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Revision: 1.35
Committed: Tue May 1 05:48:20 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +59 -67 lines
Log Message:
big simplification, still doesn't work, but feels cleaner

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.35 * CrossFire, A Multiplayer game
3 pippijn 1.26 *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The author can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     /* Created July 95 to separate skill utilities from actual skills -b.t. */
26    
27     /* Reconfigured skills code to allow linking of skills to experience
28     * categories. This is done solely through the init_new_exp_system() fctn.
29     * June/July 1995 -b.t. thomas@astro.psu.edu
30     */
31    
32     /* July 1995 - Initial associated skills coding. Experience gains
33     * come solely from the use of skills. Overcoming an opponent (in combat,
34     * finding/disarming a trap, stealing from somebeing, etc) gains
35     * experience. Calc_skill_exp() handles the gained experience using
36     * modifications in the skills[] table. - b.t.
37     */
38    
39     /* define the following for skills utility debuging */
40 root 1.9
41 elmex 1.1 /* #define SKILL_UTIL_DEBUG */
42    
43     #include <global.h>
44     #include <object.h>
45 root 1.23 #include <sproto.h>
46 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47 elmex 1.1 #include <spells.h>
48    
49 root 1.33 const uint8_t skill_flags[NUM_SKILLS] = {
50 root 1.34 0, // SK_NONE
51 root 1.33 # define def(uc, flags) flags,
52     # include "skillinc.h"
53     # undef def
54 root 1.11 };
55    
56 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
57     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 elmex 1.1
59     /* init_skills basically just sets up the skill_names table
60     * above. The index into the array is set up by the
61     * subtypes.
62     */
63 root 1.9 void
64     init_skills (void)
65     {
66 root 1.33 for (archetype *at = first_archetype; at; at = at->next)
67 root 1.10 if (at->clone.type == SKILL)
68     {
69 root 1.33 if (skill_names[at->clone.subtype])
70 root 1.10 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
72     else
73     skill_names[at->clone.subtype] = at->clone.skill;
74     }
75 elmex 1.1
76 root 1.9 /* This isn't really an error if there is no skill subtype set, but
77     * checking for this may catch some user errors.
78     */
79 root 1.33 for (int i = 1; i < NUM_SKILLS; i++)
80     if (!skill_names[i])
81     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82 elmex 1.1 }
83    
84     /* This function goes through the player inventory and sets
85     * up the last_skills[] array in the player object.
86     * the last_skills[] is used to more quickly lookup skills -
87     * mostly used for sending exp.
88     */
89 root 1.9 void
90     link_player_skills (object *op)
91 elmex 1.1 {
92 root 1.25 for (object *tmp = op->inv; tmp; tmp = tmp->below)
93     if (tmp->type == SKILL)
94     {
95     /* This is really a warning, hence no else below */
96     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99    
100     if (tmp->subtype >= NUM_SKILLS)
101     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102     else
103     {
104     op->contr->last_skill_ob[tmp->subtype] = tmp;
105     op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106     }
107     }
108 elmex 1.1 }
109    
110     /* This returns the skill pointer of the given name (the
111     * one that accumlates exp, has the level, etc).
112     *
113     * It is presumed that the player will be needing to actually
114     * use the skill, so thus if use of the skill requires a skill
115     * tool, this code will equip it.
116     */
117 root 1.9 object *
118     find_skill_by_name (object *who, const char *name)
119 elmex 1.1 {
120 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
121 elmex 1.1
122 root 1.9 if (!name)
123     return NULL;
124 elmex 1.1
125 root 1.9 /* We make sure the length of the string in the object is greater
126     * in length than the passed string. Eg, if we have a skill called
127     * 'hi', we don't want to match if the user passed 'high'
128     */
129     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
130     {
131     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
132     skill = tmp;
133    
134     /* Try to find appropriate skilltool. If the player has one already
135     * applied, we try to keep using that one.
