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Revision: 1.90
Committed: Mon Apr 5 22:00:15 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.89: +7 -10 lines
Log Message:
some crash/bugfixes

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 1.82 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.81 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.26 *
8 root 1.78 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.78 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.54 *
22 root 1.59 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.26 */
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 root 1.80 init_skills ()
65 root 1.9 {
66 root 1.56 for_all_archetypes (at)
67     if (at->type == SKILL)
68 root 1.10 {
69 root 1.56 if (skill_names[at->subtype])
70 root 1.10 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 root 1.56 at->subtype, &skill_names[at->subtype], &at->skill);
72 root 1.10 else
73 root 1.56 skill_names[at->subtype] = at->skill;
74 root 1.10 }
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 root 1.67 player::link_skills ()
91 elmex 1.1 {
92 root 1.67 for (int i = 0; i < NUM_SKILLS; ++i)
93     last_skill_ob [i] = 0;
94    
95     for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 root 1.25 if (tmp->type == SKILL)
97     {
98 root 1.67 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
99 root 1.25
100 root 1.67 if (last_skill_ob [tmp->subtype] != tmp)
101 root 1.25 {
102 root 1.67 /* This is really a warning, hence no else below */
103     if (last_skill_ob [tmp->subtype])
104     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105     &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106    
107     last_skill_ob [tmp->subtype] = tmp;
108     if (ns)
109     ns->last_skill_exp [tmp->subtype] = -1;
110 root 1.25 }
111     }
112 elmex 1.1 }
113    
114 root 1.49 static object *
115 root 1.73 find_skill (object *who, shstr_cmp name)
116 root 1.49 {
117 root 1.68 if (who->chosen_skill
118     && who->chosen_skill->skill == name
119     && who->chosen_skill->type == SKILL)
120     return who->chosen_skill;
121    
122 root 1.49 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 root 1.68 if (tmp->skill == name && tmp->type == SKILL)
124     return splay (tmp);
125 root 1.49
126     return 0;
127     }
128    
129 root 1.73 object *player::find_skill (shstr_cmp name) const
130 root 1.68 {
131     // might want to use last_skill_obj at one point, or maybe not
132     return ::find_skill (ob, name);
133     }
134    
135 root 1.50 /* This returns the skill pointer of the given name (the
136     * one that accumulates exp, has the level, etc).
137     *
138     * It is presumed that the player will be needing to actually
139     * use the skill, so thus if use of the skill requires a skill
140     * tool, this code will equip it.
141     */
142 root 1.49 object *
143 root 1.73 find_skill_by_name (object *who, shstr_cmp sh)
144 root 1.49 {
145     object *skill_tool = 0;
146    
147     for (object *tmp = who->inv; tmp; tmp = tmp->below)
148     if (tmp->skill == sh)
149     {
150     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
151     /* If this is a skill that can be used without applying tool, return it */
152 root 1.53 return splay (tmp);
153 root 1.49 /* Try to find appropriate skilltool. If the player has one already
154     * applied, we try to keep using that one.
155     */
156     else if (tmp->type == SKILL_TOOL && !skill_tool)
157     skill_tool = tmp;
158     }
159    
160     if (!skill_tool)
161     return 0;
162    
163     /* Player has a tool to use the skill. If not applied, apply it -
164     * if not successful, return null. If they do have the skill tool
165     * but not the skill itself, give it to them.
166     */
167     object *skill = find_skill (who, skill_tool->skill);
168    
169     if (!skill)
170 root 1.67 skill = give_skill_by_name (who, skill_tool->skill);
171 root 1.49
172     if (!skill_tool->flag [FLAG_APPLIED])
173 root 1.89 if (!who->apply (splay (skill_tool)))
174 root 1.49 return 0;
175    
176 root 1.53 return splay (skill);
177 root 1.49 }
178    
179 root 1.50 object *
180 root 1.73 find_skill_by_name_fuzzy (object *who, const char *name)
181 root 1.50 {
182     if (!name)
183     return 0;
184    
185     for (object *tmp = who->inv; tmp; tmp = tmp->below)
186     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 root 1.70 && tmp->skill.starts_with (name))
188 root 1.50 if (object *skop = find_skill_by_name (who, tmp->skill))
189     return skop;
190    
191     return 0;
192     }
193    
194 elmex 1.1 /* This returns the skill pointer of the given name (the
195 root 1.49 * one that accumulates exp, has the level, etc).
