 |
if (rv < 0) |
640 |
return 0; |
641 |
else if (rv > 100) |
642 |
return 100; |
643 |
|
644 |
return rv; |
645 |
} |
646 |
|
647 |
/* show_skills() - Meant to allow players to examine |
648 |
* their current skill list. |
649 |
* This shows the amount of exp they have in the skills. |
650 |
* we also include some other non skill related info (god, |
651 |
* max weapon improvments, item power). |
652 |
* Note this function is a bit more complicated becauase we |
653 |
* we want ot sort the skills before printing them. If we |
654 |
* just dumped this as we found it, this would be a bit |
655 |
* simpler. |
656 |
*/ |
657 |
//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
658 |
void |
659 |
show_skills (object *op, const char *search) |
660 |
{ |
661 |
const char *cp; |
662 |
int i, num_skills_found = 0; |
663 |
const char *const periods = ".............................."; // 30 |
664 |
|
665 |
/* Need to have a pointer and use strdup for qsort to work properly */ |
666 |
char skills[NUM_SKILLS][128]; // d'oh |
667 |
|
668 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
669 |
{ |
670 |
if (tmp->type == SKILL) |
671 |
{ |
672 |
if (search && !strstr (tmp->name, search)) |
673 |
continue; |
674 |
|
675 |
char buf[30]; |
676 |
|
677 |
/* Basically want to fill this out to 30 spaces with periods */ |
678 |
snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
679 |
|
680 |
if (settings.permanent_exp_ratio) |
681 |
snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
682 |
buf, tmp->level, tmp->stats.exp, |
683 |
level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
684 |
else |
685 |
snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
686 |
buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
687 |
|
688 |
/* I don't know why some characters get a bunch of skills, but |
689 |
* it sometimes happens (maybe a leftover from bugier earlier code |
690 |
* and those character are still about). In any case, lets handle |
691 |
* it so it doesn't crash the server - otherwise, one character may |
692 |
* crash the server numerous times. |
693 |
*/ |
694 |
if (num_skills_found >= NUM_SKILLS) |
695 |
{ |
696 |
new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
697 |
new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
698 |
break; |
699 |
} |
700 |
} |
701 |
} |
702 |
|
703 |
dynbuf_text msg (4096, 1024); |
704 |
|
705 |
msg << "T<Player skills:>\n\n"; |
706 |
if (num_skills_found > 1) |
707 |
qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
708 |
|
709 |
for (i = 0; i < num_skills_found; i++) |
710 |
msg << " C<" << skills [i] << ">\n"; |
711 |
|
712 |
msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
713 |
|
714 |
cp = determine_god (op); |
715 |
msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
716 |
|
717 |
msg << "Your equipped item power is " << (int)op->contr->item_power |
718 |
<< " out of " << int (op->level * settings.item_power_factor) |
719 |
<< "\n"; |
720 |
|
721 |
op->contr->infobox (MSG_CHANNEL ("skills"), msg); |
722 |
} |
723 |
|
724 |
/* use_skill() - similar to invoke command, it executes the skill in the |
725 |
* direction that the user is facing. Returns false if we are unable to |
726 |
* change to the requested skill, or were unable to use the skill properly. |
727 |
* This is tricky because skills can have spaces. We basically roll |
728 |
* our own find_skill_by_name so we can try to do better string matching. |
729 |
*/ |
730 |
int |
731 |
use_skill (object *op, const char *string) |
732 |
{ |
733 |
object *skop; |
734 |
size_t len; |
735 |
|
736 |
if (!string) |
737 |
return 0; |
738 |
|
739 |
for (skop = op->inv; skop; skop = skop->below) |
740 |
{ |
741 |
if (skop->type == SKILL |
742 |
&& QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
743 |
&& !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
744 |
break; |
745 |
else if (skop->type == SKILL_TOOL |
746 |
&& !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
747 |
break; |
748 |
} |
749 |
|
750 |
if (!skop) |
751 |
{ |
752 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
753 |
return 0; |
754 |