136     */
137     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
138     {
139     if (QUERY_FLAG (tmp, FLAG_APPLIED))
140     skill_tool = tmp;
141     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142     skill_tool = tmp;
143 root 1.5 }
144 elmex 1.1 }
145 root 1.9 /* If this is a skill that can be used without a tool, return it */
146     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147     return skill;
148    
149     /* Player has a tool to use the skill. IF not applied, apply it -
150     * if not successful, return null. If they do have the skill tool
151     * but not the skill itself, give it to them.
152     */
153     if (skill_tool)
154     {
155     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156     {
157     if (apply_special (who, skill_tool, 0))
158     return NULL;
159 root 1.5 }
160 root 1.33
161 root 1.9 if (!skill)
162     {
163     skill = give_skill_by_name (who, skill_tool->skill);
164     link_player_skills (who);
165 root 1.5 }
166 root 1.33
167 root 1.9 return skill;
168 elmex 1.1 }
169 root 1.33
170 root 1.9 return NULL;
171 elmex 1.1 }
172    
173    
174     /* This returns the skill pointer of the given name (the
175     * one that accumlates exp, has the level, etc).
176     *
177     * It is presumed that the player will be needing to actually
178     * use the skill, so thus if use of the skill requires a skill
179     * tool, this code will equip it.
180     *
181     * This code is basically the same as find_skill_by_name() above,
182     * but instead a skill name, we search by matching number.
183     * this replaces find_skill.
184     */
185 root 1.9 object *
186     find_skill_by_number (object *who, int skillno)
187 elmex 1.1 {
188 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
189 elmex 1.1
190 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
191     return NULL;
192 elmex 1.1
193 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
194     {
195     if (tmp->type == SKILL && tmp->subtype == skillno)
196     skill = tmp;
197 elmex 1.1
198 root 1.9 /* Try to find appropriate skilltool. If the player has one already
199     * applied, we try to keep using that one.
200     */
201     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202     {
203     if (QUERY_FLAG (tmp, FLAG_APPLIED))
204     skill_tool = tmp;
205     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206     skill_tool = tmp;
207 root 1.5 }
208 elmex 1.1 }
209 root 1.9 /* If this is a skill that can be used without a tool, return it */
210     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211     return skill;
212    
213     /* Player has a tool to use the skill. IF not applied, apply it -
214     * if not successful, return null. If they do have the skill tool
215     * but not the skill itself, give it to them.
216     */
217     if (skill_tool)
218     {
219     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220     {
221     if (apply_special (who, skill_tool, 0))
222     return NULL;
223 root 1.5 }
224 root 1.16
225 root 1.9 if (!skill)
226     {
227     skill = give_skill_by_name (who, skill_tool->skill);
228     link_player_skills (who);
229 root 1.5 }
230 root 1.16
231 root 1.9 return skill;
232 elmex 1.1 }
233 root 1.16
234 root 1.9 return NULL;
235 elmex 1.1 }
236    
237     /* This changes the objects skill to new_skill.
238     * note that this function doesn't always need to get used -
239     * you can now add skill exp to the player without the chosen_skill being
240     * set. This function is of most interest to players to update
241     * the various range information.
242     * if new_skill is null, this just unapplies the skill.
243     * flag has the current meaning:
244     * 0x1: If set, don't update the range pointer. This is useful when we
245     * need to ready a new skill, but don't want to clobber range.
246     * return 1 on success, 0 on error
247     */
248 root 1.9 int
249     change_skill (object *who, object *new_skill, int flag)
250 elmex 1.1 {
251 root 1.9 if (who->type != PLAYER)
252     return 0;
253    
254 root 1.32 if (!new_skill)
255     {
256 root 1.35 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
257     who->debug_desc ());
258 root 1.32 return 0;
259     }
260 elmex 1.1
261 root 1.35 player *pl = who->contr;
262    
263 root 1.33 // move skill to front, so it will be preferred next time
264     new_skill->remove ();
265     who->insert (new_skill);
266    
267 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
268 root 1.16 return 0;
269    
270 root 1.9 return 1;
271 elmex 1.1 }
272    
273     /* This function just clears the chosen_skill and range_skill values
274 root 1.33 * in the player.
