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/*
* static char *rcsid_skill_util_c =
* "$Id: skill_util.c 6233 2007-05-10 22:33:25Z ryo_saeba $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copryight (C) 2006 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The author can be reached via e-mail to crossfire-devel@real-time.com
*/
/* Created July 95 to separate skill utilities from actual skills -b.t. */
/* Reconfigured skills code to allow linking of skills to experience
* categories. This is done solely through the init_new_exp_system() fctn.
* June/July 1995 -b.t. thomas@astro.psu.edu
*/
/* July 1995 - Initial associated skills coding. Experience gains
* come solely from the use of skills. Overcoming an opponent (in combat,
* finding/disarming a trap, stealing from somebeing, etc) gains
* experience. Calc_skill_exp() handles the gained experience using
* modifications in the skills[] table. - b.t.
*/
/* define the following for skills utility debuging */
/* #define SKILL_UTIL_DEBUG */
#define WANT_UNARMED_SKILLS
#include <global.h>
#include <object.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/
#include <spells.h>
static int attack_hth(object *pl, int dir, const char *string, object *skill);
static int attack_melee_weapon(object *op, int dir, const char *string, object *skill);
const char *skill_names[NUM_SKILLS];
/* init_skills basically just sets up the skill_names table
* above. The index into the array is set up by the
* subtypes.
*/
void init_skills(void) {
int i;
archetype *at;
for (i=0; i<NUM_SKILLS; i++)
skill_names[i] = NULL;
for(at = first_archetype;at!=NULL;at=at->next) {
if (at->clone.type == SKILL) {
if (at->clone.subtype >= sizeof(skill_names)/sizeof(*skill_names)) {
LOG(llevError, "init_skills: invalid skill subtype %d for skill %s\n", at->clone.subtype, at->clone.skill);
} else if (skill_names[at->clone.subtype] != NULL) {
LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill);
} else {
skill_names[at->clone.subtype] = add_refcount(at->clone.skill);
}
}
}
/* This isn't really an error if there is no skill subtype set, but
* checking for this may catch some user errors.
*/
for (i=1; i<NUM_SKILLS; i++) {
if (!skill_names[i])
LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n",
i);
}
}
/* This function goes through the player inventory and sets
* up the last_skills[] array in the player object.
* the last_skills[] is used to more quickly lookup skills -
* mostly used for sending exp.
*/
void link_player_skills(object *op)
{
object *tmp;
for (tmp=op->inv; tmp; tmp=tmp->below) {
if (tmp->type == SKILL) {
/* This is really a warning, hence no else below */
if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) {
LOG(llevError,"Multiple skills with the same subtype? %s, %s\n",
op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill);
}
if (tmp->subtype >= NUM_SKILLS) {
LOG(llevError,"Invalid subtype number %d (range 0-%d)\n",
tmp->subtype, NUM_SKILLS);
} else {
op->contr->last_skill_ob[tmp->subtype] = tmp;
op->contr->last_skill_exp[tmp->subtype] = -1;
}
}
}
}
/**
* This returns specified skill if it can be used, potentially using tool to help.
*
* Skill and tool can't be NULL at the same time.
*
* Factored from find_skill_by_name() and find_skill_by_number().
*
* The skill tool will be applied if not NULL, so the player can benefit from its bonuses.
*
* @param who
* player trying to ready a skill.
* @param skill
* skill to ready. Can be NULL.
* @param skill_tool
* skill tool. Can be NULL.
* @return
* skill object if it can be used, NULL else.
* @note
* clawing skill is special, as claws are declared as SKILLTOOL but shouldn't be applied.
* @todo
* rewrite some.
*/
static object* adjust_skill_tool(object* who, object* skill, object* skill_tool) {
if (!skill && !skill_tool)
return NULL;
/* If this is a skill that can be used without a tool and no tool found, return it */
if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL) && (!skill_tool || QUERY_FLAG(skill_tool, FLAG_APPLIED) || strcmp(skill->skill, "clawing") == 0))
return skill;
/* Player has a tool to use the skill. If not applied, apply it -
* if not successful, return skill if can be used. If they do have the skill tool
* but not the skill itself, give it to them.