196 elmex 1.1 *
197     * It is presumed that the player will be needing to actually
198     * use the skill, so thus if use of the skill requires a skill
199     * tool, this code will equip it.
200     *
201     * This code is basically the same as find_skill_by_name() above,
202     * but instead a skill name, we search by matching number.
203     * this replaces find_skill.
204     */
205 root 1.9 object *
206     find_skill_by_number (object *who, int skillno)
207 elmex 1.1 {
208 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
209 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
210     if (object *skop = find_skill_by_name (who, tmp->skill))
211     return skop;
212 elmex 1.1
213 root 1.50 return 0;
214 elmex 1.1 }
215    
216 root 1.51 /* This changes the objects chosen_skill to new_skill.
217 elmex 1.1 * return 1 on success, 0 on error
218     */
219 root 1.51 bool
220     object::change_skill (object *new_skill)
221 elmex 1.1 {
222 root 1.51 if (type != PLAYER)
223 root 1.9 return 0;
224    
225 root 1.40 // optimise this supposedly common case
226 root 1.51 if (new_skill == chosen_skill)
227 root 1.40 return 1;
228    
229 root 1.51 if (chosen_skill)
230 root 1.32 {
231 root 1.51 chosen_skill->flag [FLAG_APPLIED] = false;
232     change_abil (this, chosen_skill);
233 root 1.32 }
234 elmex 1.1
235 root 1.51 chosen_skill = new_skill;
236 root 1.33
237 root 1.51 if (chosen_skill)
238     {
239     chosen_skill->flag [FLAG_APPLIED] = true;
240     change_abil (this, chosen_skill);
241     }
242 root 1.16
243 root 1.52 // always clear current weapon, as the selected skill could
244     // conflict with the current weapon skill, which would go
245     // undetected and exp would be given to the wrong skill.
246     current_weapon = 0;
247    
248 root 1.51 update_stats ();
249 root 1.9 return 1;
250 elmex 1.1 }
251    
252     /* do_skill() - Main skills use function-similar in scope to cast_spell().
253     * We handle all requests for skill use outside of some combat here.
254     * We require a separate routine outside of fire() so as to allow monsters
255     * to utilize skills. Returns 1 on use of skill, otherwise 0.
256     * This is changed (2002-11-30) from the old method that returned
257     * exp - no caller needed that info, but it also prevented the callers
258     * from know if a skill was actually used, as many skills don't
259     * give any exp for their direct use (eg, throwing).
260     * It returns 0 if no skill was used.
