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Revision: 1.39
Committed: Wed May 9 11:32:31 2007 UTC (17 years ago) by root
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Branch: MAIN
Changes since 1.38: +12 -13 lines
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# 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 1.39 if (!name)
121     return 0;
122 elmex 1.1
123 root 1.39 object *skill = 0, *skill_tool = 0;
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 root 1.39 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 root 1.9 {
131 root 1.39 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 root 1.9 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 root 1.39 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 root 1.9 {
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 1.39
146 root 1.9 /* If this is a skill that can be used without a tool, return it */
147     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148     return skill;
149    
150 root 1.39 /* Player has a tool to use the skill. If not applied, apply it -
151     * if not successful, return null. If they do have the skill tool
152 root 1.9 * but not the skill itself, give it to them.
153     */
154     if (skill_tool)
155     {
156     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 root 1.39 if (apply_special (who, skill_tool, 0))
158     return 0;
159 root 1.33
160 root 1.9 if (!skill)
161     {
162     skill = give_skill_by_name (who, skill_tool->skill);
163     link_player_skills (who);
164 root 1.5 }
165 root 1.33
166 root 1.9 return skill;
167 elmex 1.1 }
168 root 1.33
169 root 1.39 return 0;
170 elmex 1.1 }
171    
172    
173     /* This returns the skill pointer of the given name (the
174     * one that accumlates exp, has the level, etc).
175     *
176     * It is presumed that the player will be needing to actually
177     * use the skill, so thus if use of the skill requires a skill
178     * tool, this code will equip it.
179     *
180     * This code is basically the same as find_skill_by_name() above,
181     * but instead a skill name, we search by matching number.
182     * this replaces find_skill.
183     */
184 root 1.9 object *
185     find_skill_by_number (object *who, int skillno)
186 elmex 1.1 {
187 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
188 elmex 1.1
189 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
190     return NULL;
191 elmex 1.1
192 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
193     {
194     if (tmp->type == SKILL && tmp->subtype == skillno)
195     skill = tmp;
196 elmex 1.1
197 root 1.9 /* Try to find appropriate skilltool. If the player has one already
198     * applied, we try to keep using that one.
199     */
200     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
201     {
202     if (QUERY_FLAG (tmp, FLAG_APPLIED))
203     skill_tool = tmp;
204     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
205     skill_tool = tmp;
206 root 1.5 }
207 elmex 1.1 }
208 root 1.9 /* If this is a skill that can be used without a tool, return it */
209     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210     return skill;
211    
212     /* Player has a tool to use the skill. IF not applied, apply it -
213     * if not successful, return null. If they do have the skill tool
214     * but not the skill itself, give it to them.
215     */
216     if (skill_tool)
217     {
218     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219     {
220     if (apply_special (who, skill_tool, 0))
221     return NULL;
222 root 1.5 }
223 root 1.16
224 root 1.9 if (!skill)
225     {
226     skill = give_skill_by_name (who, skill_tool->skill);
227     link_player_skills (who);
228 root 1.5 }
229 root 1.16
230 root 1.9 return skill;
231 elmex 1.1 }
232 root 1.16
233 root 1.9 return NULL;
234 elmex 1.1 }
235    
236     /* This changes the objects skill to new_skill.
237     * note that this function doesn't always need to get used -
238     * you can now add skill exp to the player without the chosen_skill being
239     * set. This function is of most interest to players to update
240     * the various range information.
241     * return 1 on success, 0 on error
242     */
243 root 1.9 int
244     change_skill (object *who, object *new_skill, int flag)
245 elmex 1.1 {
246 root 1.9 if (who->type != PLAYER)
247     return 0;
248    
249 root 1.32 if (!new_skill)
250     {
251 root 1.35 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
252     who->debug_desc ());
253 root 1.32 return 0;
254     }
255 elmex 1.1
256 root 1.35 player *pl = who->contr;
257    
258 root 1.33 // move skill to front, so it will be preferred next time
259     new_skill->remove ();
260     who->insert (new_skill);
261    
262 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
263 root 1.16 return 0;
264    
265 root 1.9 return 1;
266 elmex 1.1 }
267    
268     /* This function just clears the chosen_skill and range_skill values
269 root 1.33 * in the player.