*/
if (skill_tool) {
if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
if (apply_special(who, skill_tool, 0))
if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL))
return skill;
else
return NULL;
}
if (!skill) {
skill = give_skill_by_name(who, skill_tool->skill);
link_player_skills(who);
}
return skill;
}
if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL))
return skill;
else
return NULL;
}
/**
* This returns the skill pointer of the given name (the
* one that accumlates exp, has the level, etc).
*
* It is presumed that the player will be needing to actually
* use the skill, so a skill tool will be equipped if one if found
* to benefit from its bonuses.
*
* This code is basically the same as find_skill_by_number() below,
* but instead of a skill number, we search by the name.
*
* @param who
* Player to get skill.
* @param name
* skill to find. Needs not to be a shared string.
* @return
* pointer to skill object, or NULL if player doesn't have it.
*
* @todo
* check if name shouldn't be made a shared string.
*/
object *find_skill_by_name(object *who, const char *name)
{
object *skill=NULL, *skill_tool=NULL, *tmp;
if (!name) return NULL;
/* We make sure the length of the string in the object is greater
* in length than the passed string. Eg, if we have a skill called
* 'hi', we don't want to match if the user passed 'high'
*/
for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) &&
strlen(tmp->skill) >= strlen(name)) skill = tmp;
/* Try to find appropriate skilltool. If the player has one already
* applied, we try to keep using that one.
*/
else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) &&
strlen(tmp->skill) >= strlen(name)) {
if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
skill_tool = tmp;
}
}
return adjust_skill_tool(who, skill, skill_tool);
}
/**
* This returns the skill pointer of the given name (the
* one that accumlates exp, has the level, etc).
*
* It is presumed that the player will be needing to actually
* use the skill, so a skill tool will be equipped if one if found
* to benefit from its bonuses.
*
* This code is basically the same as find_skill_by_name() above,
* but instead of a skill name, we search by matching number.
*
* @param who
* player applying a skill.
* @param skillno
* skill subtype.
* @return
* skill object if player can use it, NULL else.
*/
object *find_skill_by_number(object *who, int skillno)
{
object *skill=NULL, *skill_tool=NULL, *tmp;
if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
/* Try to find appropriate skilltool. If the player has one already
* applied, we try to keep using that one.
*/
else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) {
if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
skill_tool = tmp;
}
}
return adjust_skill_tool(who, skill, skill_tool);
}
/* This changes the objects skill to new_skill.
* note that this function doesn't always need to get used -
* you can now add skill exp to the player without the chosen_skill being
* set. This function is of most interest to players to update
* the various range information.
* if new_skill is null, this just unapplies the skill.
* flag has the current meaning:
* 0x1: If set, don't update the range pointer. This is useful when we
* need to ready a new skill, but don't want to clobber range.
* return 1 on success, 0 on error
*/
int change_skill (object *who, object *new_skill, int flag)
{
int old_range;
if ( who->type != PLAYER )
return 0;
old_range = who->contr->shoottype;
if (who->chosen_skill && who->chosen_skill == new_skill)
{
/* optimization for changing skill to current skill */
if (who->type == PLAYER && !(flag & 0x1))
who->contr->shoottype = range_skill;
return 1;
}
if (!new_skill || who->chosen_skill)
if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY | (flag & AP_NOPRINT));
/* Only goal in this case was to unapply a skill */
if (!new_skill) return 0;
if (apply_special (who, new_skill, AP_APPLY | (flag & AP_NOPRINT))) {
return 0;
}
if (flag & 0x1)
who->contr->shoottype = old_range;
return 1;
}
/* This function just clears the chosen_skill and range_skill values
* inthe player.
*/
void clear_skill(object *who)
{
who->chosen_skill = NULL;
CLEAR_FLAG(who, FLAG_READY_SKILL);
if (who->type == PLAYER) {
who->contr->ranges[range_skill] = NULL;
if (who->contr->shoottype == range_skill)
who->contr->shoottype = range_none;
}
}
/**
* Main skills use function-similar in scope to cast_spell().
