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Revision: 1.41
Committed: Fri May 11 21:07:14 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +0 -5 lines
Log Message:
closer, still hackish

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 1.39 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 root 1.40 * set. This function is of most interest to players to update
240 elmex 1.1 * 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 1.40 // optimise this supposedly common case
250     if (new_skill == who->chosen_skill)
251     return 1;
252    
253     if (who->chosen_skill)
254     apply_special (who, who->chosen_skill, AP_UNAPPLY);
255    
256 root 1.32 if (!new_skill)
257     {
258 root 1.35 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
259     who->debug_desc ());
260 root 1.32 return 0;
261     }
262 elmex 1.1
263 root 1.35 player *pl = who->contr;
264    
265 root 1.40 // move skill to front, so it will be prefered next time
266 root 1.33 new_skill->remove ();
267     who->insert (new_skill);
268    
269 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
270 root 1.16 return 0;
271    
272 root 1.9 return 1;
273 elmex 1.1 }
274    
275     /* This function just clears the chosen_skill and range_skill values
276 root 1.33 * in the player.
277 elmex 1.1 */
278 root 1.9 void
279     clear_skill (object *who)
280 elmex 1.1 {
281 root 1.33 who->chosen_skill = 0;
282 root 1.9 CLEAR_FLAG (who, FLAG_READY_SKILL);
283 root 1.33
284 root 1.9 if (who->type == PLAYER)
285 root 1.36 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
286     who->contr->ranged_ob = 0;
287 elmex 1.1 }
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     /* Probably belongs in some global utils-type file? */
691 root 1.9 static int
692     clipped_percent (sint64 a, sint64 b)
693 elmex 1.1 {
694     int rv;
695    
696     if (b <= 0)
697     return 0;
698    
699 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
700    
701 elmex 1.1 if (rv < 0)
702     return 0;
703     else if (rv > 100)
704     return 100;
705 root 1.9
706 elmex 1.1 return rv;
707     }
708    
709     /* show_skills() - Meant to allow players to examine
710     * their current skill list.
711     * This shows the amount of exp they have in the skills.
712     * we also include some other non skill related info (god,
713     * max weapon improvments, item power).
714     * Note this function is a bit more complicated becauase we
715     * we want ot sort the skills before printing them. If we
716     * just dumped this as we found it, this would be a bit
717     * simpler.
718     */
719 root 1.9
720     void
721     show_skills (object *op, const char *search)
722     {
723     object *tmp = NULL;
724     char buf[MAX_BUF];
725     const char *cp;
726     int i, num_skills_found = 0;
727     static const char *const periods = "........................................";
728    
729     /* Need to have a pointer and use strdup for qsort to work properly */
730     char skills[NUM_SKILLS][MAX_BUF];
731    
732    
733     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
734     {
735     if (tmp->type == SKILL)
736     {
737     if (search && strstr (tmp->name, search) == NULL)
738     continue;
739     /* Basically want to fill this out to 40 spaces with periods */
740     sprintf (buf, "%s%s", &tmp->name, periods);
741     buf[40] = 0;
742    
743     if (settings.permanent_exp_ratio)
744     {
745 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
746     buf, tmp->level, tmp->stats.exp,
747     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
748 root 1.9 }
749     else
750     {
751 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
752     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
753 root 1.5 }
754 root 1.9 /* I don't know why some characters get a bunch of skills, but
755     * it sometimes happens (maybe a leftover from bugier earlier code
756     * and those character are still about). In any case, lets handle
757     * it so it doesn't crash the server - otherwise, one character may
758     * crash the server numerous times.
759     */
760     if (num_skills_found >= NUM_SKILLS)
761     {
762     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
763     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
764     break;
765 root 1.5 }
766     }
767 elmex 1.1 }
768    
769 root 1.9 clear_win_info (op);
770     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
771     if (num_skills_found > 1)
772 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
773 elmex 1.1
774 root 1.9 for (i = 0; i < num_skills_found; i++)
775 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
776 elmex 1.1
777 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
778 elmex 1.1
779 root 1.9 cp = determine_god (op);
780     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
781 elmex 1.1
782 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
783     op->contr->item_power, (int) (op->level * settings.item_power_factor));
784 elmex 1.1 }
785    
786     /* use_skill() - similar to invoke command, it executes the skill in the
787     * direction that the user is facing. Returns false if we are unable to
788     * change to the requested skill, or were unable to use the skill properly.