} |
755 |
|
756 |
len = strlen (skop->skill); |
757 |
|
758 |
/* All this logic goes and skips over the skill name to find any |
759 |
* options given to the skill. Its pretty simple - if there |
760 |
* are extra parameters (as deteremined by string length), we |
761 |
* want to skip over any leading spaces. |
762 |
*/ |
763 |
if (len >= strlen (string)) |
764 |
string = NULL; |
765 |
else |
766 |
{ |
767 |
string += len; |
768 |
while (*string == 0x20) |
769 |
string++; |
770 |
|
771 |
if (strlen (string) == 0) |
772 |
string = NULL; |
773 |
} |
774 |
|
775 |
#ifdef SKILL_UTIL_DEBUG |
776 |
LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
777 |
#endif |
778 |
|
779 |
if (do_skill (op, op, skop, op->facing, string)) |
780 |
return 1; |
781 |
|
782 |
return 0; |
783 |
} |
784 |
|
785 |
static bool |
786 |
hth_skill_p (object *skill) |
787 |
{ |
788 |
return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
789 |
} |
790 |
|
791 |
/* This finds the first unarmed skill the player has, and returns it. |
792 |
*/ |
793 |
static object * |
794 |
find_player_hth_skill (object *op) |
795 |
{ |
796 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
797 |
if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
798 |
return tmp; |
799 |
|
800 |
return 0; |
801 |
} |
802 |
|
803 |
/* do_skill_attack() - We have got an appropriate opponent from either |
804 |
* move_player_attack() or skill_attack(). In this part we get on with |
805 |
* attacking, take care of messages from the attack and changes in invisible. |
806 |
* Returns true if the attack damaged the opponent. |
807 |
* tmp is the targetted monster. |
808 |
* op is what is attacking |
809 |
* string is passed along to describe what messages to describe |
810 |
* the damage. |
811 |
*/ |
812 |
static int |
813 |
do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
814 |
{ |
815 |
if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
816 |
return RESULT_INT (0); |
817 |
|
818 |
/* For Players only: if there is no ready weapon, and no "attack" skill |
819 |
* is readied either then try to find a skill for the player to use. |
820 |
* it is presumed that if skill is set, it is a valid attack skill (eg, |
821 |
* the caller should have set it appropriately). We still want to pass |
822 |
* through that code if skill is set to change to the skill. |
823 |
*/ |
824 |
if (player *pl = op->contr) |
825 |
{ |
826 |
if (skill) |
827 |
op->change_skill (skill); |
828 |
else |
829 |
{ |
830 |
if (!pl->combat_ob) |
831 |
{ |
832 |
if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
833 |
{ |
834 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
835 |
if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
836 |
break; |
837 |
|
838 |
if (!tmp) |
839 |
LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
840 |
|
841 |
pl->combat_ob = tmp; |
842 |
} |
843 |
|
844 |
if (!pl->combat_ob) |
845 |
{ |
846 |
/* See if the players chosen skill is a combat skill, and use |
847 |
* it if appropriate. |
848 |
*/ |
849 |
if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
850 |
skill = op->chosen_skill; |
851 |
else |
852 |
{ |
853 |
skill = find_player_hth_skill (op); |
854 |
|
855 |
if (!skill) |
856 |
new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
857 |
} |
858 |
|
859 |
if (skill) |
860 |
{ |
861 |
op->change_skill (0); |
862 |
apply_special (op, skill, AP_APPLY); |
863 |
} |
864 |
} |
865 |
|
866 |
if (!pl->combat_ob) |
867 |
{ |
868 |
LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
869 |
return 0; |
870 |
} |
871 |
} |
872 |
|
873 |
if (!op->change_weapon (pl->combat_ob)) |
874 |
return 0; |
875 |
} |
876 |
|
877 |
/* lose invisiblity/hiding status for running attacks */ |
878 |
if (pl->tmp_invis) |
879 |
{ |
880 |
pl->tmp_invis = 0; |
881 |
op->invisible = 0; |
882 |
op->hide = 0; |
883 |
update_object (op, UP_OBJ_CHANGE); |
884 |
} |
885 |
} |
886 |
|
887 |
int success = attack_ob (tmp, op); |
888 |
|
889 |
/* print appropriate messages to the player */ |
890 |
|
891 |
if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
892 |
{ |
893 |
if (op->type == PLAYER) |