* We handle all requests for skill use outside of some combat here.
* We require a separate routine outside of fire() so as to allow monsters
* to utilize skills.
* This is changed (2002-11-30) from the old method that returned
* exp - no caller needed that info, but it also prevented the callers
* from know if a skill was actually used, as many skills don't
* give any exp for their direct use (eg, throwing).
* It returns 0 if no skill was used.
* @param op The object actually using the skill
* @param part An object taking part of the skill usage, used by throwing
* @param skill The skill used by op
* @param dir The direction in which the skill is used
* @param string A parameter string, necessary to use some skills
* @return 1 if the use of the skill was successful, 0 otherwise
*/
int do_skill (object *op, object *part, object *skill, int dir, const char *string) {
int success=0, exp=0;
object *tmp;
if (!skill) return 0;
/* The code below presumes that the skill points to the object that
* holds the exp, level, etc of the skill. So if this is a player
* go and try to find the actual real skill pointer, and if the
* the player doesn't have a bucket for that, create one.
*/
if (skill->type != SKILL && op->type == PLAYER) {
for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) {
if (tmp->type == SKILL && tmp->skill == skill->skill) break;
}
if (!tmp) tmp=give_skill_by_name(op, skill->skill);
skill = tmp;
}
switch(skill->subtype) {
case SK_LEVITATION:
/* Not 100% sure if this will work with new movement code -
* the levitation skill has move_type for flying, so when
* equipped, that should transfer to player, when not,
* shouldn't.
*/
if(QUERY_FLAG(skill,FLAG_APPLIED)) {
CLEAR_FLAG(skill,FLAG_APPLIED);
new_draw_info(NDI_UNIQUE,0,op,"You come to earth.");
}
else {
SET_FLAG(skill,FLAG_APPLIED);
new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!.");
}
fix_player(op);
success=1;
break;
case SK_STEALING:
exp = success = steal(op, dir, skill);
break;
case SK_LOCKPICKING:
exp = success = pick_lock(op, dir, skill);
break;
case SK_HIDING:
exp = success = hide(op, skill);
break;
case SK_JUMPING:
success = jump(op, dir, skill);
break;
case SK_INSCRIPTION:
exp = success = write_on_item(op,string, skill);
break;
case SK_MEDITATION:
meditate(op, skill);
success=1;
break;
/* note that the following 'attack' skills gain exp through hit_player() */
case SK_KARATE:
(void) attack_hth(op,dir,"karate-chopped", skill);
break;
case SK_PUNCHING:
(void) attack_hth(op,dir,"punched", skill);
break;
case SK_FLAME_TOUCH:
(void) attack_hth(op,dir,"flamed", skill);
break;
case SK_CLAWING:
(void) attack_hth(op,dir,"clawed", skill);
break;
case SK_ONE_HANDED_WEAPON:
case SK_TWO_HANDED_WEAPON:
(void) attack_melee_weapon(op,dir,NULL, skill);
break;
case SK_FIND_TRAPS:
exp = success = find_traps(op, skill);
break;
case SK_SINGING:
exp = success = singing(op,dir, skill);
break;
case SK_ORATORY:
exp = success = use_oratory(op,dir, skill);
break;
case SK_SMITHERY:
case SK_BOWYER:
case SK_JEWELER:
case SK_ALCHEMY:
case SK_THAUMATURGY:
case SK_LITERACY:
case SK_WOODSMAN:
if (use_alchemy(op) == 0)
exp = success = skill_ident(op,skill);
break;
case SK_DET_MAGIC:
case SK_DET_CURSE:
exp = success = skill_ident(op,skill);
break;
case SK_DISARM_TRAPS:
exp = success = remove_trap(op,dir, skill);
break;
case SK_THROWING:
success = skill_throw(op,part,dir,string, skill);
break;
case SK_SET_TRAP:
new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented.");
break;
case SK_USE_MAGIC_ITEM:
case SK_MISSILE_WEAPON:
new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill.");
break;
case SK_PRAYING:
success = pray(op, skill);
break;
case SK_BARGAINING:
success = describe_shop(op);
break;
case SK_SORCERY:
case SK_EVOCATION:
case SK_PYROMANCY:
case SK_SUMMONING:
case SK_CLIMBING:
new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect.");
break;
case SK_HARVESTING:
success = do_harvest(op, dir, skill);
break;
default:
LOG(llevDebug,"%s attempted to use unknown skill: %d\n"
,query_name(op), op->chosen_skill->stats.sp);
break;
}
/* For players we now update the speed_left from using the skill.
