ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
Revision: 1.73
Committed: Thu Jan 1 19:42:43 2009 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +4 -9 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.59 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.26 *
4 root 1.62 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.54 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.26 *
8 root 1.59 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.58 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.26 *
13 root 1.58 * 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 pippijn 1.26 *
18 root 1.58 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.54 *
21 root 1.59 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.26 */
23 elmex 1.1
24     /* Created July 95 to separate skill utilities from actual skills -b.t. */
25    
26     /* Reconfigured skills code to allow linking of skills to experience
27     * categories. This is done solely through the init_new_exp_system() fctn.
28     * June/July 1995 -b.t. thomas@astro.psu.edu
29     */
30    
31     /* July 1995 - Initial associated skills coding. Experience gains
32     * come solely from the use of skills. Overcoming an opponent (in combat,
33     * finding/disarming a trap, stealing from somebeing, etc) gains
34     * experience. Calc_skill_exp() handles the gained experience using
35     * modifications in the skills[] table. - b.t.
36     */
37    
38     /* define the following for skills utility debuging */
39 root 1.9
40 elmex 1.1 /* #define SKILL_UTIL_DEBUG */
41    
42     #include <global.h>
43     #include <object.h>
44 root 1.23 #include <sproto.h>
45 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
46 elmex 1.1 #include <spells.h>
47    
48 root 1.33 const uint8_t skill_flags[NUM_SKILLS] = {
49 root 1.34 0, // SK_NONE
50 root 1.33 # define def(uc, flags) flags,
51     # include "skillinc.h"
52     # undef def
53 root 1.11 };
54    
55 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
56     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 elmex 1.1
58     /* init_skills basically just sets up the skill_names table
59     * above. The index into the array is set up by the
60     * subtypes.
61     */
62 root 1.9 void
63     init_skills (void)
64     {
65 root 1.56 for_all_archetypes (at)
66     if (at->type == SKILL)
67 root 1.10 {
68 root 1.56 if (skill_names[at->subtype])
69 root 1.10 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
70 root 1.56 at->subtype, &skill_names[at->subtype], &at->skill);
71 root 1.10 else
72 root 1.56 skill_names[at->subtype] = at->skill;
73 root 1.10 }
74 elmex 1.1
75 root 1.9 /* This isn't really an error if there is no skill subtype set, but
76     * checking for this may catch some user errors.
77     */
78 root 1.33 for (int i = 1; i < NUM_SKILLS; i++)
79     if (!skill_names[i])
80     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81 elmex 1.1 }
82    
83     /* This function goes through the player inventory and sets
84     * up the last_skills[] array in the player object.
85     * the last_skills[] is used to more quickly lookup skills -
86     * mostly used for sending exp.
87     */
88 root 1.9 void
89 root 1.67 player::link_skills ()
90 elmex 1.1 {
91 root 1.67 for (int i = 0; i < NUM_SKILLS; ++i)
92     last_skill_ob [i] = 0;
93    
94     for (object *tmp = ob->inv; tmp; tmp = tmp->below)
95 root 1.25 if (tmp->type == SKILL)
96     {
97 root 1.67 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
98 root 1.25
99 root 1.67 if (last_skill_ob [tmp->subtype] != tmp)
100 root 1.25 {
101 root 1.67 /* This is really a warning, hence no else below */
102     if (last_skill_ob [tmp->subtype])
103     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104     &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105    
106     last_skill_ob [tmp->subtype] = tmp;
107     if (ns)
108     ns->last_skill_exp [tmp->subtype] = -1;
109 root 1.25 }
110     }
111 elmex 1.1 }
112    
113 root 1.49 static object *
114 root 1.73 find_skill (object *who, shstr_cmp name)
115 root 1.49 {
116 root 1.68 if (who->chosen_skill
117     && who->chosen_skill->skill == name
118     && who->chosen_skill->type == SKILL)
119     return who->chosen_skill;
120    
121 root 1.49 for (object *tmp = who->inv; tmp; tmp = tmp->below)
122 root 1.68 if (tmp->skill == name && tmp->type == SKILL)
123     return splay (tmp);
124 root 1.49
125     return 0;
126     }
127    
128 root 1.73 object *player::find_skill (shstr_cmp name) const
129 root 1.68 {
130     // might want to use last_skill_obj at one point, or maybe not
131     return ::find_skill (ob, name);
132     }
133    
134 root 1.50 /* This returns the skill pointer of the given name (the
135     * one that accumulates exp, has the level, etc).