261     */
262 root 1.9 int
263     do_skill (object *op, object *part, object *skill, int dir, const char *string)
264     {
265     int success = 0, exp = 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 elmex 1.74 {
401     bool found_cauldron = false;
402    
403     for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
404     {
405     next = tmp->above;
406 root 1.17
407 elmex 1.74 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
408     {
409     found_cauldron = true;
410 root 1.17
411 elmex 1.74 if (tmp->skill != skill->skill)
412     {
413     op->failmsg (format ("You can't use the %s with the %s skill!",
414     query_name (tmp),
415     query_name (skill)));
416     break;
417     }
418 root 1.17
419 elmex 1.74 attempt_do_alchemy (op, tmp, skill);
420 root 1.17
421 elmex 1.74 if (QUERY_FLAG (tmp, FLAG_APPLIED))
422     esrv_send_inventory (op, tmp);
423     }
424     }
425 root 1.17
426 elmex 1.74 if (!found_cauldron)
427     exp = success = skill_ident (op, skill);
428     }
429 root 1.28 break;
430 root 1.5
431 root 1.28 case SK_DET_MAGIC:
432     case SK_DET_CURSE:
433     exp = success = skill_ident (op, skill);
434     break;
435 root 1.5
436 root 1.28 case SK_DISARM_TRAPS:
437     exp = success = remove_trap (op, dir, skill);
438     break;
439 root 1.5
440 root 1.28 case SK_THROWING:
441     success = skill_throw (op, part, dir, string, skill);
442     break;
443 root 1.5
444 root 1.28 case SK_SET_TRAP:
445     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
446     break;
447 root 1.5
448 root 1.28 case SK_USE_MAGIC_ITEM:
449     case SK_MISSILE_WEAPON:
450     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
451     break;
452 root 1.5
453 root 1.28 case SK_PRAYING:
454     success = pray (op, skill);
455     break;
456 root 1.5
457 root 1.28 case SK_BARGAINING:
458     success = describe_shop (op);
459     break;
460 elmex 1.1
461 root 1.28 case SK_SORCERY:
462     case SK_EVOCATION:
463     case SK_PYROMANCY:
464     case SK_SUMMONING:
465     case SK_CLIMBING:
466     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467     break;
468 root 1.5
469 root 1.86 case SK_MINING:
470     success = skill_mining (op, part, skill, dir, string);
471     break;
472    
473     case SK_FISHING:
474     success = skill_fishing (op, part, skill, dir, string);
475     break;
476    
477 root 1.28 default:
478     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
479     break;
480 elmex 1.1 }
481    
482 root 1.9 /* For players we now update the speed_left from using the skill.
483     * Monsters have no skill use time because of the random nature in
484     * which use_monster_skill is called already simulates this.
485     * If certain skills should take more/less time, that should be
486     * in the code for the skill itself.
487     */
488     if (op->type == PLAYER)
489 root 1.45 op->speed_left -= 1.f;
490 root 1.9
491     /* this is a good place to add experience for successfull use of skills.
492     * Note that add_exp() will figure out player/monster experience
493     * gain problems.
494     */
495    
496     if (success && exp)
497     change_exp (op, exp, skill->skill, 0);
498    
499     return success;
500 elmex 1.1 }
501    
502     /* calc_skill_exp() - calculates amount of experience can be gained for
503     * successfull use of a skill. Returns value of experience gain.
504     * Here we take the view that a player must 'overcome an opponent'
505     * in order to gain experience. Examples include foes killed combat,
506     * finding/disarming a trap, stealing from somebeing, etc.
507     * The gained experience is based primarily on the difference in levels,
508     * exp point value of vanquished foe, the relevent stats of the skill being
509     * used and modifications in the skills[] table.
510     *
511     * For now, monsters and players will be treated differently. Below I give
512     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
513     * Monsters just get 10% of the exp of the opponent.
514     *
515     * players get a ratio, eg, opponent lvl / player level. This is then
516     * multiplied by various things. If simple exp is true, then
517     * this multiplier, include the level difference, is always 1.
518     * This revised method prevents some cases where there are big gaps
519     * in the amount you get just because you are now equal level vs lower
520     * level
521     * who is player/creature that used the skill.
522     * op is the object that was 'defeated'.
523     * skill is the skill used. If no skill is used, it should just
524     * point back to who.
525     *
526     */
527 root 1.9 int
528     calc_skill_exp (object *who, object *op, object *skill)
529     {
530     int op_exp = 0, op_lvl = 0;
531     float base, value, lvl_mult = 0.0;
532    
533     if (!skill)
534     skill = who;
535    
536     /* Oct 95 - where we have an object, I expanded our treatment
537     * to 3 cases:
538     * non-living magic obj, runes and everything else.
539     *
540     * If an object is not alive and magical we set the base exp higher to
541     * help out exp awards for skill_ident skills. Also, if
542     * an item is type RUNE, we give out exp based on stats.Cha
543     * and level (this was the old system) -b.t.