* Monsters have no skill use time because of the random nature in
* which use_monster_skill is called already simulates this.
* If certain skills should take more/less time, that should be
* in the code for the skill itself.
*/
if(op->type==PLAYER) op->speed_left -= 1.0;
/* this is a good place to add experience for successfull use of skills.
* Note that add_exp() will figure out player/monster experience
* gain problems.
*/
if(success && exp) change_exp(op,exp, skill->skill, SK_SUBTRACT_SKILL_EXP);
return success;
}
/* calc_skill_exp() - calculates amount of experience can be gained for
* successfull use of a skill. Returns value of experience gain.
* Here we take the view that a player must 'overcome an opponent'
* in order to gain experience. Examples include foes killed combat,
* finding/disarming a trap, stealing from somebeing, etc.
* The gained experience is based primarily on the difference in levels,
* exp point value of vanquished foe, the relevent stats of the skill being
* used and modifications in the skills[] table.
*
* For now, monsters and players will be treated differently. Below I give
* the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
* Monsters just get 10% of the exp of the opponent.
*
* players get a ratio, eg, opponent lvl / player level. This is then
* multiplied by various things. If simple exp is true, then
* this multiplier, include the level difference, is always 1.
* This revised method prevents some cases where there are big gaps
* in the amount you get just because you are now equal level vs lower
* level
* who is player/creature that used the skill.
* op is the object that was 'defeated'.
* skill is the skill used. If no skill is used, it should just
* point back to who.
*
*/
int calc_skill_exp(object *who, object *op, object *skill) {
int op_exp=0,op_lvl= 0;
float base,value,lvl_mult=0.0;
if (!skill) skill = who;
/* Oct 95 - where we have an object, I expanded our treatment
* to 3 cases:
* non-living magic obj, runes and everything else.
*
* If an object is not alive and magical we set the base exp higher to
* help out exp awards for skill_ident skills. Also, if
* an item is type RUNE, we give out exp based on stats.Cha
* and level (this was the old system) -b.t.
*/
if(!op) { /* no item/creature */
op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty;
op_exp = 0;
} else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that
* for the amount of experience */
op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp;
op_lvl = op->level;
} else { /* all other items/living creatures */
op_exp = op->stats.exp;
op_lvl = op->level;
if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */
op_lvl += 5 * abs(op->magic);
}
}
if(op_lvl<1) op_lvl = 1;
if(who->type!=PLAYER) { /* for monsters only */
return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */
} else { /* for players */
base = op_exp;
/* if skill really is a skill, then we can look at the skill archetype for
* bse reward value (exp) and level multiplier factor.
*/
if (skill->type == SKILL) {
base += skill->arch->clone.stats.exp;
if (settings.simple_exp) {
if (skill->arch->clone.level)
lvl_mult = (float) skill->arch->clone.level / 100.0;
else
lvl_mult = 1.0; /* no adjustment */
}
else {
if (skill->level)
lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
else
lvl_mult = 1.0;
}
} else {
/* Don't divide by zero here! */
lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1);
}
}
/* assemble the exp total, and return value */
value = base * lvl_mult;
if (value < 1) value=1; /* Always give at least 1 exp point */
#ifdef SKILL_UTIL_DEBUG
LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n",
who->name,skill->level,op->name,op_lvl);
#endif
return ( (int) value);
}
/* Learn skill. This inserts the requested skill in the player's
* inventory. The skill field of the scroll should have the
* exact name of the requested skill.