270 elmex 1.1 */
271 root 1.9 void
272     clear_skill (object *who)
273 elmex 1.1 {
274 root 1.33 who->chosen_skill = 0;
275 root 1.9 CLEAR_FLAG (who, FLAG_READY_SKILL);
276 root 1.33
277 root 1.9 if (who->type == PLAYER)
278 root 1.36 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
279     who->contr->ranged_ob = 0;
280 elmex 1.1 }
281    
282     /* do_skill() - Main skills use function-similar in scope to cast_spell().
283     * We handle all requests for skill use outside of some combat here.
284     * We require a separate routine outside of fire() so as to allow monsters
285     * to utilize skills. Returns 1 on use of skill, otherwise 0.
286     * This is changed (2002-11-30) from the old method that returned
287     * exp - no caller needed that info, but it also prevented the callers
288     * from know if a skill was actually used, as many skills don't
289     * give any exp for their direct use (eg, throwing).
290     * It returns 0 if no skill was used.
291     */
292 root 1.9 int
293     do_skill (object *op, object *part, object *skill, int dir, const char *string)
294     {
295     int success = 0, exp = 0;
296     int did_alc = 0;
297     object *tmp, *next;
298    
299     if (!skill)
300     return 0;
301    
302     /* The code below presumes that the skill points to the object that
303     * holds the exp, level, etc of the skill. So if this is a player
304     * go and try to find the actual real skill pointer, and if the
305     * the player doesn't have a bucket for that, create one.
306     */
307     if (skill->type != SKILL && op->type == PLAYER)
308     {
309     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
310 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
311     break;
312    
313 root 1.9 if (!tmp)
314     tmp = give_skill_by_name (op, skill->skill);
315 root 1.28
316 root 1.9 skill = tmp;
317 elmex 1.1 }
318    
319 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
320     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
321     return 0;
322 elmex 1.1
323 root 1.9 switch (skill->subtype)
324     {
325 root 1.28 case SK_LEVITATION:
326     /* Not 100% sure if this will work with new movement code -
327     * the levitation skill has move_type for flying, so when
328     * equipped, that should transfer to player, when not,
329     * shouldn't.
330     */
331     if (QUERY_FLAG (skill, FLAG_APPLIED))
332     {
333     CLEAR_FLAG (skill, FLAG_APPLIED);
334     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
335     }
336     else
337     {
338     SET_FLAG (skill, FLAG_APPLIED);
339     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
340     }
341    
342     op->update_stats ();
343     success = 1;
344     break;
345 root 1.5
346 root 1.28 case SK_STEALING:
347     exp = success = steal (op, dir, skill);
348     break;
349 root 1.5
350 root 1.28 case SK_LOCKPICKING:
351     exp = success = pick_lock (op, dir, skill);
352     break;
353 root 1.5
354 root 1.28 case SK_HIDING:
355     exp = success = hide (op, skill);
356     break;
357 root 1.5
358 root 1.28 case SK_JUMPING:
359     success = jump (op, dir, skill);
360     break;
361 root 1.5
362 root 1.28 case SK_INSCRIPTION:
363     exp = success = write_on_item (op, string, skill);
364     break;
365 root 1.5
366 root 1.28 case SK_MEDITATION:
367     meditate (op, skill);
368     success = 1;
369     break;
370     /* note that the following 'attack' skills gain exp through hit_player() */
371 root 1.5
372 root 1.28 case SK_KARATE:
373 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
374 root 1.28 break;
375 root 1.5
376 root 1.28 case SK_PUNCHING:
377 root 1.30 attack_hth (op, dir, "punched", skill);
378 root 1.28 break;
379 root 1.5
380 root 1.28 case SK_FLAME_TOUCH:
381 root 1.30 attack_hth (op, dir, "flamed", skill);
382 root 1.28 break;
383 elmex 1.1
384 root 1.28 case SK_SPARK_TOUCH:
385 root 1.30 attack_hth (op, dir, "zapped", skill);
386 root 1.28 break;