136     *
137     * It is presumed that the player will be needing to actually
138     * use the skill, so thus if use of the skill requires a skill
139     * tool, this code will equip it.
140     */
141 root 1.49 object *
142 root 1.73 find_skill_by_name (object *who, shstr_cmp sh)
143 root 1.49 {
144     object *skill_tool = 0;
145    
146     for (object *tmp = who->inv; tmp; tmp = tmp->below)
147     if (tmp->skill == sh)
148     {
149     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
150     /* If this is a skill that can be used without applying tool, return it */
151 root 1.53 return splay (tmp);
152 root 1.49 /* Try to find appropriate skilltool. If the player has one already
153     * applied, we try to keep using that one.
154     */
155     else if (tmp->type == SKILL_TOOL && !skill_tool)
156     skill_tool = tmp;
157     }
158    
159     if (!skill_tool)
160     return 0;
161    
162     /* Player has a tool to use the skill. If not applied, apply it -
163     * if not successful, return null. If they do have the skill tool
164     * but not the skill itself, give it to them.
165     */
166     object *skill = find_skill (who, skill_tool->skill);
167    
168     if (!skill)
169 root 1.67 skill = give_skill_by_name (who, skill_tool->skill);
170 root 1.49
171     if (!skill_tool->flag [FLAG_APPLIED])
172 root 1.53 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
173 root 1.49 return 0;
174    
175 root 1.53 return splay (skill);
176 root 1.49 }
177    
178 root 1.50 object *
179 root 1.73 find_skill_by_name_fuzzy (object *who, const char *name)
180 root 1.50 {
181     if (!name)
182     return 0;
183    
184     for (object *tmp = who->inv; tmp; tmp = tmp->below)
185     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 root 1.70 && tmp->skill.starts_with (name))
187 root 1.50 if (object *skop = find_skill_by_name (who, tmp->skill))
188     return skop;
189    
190     return 0;
191     }
192    
193 elmex 1.1 /* This returns the skill pointer of the given name (the
194 root 1.49 * one that accumulates exp, has the level, etc).
195 elmex 1.1 *
196     * It is presumed that the player will be needing to actually
197     * use the skill, so thus if use of the skill requires a skill
198     * tool, this code will equip it.
199     *
200     * This code is basically the same as find_skill_by_name() above,
201     * but instead a skill name, we search by matching number.
202     * this replaces find_skill.
203     */
204 root 1.9 object *
205     find_skill_by_number (object *who, int skillno)
206 elmex 1.1 {
207 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
208 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
209     if (object *skop = find_skill_by_name (who, tmp->skill))
210     return skop;
211 elmex 1.1
212 root 1.50 return 0;
213 elmex 1.1 }
214    
215 root 1.51 /* This changes the objects chosen_skill to new_skill.
216 elmex 1.1 * return 1 on success, 0 on error
217     */
218 root 1.51 bool
219     object::change_skill (object *new_skill)
220 elmex 1.1 {
221 root 1.51 if (type != PLAYER)
222 root 1.9 return 0;
223    
224 root 1.40 // optimise this supposedly common case
225 root 1.51 if (new_skill == chosen_skill)
226 root 1.40 return 1;
227    
228 root 1.51 if (chosen_skill)
229 root 1.32 {
230 root 1.51 chosen_skill->flag [FLAG_APPLIED] = false;
231     change_abil (this, chosen_skill);
232 root 1.32 }
233 elmex 1.1
234 root 1.51 chosen_skill = new_skill;
235 root 1.33
236 root 1.51 if (chosen_skill)
237     {
238     chosen_skill->flag [FLAG_APPLIED] = true;
239     change_abil (this, chosen_skill);
240     }
241 root 1.16
242 root 1.52 // always clear current weapon, as the selected skill could
243     // conflict with the current weapon skill, which would go
244     // undetected and exp would be given to the wrong skill.
