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Revision: 1.91
Committed: Tue Apr 6 00:39:26 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.90: +6 -8 lines
Log Message:
many minor bugfixes/tuning

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 root 1.91 if (name)
183     for (object *tmp = who->inv; tmp; tmp = tmp->below)
184     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185     && tmp->skill.starts_with (name))
186     if (object *skop = find_skill_by_name (who, tmp->skill))
187     return skop;
188 root 1.50
189     return 0;
190     }
191    
192 elmex 1.1 /* This returns the skill pointer of the given name (the
193 root 1.49 * one that accumulates exp, has the level, etc).
194 elmex 1.1 *
195     * It is presumed that the player will be needing to actually
196     * use the skill, so thus if use of the skill requires a skill
197     * tool, this code will equip it.
198     *
199     * This code is basically the same as find_skill_by_name() above,
200     * but instead a skill name, we search by matching number.
201     * this replaces find_skill.
202     */
203 root 1.9 object *
204     find_skill_by_number (object *who, int skillno)
205 elmex 1.1 {
206 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
207 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
208     if (object *skop = find_skill_by_name (who, tmp->skill))
209     return skop;
210 elmex 1.1
211 root 1.50 return 0;
212 elmex 1.1 }
213    
214 root 1.51 /* This changes the objects chosen_skill to new_skill.
215 elmex 1.1 * return 1 on success, 0 on error
216     */
217 root 1.51 bool
218     object::change_skill (object *new_skill)
219 elmex 1.1 {
220 root 1.51 if (type != PLAYER)
221 root 1.9 return 0;
222    
223 root 1.40 // optimise this supposedly common case
224 root 1.51 if (new_skill == chosen_skill)
225 root 1.40 return 1;
226    
227 root 1.51 if (chosen_skill)
228 root 1.32 {
229 root 1.51 chosen_skill->flag [FLAG_APPLIED] = false;
230     change_abil (this, chosen_skill);
231 root 1.32 }
232 elmex 1.1
233 root 1.51 chosen_skill = new_skill;
234 root 1.33
235 root 1.51 if (chosen_skill)
236     {
237     chosen_skill->flag [FLAG_APPLIED] = true;
238     change_abil (this, chosen_skill);
239     }
240 root 1.16
241 root 1.52 // always clear current weapon, as the selected skill could
242     // conflict with the current weapon skill, which would go
243     // undetected and exp would be given to the wrong skill.
244     current_weapon = 0;
245    
246 root 1.51 update_stats ();
247 root 1.9 return 1;
248 elmex 1.1 }
249    
250     /* do_skill() - Main skills use function-similar in scope to cast_spell().
251     * We handle all requests for skill use outside of some combat here.
252     * We require a separate routine outside of fire() so as to allow monsters
253     * to utilize skills. Returns 1 on use of skill, otherwise 0.
254     * This is changed (2002-11-30) from the old method that returned
255     * exp - no caller needed that info, but it also prevented the callers
256     * from know if a skill was actually used, as many skills don't
257     * give any exp for their direct use (eg, throwing).
258     * It returns 0 if no skill was used.
259     */
260 root 1.9 int
261     do_skill (object *op, object *part, object *skill, int dir, const char *string)
262     {
263     int success = 0, exp = 0;
264    
265     if (!skill)
266     return 0;
267    
268     /* The code below presumes that the skill points to the object that
269     * holds the exp, level, etc of the skill. So if this is a player
270     * go and try to find the actual real skill pointer, and if the
271     * the player doesn't have a bucket for that, create one.
272     */
273     if (skill->type != SKILL && op->type == PLAYER)
274     {
275 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
276 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
277 root 1.43 {
278     skill = tmp;
279     goto found;
280     }
281 root 1.28
282 root 1.43 skill = give_skill_by_name (op, skill->skill);
283     found: ;
284 elmex 1.1 }
285    
286 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
287     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
288     return 0;
289 elmex 1.1
290 root 1.9 switch (skill->subtype)
291     {
292 root 1.28 case SK_LEVITATION:
293     /* Not 100% sure if this will work with new movement code -
294     * the levitation skill has move_type for flying, so when
295     * equipped, that should transfer to player, when not,
296     * shouldn't.