387 elmex 1.1
388 root 1.28 case SK_SHIVER:
389 root 1.30 attack_hth (op, dir, "froze", skill);
390 root 1.28 break;
391 elmex 1.1
392 root 1.28 case SK_ACID_SPLASH:
393 root 1.30 attack_hth (op, dir, "dissolved", skill);
394 root 1.28 break;
395 elmex 1.1
396 root 1.28 case SK_POISON_NAIL:
397 root 1.30 attack_hth (op, dir, "injected poison into", skill);
398 root 1.28 break;
399 elmex 1.1
400 root 1.28 case SK_CLAWING:
401 root 1.30 attack_hth (op, dir, "clawed", skill);
402 root 1.28 break;
403 root 1.5
404 root 1.28 case SK_ONE_HANDED_WEAPON:
405     case SK_TWO_HANDED_WEAPON:
406 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
407 root 1.28 break;
408 root 1.5
409 root 1.28 case SK_FIND_TRAPS:
410     exp = success = find_traps (op, skill);
411     break;
412 root 1.5
413 root 1.28 case SK_SINGING:
414     exp = success = singing (op, dir, skill);
415     break;
416 root 1.5
417 root 1.28 case SK_ORATORY:
418     exp = success = use_oratory (op, dir, skill);
419     break;
420 root 1.5
421 root 1.28 case SK_SMITHERY:
422     case SK_BOWYER:
423     case SK_JEWELER:
424     case SK_ALCHEMY:
425     case SK_THAUMATURGY:
426     case SK_LITERACY:
427     case SK_WOODSMAN:
428     /* first, we try to find a cauldron, and do the alchemy thing.
429     * failing that, we go and identify stuff.
430     */
431     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
432     {
433     next = tmp->above;
434 root 1.17
435 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
436     {
437     attempt_do_alchemy (op, tmp);
438 root 1.17
439 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
440     esrv_send_inventory (op, tmp);
441 root 1.17
442 root 1.28 did_alc = 1;
443     }
444     }
445 root 1.17
446 root 1.28 if (did_alc == 0)
447     exp = success = skill_ident (op, skill);
448 root 1.17
449 root 1.28 break;
450 root 1.5
451 root 1.28 case SK_DET_MAGIC:
452     case SK_DET_CURSE:
453     exp = success = skill_ident (op, skill);
454     break;
455 root 1.5
456 root 1.28 case SK_DISARM_TRAPS:
457     exp = success = remove_trap (op, dir, skill);
458     break;
459 root 1.5
460 root 1.28 case SK_THROWING:
461     success = skill_throw (op, part, dir, string, skill);
462     break;
463 root 1.5
464 root 1.28 case SK_SET_TRAP:
465     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
466     break;
467 root 1.5
468 root 1.28 case SK_USE_MAGIC_ITEM:
469     case SK_MISSILE_WEAPON:
470     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
471     break;
472 root 1.5
473 root 1.28 case SK_PRAYING:
474     success = pray (op, skill);
475     break;
476 root 1.5
477 root 1.28 case SK_BARGAINING:
478     success = describe_shop (op);
479     break;
480 elmex 1.1
481 root 1.28 case SK_SORCERY:
482     case SK_EVOCATION:
483     case SK_PYROMANCY:
484     case SK_SUMMONING:
485     case SK_CLIMBING:
486     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
487     break;
488 root 1.5
489 root 1.28 default:
490     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
491     break;
492 elmex 1.1 }
493    
494 root 1.9 /* For players we now update the speed_left from using the skill.
495     * Monsters have no skill use time because of the random nature in
496     * which use_monster_skill is called already simulates this.
497     * If certain skills should take more/less time, that should be
498     * in the code for the skill itself.
499     */
500    
501     if (op->type == PLAYER)
502     op->speed_left -= 1.0;
503    
504     /* this is a good place to add experience for successfull use of skills.
505     * Note that add_exp() will figure out player/monster experience
506     * gain problems.
507     */
508    
509     if (success && exp)
510     change_exp (op, exp, skill->skill, 0);
511    
512     return success;
513 elmex 1.1 }
514    
515     /* calc_skill_exp() - calculates amount of experience can be gained for
516     * successfull use of a skill. Returns value of experience gain.