275 elmex 1.1 */
276 root 1.9 void
277     clear_skill (object *who)
278 elmex 1.1 {
279 root 1.33 who->chosen_skill = 0;
280 root 1.9 CLEAR_FLAG (who, FLAG_READY_SKILL);
281 root 1.33
282 root 1.9 if (who->type == PLAYER)
283     {
284 root 1.35 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
285     who->contr->ranged_ob = 0;
286 elmex 1.1 }
287     }
288    
289     /* do_skill() - Main skills use function-similar in scope to cast_spell().
290     * We handle all requests for skill use outside of some combat here.
291     * We require a separate routine outside of fire() so as to allow monsters
292     * to utilize skills. Returns 1 on use of skill, otherwise 0.
293     * This is changed (2002-11-30) from the old method that returned
294     * exp - no caller needed that info, but it also prevented the callers
295     * from know if a skill was actually used, as many skills don't
296     * give any exp for their direct use (eg, throwing).
297     * It returns 0 if no skill was used.
298     */
299 root 1.9 int
300     do_skill (object *op, object *part, object *skill, int dir, const char *string)
301     {
302     int success = 0, exp = 0;
303     int did_alc = 0;
304     object *tmp, *next;
305    
306     if (!skill)
307     return 0;
308    
309     /* The code below presumes that the skill points to the object that
310     * holds the exp, level, etc of the skill. So if this is a player
311     * go and try to find the actual real skill pointer, and if the
312     * the player doesn't have a bucket for that, create one.
313     */
314     if (skill->type != SKILL && op->type == PLAYER)
315     {
316     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
317 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
318     break;
319    
320 root 1.9 if (!tmp)
321     tmp = give_skill_by_name (op, skill->skill);
322 root 1.28
323 root 1.9 skill = tmp;
324 elmex 1.1 }
325    
326 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
327     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
328     return 0;
329 elmex 1.1
330 root 1.9 switch (skill->subtype)
331     {
332 root 1.28 case SK_LEVITATION:
333     /* Not 100% sure if this will work with new movement code -
334     * the levitation skill has move_type for flying, so when
335     * equipped, that should transfer to player, when not,
336     * shouldn't.
337     */
338     if (QUERY_FLAG (skill, FLAG_APPLIED))
339     {
340     CLEAR_FLAG (skill, FLAG_APPLIED);
341     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
342     }
343     else
344     {
345     SET_FLAG (skill, FLAG_APPLIED);
346     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
347     }
348    
349     op->update_stats ();
350     success = 1;
351     break;
352 root 1.5
353 root 1.28 case SK_STEALING:
354     exp = success = steal (op, dir, skill);
355     break;
356 root 1.5
357 root 1.28 case SK_LOCKPICKING:
358     exp = success = pick_lock (op, dir, skill);
359     break;
360 root 1.5
361 root 1.28 case SK_HIDING:
362     exp = success = hide (op, skill);
363     break;
364 root 1.5
365 root 1.28 case SK_JUMPING:
366     success = jump (op, dir, skill);
367     break;
368 root 1.5
369 root 1.28 case SK_INSCRIPTION:
370     exp = success = write_on_item (op, string, skill);
371     break;
372 root 1.5
373 root 1.28 case SK_MEDITATION:
374     meditate (op, skill);
375     success = 1;
376     break;
377     /* note that the following 'attack' skills gain exp through hit_player() */
378 root 1.5
379 root 1.28 case SK_KARATE:
380 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
381 root 1.28 break;
382 root 1.5
383 root 1.28 case SK_PUNCHING:
384 root 1.30 attack_hth (op, dir, "punched", skill);
385 root 1.28 break;
386 root 1.5
387 root 1.28 case SK_FLAME_TOUCH:
388 root 1.30 attack_hth (op, dir, "flamed", skill);
389 root 1.28 break;
390 elmex 1.1
391 root 1.28 case SK_SPARK_TOUCH:
392 root 1.30 attack_hth (op, dir, "zapped", skill);
393 root 1.28 break;