245     current_weapon = 0;
246    
247 root 1.51 update_stats ();
248 root 1.9 return 1;
249 elmex 1.1 }
250    
251     /* do_skill() - Main skills use function-similar in scope to cast_spell().
252     * We handle all requests for skill use outside of some combat here.
253     * We require a separate routine outside of fire() so as to allow monsters
254     * to utilize skills. Returns 1 on use of skill, otherwise 0.
255     * This is changed (2002-11-30) from the old method that returned
256     * exp - no caller needed that info, but it also prevented the callers
257     * from know if a skill was actually used, as many skills don't
258     * give any exp for their direct use (eg, throwing).
259     * It returns 0 if no skill was used.
260     */
261 root 1.9 int
262     do_skill (object *op, object *part, object *skill, int dir, const char *string)
263     {
264     int success = 0, exp = 0;
265     int did_alc = 0;
266    
267     if (!skill)
268     return 0;
269    
270     /* The code below presumes that the skill points to the object that
271     * holds the exp, level, etc of the skill. So if this is a player
272     * go and try to find the actual real skill pointer, and if the
273     * the player doesn't have a bucket for that, create one.
274     */
275     if (skill->type != SKILL && op->type == PLAYER)
276     {
277 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
278 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
279 root 1.43 {
280     skill = tmp;
281     goto found;
282     }
283 root 1.28
284 root 1.43 skill = give_skill_by_name (op, skill->skill);
285     found: ;
286 elmex 1.1 }
287    
288 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
289     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
290     return 0;
291 elmex 1.1
292 root 1.9 switch (skill->subtype)
293     {
294 root 1.28 case SK_LEVITATION:
295     /* Not 100% sure if this will work with new movement code -
296     * the levitation skill has move_type for flying, so when
297     * equipped, that should transfer to player, when not,
298     * shouldn't.
299     */
300     if (QUERY_FLAG (skill, FLAG_APPLIED))
301     {
302     CLEAR_FLAG (skill, FLAG_APPLIED);
303     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
304     }
305     else
306     {
307     SET_FLAG (skill, FLAG_APPLIED);
308 root 1.61 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
309 root 1.28 }
310    
311     op->update_stats ();
312     success = 1;
313     break;
314 root 1.5
315 root 1.28 case SK_STEALING:
316     exp = success = steal (op, dir, skill);
317     break;
318 root 1.5
319 root 1.28 case SK_LOCKPICKING:
320     exp = success = pick_lock (op, dir, skill);
321     break;
322 root 1.5
323 root 1.28 case SK_HIDING:
324     exp = success = hide (op, skill);
325     break;
326 root 1.5
327 root 1.28 case SK_JUMPING:
328 root 1.63 exp = success = jump (op, dir, skill);
329 root 1.28 break;
330 root 1.5
331 root 1.28 case SK_INSCRIPTION:
332     exp = success = write_on_item (op, string, skill);
333     break;
334 root 1.5
335 root 1.28 case SK_MEDITATION:
336     meditate (op, skill);
337     success = 1;
338     break;
339     /* note that the following 'attack' skills gain exp through hit_player() */
340 root 1.5
341 root 1.28 case SK_KARATE:
342 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
343 root 1.28 break;
344 root 1.5
345 root 1.28 case SK_PUNCHING:
346 root 1.30 attack_hth (op, dir, "punched", skill);
347 root 1.28 break;
348 root 1.5
349 root 1.28 case SK_FLAME_TOUCH:
350 root 1.30 attack_hth (op, dir, "flamed", skill);
351 root 1.28 break;
352 elmex 1.1
353 root 1.28 case SK_SPARK_TOUCH:
354 root 1.30 attack_hth (op, dir, "zapped", skill);
355 root 1.28 break;
356 elmex 1.1
357 root 1.28 case SK_SHIVER:
358 root 1.30 attack_hth (op, dir, "froze", skill);
359 root 1.28 break;
360 elmex 1.1
361 root 1.28 case SK_ACID_SPLASH:
362 root 1.30 attack_hth (op, dir, "dissolved", skill);
363 root 1.28 break;
364 elmex 1.1
365 root 1.28 case SK_POISON_NAIL:
366 root 1.30 attack_hth (op, dir, "injected poison into", skill);
367 root 1.28 break;
368 elmex 1.1
369 root 1.28 case SK_CLAWING:
370 root 1.30 attack_hth (op, dir, "clawed", skill);
371 root 1.28 break;
372 root 1.5
373 root 1.28 case SK_ONE_HANDED_WEAPON:
374     case SK_TWO_HANDED_WEAPON:
375 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
376 root 1.28 break;
377 root 1.5
378 root 1.28 case SK_FIND_TRAPS:
379     exp = success = find_traps (op, skill);
380     break;
381 root 1.5
382 root 1.28 case SK_SINGING:
383     exp = success = singing (op, dir, skill);
384     break;
385 root 1.5
386 root 1.28 case SK_ORATORY:
387     exp = success = use_oratory (op, dir, skill);
388     break;
389 root 1.5
390 root 1.28 case SK_SMITHERY:
391     case SK_BOWYER:
392     case SK_JEWELER:
393     case SK_ALCHEMY:
394     case SK_THAUMATURGY:
395     case SK_LITERACY:
396     case SK_WOODSMAN:
397     /* first, we try to find a cauldron, and do the alchemy thing.