517     * Here we take the view that a player must 'overcome an opponent'
518     * in order to gain experience. Examples include foes killed combat,
519     * finding/disarming a trap, stealing from somebeing, etc.
520     * The gained experience is based primarily on the difference in levels,
521     * exp point value of vanquished foe, the relevent stats of the skill being
522     * used and modifications in the skills[] table.
523     *
524     * For now, monsters and players will be treated differently. Below I give
525     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
526     * Monsters just get 10% of the exp of the opponent.
527     *
528     * players get a ratio, eg, opponent lvl / player level. This is then
529     * multiplied by various things. If simple exp is true, then
530     * this multiplier, include the level difference, is always 1.
531     * This revised method prevents some cases where there are big gaps
532     * in the amount you get just because you are now equal level vs lower
533     * level
534     * who is player/creature that used the skill.
535     * op is the object that was 'defeated'.
536     * skill is the skill used. If no skill is used, it should just
537     * point back to who.
538     *
539     */
540 root 1.9 int
541     calc_skill_exp (object *who, object *op, object *skill)
542     {
543     int op_exp = 0, op_lvl = 0;
544     float base, value, lvl_mult = 0.0;
545    
546     if (!skill)
547     skill = who;
548    
549     /* Oct 95 - where we have an object, I expanded our treatment
550     * to 3 cases:
551     * non-living magic obj, runes and everything else.
552     *
553     * If an object is not alive and magical we set the base exp higher to
554     * help out exp awards for skill_ident skills. Also, if
555     * an item is type RUNE, we give out exp based on stats.Cha
556     * and level (this was the old system) -b.t.
557     */
558    
559     if (!op)
560     { /* no item/creature */
561     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
562     op_exp = 0;
563     }
564     else if (op->type == RUNE || op->type == TRAP)
565     { /* all traps. If stats.Cha > 1 we use that
566 root 1.5 * for the amount of experience */
567 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
568     op_lvl = op->level;
569     }
570     else
571     { /* all other items/living creatures */
572     op_exp = op->stats.exp;
573     op_lvl = op->level;
574     if (!QUERY_FLAG (op, FLAG_ALIVE))
575     { /* for ident/make items */
576     op_lvl += 5 * abs (op->magic);
577     }
578     }
579    
580     if (op_lvl < 1)
581     op_lvl = 1;
582    
583     if (who->type != PLAYER)
584     { /* for monsters only */
585     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
586     }
587     else
588     { /* for players */
589     base = op_exp;
590     /* if skill really is a skill, then we can look at the skill archetype for
591     * bse reward value (exp) and level multiplier factor.
592     */
593     if (skill->type == SKILL)
594     {
595     base += skill->arch->clone.stats.exp;
596     if (settings.simple_exp)
597     {
598     if (skill->arch->clone.level)
599     lvl_mult = (float) skill->arch->clone.level / 100.0;
600     else
601     lvl_mult = 1.0; /* no adjustment */
602 root 1.5 }
603 root 1.9 else
604     {
605     if (skill->level)
606     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
607     else
608     lvl_mult = 1.0;
609 root 1.5 }
610 root 1.9 }
611     else
612     {
613     /* Don't divide by zero here! */
614     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
615 root 1.5 }
616 elmex 1.1 }
617 root 1.9
618     /* assemble the exp total, and return value */
619    
620     value = base * lvl_mult;
621     if (value < 1)
622     value = 1; /* Always give at least 1 exp point */
623    
624 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
625 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);
626 elmex 1.1 #endif
627 root 1.9 return ((int) value);
628 elmex 1.1 }
629    
630     /* Learn skill. This inserts the requested skill in the player's
631     * inventory. The skill field of the scroll should have the
632     * exact name of the requested skill.
633     * This one actually teaches the player the skill as something
634     * they can equip.
635     * Return 0 if the player knows the skill, 1 if the
636     * player learns the skill, 2 otherwise.