394 elmex 1.1
395 root 1.28 case SK_SHIVER:
396 root 1.30 attack_hth (op, dir, "froze", skill);
397 root 1.28 break;
398 elmex 1.1
399 root 1.28 case SK_ACID_SPLASH:
400 root 1.30 attack_hth (op, dir, "dissolved", skill);
401 root 1.28 break;
402 elmex 1.1
403 root 1.28 case SK_POISON_NAIL:
404 root 1.30 attack_hth (op, dir, "injected poison into", skill);
405 root 1.28 break;
406 elmex 1.1
407 root 1.28 case SK_CLAWING:
408 root 1.30 attack_hth (op, dir, "clawed", skill);
409 root 1.28 break;
410 root 1.5
411 root 1.28 case SK_ONE_HANDED_WEAPON:
412     case SK_TWO_HANDED_WEAPON:
413 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
414 root 1.28 break;
415 root 1.5
416 root 1.28 case SK_FIND_TRAPS:
417     exp = success = find_traps (op, skill);
418     break;
419 root 1.5
420 root 1.28 case SK_SINGING:
421     exp = success = singing (op, dir, skill);
422     break;
423 root 1.5
424 root 1.28 case SK_ORATORY:
425     exp = success = use_oratory (op, dir, skill);
426     break;
427 root 1.5
428 root 1.28 case SK_SMITHERY:
429     case SK_BOWYER:
430     case SK_JEWELER:
431     case SK_ALCHEMY:
432     case SK_THAUMATURGY:
433     case SK_LITERACY:
434     case SK_WOODSMAN:
435     /* first, we try to find a cauldron, and do the alchemy thing.
436     * failing that, we go and identify stuff.
437     */
438     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
439     {
440     next = tmp->above;
441 root 1.17
442 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
443     {
444     attempt_do_alchemy (op, tmp);
445 root 1.17
446 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
447     esrv_send_inventory (op, tmp);
448 root 1.17
449 root 1.28 did_alc = 1;
450     }
451     }
452 root 1.17
453 root 1.28 if (did_alc == 0)
454     exp = success = skill_ident (op, skill);
455 root 1.17
456 root 1.28 break;
457 root 1.5
458 root 1.28 case SK_DET_MAGIC:
459     case SK_DET_CURSE:
460     exp = success = skill_ident (op, skill);
461     break;
462 root 1.5
463 root 1.28 case SK_DISARM_TRAPS:
464     exp = success = remove_trap (op, dir, skill);
465     break;
466 root 1.5
467 root 1.28 case SK_THROWING:
468     success = skill_throw (op, part, dir, string, skill);
469     break;
470 root 1.5
471 root 1.28 case SK_SET_TRAP:
472     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
473     break;
474 root 1.5
475 root 1.28 case SK_USE_MAGIC_ITEM:
476     case SK_MISSILE_WEAPON:
477     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
478     break;
479 root 1.5
480 root 1.28 case SK_PRAYING:
481     success = pray (op, skill);
482     break;
483 root 1.5
484 root 1.28 case SK_BARGAINING:
485     success = describe_shop (op);
486     break;
487 elmex 1.1
488 root 1.28 case SK_SORCERY:
489     case SK_EVOCATION:
490     case SK_PYROMANCY:
491     case SK_SUMMONING:
492     case SK_CLIMBING:
493     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
494     break;
495 root 1.5
496 root 1.28 default:
497     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
498     break;
499 elmex 1.1 }
500    
501 root 1.9 /* For players we now update the speed_left from using the skill.
502     * Monsters have no skill use time because of the random nature in
503     * which use_monster_skill is called already simulates this.
504     * If certain skills should take more/less time, that should be
505     * in the code for the skill itself.
506     */
507    
508     if (op->type == PLAYER)
509     op->speed_left -= 1.0;
510    
511     /* this is a good place to add experience for successfull use of skills.
512     * Note that add_exp() will figure out player/monster experience
513     * gain problems.
514     */
515    
516     if (success && exp)
517     change_exp (op, exp, skill->skill, 0);
518    
519     return success;
520 elmex 1.1 }
521    
522     /* calc_skill_exp() - calculates amount of experience can be gained for
523     * successfull use of a skill. Returns value of experience gain.