894 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
895 |
else if (tmp->type == PLAYER) |
896 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
897 |
} |
898 |
|
899 |
return success; |
900 |
} |
901 |
|
902 |
/* skill_attack() - Core routine for use when we attack using a skills |
903 |
* system. In essence, this code handles |
904 |
* all skill-based attacks, i.e. hth, missile and melee weapons should be |
905 |
* treated here. If an opponent is already supplied by move_player(), |
906 |
* we move right onto do_skill_attack(), otherwise we find if an |
907 |
* appropriate opponent exists. |
908 |
* |
909 |
* This is called by move_player() and attack_hth() |
910 |
* |
911 |
* Initial implementation by -bt thomas@astro.psu.edu |
912 |
*/ |
913 |
int |
914 |
skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
915 |
{ |
916 |
sint16 tx, ty; |
917 |
maptile *m; |
918 |
int mflags; |
919 |
|
920 |
if (!dir) |
921 |
dir = pl->facing; |
922 |
|
923 |
tx = freearr_x[dir]; |
924 |
ty = freearr_y[dir]; |
925 |
|
926 |
/* If we don't yet have an opponent, find if one exists, and attack. |
927 |
* Legal opponents are the same as outlined in move_player_attack() |
928 |
*/ |
929 |
if (!tmp) |
930 |
{ |
931 |
m = pl->map; |
932 |
tx = pl->x + freearr_x[dir]; |
933 |
ty = pl->y + freearr_y[dir]; |
934 |
|
935 |
mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
936 |
if (mflags & P_OUT_OF_MAP) |
937 |
return 0; |
938 |
|
939 |
/* space must be blocked for there to be anything interesting to do */ |
940 |
if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
941 |
return 0; |
942 |
|
943 |
for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
944 |
if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
945 |
{ |
946 |
/* Don't attack party members */ |
947 |
if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
948 |
return 0; |
949 |
|
950 |
break; |
951 |
} |
952 |
} |
953 |
|
954 |
if (!tmp) |
955 |
{ |
956 |
if (pl->type == PLAYER) |
957 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
958 |
|
959 |
return 0; |
960 |
} |
961 |
|
962 |
return do_skill_attack (tmp, pl, string, skill); |
963 |
} |
964 |
|
965 |
/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
966 |
|
967 |
/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
968 |
* (attack_hth) we check for weapon use, etc in the second (the new |
969 |
* function skill_attack() we actually attack. |
970 |
*/ |
971 |
static int |
972 |
attack_hth (object *pl, int dir, const char *string, object *skill) |
973 |
{ |
974 |
object *enemy = NULL, *weapon; |
975 |
|
976 |
if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
977 |
for (weapon = pl->inv; weapon; weapon = weapon->below) |
978 |
{ |
979 |
if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
980 |
{ |
981 |
CLEAR_FLAG (weapon, FLAG_APPLIED); |
982 |
CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
983 |
pl->update_stats (); |
984 |
if (pl->type == PLAYER) |
985 |
{ |
986 |
new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
987 |
esrv_update_item (UPD_FLAGS, pl, weapon); |
988 |
} |
989 |
|
990 |
break; |
991 |
} |
992 |
} |
993 |
|
994 |
return skill_attack (enemy, pl, dir, string, skill); |
995 |
} |
996 |
|
997 |
/* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
998 |
* For now we are just checking to see if we have a ready weapon here. |
999 |
* But there is a real neato possible feature of this scheme which |
1000 |
* bears mentioning: |
1001 |
* Since we are only calling this from do_skill() in the future |
1002 |
* we may make this routine handle 'special' melee weapons attacks |
1003 |
* (like disarming manuever with sai) based on player SK_level and |
1004 |
* weapon type. |
1005 |
*/ |
1006 |
static int |
1007 |
attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1008 |
{ |
1009 |
|
1010 |
if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1011 |
{ |
1012 |
if (op->type == PLAYER) |
1013 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1014 |
|
1015 |
return 0; |
1016 |
} |
1017 |
|
1018 |
return skill_attack (NULL, op, dir, string, skill); |
1019 |
} |
1020 |
|