398     * failing that, we go and identify stuff.
399     */
400 root 1.43 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
401 root 1.28 {
402     next = tmp->above;
403 root 1.17
404 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
405     {
406     attempt_do_alchemy (op, tmp);
407 root 1.17
408 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
409     esrv_send_inventory (op, tmp);
410 root 1.17
411 root 1.28 did_alc = 1;
412     }
413     }
414 root 1.17
415 root 1.28 if (did_alc == 0)
416     exp = success = skill_ident (op, skill);
417 root 1.17
418 root 1.28 break;
419 root 1.5
420 root 1.28 case SK_DET_MAGIC:
421     case SK_DET_CURSE:
422     exp = success = skill_ident (op, skill);
423     break;
424 root 1.5
425 root 1.28 case SK_DISARM_TRAPS:
426     exp = success = remove_trap (op, dir, skill);
427     break;
428 root 1.5
429 root 1.28 case SK_THROWING:
430     success = skill_throw (op, part, dir, string, skill);
431     break;
432 root 1.5
433 root 1.28 case SK_SET_TRAP:
434     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
435     break;
436 root 1.5
437 root 1.28 case SK_USE_MAGIC_ITEM:
438     case SK_MISSILE_WEAPON:
439     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
440     break;
441 root 1.5
442 root 1.28 case SK_PRAYING:
443     success = pray (op, skill);
444     break;
445 root 1.5
446 root 1.28 case SK_BARGAINING:
447     success = describe_shop (op);
448     break;
449 elmex 1.1
450 root 1.28 case SK_SORCERY:
451     case SK_EVOCATION:
452     case SK_PYROMANCY:
453     case SK_SUMMONING:
454     case SK_CLIMBING:
455     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
456     break;
457 root 1.5
458 root 1.28 default:
459     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
460     break;
461 elmex 1.1 }
462    
463 root 1.9 /* For players we now update the speed_left from using the skill.
464     * Monsters have no skill use time because of the random nature in
465     * which use_monster_skill is called already simulates this.
466     * If certain skills should take more/less time, that should be
467     * in the code for the skill itself.
468     */
469     if (op->type == PLAYER)
470 root 1.45 op->speed_left -= 1.f;
471 root 1.9
472     /* this is a good place to add experience for successfull use of skills.
473     * Note that add_exp() will figure out player/monster experience
474     * gain problems.
475     */
476    
477     if (success && exp)
478     change_exp (op, exp, skill->skill, 0);
479    
480     return success;
481 elmex 1.1 }
482    
483     /* calc_skill_exp() - calculates amount of experience can be gained for
484     * successfull use of a skill. Returns value of experience gain.
485     * Here we take the view that a player must 'overcome an opponent'
486     * in order to gain experience. Examples include foes killed combat,
487     * finding/disarming a trap, stealing from somebeing, etc.
488     * The gained experience is based primarily on the difference in levels,
489     * exp point value of vanquished foe, the relevent stats of the skill being
490     * used and modifications in the skills[] table.