524     * Here we take the view that a player must 'overcome an opponent'
525     * in order to gain experience. Examples include foes killed combat,
526     * finding/disarming a trap, stealing from somebeing, etc.
527     * The gained experience is based primarily on the difference in levels,
528     * exp point value of vanquished foe, the relevent stats of the skill being
529     * used and modifications in the skills[] table.
530     *
531     * For now, monsters and players will be treated differently. Below I give
532     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
533     * Monsters just get 10% of the exp of the opponent.
534     *
535     * players get a ratio, eg, opponent lvl / player level. This is then
536     * multiplied by various things. If simple exp is true, then
537     * this multiplier, include the level difference, is always 1.
538     * This revised method prevents some cases where there are big gaps
539     * in the amount you get just because you are now equal level vs lower
540     * level
541     * who is player/creature that used the skill.
542     * op is the object that was 'defeated'.
543     * skill is the skill used. If no skill is used, it should just
544     * point back to who.
545     *
546     */
547 root 1.9 int
548     calc_skill_exp (object *who, object *op, object *skill)
549     {
550     int op_exp = 0, op_lvl = 0;
551     float base, value, lvl_mult = 0.0;
552    
553     if (!skill)
554     skill = who;
555    
556     /* Oct 95 - where we have an object, I expanded our treatment
557     * to 3 cases:
558     * non-living magic obj, runes and everything else.
559     *
560     * If an object is not alive and magical we set the base exp higher to
561     * help out exp awards for skill_ident skills. Also, if
562     * an item is type RUNE, we give out exp based on stats.Cha
563     * and level (this was the old system) -b.t.
564     */
565    
566     if (!op)
567     { /* no item/creature */
568     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
569     op_exp = 0;
570     }
571     else if (op->type == RUNE || op->type == TRAP)
572     { /* all traps. If stats.Cha > 1 we use that
573 root 1.5 * for the amount of experience */
574 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
575     op_lvl = op->level;
576     }
577     else
578     { /* all other items/living creatures */
579     op_exp = op->stats.exp;
580     op_lvl = op->level;
581     if (!QUERY_FLAG (op, FLAG_ALIVE))
582     { /* for ident/make items */
583     op_lvl += 5 * abs (op->magic);
584     }
585     }
586    
587     if (op_lvl < 1)
588     op_lvl = 1;
589    
590     if (who->type != PLAYER)
591     { /* for monsters only */
592     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
593     }
594     else
595     { /* for players */
596     base = op_exp;
597     /* if skill really is a skill, then we can look at the skill archetype for
598     * bse reward value (exp) and level multiplier factor.
599     */
600     if (skill->type == SKILL)
601     {
602     base += skill->arch->clone.stats.exp;
603     if (settings.simple_exp)
604     {
605     if (skill->arch->clone.level)
606     lvl_mult = (float) skill->arch->clone.level / 100.0;
607     else
608     lvl_mult = 1.0; /* no adjustment */
609 root 1.5 }
610 root 1.9 else
611     {
612     if (skill->level)
613     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
614     else
615     lvl_mult = 1.0;
616 root 1.5 }
617 root 1.9 }
618     else
619     {
620     /* Don't divide by zero here! */
621     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
622 root 1.5 }
623 elmex 1.1 }
624 root 1.9
625     /* assemble the exp total, and return value */
626    
627     value = base * lvl_mult;
628     if (value < 1)
629     value = 1; /* Always give at least 1 exp point */
630    
631 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
632 root 1.9 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
633 elmex 1.1 #endif
634 root 1.9 return ((int) value);
635 elmex 1.1 }
636    
637     /* Learn skill. This inserts the requested skill in the player's
638     * inventory. The skill field of the scroll should have the
639     * exact name of the requested skill.
640     * This one actually teaches the player the skill as something
641     * they can equip.
642     * Return 0 if the player knows the skill, 1 if the
643     * player learns the skill, 2 otherwise.
644     */
645     int
646 root 1.9 learn_skill (object *pl, object *scroll)
647     {
648     object *tmp;
649 elmex 1.1
650 root 1.9 if (!scroll->skill)
651     {
652     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
653     return 2;
654 elmex 1.1 }
655    
656 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
657     * but can't use natively.