544     */
545     if (!op)
546     { /* no item/creature */
547 root 1.60 op_lvl = max (1, who->map->difficulty);
548 root 1.9 op_exp = 0;
549     }
550     else if (op->type == RUNE || op->type == TRAP)
551     { /* all traps. If stats.Cha > 1 we use that
552 root 1.5 * for the amount of experience */
553 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
554     op_lvl = op->level;
555     }
556     else
557     { /* all other items/living creatures */
558     op_exp = op->stats.exp;
559     op_lvl = op->level;
560     if (!QUERY_FLAG (op, FLAG_ALIVE))
561 root 1.60 op_lvl += 5 * abs (op->magic); /* for ident/make items */
562 root 1.9 }
563    
564     if (op_lvl < 1)
565     op_lvl = 1;
566    
567     if (who->type != PLAYER)
568     { /* for monsters only */
569     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
570     }
571     else
572     { /* for players */
573     base = op_exp;
574     /* if skill really is a skill, then we can look at the skill archetype for
575     * bse reward value (exp) and level multiplier factor.
576     */
577     if (skill->type == SKILL)
578     {
579 root 1.56 base += skill->arch->stats.exp;
580 root 1.9 if (settings.simple_exp)
581     {
582 root 1.56 if (skill->arch->level)
583     lvl_mult = (float) skill->arch->level / 100.0;
584 root 1.9 else
585     lvl_mult = 1.0; /* no adjustment */
586 root 1.5 }
587 root 1.9 else
588     {
589     if (skill->level)
590 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
591 root 1.9 else
592     lvl_mult = 1.0;
593 root 1.5 }
594 root 1.9 }
595     else
596     {
597     /* Don't divide by zero here! */
598 root 1.60 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
599 root 1.5 }
600 elmex 1.1 }
601 root 1.9
602     /* assemble the exp total, and return value */
603    
604     value = base * lvl_mult;
605     if (value < 1)
606     value = 1; /* Always give at least 1 exp point */
607    
608 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
609 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);
610 elmex 1.1 #endif
611 root 1.9 return ((int) value);
612 elmex 1.1 }
613    
614     /* Learn skill. This inserts the requested skill in the player's
615     * inventory. The skill field of the scroll should have the
616     * exact name of the requested skill.
617     * This one actually teaches the player the skill as something
618     * they can equip.
619     * Return 0 if the player knows the skill, 1 if the
620     * player learns the skill, 2 otherwise.
621     */
622     int
623 root 1.9 learn_skill (object *pl, object *scroll)
624     {
625     if (!scroll->skill)
626     {
627     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
628     return 2;
629 elmex 1.1 }
630    
631 root 1.50 object *tmp = find_skill (pl, scroll->skill);
632 elmex 1.1
633 root 1.9 /* player already knows it */
634     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
635     return 0;
636 elmex 1.1
637 root 1.9 /* now a random change to learn, based on player Int.
638     * give bonus based on level - otherwise stupid characters
639     * might never be able to learn anything.
640     */
641     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
642     return 2; /* failure :< */
643 elmex 1.1
644 root 1.9 if (!tmp)
645     tmp = give_skill_by_name (pl, scroll->skill);
646 elmex 1.1
647 root 1.9 if (!tmp)
648     {
649     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
650     return 2;
651 elmex 1.1 }
652    
653 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
654 root 1.67
655 root 1.9 return 1;
656 elmex 1.1 }
657    
658     /* Gives a percentage clipped to 0% -> 100% of a/b. */
659     /* Probably belongs in some global utils-type file? */
660 root 1.9 static int
661     clipped_percent (sint64 a, sint64 b)
662 elmex 1.1 {
663     int rv;
664    
665     if (b <= 0)
666     return 0;
667    
668 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
669    
670 elmex 1.1 if (rv < 0)
671     return 0;
672     else if (rv > 100)
673     return 100;
674 root 1.9
675 elmex 1.1 return rv;
676     }
677    
678     /* show_skills() - Meant to allow players to examine
679     * their current skill list.