491     *
492     * For now, monsters and players will be treated differently. Below I give
493     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
494     * Monsters just get 10% of the exp of the opponent.
495     *
496     * players get a ratio, eg, opponent lvl / player level. This is then
497     * multiplied by various things. If simple exp is true, then
498     * this multiplier, include the level difference, is always 1.
499     * This revised method prevents some cases where there are big gaps
500     * in the amount you get just because you are now equal level vs lower
501     * level
502     * who is player/creature that used the skill.
503     * op is the object that was 'defeated'.
504     * skill is the skill used. If no skill is used, it should just
505     * point back to who.
506     *
507     */
508 root 1.9 int
509     calc_skill_exp (object *who, object *op, object *skill)
510     {
511     int op_exp = 0, op_lvl = 0;
512     float base, value, lvl_mult = 0.0;
513    
514     if (!skill)
515     skill = who;
516    
517     /* Oct 95 - where we have an object, I expanded our treatment
518     * to 3 cases:
519     * non-living magic obj, runes and everything else.
520     *
521     * If an object is not alive and magical we set the base exp higher to
522     * help out exp awards for skill_ident skills. Also, if
523     * an item is type RUNE, we give out exp based on stats.Cha
524     * and level (this was the old system) -b.t.
525     */
526     if (!op)
527     { /* no item/creature */
528 root 1.60 op_lvl = max (1, who->map->difficulty);
529 root 1.9 op_exp = 0;
530     }
531     else if (op->type == RUNE || op->type == TRAP)
532     { /* all traps. If stats.Cha > 1 we use that
533 root 1.5 * for the amount of experience */
534 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
535     op_lvl = op->level;
536     }
537     else
538     { /* all other items/living creatures */
539     op_exp = op->stats.exp;
540     op_lvl = op->level;
541     if (!QUERY_FLAG (op, FLAG_ALIVE))
542 root 1.60 op_lvl += 5 * abs (op->magic); /* for ident/make items */
543 root 1.9 }
544    
545     if (op_lvl < 1)
546     op_lvl = 1;
547    
548     if (who->type != PLAYER)
549     { /* for monsters only */
550     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
551     }
552     else
553     { /* for players */
554     base = op_exp;
555     /* if skill really is a skill, then we can look at the skill archetype for
556     * bse reward value (exp) and level multiplier factor.
557     */
558     if (skill->type == SKILL)
559     {
560 root 1.56 base += skill->arch->stats.exp;
561 root 1.9 if (settings.simple_exp)
562     {
563 root 1.56 if (skill->arch->level)
564     lvl_mult = (float) skill->arch->level / 100.0;
565 root 1.9 else
566     lvl_mult = 1.0; /* no adjustment */
567 root 1.5 }
568 root 1.9 else
569     {
570     if (skill->level)
571 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
572 root 1.9 else
573     lvl_mult = 1.0;
574 root 1.5 }
575 root 1.9 }
576     else
577     {
578     /* Don't divide by zero here! */
579 root 1.60 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
580 root 1.5 }
581 elmex 1.1 }
582 root 1.9
583     /* assemble the exp total, and return value */
584    
585     value = base * lvl_mult;
586     if (value < 1)
587     value = 1; /* Always give at least 1 exp point */
588    
589 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
590 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);
591 elmex 1.1 #endif
592 root 1.9 return ((int) value);
593 elmex 1.1 }
594    
595     /* Learn skill. This inserts the requested skill in the player's
596     * inventory. The skill field of the scroll should have the
597     * exact name of the requested skill.
598     * This one actually teaches the player the skill as something
599     * they can equip.
600     * Return 0 if the player knows the skill, 1 if the
601     * player learns the skill, 2 otherwise.
602     */
603     int
604 root 1.9 learn_skill (object *pl, object *scroll)
605     {
606     if (!scroll->skill)
607     {
608     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
609     return 2;
610 elmex 1.1 }
611    
612 root 1.50 object *tmp = find_skill (pl, scroll->skill);
613 elmex 1.1
614 root 1.9 /* player already knows it */
615     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
616     return 0;
617 elmex 1.1
618 root 1.9 /* now a random change to learn, based on player Int.