637     */
638     int
639 root 1.9 learn_skill (object *pl, object *scroll)
640     {
641     object *tmp;
642 elmex 1.1
643 root 1.9 if (!scroll->skill)
644     {
645     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
646     return 2;
647 elmex 1.1 }
648    
649 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
650     * but can't use natively.
651     */
652 elmex 1.1
653 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
654     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
655     break;
656 elmex 1.1
657 root 1.9 /* player already knows it */
658     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
659     return 0;
660 elmex 1.1
661 root 1.9 /* now a random change to learn, based on player Int.
662     * give bonus based on level - otherwise stupid characters
663     * might never be able to learn anything.
664     */
665     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
666     return 2; /* failure :< */
667 elmex 1.1
668 root 1.9 if (!tmp)
669     tmp = give_skill_by_name (pl, scroll->skill);
670 elmex 1.1
671 root 1.9 if (!tmp)
672     {
673     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
674     return 2;
675 elmex 1.1 }
676    
677 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
678     link_player_skills (pl);
679     return 1;
680 elmex 1.1 }
681    
682     /* Gives a percentage clipped to 0% -> 100% of a/b. */
683 root 1.9
684 elmex 1.1 /* Probably belongs in some global utils-type file? */
685 root 1.9 static int
686     clipped_percent (sint64 a, sint64 b)
687 elmex 1.1 {
688     int rv;
689    
690     if (b <= 0)
691     return 0;
692    
693 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
694    
695 elmex 1.1 if (rv < 0)
696     return 0;
697     else if (rv > 100)
698     return 100;
699 root 1.9
700 elmex 1.1 return rv;
701     }
702    
703     /* show_skills() - Meant to allow players to examine
704     * their current skill list.
705     * This shows the amount of exp they have in the skills.
706     * we also include some other non skill related info (god,
707     * max weapon improvments, item power).
708     * Note this function is a bit more complicated becauase we
709     * we want ot sort the skills before printing them. If we
710     * just dumped this as we found it, this would be a bit
711     * simpler.
712     */
713 root 1.9
714     void
715     show_skills (object *op, const char *search)
716     {
717     object *tmp = NULL;
718     char buf[MAX_BUF];
719     const char *cp;
720     int i, num_skills_found = 0;
721     static const char *const periods = "........................................";
722    
723     /* Need to have a pointer and use strdup for qsort to work properly */
724     char skills[NUM_SKILLS][MAX_BUF];
725    
726    
727     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
728     {
729     if (tmp->type == SKILL)
730     {
731     if (search && strstr (tmp->name, search) == NULL)
732     continue;
733     /* Basically want to fill this out to 40 spaces with periods */
734     sprintf (buf, "%s%s", &tmp->name, periods);
735     buf[40] = 0;
736    
737     if (settings.permanent_exp_ratio)
738     {
739 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
740     buf, tmp->level, tmp->stats.exp,
741     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
742 root 1.9 }
743     else
744     {
745 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
746     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
747 root 1.5 }
748 root 1.9 /* I don't know why some characters get a bunch of skills, but
749     * it sometimes happens (maybe a leftover from bugier earlier code
750     * and those character are still about). In any case, lets handle
751     * it so it doesn't crash the server - otherwise, one character may
752     * crash the server numerous times.
753     */
754     if (num_skills_found >= NUM_SKILLS)
755     {
756     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
757     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
758     break;
759 root 1.5 }
760     }
761 elmex 1.1 }
762    
763 root 1.9 clear_win_info (op);
764     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
765     if (num_skills_found > 1)
766 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
767 elmex 1.1
768 root 1.9 for (i = 0; i < num_skills_found; i++)
769 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
770 elmex 1.1
771 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
772 elmex 1.1
773 root 1.9 cp = determine_god (op);
774     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
775 elmex 1.1
776 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
777     op->contr->item_power, (int) (op->level * settings.item_power_factor));
778 elmex 1.1 }
779    
780     /* use_skill() - similar to invoke command, it executes the skill in the
781     * direction that the user is facing. Returns false if we are unable to
782     * change to the requested skill, or were unable to use the skill properly.
783     * This is tricky because skills can have spaces. We basically roll
784     * our own find_skill_by_name so we can try to do better string matching.