680     * This shows the amount of exp they have in the skills.
681     * we also include some other non skill related info (god,
682     * max weapon improvments, item power).
683     * Note this function is a bit more complicated becauase we
684     * we want ot sort the skills before printing them. If we
685     * just dumped this as we found it, this would be a bit
686     * simpler.
687     */
688 root 1.57 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
689 root 1.9 void
690 root 1.66 show_skills (object *pl, const char *search)
691 root 1.9 {
692     const char *cp;
693     int i, num_skills_found = 0;
694 root 1.64 const char *const periods = ".............................."; // 30
695 root 1.9
696     /* Need to have a pointer and use strdup for qsort to work properly */
697 root 1.64 char skills[NUM_SKILLS][128]; // d'oh
698 root 1.9
699 root 1.66 object *op = pl->contr->ob;
700    
701 root 1.64 for (object *tmp = op->inv; tmp; tmp = tmp->below)
702 root 1.9 {
703     if (tmp->type == SKILL)
704     {
705 root 1.72 if (search && !tmp->name.contains (search))
706 root 1.9 continue;
707 root 1.64
708     char buf[30];
709    
710     /* Basically want to fill this out to 30 spaces with periods */
711     snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
712 root 1.9
713     if (settings.permanent_exp_ratio)
714 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
715     buf, tmp->level, tmp->stats.exp,
716     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
717 root 1.9 else
718 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
719     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
720 root 1.57
721 root 1.9 /* I don't know why some characters get a bunch of skills, but
722     * it sometimes happens (maybe a leftover from bugier earlier code
723     * and those character are still about). In any case, lets handle
724     * it so it doesn't crash the server - otherwise, one character may
725     * crash the server numerous times.
726     */
727     if (num_skills_found >= NUM_SKILLS)
728     {
729 root 1.77 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
730     new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
731 root 1.9 break;
732 root 1.5 }
733     }
734 elmex 1.1 }
735    
736 root 1.76 dynbuf_text &msg = msg_dynbuf; msg.clear ();
737 root 1.64
738     msg << "T<Player skills:>\n\n";
739 root 1.9 if (num_skills_found > 1)
740 root 1.64 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
741 elmex 1.1
742 root 1.9 for (i = 0; i < num_skills_found; i++)
743 root 1.64 msg << " C<" << skills [i] << ">\n";
744 elmex 1.1
745 root 1.64 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
746 elmex 1.1
747 root 1.9 cp = determine_god (op);
748 root 1.64 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
749    
750     msg << "Your equipped item power is " << (int)op->contr->item_power
751     << " out of " << int (op->level * settings.item_power_factor)
752 root 1.65 << ".\n";
753 elmex 1.1
754 root 1.66 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
755 elmex 1.1 }
756    
757     /* use_skill() - similar to invoke command, it executes the skill in the
758     * direction that the user is facing. Returns false if we are unable to
759     * change to the requested skill, or were unable to use the skill properly.
760     * This is tricky because skills can have spaces. We basically roll
761     * our own find_skill_by_name so we can try to do better string matching.
762     */
763 root 1.9 int
764     use_skill (object *op, const char *string)
765     {
766     object *skop;
767     size_t len;
768    
769     if (!string)
770     return 0;
771    
772 root 1.50 for (skop = op->inv; skop; skop = skop->below)
773 root 1.90 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
774     && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
775     {
776     skop = find_skill_by_name (op, skop->skill);
777 root 1.9 break;
778 root 1.90 }
779 root 1.50
780 root 1.9 if (!skop)
781     {
782 root 1.87 op->failmsg (format ("Unable to find skill %s.", string));
783     return 0;
784     }
785    
786     if (!(skill_flags [skop->subtype] & SF_USE))
787     {
788     op->failmsg (format (
789     "You feel as if you wanted to do something funny, but you can't remember what. "
790 root 1.90 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
791     "use it with some item, or it's always active.>",
792 root 1.87 &skop->skill
793     ));
794 root 1.9 return 0;
795 elmex 1.1 }
796    
797 root 1.9 len = strlen (skop->skill);
798 elmex 1.1
799 root 1.9 /* All this logic goes and skips over the skill name to find any
800     * options given to the skill. Its pretty simple - if there
801     * are extra parameters (as deteremined by string length), we
802     * want to skip over any leading spaces.