619     * give bonus based on level - otherwise stupid characters
620     * might never be able to learn anything.
621     */
622     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
623     return 2; /* failure :< */
624 elmex 1.1
625 root 1.9 if (!tmp)
626     tmp = give_skill_by_name (pl, scroll->skill);
627 elmex 1.1
628 root 1.9 if (!tmp)
629     {
630     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
631     return 2;
632 elmex 1.1 }
633    
634 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
635 root 1.67
636 root 1.9 return 1;
637 elmex 1.1 }
638    
639     /* Gives a percentage clipped to 0% -> 100% of a/b. */
640     /* Probably belongs in some global utils-type file? */
641 root 1.9 static int
642     clipped_percent (sint64 a, sint64 b)
643 elmex 1.1 {
644     int rv;
645    
646     if (b <= 0)
647     return 0;
648    
649 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
650    
651 elmex 1.1 if (rv < 0)
652     return 0;
653     else if (rv > 100)
654     return 100;
655 root 1.9
656 elmex 1.1 return rv;
657     }
658    
659     /* show_skills() - Meant to allow players to examine
660     * their current skill list.
661     * This shows the amount of exp they have in the skills.
662     * we also include some other non skill related info (god,
663     * max weapon improvments, item power).
664     * Note this function is a bit more complicated becauase we
665     * we want ot sort the skills before printing them. If we
666     * just dumped this as we found it, this would be a bit
667     * simpler.
668     */
669 root 1.57 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
670 root 1.9 void
671 root 1.66 show_skills (object *pl, const char *search)
672 root 1.9 {
673     const char *cp;
674     int i, num_skills_found = 0;
675 root 1.64 const char *const periods = ".............................."; // 30
676 root 1.9
677     /* Need to have a pointer and use strdup for qsort to work properly */
678 root 1.64 char skills[NUM_SKILLS][128]; // d'oh
679 root 1.9
680 root 1.66 object *op = pl->contr->ob;
681    
682 root 1.64 for (object *tmp = op->inv; tmp; tmp = tmp->below)
683 root 1.9 {
684     if (tmp->type == SKILL)
685     {
686 root 1.72 if (search && !tmp->name.contains (search))
687 root 1.9 continue;
688 root 1.64
689     char buf[30];
690    
691     /* Basically want to fill this out to 30 spaces with periods */
692     snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
693 root 1.9
694     if (settings.permanent_exp_ratio)
695 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
696     buf, tmp->level, tmp->stats.exp,
697     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
698 root 1.9 else
699 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
700     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
701 root 1.57
702 root 1.9 /* I don't know why some characters get a bunch of skills, but
703     * it sometimes happens (maybe a leftover from bugier earlier code
704     * and those character are still about). In any case, lets handle
705     * it so it doesn't crash the server - otherwise, one character may
706     * crash the server numerous times.
707     */
708     if (num_skills_found >= NUM_SKILLS)
709     {
710     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
711     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
712     break;
713 root 1.5 }
714     }
715 elmex 1.1 }
716    
717 root 1.64 dynbuf_text msg (4096, 1024);
718    
719     msg << "T<Player skills:>\n\n";
720 root 1.9 if (num_skills_found > 1)
721 root 1.64 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
722 elmex 1.1
723 root 1.9 for (i = 0; i < num_skills_found; i++)
724 root 1.64 msg << " C<" << skills [i] << ">\n";
725 elmex 1.1
726 root 1.64 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
727 elmex 1.1
728 root 1.9 cp = determine_god (op);
729 root 1.64 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
730    
731     msg << "Your equipped item power is " << (int)op->contr->item_power
732     << " out of " << int (op->level * settings.item_power_factor)
733 root 1.65 << ".\n";
734 elmex 1.1
735 root 1.66 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
736 elmex 1.1 }
737    
738     /* use_skill() - similar to invoke command, it executes the skill in the
739     * direction that the user is facing. Returns false if we are unable to
740     * change to the requested skill, or were unable to use the skill properly.
741     * This is tricky because skills can have spaces. We basically roll
742     * our own find_skill_by_name so we can try to do better string matching.