789     * This is tricky because skills can have spaces. We basically roll
790     * our own find_skill_by_name so we can try to do better string matching.
791     */
792 root 1.9 int
793     use_skill (object *op, const char *string)
794     {
795     object *skop;
796     size_t len;
797    
798     if (!string)
799     return 0;
800    
801     for (skop = op->inv; skop != NULL; skop = skop->below)
802     {
803     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
804     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
805     break;
806     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
807     break;
808 elmex 1.1 }
809 root 1.9 if (!skop)
810     {
811     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
812     return 0;
813 elmex 1.1 }
814    
815 root 1.9 len = strlen (skop->skill);
816 elmex 1.1
817 root 1.9 /* All this logic goes and skips over the skill name to find any
818     * options given to the skill. Its pretty simple - if there
819     * are extra parameters (as deteremined by string length), we
820     * want to skip over any leading spaces.
821     */
822     if (len >= strlen (string))
823     {
824     string = NULL;
825 elmex 1.1 }
826 root 1.9 else
827     {
828     string += len;
829     while (*string == 0x20)
830     string++;
831     if (strlen (string) == 0)
832     string = NULL;
833     }
834    
835 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
836 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
837 elmex 1.1 #endif
838    
839 root 1.9 /* Change to the new skill, then execute it. */
840     if (do_skill (op, op, skop, op->facing, string))
841     return 1;
842    
843     return 0;
844 elmex 1.1 }
845    
846 root 1.16 static bool
847     hth_skill_p (object *skill)
848     {
849 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
850 root 1.16 }
851    
852     /* This finds the first unarmed skill the player has, and returns it.
853 elmex 1.1 */
854 root 1.9 static object *
855 root 1.16 find_player_hth_skill (object *op)
856 elmex 1.1 {
857 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
858     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
859     return tmp;
860 elmex 1.1
861 root 1.16 return 0;
862 elmex 1.1 }
863    
864     /* do_skill_attack() - We have got an appropriate opponent from either
865     * move_player_attack() or skill_attack(). In this part we get on with
866     * attacking, take care of messages from the attack and changes in invisible.
867     * Returns true if the attack damaged the opponent.
868     * tmp is the targetted monster.
869     * op is what is attacking
870     * string is passed along to describe what messages to describe
871     * the damage.
872     */
873 root 1.9 static int
874     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
875     {
876     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
877     return RESULT_INT (0);
878    
879     /* For Players only: if there is no ready weapon, and no "attack" skill
880     * is readied either then try to find a skill for the player to use.
881     * it is presumed that if skill is set, it is a valid attack skill (eg,
882     * the caller should have set it appropriately). We still want to pass
883     * through that code if skill is set to change to the skill.
884     */
885 root 1.35 if (player *pl = op->contr)
886 root 1.9 {
887 root 1.35 if (!pl->combat_ob)
888 root 1.9 {
889 root 1.35 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
890 root 1.9 {
891 root 1.35 for (tmp = op->inv; tmp; tmp = tmp->below)
892     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
893     break;
894    
895     if (!tmp)
896 root 1.9 {
897 root 1.35 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
898     return 0;
899     }
900 root 1.9
901 root 1.35 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
902     }
903     else
904     {
905     if (!skill)
906     {
907     /* See if the players chosen skill is a combat skill, and use
908     * it if appropriate.