803     */
804     if (len >= strlen (string))
805 root 1.50 string = NULL;
806 root 1.9 else
807     {
808     string += len;
809     while (*string == 0x20)
810     string++;
811 root 1.50
812 root 1.9 if (strlen (string) == 0)
813     string = NULL;
814     }
815    
816 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
817 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
818 elmex 1.1 #endif
819    
820 root 1.9 if (do_skill (op, op, skop, op->facing, string))
821     return 1;
822    
823     return 0;
824 elmex 1.1 }
825    
826 root 1.16 static bool
827     hth_skill_p (object *skill)
828     {
829 root 1.83 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
830 root 1.16 }
831    
832     /* This finds the first unarmed skill the player has, and returns it.
833 elmex 1.1 */
834 root 1.9 static object *
835 root 1.16 find_player_hth_skill (object *op)
836 elmex 1.1 {
837 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
838     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
839     return tmp;
840 elmex 1.1
841 root 1.16 return 0;
842 elmex 1.1 }
843    
844     /* do_skill_attack() - We have got an appropriate opponent from either
845     * move_player_attack() or skill_attack(). In this part we get on with
846     * attacking, take care of messages from the attack and changes in invisible.
847     * Returns true if the attack damaged the opponent.
848     * tmp is the targetted monster.
849     * op is what is attacking
850     * string is passed along to describe what messages to describe
851     * the damage.
852     */
853 root 1.9 static int
854     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
855     {
856     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
857     return RESULT_INT (0);
858    
859     /* For Players only: if there is no ready weapon, and no "attack" skill
860     * is readied either then try to find a skill for the player to use.
861     * it is presumed that if skill is set, it is a valid attack skill (eg,
862     * the caller should have set it appropriately). We still want to pass
863     * through that code if skill is set to change to the skill.
864     */
865 root 1.35 if (player *pl = op->contr)
866 root 1.9 {
867 root 1.63 if (skill)
868 root 1.88 {
869     if (!op->apply (skill))
870     return 0;
871     }
872 root 1.63 else
873 root 1.9 {
874 root 1.63 if (!pl->combat_ob)
875 root 1.9 {
876 root 1.63 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
877     {
878     for (tmp = op->inv; tmp; tmp = tmp->below)
879     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
880     break;
881 root 1.35
882 root 1.63 if (!tmp)
883     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
884 root 1.9
885 root 1.63 pl->combat_ob = tmp;
886     }
887 root 1.52
888 root 1.63 if (!pl->combat_ob)
889 root 1.35 {
890     /* See if the players chosen skill is a combat skill, and use
891     * it if appropriate.
892     */
893     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
894     skill = op->chosen_skill;
895     else
896 root 1.9 {
897 root 1.35 skill = find_player_hth_skill (op);
898    
899     if (!skill)
900 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
901 root 1.5 }
902 root 1.63
903 root 1.85 op->apply (skill);
904 root 1.5 }
905 root 1.35
906 root 1.63 if (!pl->combat_ob)
907 root 1.55 {
908 root 1.63 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
909     return 0;
910 root 1.55 }
911 root 1.5 }
912 root 1.16
913 root 1.84 if (!op->apply (pl->combat_ob))
914 root 1.63 return 0;
915 root 1.9 }
916 root 1.35
917 root 1.38 /* lose invisiblity/hiding status for running attacks */
918 root 1.35 if (pl->tmp_invis)
919     {
920     pl->tmp_invis = 0;
921     op->invisible = 0;
922 root 1.69 op->flag [FLAG_HIDDEN] = 0;
923 root 1.35 update_object (op, UP_OBJ_CHANGE);
924 root 1.5 }
925 elmex 1.1 }
926    
927 root 1.31 int success = attack_ob (tmp, op);
928 root 1.9
929     /* print appropriate messages to the player */
930    
931 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
932 root 1.9 {
933     if (op->type == PLAYER)
934     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
935     else if (tmp->type == PLAYER)
936     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
937     }
938 root 1.30
939 root 1.9 return success;
940     }
941 elmex 1.1
942     /* skill_attack() - Core routine for use when we attack using a skills
943     * system. In essence, this code handles
944 root 1.63 * all skill-based attacks, i.e. hth, missile and melee weapons should be
945 elmex 1.1 * treated here. If an opponent is already supplied by move_player(),
946     * we move right onto do_skill_attack(), otherwise we find if an
947     * appropriate opponent exists.