658     */
659 elmex 1.1
660 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
661     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
662     break;
663 elmex 1.1
664 root 1.9 /* player already knows it */
665     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
666     return 0;
667 elmex 1.1
668 root 1.9 /* now a random change to learn, based on player Int.
669     * give bonus based on level - otherwise stupid characters
670     * might never be able to learn anything.
671     */
672     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
673     return 2; /* failure :< */
674 elmex 1.1
675 root 1.9 if (!tmp)
676     tmp = give_skill_by_name (pl, scroll->skill);
677 elmex 1.1
678 root 1.9 if (!tmp)
679     {
680     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
681     return 2;
682 elmex 1.1 }
683    
684 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
685     link_player_skills (pl);
686     return 1;
687 elmex 1.1 }
688    
689     /* Gives a percentage clipped to 0% -> 100% of a/b. */
690 root 1.9
691 elmex 1.1 /* Probably belongs in some global utils-type file? */
692 root 1.9 static int
693     clipped_percent (sint64 a, sint64 b)
694 elmex 1.1 {
695     int rv;
696    
697     if (b <= 0)
698     return 0;
699    
700 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
701    
702 elmex 1.1 if (rv < 0)
703     return 0;
704     else if (rv > 100)
705     return 100;
706 root 1.9
707 elmex 1.1 return rv;
708     }
709    
710     /* show_skills() - Meant to allow players to examine
711     * their current skill list.
712     * This shows the amount of exp they have in the skills.
713     * we also include some other non skill related info (god,
714     * max weapon improvments, item power).
715     * Note this function is a bit more complicated becauase we
716     * we want ot sort the skills before printing them. If we
717     * just dumped this as we found it, this would be a bit
718     * simpler.
719     */
720 root 1.9
721     void
722     show_skills (object *op, const char *search)
723     {
724     object *tmp = NULL;
725     char buf[MAX_BUF];
726     const char *cp;
727     int i, num_skills_found = 0;
728     static const char *const periods = "........................................";
729    
730     /* Need to have a pointer and use strdup for qsort to work properly */
731     char skills[NUM_SKILLS][MAX_BUF];
732    
733    
734     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
735     {
736     if (tmp->type == SKILL)
737     {
738     if (search && strstr (tmp->name, search) == NULL)
739     continue;
740     /* Basically want to fill this out to 40 spaces with periods */
741     sprintf (buf, "%s%s", &tmp->name, periods);
742     buf[40] = 0;
743    
744     if (settings.permanent_exp_ratio)
745     {
746 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
747     buf, tmp->level, tmp->stats.exp,
748     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
749 root 1.9 }
750     else
751     {
752 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
753     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
754 root 1.5 }
755 root 1.9 /* I don't know why some characters get a bunch of skills, but
756     * it sometimes happens (maybe a leftover from bugier earlier code
757     * and those character are still about). In any case, lets handle
758     * it so it doesn't crash the server - otherwise, one character may
759     * crash the server numerous times.
760     */
761     if (num_skills_found >= NUM_SKILLS)
762     {
763     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
764     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
765     break;
766 root 1.5 }
767     }
768 elmex 1.1 }
769    
770 root 1.9 clear_win_info (op);
771     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
772     if (num_skills_found > 1)
773 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
774 elmex 1.1
775 root 1.9 for (i = 0; i < num_skills_found; i++)
776 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
777 elmex 1.1
778 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
779 elmex 1.1
780 root 1.9 cp = determine_god (op);
781     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
782 elmex 1.1
783 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
784     op->contr->item_power, (int) (op->level * settings.item_power_factor));
785 elmex 1.1 }
786    
787     /* use_skill() - similar to invoke command, it executes the skill in the
788     * direction that the user is facing. Returns false if we are unable to
789     * change to the requested skill, or were unable to use the skill properly.
790     * This is tricky because skills can have spaces. We basically roll
791     * our own find_skill_by_name so we can try to do better string matching.