* This one actually teaches the player the skill as something
* they can equip.
* Return 0 if the player knows the skill, 1 if the
* player learns the skill, 2 otherwise.
*/
int
learn_skill (object *pl, object *scroll) {
object *tmp;
if (!scroll->skill) {
LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name);
return 2;
}
/* can't use find_skill_by_name because we want skills the player knows
* but can't use natively.
*/
for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
/* player already knows it */
if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0;
/* now a random change to learn, based on player Int.
* give bonus based on level - otherwise stupid characters
* might never be able to learn anything.
*/
if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5)))
return 2; /* failure :< */
if (!tmp)
tmp = give_skill_by_name(pl, scroll->skill);
if (!tmp) {
LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill);
return 2;
}
SET_FLAG(tmp, FLAG_CAN_USE_SKILL);
link_player_skills(pl);
return 1;
}
/* Gives a percentage clipped to 0% -> 100% of a/b. */
/* Probably belongs in some global utils-type file? */
static int clipped_percent(sint64 a, sint64 b)
{
int rv;
if (b <= 0)
return 0;
rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f);
if (rv < 0)
return 0;
else if (rv > 100)
return 100;
return rv;
}
/* show_skills() - Meant to allow players to examine
* their current skill list.
* This shows the amount of exp they have in the skills.
* we also include some other non skill related info (god,
* max weapon improvments, item power).
* Note this function is a bit more complicated becauase we
* we want ot sort the skills before printing them. If we
* just dumped this as we found it, this would be a bit
* simpler.
*/
void show_skills(object *op, const char* search) {
object *tmp=NULL;
char buf[MAX_BUF];
const char *cp;
int i,num_skills_found=0;
static const char *const periods = "........................................";
/* Need to have a pointer and use strdup for qsort to work properly */
char skills[NUM_SKILLS][MAX_BUF];
for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
if (tmp->type == SKILL) {
if ( search && strstr(tmp->name,search)==NULL ) continue;
/* Basically want to fill this out to 40 spaces with periods */
sprintf(buf,"%s%s", tmp->name, periods);
buf[40] = 0;
if (settings.permanent_exp_ratio) {
sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%" FMT64 "/%" FMT64 "/%d%%)",
buf,tmp->level,
tmp->stats.exp,
level_exp(tmp->level+1, op->expmul),
clipped_percent(tmp->perm_exp,tmp->stats.exp));
} else {
sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%" FMT64 "/%" FMT64 ")",
buf,tmp->level,
tmp->stats.exp,
level_exp(tmp->level+1, op->expmul));
}
/* I don't know why some characters get a bunch of skills, but
* it sometimes happens (maybe a leftover from bugier earlier code
* and those character are still about). In any case, lets handle
* it so it doesn't crash the server - otherwise, one character may
* crash the server numerous times.
*/
if (num_skills_found >= NUM_SKILLS) {
new_draw_info(NDI_RED, 0, op, "Your character has too many skills.");
new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin");
break;
}
}
}
clear_win_info(op);
new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
for (i=0; i<num_skills_found; i++) {
new_draw_info(NDI_UNIQUE, 0, op, skills[i]);
}
new_draw_info_format(NDI_UNIQUE, 0, op,
"You can handle %d weapon improvements.",op->level/5+5);
cp = determine_god(op);
if (strcmp(cp, "none") == 0)
cp = NULL;
new_draw_info_format(NDI_UNIQUE, 0, op,
"You worship %s.", cp?cp:"no god at current time");
new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n",
op->contr->item_power, op->level);
}
/* use_skill() - similar to invoke command, it executes the skill in the
* direction that the user is facing. Returns false if we are unable to
* change to the requested skill, or were unable to use the skill properly.
* This is tricky because skills can have spaces. We basically roll
* our own find_skill_by_name so we can try to do better string matching.