743     */
744 root 1.9 int
745     use_skill (object *op, const char *string)
746     {
747     object *skop;
748     size_t len;
749    
750     if (!string)
751     return 0;
752    
753 root 1.50 for (skop = op->inv; skop; skop = skop->below)
754 root 1.9 {
755 root 1.50 if (skop->type == SKILL
756     && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
757     && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
758 root 1.9 break;
759 root 1.50 else if (skop->type == SKILL_TOOL
760     && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
761 root 1.9 break;
762 elmex 1.1 }
763 root 1.50
764 root 1.9 if (!skop)
765     {
766     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
767     return 0;
768 elmex 1.1 }
769    
770 root 1.9 len = strlen (skop->skill);
771 elmex 1.1
772 root 1.9 /* All this logic goes and skips over the skill name to find any
773     * options given to the skill. Its pretty simple - if there
774     * are extra parameters (as deteremined by string length), we
775     * want to skip over any leading spaces.
776     */
777     if (len >= strlen (string))
778 root 1.50 string = NULL;
779 root 1.9 else
780     {
781     string += len;
782     while (*string == 0x20)
783     string++;
784 root 1.50
785 root 1.9 if (strlen (string) == 0)
786     string = NULL;
787     }
788    
789 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
790 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
791 elmex 1.1 #endif
792    
793 root 1.9 if (do_skill (op, op, skop, op->facing, string))
794     return 1;
795    
796     return 0;
797 elmex 1.1 }
798    
799 root 1.16 static bool
800     hth_skill_p (object *skill)
801     {
802 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
803 root 1.16 }
804    
805     /* This finds the first unarmed skill the player has, and returns it.
806 elmex 1.1 */
807 root 1.9 static object *
808 root 1.16 find_player_hth_skill (object *op)
809 elmex 1.1 {
810 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
811     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
812     return tmp;
813 elmex 1.1
814 root 1.16 return 0;
815 elmex 1.1 }
816    
817     /* do_skill_attack() - We have got an appropriate opponent from either
818     * move_player_attack() or skill_attack(). In this part we get on with
819     * attacking, take care of messages from the attack and changes in invisible.
820     * Returns true if the attack damaged the opponent.
821     * tmp is the targetted monster.
822     * op is what is attacking
823     * string is passed along to describe what messages to describe
824     * the damage.
825     */
826 root 1.9 static int
827     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
828     {
829     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
830     return RESULT_INT (0);
831    
832     /* For Players only: if there is no ready weapon, and no "attack" skill
833     * is readied either then try to find a skill for the player to use.
834     * it is presumed that if skill is set, it is a valid attack skill (eg,
835     * the caller should have set it appropriately). We still want to pass
836     * through that code if skill is set to change to the skill.
837     */
838 root 1.35 if (player *pl = op->contr)
839 root 1.9 {
840 root 1.63 if (skill)
841     op->change_skill (skill);
842     else
843 root 1.9 {
844 root 1.63 if (!pl->combat_ob)
845 root 1.9 {
846 root 1.63 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
847     {
848     for (tmp = op->inv; tmp; tmp = tmp->below)
849     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
850     break;
851 root 1.35
852 root 1.63 if (!tmp)
853     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
854 root 1.9
855 root 1.63 pl->combat_ob = tmp;
856     }
857 root 1.52
858 root 1.63 if (!pl->combat_ob)
859 root 1.35 {
860     /* See if the players chosen skill is a combat skill, and use
861     * it if appropriate.