948     *
949     * This is called by move_player() and attack_hth()
950     *
951     * Initial implementation by -bt thomas@astro.psu.edu
952     */
953 root 1.9 int
954     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
955     {
956     sint16 tx, ty;
957 root 1.13 maptile *m;
958 root 1.9 int mflags;
959    
960     if (!dir)
961     dir = pl->facing;
962 root 1.16
963 root 1.9 tx = freearr_x[dir];
964     ty = freearr_y[dir];
965    
966     /* If we don't yet have an opponent, find if one exists, and attack.
967     * Legal opponents are the same as outlined in move_player_attack()
968     */
969 root 1.31 if (!tmp)
970 root 1.9 {
971     m = pl->map;
972     tx = pl->x + freearr_x[dir];
973     ty = pl->y + freearr_y[dir];
974    
975     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
976     if (mflags & P_OUT_OF_MAP)
977     return 0;
978    
979     /* space must be blocked for there to be anything interesting to do */
980     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
981     return 0;
982    
983 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
984 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
985     {
986     /* Don't attack party members */
987     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
988     return 0;
989 root 1.31
990 root 1.9 break;
991     }
992 elmex 1.1 }
993 root 1.31
994 root 1.9 if (!tmp)
995     {
996     if (pl->type == PLAYER)
997     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
998 root 1.31
999 root 1.9 return 0;
1000 elmex 1.1 }
1001    
1002 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1003 elmex 1.1 }
1004    
1005     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1006 root 1.9
1007 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1008     * (attack_hth) we check for weapon use, etc in the second (the new
1009     * function skill_attack() we actually attack.
1010     */
1011 root 1.9 static int
1012     attack_hth (object *pl, int dir, const char *string, object *skill)
1013     {
1014     object *enemy = NULL, *weapon;
1015 elmex 1.1
1016 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1017     for (weapon = pl->inv; weapon; weapon = weapon->below)
1018     {
1019     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1020     {
1021     CLEAR_FLAG (weapon, FLAG_APPLIED);
1022     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1023 root 1.22 pl->update_stats ();
1024 root 1.9 if (pl->type == PLAYER)
1025     {
1026     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1027     esrv_update_item (UPD_FLAGS, pl, weapon);
1028     }
1029 root 1.37
1030 root 1.9 break;
1031     }
1032     }
1033 root 1.30
1034 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1035 elmex 1.1 }
1036    
1037     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1038     * For now we are just checking to see if we have a ready weapon here.
1039     * But there is a real neato possible feature of this scheme which
1040     * bears mentioning:
1041     * Since we are only calling this from do_skill() in the future
1042     * we may make this routine handle 'special' melee weapons attacks
1043     * (like disarming manuever with sai) based on player SK_level and
1044     * weapon type.
1045     */
1046 root 1.9 static int
1047     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1048     {
1049 elmex 1.1
1050 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1051     {
1052     if (op->type == PLAYER)
1053     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1054 root 1.30
1055 root 1.9 return 0;
1056 elmex 1.1 }
1057 root 1.30
1058 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1059 root 1.51 }
1060 elmex 1.1