*/
int use_skill(object *op, const char *string) {
object *skop;
size_t len;
if (!string) return 0;
for (skop = op->inv; skop != NULL; skop=skop->below) {
if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) &&
!strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
break;
else if (skop->type == SKILL_TOOL &&
!strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
break;
}
if (!skop) {
new_draw_info_format(NDI_UNIQUE, 0, op,
"Unable to find skill %s", string);
return 0;
}
len=strlen(skop->skill);
/* All this logic goes and skips over the skill name to find any
* options given to the skill. Its pretty simple - if there
* are extra parameters (as deteremined by string length), we
* want to skip over any leading spaces.
*/
if(len>=strlen(string)) {
string=NULL;
} else {
string += len;
while(*string==0x20) string++;
if(strlen(string)==0) string = NULL;
}
#ifdef SKILL_UTIL_DEBUG
LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none");
#endif
/* Change to the new skill, then execute it. */
if(do_skill(op,op,skop, op->facing,string)) return 1;
return 0;
}
/* This finds the best unarmed skill the player has, and returns
* it. Best can vary a little - we consider clawing to always
* be the best for dragons.
* This could be more intelligent, eg, look at the skill level
* of the skill and go from there (eg, a level 40 puncher is
* is probably better than level 1 karate). OTOH, if you
* don't bother to set up your skill properly, that is the players
* problem (although, it might be nice to have a preferred skill
* field the player can set.
* Unlike the old code, we don't give out any skills - it is
* possible you just don't have any ability to get into unarmed
* combat. If everyone race/class should have one, this should
* be handled in the starting treasurelists, not in the code.
*/
static object *find_best_player_hth_skill(object *op)
{
object *tmp, *best_skill=NULL;
int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
/* Dragons are a special case - gros 25th July 2006 */
if (dragon)
{
tmp = find_skill_by_number(op, SK_CLAWING);
if (tmp) /* I suppose it should always be true - but maybe there's
* draconic toothache ? :) */
return tmp;
}
for (tmp=op->inv; tmp; tmp=tmp->below) {
if (tmp->type == SKILL) {
/* The order in the array is preferred order. So basically,
* we just cut down the number to search - eg, if we find a skill
* early on in flame touch, then we only need to look into the unarmed_array
* to the entry before flame touch - don't care about the entries afterward,
* because they are infrerior skills.
* if we end up finding the best skill (i==0) might as well return
* right away - can't get any better than that.
*/
for (i=0; i<last_skill; i++) {
if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
best_skill = tmp;
last_skill = i;
if (i==0) return best_skill;
}
}
}
}
return best_skill;
}
/* do_skill_attack() - We have got an appropriate opponent from either
* move_player_attack() or skill_attack(). In this part we get on with
* attacking, take care of messages from the attack and changes in invisible.
* Returns true if the attack damaged the opponent.
* tmp is the targetted monster.
* op is what is attacking
* string is passed along to describe what messages to describe
* the damage.
*/
static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) {
int success;
/* For Players only: if there is no ready weapon, and no "attack" skill
* is readied either then try to find a skill for the player to use.
* it is presumed that if skill is set, it is a valid attack skill (eg,
* the caller should have set it appropriately). We still want to pass
* through that code if skill is set to change to the skill.
*/
if(op->type==PLAYER) {
if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) {
size_t i;
if (!skill) {
/* See if the players chosen skill is a combat skill, and use
* it if appropriate.
*/
if (op->chosen_skill) {
for (i=0; i<sizeof(unarmed_skills); i++)
if (op->chosen_skill->subtype == unarmed_skills[i]) {
skill = op->chosen_skill;
break;
}
}
/* If we didn't find a skill above, look harder for a good skill */
if (!skill) {
skill = find_best_player_hth_skill(op);
if (!skill) {
new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!");
return 0;
}
}
}
if (skill != op->chosen_skill) {
/* now try to ready the new skill */
if(!change_skill(op,skill,1)) { /* oh oh, trouble! */
new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name);
return 0;
}
}
} else {
/* Seen some crashes below where current_weapon is not set,
* even though the flag says it is. So if current weapon isn't set,
* do some work in trying to find the object to use.