862     */
863     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
864     skill = op->chosen_skill;
865     else
866 root 1.9 {
867 root 1.35 skill = find_player_hth_skill (op);
868    
869     if (!skill)
870 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 root 1.5 }
872 root 1.63
873     if (skill)
874     {
875     op->change_skill (0);
876     apply_special (op, skill, AP_APPLY);
877     }
878 root 1.5 }
879 root 1.35
880 root 1.63 if (!pl->combat_ob)
881 root 1.55 {
882 root 1.63 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
883     return 0;
884 root 1.55 }
885 root 1.5 }
886 root 1.16
887 root 1.63 if (!op->change_weapon (pl->combat_ob))
888     return 0;
889 root 1.9 }
890 root 1.35
891 root 1.38 /* lose invisiblity/hiding status for running attacks */
892 root 1.35 if (pl->tmp_invis)
893     {
894     pl->tmp_invis = 0;
895     op->invisible = 0;
896 root 1.69 op->flag [FLAG_HIDDEN] = 0;
897 root 1.35 update_object (op, UP_OBJ_CHANGE);
898 root 1.5 }
899 elmex 1.1 }
900    
901 root 1.31 int success = attack_ob (tmp, op);
902 root 1.9
903     /* print appropriate messages to the player */
904    
905 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
906 root 1.9 {
907     if (op->type == PLAYER)
908     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
909     else if (tmp->type == PLAYER)
910     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
911     }
912 root 1.30
913 root 1.9 return success;
914     }
915 elmex 1.1
916     /* skill_attack() - Core routine for use when we attack using a skills
917     * system. In essence, this code handles
918 root 1.63 * all skill-based attacks, i.e. hth, missile and melee weapons should be
919 elmex 1.1 * treated here. If an opponent is already supplied by move_player(),
920     * we move right onto do_skill_attack(), otherwise we find if an
921     * appropriate opponent exists.
922     *
923     * This is called by move_player() and attack_hth()
924     *
925     * Initial implementation by -bt thomas@astro.psu.edu
926     */
927 root 1.9 int
928     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
929     {
930     sint16 tx, ty;
931 root 1.13 maptile *m;
932 root 1.9 int mflags;
933    
934     if (!dir)
935     dir = pl->facing;
936 root 1.16
937 root 1.9 tx = freearr_x[dir];
938     ty = freearr_y[dir];
939    
940     /* If we don't yet have an opponent, find if one exists, and attack.
941     * Legal opponents are the same as outlined in move_player_attack()
942     */
943 root 1.31 if (!tmp)
944 root 1.9 {
945     m = pl->map;
946     tx = pl->x + freearr_x[dir];
947     ty = pl->y + freearr_y[dir];
948    
949     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
950     if (mflags & P_OUT_OF_MAP)
951     return 0;
952    
953     /* space must be blocked for there to be anything interesting to do */
954     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
955     return 0;
956    
957 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
958 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
959     {
960     /* Don't attack party members */
961     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
962     return 0;
963 root 1.31
964 root 1.9 break;
965     }
966 elmex 1.1 }
967 root 1.31
968 root 1.9 if (!tmp)
969     {
970     if (pl->type == PLAYER)
971     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
972 root 1.31
973 root 1.9 return 0;
974 elmex 1.1 }
975    
976 root 1.9 return do_skill_attack (tmp, pl, string, skill);
977 elmex 1.1 }
978    
979     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
980 root 1.9
981 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
982     * (attack_hth) we check for weapon use, etc in the second (the new
983     * function skill_attack() we actually attack.
984     */
985 root 1.9 static int
986     attack_hth (object *pl, int dir, const char *string, object *skill)
987     {
988     object *enemy = NULL, *weapon;
989 elmex 1.1
990 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
991     for (weapon = pl->inv; weapon; weapon = weapon->below)
992     {
993     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
994     {
995     CLEAR_FLAG (weapon, FLAG_APPLIED);
996     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
997 root 1.22 pl->update_stats ();
998 root 1.9 if (pl->type == PLAYER)
999     {
1000     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1001     esrv_update_item (UPD_FLAGS, pl, weapon);
1002     }
1003 root 1.37
1004 root 1.9 break;
1005     }
1006     }
1007 root 1.30
1008 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1009 elmex 1.1 }
1010    
1011     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1012     * For now we are just checking to see if we have a ready weapon here.
1013     * But there is a real neato possible feature of this scheme which
1014     * bears mentioning:
1015     * Since we are only calling this from do_skill() in the future
1016     * we may make this routine handle 'special' melee weapons attacks
1017     * (like disarming manuever with sai) based on player SK_level and
1018     * weapon type.
1019     */
1020 root 1.9 static int
1021     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1022     {
1023 elmex 1.1
1024 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1025     {
1026     if (op->type == PLAYER)
1027     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1028 root 1.30
1029 root 1.9 return 0;
1030 elmex 1.1 }
1031 root 1.30
1032 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1033 root 1.51 }
1034 elmex 1.1