792     */
793    
794 root 1.9 int
795     use_skill (object *op, const char *string)
796     {
797     object *skop;
798     size_t len;
799    
800     if (!string)
801     return 0;
802    
803     for (skop = op->inv; skop != NULL; skop = skop->below)
804     {
805     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
806     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
807     break;
808     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
809     break;
810 elmex 1.1 }
811 root 1.9 if (!skop)
812     {
813     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
814     return 0;
815 elmex 1.1 }
816    
817 root 1.9 len = strlen (skop->skill);
818 elmex 1.1
819 root 1.9 /* All this logic goes and skips over the skill name to find any
820     * options given to the skill. Its pretty simple - if there
821     * are extra parameters (as deteremined by string length), we
822     * want to skip over any leading spaces.
823     */
824     if (len >= strlen (string))
825     {
826     string = NULL;
827 elmex 1.1 }
828 root 1.9 else
829     {
830     string += len;
831     while (*string == 0x20)
832     string++;
833     if (strlen (string) == 0)
834     string = NULL;
835     }
836    
837 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
838 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
839 elmex 1.1 #endif
840    
841 root 1.9 /* Change to the new skill, then execute it. */
842     if (do_skill (op, op, skop, op->facing, string))
843     return 1;
844    
845     return 0;
846 elmex 1.1 }
847    
848 root 1.16 static bool
849     hth_skill_p (object *skill)
850     {
851 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
852 root 1.16 }
853    
854     /* This finds the first unarmed skill the player has, and returns it.
855 elmex 1.1 */
856 root 1.9 static object *
857 root 1.16 find_player_hth_skill (object *op)
858 elmex 1.1 {
859 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
860     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
861     return tmp;
862 elmex 1.1
863 root 1.16 return 0;
864 elmex 1.1 }
865    
866     /* do_skill_attack() - We have got an appropriate opponent from either
867     * move_player_attack() or skill_attack(). In this part we get on with
868     * attacking, take care of messages from the attack and changes in invisible.
869     * Returns true if the attack damaged the opponent.
870     * tmp is the targetted monster.
871     * op is what is attacking
872     * string is passed along to describe what messages to describe
873     * the damage.
874     */
875 root 1.9 static int
876     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
877     {
878     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
879     return RESULT_INT (0);
880    
881     /* For Players only: if there is no ready weapon, and no "attack" skill
882     * is readied either then try to find a skill for the player to use.
883     * it is presumed that if skill is set, it is a valid attack skill (eg,
884     * the caller should have set it appropriately). We still want to pass
885     * through that code if skill is set to change to the skill.
886     */
887 root 1.35 if (player *pl = op->contr)
888 root 1.9 {
889 root 1.35 if (!pl->combat_ob)
890 root 1.9 {
891 root 1.35 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
892 root 1.9 {
893 root 1.35 for (tmp = op->inv; tmp; tmp = tmp->below)
894     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
895     break;
896    
897     if (!tmp)
898 root 1.9 {
899 root 1.35 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
900     return 0;
901     }
902 root 1.9
903 root 1.35 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
904     }
905     else
906     {
907     if (!skill)
908     {
909     /* See if the players chosen skill is a combat skill, and use
910     * it if appropriate.
911     */
912     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
913     skill = op->chosen_skill;
914     else
915 root 1.9 {
916 root 1.35 skill = find_player_hth_skill (op);
917    
918     if (!skill)
919     {
920     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
921     return 0;
922     }
923 root 1.5 }
924     }
925 root 1.35
926     /* now try to ready the new skill */
927     if (!change_skill (op, skill, 0))
928     { /* oh oh, trouble! */
929     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
930     return 0;
931     }
932 root 1.5 }
933 root 1.16
934 root 1.35 if (!pl->combat_ob)
935     {
936     LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
937 root 1.16 return 0;
938 root 1.5 }
939 root 1.9 }
940 root 1.35
941     if (op->current_weapon != pl->combat_ob)
942 root 1.9 {
943 root 1.35 op->current_weapon = pl->combat_ob;
944     op->update_stats ();
945     }
946 root 1.9
947 root 1.35 /* lose invisiblity/hiding status for running attacks */
948 root 1.9
949 root 1.35 if (pl->tmp_invis)
950     {
951     pl->tmp_invis = 0;
952     op->invisible = 0;
953     op->hide = 0;
954     update_object (op, UP_OBJ_CHANGE);
955 root 1.5 }
956 elmex 1.1 }
957    
958 root 1.31 int success = attack_ob (tmp, op);
959 root 1.9
960     /* print appropriate messages to the player */
961    
962 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
963 root 1.9 {
964     if (op->type == PLAYER)
965     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
966     else if (tmp->type == PLAYER)
967     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
968     }
969 root 1.30
970 root 1.9 return success;
971     }
972 elmex 1.1
973     /* skill_attack() - Core routine for use when we attack using a skills
974     * system. In essence, this code handles
975     * all skill-based attacks, ie hth, missile and melee weapons should be
976     * treated here. If an opponent is already supplied by move_player(),
977     * we move right onto do_skill_attack(), otherwise we find if an
978     * appropriate opponent exists.