909     */
910     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
911     skill = op->chosen_skill;
912     else
913 root 1.9 {
914 root 1.35 skill = find_player_hth_skill (op);
915    
916     if (!skill)
917     {
918     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
919     return 0;
920     }
921 root 1.5 }
922     }
923 root 1.35
924     /* now try to ready the new skill */
925     if (!change_skill (op, skill, 0))
926     { /* oh oh, trouble! */
927 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
928 root 1.35 return 0;
929     }
930 root 1.5 }
931 root 1.16
932 root 1.35 if (!pl->combat_ob)
933     {
934     LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
935 root 1.16 return 0;
936 root 1.5 }
937 root 1.9 }
938 root 1.35
939 root 1.38 op->set_weapon (pl->combat_ob);
940 root 1.9
941 root 1.38 /* lose invisiblity/hiding status for running attacks */
942 root 1.35 if (pl->tmp_invis)
943     {
944     pl->tmp_invis = 0;
945     op->invisible = 0;
946     op->hide = 0;
947     update_object (op, UP_OBJ_CHANGE);
948 root 1.5 }
949 elmex 1.1 }
950    
951 root 1.31 int success = attack_ob (tmp, op);
952 root 1.9
953     /* print appropriate messages to the player */
954    
955 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
956 root 1.9 {
957     if (op->type == PLAYER)
958     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
959     else if (tmp->type == PLAYER)
960     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
961     }
962 root 1.30
963 root 1.9 return success;
964     }
965 elmex 1.1
966     /* skill_attack() - Core routine for use when we attack using a skills
967     * system. In essence, this code handles
968     * all skill-based attacks, ie hth, missile and melee weapons should be
969     * treated here. If an opponent is already supplied by move_player(),
970     * we move right onto do_skill_attack(), otherwise we find if an
971     * appropriate opponent exists.
972     *
973     * This is called by move_player() and attack_hth()
974     *
975     * Initial implementation by -bt thomas@astro.psu.edu
976     */
977 root 1.9 int
978     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
979     {
980     sint16 tx, ty;
981 root 1.13 maptile *m;
982 root 1.9 int mflags;
983    
984     if (!dir)
985     dir = pl->facing;
986 root 1.16
987 root 1.9 tx = freearr_x[dir];
988     ty = freearr_y[dir];
989    
990     /* If we don't yet have an opponent, find if one exists, and attack.
991     * Legal opponents are the same as outlined in move_player_attack()
992     */
993 root 1.31 if (!tmp)
994 root 1.9 {
995     m = pl->map;
996     tx = pl->x + freearr_x[dir];
997     ty = pl->y + freearr_y[dir];
998    
999     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1000     if (mflags & P_OUT_OF_MAP)
1001     return 0;
1002    
1003     /* space must be blocked for there to be anything interesting to do */
1004     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1005     return 0;
1006    
1007 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1008 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1009     {
1010     /* Don't attack party members */
1011     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1012     return 0;
1013 root 1.31
1014 root 1.9 break;
1015     }
1016 elmex 1.1 }
1017 root 1.31
1018 root 1.9 if (!tmp)
1019     {
1020     if (pl->type == PLAYER)
1021     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1022 root 1.31
1023 root 1.9 return 0;
1024 elmex 1.1 }
1025    
1026 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1027 elmex 1.1 }
1028    
1029     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1030 root 1.9
1031 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1032     * (attack_hth) we check for weapon use, etc in the second (the new
1033     * function skill_attack() we actually attack.
1034     */
1035 root 1.9 static int
1036     attack_hth (object *pl, int dir, const char *string, object *skill)
1037     {
1038     object *enemy = NULL, *weapon;
1039 elmex 1.1
1040 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1041     for (weapon = pl->inv; weapon; weapon = weapon->below)
1042     {
1043     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1044     {
1045     CLEAR_FLAG (weapon, FLAG_APPLIED);
1046     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1047 root 1.22 pl->update_stats ();
1048 root 1.9 if (pl->type == PLAYER)
1049     {
1050     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1051     esrv_update_item (UPD_FLAGS, pl, weapon);
1052     }
1053 root 1.37
1054 root 1.9 break;
1055     }
1056     }
1057 root 1.30
1058 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1059 elmex 1.1 }
1060    
1061     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1062     * For now we are just checking to see if we have a ready weapon here.
1063     * But there is a real neato possible feature of this scheme which
1064     * bears mentioning:
1065     * Since we are only calling this from do_skill() in the future
1066     * we may make this routine handle 'special' melee weapons attacks
1067     * (like disarming manuever with sai) based on player SK_level and
1068     * weapon type.
1069     */
1070 root 1.9 static int
1071     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1072     {
1073 elmex 1.1
1074 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1075     {
1076     if (op->type == PLAYER)
1077     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1078 root 1.30
1079 root 1.9 return 0;
1080 elmex 1.1 }
1081 root 1.30
1082 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1083 elmex 1.1
1084     }