785     */
786    
787 root 1.9 int
788     use_skill (object *op, const char *string)
789     {
790     object *skop;
791     size_t len;
792    
793     if (!string)
794     return 0;
795    
796     for (skop = op->inv; skop != NULL; skop = skop->below)
797     {
798     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
799     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
800     break;
801     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
802     break;
803 elmex 1.1 }
804 root 1.9 if (!skop)
805     {
806     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
807     return 0;
808 elmex 1.1 }
809    
810 root 1.9 len = strlen (skop->skill);
811 elmex 1.1
812 root 1.9 /* All this logic goes and skips over the skill name to find any
813     * options given to the skill. Its pretty simple - if there
814     * are extra parameters (as deteremined by string length), we
815     * want to skip over any leading spaces.
816     */
817     if (len >= strlen (string))
818     {
819     string = NULL;
820 elmex 1.1 }
821 root 1.9 else
822     {
823     string += len;
824     while (*string == 0x20)
825     string++;
826     if (strlen (string) == 0)
827     string = NULL;
828     }
829    
830 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
831 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
832 elmex 1.1 #endif
833    
834 root 1.9 /* Change to the new skill, then execute it. */
835     if (do_skill (op, op, skop, op->facing, string))
836     return 1;
837    
838     return 0;
839 elmex 1.1 }
840    
841 root 1.16 static bool
842     hth_skill_p (object *skill)
843     {
844 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
845 root 1.16 }
846    
847     /* This finds the first unarmed skill the player has, and returns it.
848 elmex 1.1 */
849 root 1.9 static object *
850 root 1.16 find_player_hth_skill (object *op)
851 elmex 1.1 {
852 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
853     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
854     return tmp;
855 elmex 1.1
856 root 1.16 return 0;
857 elmex 1.1 }
858    
859     /* do_skill_attack() - We have got an appropriate opponent from either
860     * move_player_attack() or skill_attack(). In this part we get on with
861     * attacking, take care of messages from the attack and changes in invisible.
862     * Returns true if the attack damaged the opponent.
863     * tmp is the targetted monster.
864     * op is what is attacking
865     * string is passed along to describe what messages to describe
866     * the damage.
867     */
868 root 1.9 static int
869     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
870     {
871     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
872     return RESULT_INT (0);
873    
874     /* For Players only: if there is no ready weapon, and no "attack" skill
875     * is readied either then try to find a skill for the player to use.
876     * it is presumed that if skill is set, it is a valid attack skill (eg,
877     * the caller should have set it appropriately). We still want to pass
878     * through that code if skill is set to change to the skill.
879     */
880 root 1.35 if (player *pl = op->contr)
881 root 1.9 {
882 root 1.35 if (!pl->combat_ob)
883 root 1.9 {
884 root 1.35 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
885 root 1.9 {
886 root 1.35 for (tmp = op->inv; tmp; tmp = tmp->below)
887     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
888     break;
889    
890     if (!tmp)
891 root 1.9 {
892 root 1.35 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
893     return 0;
894     }
895 root 1.9
896 root 1.35 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
897     }
898     else
899     {
900     if (!skill)
901     {
902     /* See if the players chosen skill is a combat skill, and use
903     * it if appropriate.