*/
if (!op->current_weapon) {
object *tmp;
LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
op->name);
for (tmp=op->inv; tmp; tmp=tmp->below)
if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
if (!tmp) {
LOG(llevError,"Could not find applied weapon on %s\n",
op->name);
op->current_weapon=NULL;
return 0;
} else {
op->current_weapon = tmp;
}
}
/* Has ready weapon - make sure chosen_skill is set up properly */
if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
}
}
}
/* lose invisiblity/hiding status for running attacks */
if(op->type==PLAYER && op->contr->tmp_invis) {
op->contr->tmp_invis=0;
op->invisible=0;
op->hide=0;
update_object(op,UP_OBJ_FACE);
}
success = attack_ob(tmp,op);
/* print appropriate messages to the player */
if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) {
if(op->type==PLAYER)
new_draw_info_format(NDI_UNIQUE, 0,op,
"You %s %s!",string,query_name(tmp));
else if(tmp->type==PLAYER)
new_draw_info_format(NDI_UNIQUE, 0,tmp,
"%s %s you!",query_name(op),string);
}
return success;
}
/* skill_attack() - Core routine for use when we attack using a skills
* system. In essence, this code handles
* all skill-based attacks, ie hth, missile and melee weapons should be
* treated here. If an opponent is already supplied by move_player(),
* we move right onto do_skill_attack(), otherwise we find if an
* appropriate opponent exists.
*
* This is called by move_player() and attack_hth()
*
* Initial implementation by -bt thomas@astro.psu.edu
*/
int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) {
sint16 tx,ty;
mapstruct *m;
int mflags;
if(!dir) dir=pl->facing;
tx=freearr_x[dir];
ty=freearr_y[dir];
/* If we don't yet have an opponent, find if one exists, and attack.
* Legal opponents are the same as outlined in move_player_attack()
*/
if(tmp==NULL) {
m = pl->map;
tx = pl->x + freearr_x[dir];
ty = pl->y + freearr_y[dir];
mflags = get_map_flags(m, &m, tx, ty, &tx, &ty);
if (mflags & P_OUT_OF_MAP) return 0;
/* space must be blocked for there to be anything interesting to do */
if (!(mflags&P_IS_ALIVE)
&& !OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx, ty))) {
return 0;
}
for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
|| QUERY_FLAG(tmp, FLAG_CAN_ROLL)
|| tmp->type==LOCKED_DOOR ) {
/* Don't attack party members */
if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
&& pl->contr->party==tmp->contr->party))
return 0;
break;
}
}
if (!tmp) {
if(pl->type==PLAYER)
new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
return 0;
}
return do_skill_attack(tmp,pl,string, skill);
}
/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
* (attack_hth) we check for weapon use, etc in the second (the new
* function skill_attack() we actually attack.
*/
static int attack_hth(object *pl, int dir, const char *string, object *skill) {
object *enemy=NULL,*weapon;
if(QUERY_FLAG(pl, FLAG_READY_WEAPON))
for(weapon=pl->inv;weapon;weapon=weapon->below) {
if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) {
if (apply_special(pl, weapon, AP_UNAPPLY | AP_NOPRINT)) {
new_draw_info_format(NDI_UNIQUE, 0,pl,
"You are unable to unwield %s in order to attack with %s.",
query_name(weapon), skill->name);
return 0;
} else {
new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack.");
break;
}
}
}
return skill_attack(enemy,pl,dir,string, skill);
}
/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
* For now we are just checking to see if we have a ready weapon here.
* But there is a real neato possible feature of this scheme which
* bears mentioning:
* Since we are only calling this from do_skill() in the future
* we may make this routine handle 'special' melee weapons attacks
* (like disarming manuever with sai) based on player SK_level and
* weapon type.
*/
static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) {
if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) {
if(op->type==PLAYER)
new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!");
return 0;
}
return skill_attack(NULL,op,dir,string, skill);
}
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