979     *
980     * This is called by move_player() and attack_hth()
981     *
982     * Initial implementation by -bt thomas@astro.psu.edu
983     */
984 root 1.9 int
985     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
986     {
987     sint16 tx, ty;
988 root 1.13 maptile *m;
989 root 1.9 int mflags;
990    
991     if (!dir)
992     dir = pl->facing;
993 root 1.16
994 root 1.9 tx = freearr_x[dir];
995     ty = freearr_y[dir];
996    
997     /* If we don't yet have an opponent, find if one exists, and attack.
998     * Legal opponents are the same as outlined in move_player_attack()
999     */
1000 root 1.31 if (!tmp)
1001 root 1.9 {
1002     m = pl->map;
1003     tx = pl->x + freearr_x[dir];
1004     ty = pl->y + freearr_y[dir];
1005    
1006     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1007     if (mflags & P_OUT_OF_MAP)
1008     return 0;
1009    
1010     /* space must be blocked for there to be anything interesting to do */
1011     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1012     return 0;
1013    
1014 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1015 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1016     {
1017     /* Don't attack party members */
1018     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1019     return 0;
1020 root 1.31
1021 root 1.9 break;
1022     }
1023 elmex 1.1 }
1024 root 1.31
1025 root 1.9 if (!tmp)
1026     {
1027     if (pl->type == PLAYER)
1028     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1029 root 1.31
1030 root 1.9 return 0;
1031 elmex 1.1 }
1032    
1033 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1034 elmex 1.1 }
1035    
1036    
1037     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1038 root 1.9
1039 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1040     * (attack_hth) we check for weapon use, etc in the second (the new
1041     * function skill_attack() we actually attack.
1042     */
1043    
1044 root 1.9 static int
1045     attack_hth (object *pl, int dir, const char *string, object *skill)
1046     {
1047     object *enemy = NULL, *weapon;
1048 elmex 1.1
1049 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1050     for (weapon = pl->inv; weapon; weapon = weapon->below)
1051     {
1052     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1053     {
1054     CLEAR_FLAG (weapon, FLAG_APPLIED);
1055     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1056 root 1.22 pl->update_stats ();
1057 root 1.9 if (pl->type == PLAYER)
1058     {
1059     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1060     esrv_update_item (UPD_FLAGS, pl, weapon);
1061     }
1062     break;
1063     }
1064     }
1065 root 1.30
1066 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1067 elmex 1.1 }
1068    
1069     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1070     * For now we are just checking to see if we have a ready weapon here.
1071     * But there is a real neato possible feature of this scheme which
1072     * bears mentioning:
1073     * Since we are only calling this from do_skill() in the future
1074     * we may make this routine handle 'special' melee weapons attacks
1075     * (like disarming manuever with sai) based on player SK_level and
1076     * weapon type.
1077     */
1078 root 1.9 static int
1079     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1080     {
1081 elmex 1.1
1082 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1083     {
1084     if (op->type == PLAYER)
1085     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1086 root 1.30
1087 root 1.9 return 0;
1088 elmex 1.1 }
1089 root 1.30
1090 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1091 elmex 1.1
1092     }