904     */
905     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
906     skill = op->chosen_skill;
907     else
908 root 1.9 {
909 root 1.35 skill = find_player_hth_skill (op);
910    
911     if (!skill)
912     {
913     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
914     return 0;
915     }
916 root 1.5 }
917     }
918 root 1.35
919     /* now try to ready the new skill */
920     if (!change_skill (op, skill, 0))
921     { /* oh oh, trouble! */
922 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
923 root 1.35 return 0;
924     }
925 root 1.5 }
926 root 1.16
927 root 1.35 if (!pl->combat_ob)
928     {
929     LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
930 root 1.16 return 0;
931 root 1.5 }
932 root 1.9 }
933 root 1.35
934 root 1.38 op->set_weapon (pl->combat_ob);
935 root 1.9
936 root 1.38 /* lose invisiblity/hiding status for running attacks */
937 root 1.35 if (pl->tmp_invis)
938     {
939     pl->tmp_invis = 0;
940     op->invisible = 0;
941     op->hide = 0;
942     update_object (op, UP_OBJ_CHANGE);
943 root 1.5 }
944 elmex 1.1 }
945    
946 root 1.31 int success = attack_ob (tmp, op);
947 root 1.9
948     /* print appropriate messages to the player */
949    
950 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
951 root 1.9 {
952     if (op->type == PLAYER)
953     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
954     else if (tmp->type == PLAYER)
955     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
956     }
957 root 1.30
958 root 1.9 return success;
959     }
960 elmex 1.1
961     /* skill_attack() - Core routine for use when we attack using a skills
962     * system. In essence, this code handles
963     * all skill-based attacks, ie hth, missile and melee weapons should be
964     * treated here. If an opponent is already supplied by move_player(),
965     * we move right onto do_skill_attack(), otherwise we find if an
966     * appropriate opponent exists.
967     *
968     * This is called by move_player() and attack_hth()
969     *
970     * Initial implementation by -bt thomas@astro.psu.edu
971     */
972 root 1.9 int
973     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
974     {
975     sint16 tx, ty;
976 root 1.13 maptile *m;
977 root 1.9 int mflags;
978    
979     if (!dir)
980     dir = pl->facing;
981 root 1.16
982 root 1.9 tx = freearr_x[dir];
983     ty = freearr_y[dir];
984    
985     /* If we don't yet have an opponent, find if one exists, and attack.
986     * Legal opponents are the same as outlined in move_player_attack()
987     */
988 root 1.31 if (!tmp)
989 root 1.9 {
990     m = pl->map;
991     tx = pl->x + freearr_x[dir];
992     ty = pl->y + freearr_y[dir];
993    
994     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
995     if (mflags & P_OUT_OF_MAP)
996     return 0;
997    
998     /* space must be blocked for there to be anything interesting to do */
999     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1000     return 0;
1001    
1002 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1003 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1004     {
1005     /* Don't attack party members */
1006     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1007     return 0;
1008 root 1.31
1009 root 1.9 break;
1010     }
1011 elmex 1.1 }
1012 root 1.31
1013 root 1.9 if (!tmp)
1014     {
1015     if (pl->type == PLAYER)
1016     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1017 root 1.31
1018 root 1.9 return 0;
1019 elmex 1.1 }
1020    
1021 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1022 elmex 1.1 }
1023    
1024     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1025 root 1.9
1026 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1027     * (attack_hth) we check for weapon use, etc in the second (the new
1028     * function skill_attack() we actually attack.
1029     */
1030 root 1.9 static int
1031     attack_hth (object *pl, int dir, const char *string, object *skill)
1032     {
1033     object *enemy = NULL, *weapon;
1034 elmex 1.1
1035 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1036     for (weapon = pl->inv; weapon; weapon = weapon->below)
1037     {
1038     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1039     {
1040     CLEAR_FLAG (weapon, FLAG_APPLIED);
1041     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1042 root 1.22 pl->update_stats ();
1043 root 1.9 if (pl->type == PLAYER)
1044     {
1045     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1046     esrv_update_item (UPD_FLAGS, pl, weapon);
1047     }
1048 root 1.37
1049 root 1.9 break;
1050     }
1051     }
1052 root 1.30
1053 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1054 elmex 1.1 }
1055    
1056     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1057     * For now we are just checking to see if we have a ready weapon here.
1058     * But there is a real neato possible feature of this scheme which
1059     * bears mentioning:
1060     * Since we are only calling this from do_skill() in the future
1061     * we may make this routine handle 'special' melee weapons attacks
1062     * (like disarming manuever with sai) based on player SK_level and
1063     * weapon type.
1064     */
1065 root 1.9 static int
1066     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1067     {
1068 elmex 1.1
1069 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1070     {
1071     if (op->type == PLAYER)
1072     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1073 root 1.30
1074 root 1.9 return 0;
1075 elmex 1.1 }
1076 root 1.30
1077 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1078 elmex 1.1
1079     }