297     */
298     if (QUERY_FLAG (skill, FLAG_APPLIED))
299     {
300     CLEAR_FLAG (skill, FLAG_APPLIED);
301     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
302     }
303     else
304     {
305     SET_FLAG (skill, FLAG_APPLIED);
306 root 1.61 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
307 root 1.28 }
308    
309     op->update_stats ();
310     success = 1;
311     break;
312 root 1.5
313 root 1.28 case SK_STEALING:
314     exp = success = steal (op, dir, skill);
315     break;
316 root 1.5
317 root 1.28 case SK_LOCKPICKING:
318     exp = success = pick_lock (op, dir, skill);
319     break;
320 root 1.5
321 root 1.28 case SK_HIDING:
322     exp = success = hide (op, skill);
323     break;
324 root 1.5
325 root 1.28 case SK_JUMPING:
326 root 1.63 exp = success = jump (op, dir, skill);
327 root 1.28 break;
328 root 1.5
329 root 1.28 case SK_INSCRIPTION:
330     exp = success = write_on_item (op, string, skill);
331     break;
332 root 1.5
333 root 1.28 case SK_MEDITATION:
334     meditate (op, skill);
335     success = 1;
336     break;
337     /* note that the following 'attack' skills gain exp through hit_player() */
338 root 1.5
339 root 1.28 case SK_KARATE:
340 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
341 root 1.28 break;
342 root 1.5
343 root 1.28 case SK_PUNCHING:
344 root 1.30 attack_hth (op, dir, "punched", skill);
345 root 1.28 break;
346 root 1.5
347 root 1.28 case SK_FLAME_TOUCH:
348 root 1.30 attack_hth (op, dir, "flamed", skill);
349 root 1.28 break;
350 elmex 1.1
351 root 1.28 case SK_SPARK_TOUCH:
352 root 1.30 attack_hth (op, dir, "zapped", skill);
353 root 1.28 break;
354 elmex 1.1
355 root 1.28 case SK_SHIVER:
356 root 1.30 attack_hth (op, dir, "froze", skill);
357 root 1.28 break;
358 elmex 1.1
359 root 1.28 case SK_ACID_SPLASH:
360 root 1.30 attack_hth (op, dir, "dissolved", skill);
361 root 1.28 break;
362 elmex 1.1
363 root 1.28 case SK_POISON_NAIL:
364 root 1.30 attack_hth (op, dir, "injected poison into", skill);
365 root 1.28 break;
366 elmex 1.1
367 root 1.28 case SK_CLAWING:
368 root 1.30 attack_hth (op, dir, "clawed", skill);
369 root 1.28 break;
370 root 1.5
371 root 1.28 case SK_ONE_HANDED_WEAPON:
372     case SK_TWO_HANDED_WEAPON:
373 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
374 root 1.28 break;
375 root 1.5
376 root 1.28 case SK_FIND_TRAPS:
377     exp = success = find_traps (op, skill);
378     break;
379 root 1.5
380 root 1.28 case SK_SINGING:
381     exp = success = singing (op, dir, skill);
382     break;
383 root 1.5
384 root 1.28 case SK_ORATORY:
385     exp = success = use_oratory (op, dir, skill);
386     break;
387 root 1.5
388 root 1.28 case SK_SMITHERY:
389     case SK_BOWYER:
390     case SK_JEWELER:
391     case SK_ALCHEMY:
392     case SK_THAUMATURGY:
393     case SK_LITERACY:
394     case SK_WOODSMAN:
395     /* first, we try to find a cauldron, and do the alchemy thing.
396     * failing that, we go and identify stuff.
397     */
398 elmex 1.74 {
399     bool found_cauldron = false;
400    
401     for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
402     {
403     next = tmp->above;
404 root 1.17
405 elmex 1.74 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
406     {
407     found_cauldron = true;
408 root 1.17
409 elmex 1.74 if (tmp->skill != skill->skill)
410     {
411     op->failmsg (format ("You can't use the %s with the %s skill!",
412     query_name (tmp),
413     query_name (skill)));
414     break;
415     }
416 root 1.17
417 elmex 1.74 attempt_do_alchemy (op, tmp, skill);
418 root 1.17
419 elmex 1.74 if (QUERY_FLAG (tmp, FLAG_APPLIED))
420     esrv_send_inventory (op, tmp);
421     }
422     }
423 root 1.17
424 elmex 1.74 if (!found_cauldron)
425     exp = success = skill_ident (op, skill);
426     }
427 root 1.28 break;
428 root 1.5
429 root 1.28 case SK_DET_MAGIC:
430     case SK_DET_CURSE:
431     exp = success = skill_ident (op, skill);
432     break;
433 root 1.5
434 root 1.28 case SK_DISARM_TRAPS:
435     exp = success = remove_trap (op, dir, skill);
436     break;
437 root 1.5
438 root 1.28 case SK_THROWING:
439     success = skill_throw (op, part, dir, string, skill);
440     break;
441 root 1.5
442 root 1.28 case SK_SET_TRAP:
443     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
444     break;
445 root 1.5
446 root 1.28 case SK_USE_MAGIC_ITEM:
447     case SK_MISSILE_WEAPON:
448     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
449     break;
450 root 1.5
451 root 1.28 case SK_PRAYING:
452     success = pray (op, skill);
453     break;
454 root 1.5
455 root 1.28 case SK_BARGAINING:
456     success = describe_shop (op);
457     break;
458 elmex 1.1
459 root 1.28 case SK_SORCERY:
460     case SK_EVOCATION:
461     case SK_PYROMANCY:
462     case SK_SUMMONING:
463     case SK_CLIMBING:
464     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
465     break;
466 root 1.5
467 root 1.86 case SK_MINING:
468     success = skill_mining (op, part, skill, dir, string);
469     break;
470    
471     case SK_FISHING:
472     success = skill_fishing (op, part, skill, dir, string);
473     break;
474    
475 root 1.28 default:
476     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
477     break;
478 elmex 1.1 }
479    
480 root 1.9 /* For players we now update the speed_left from using the skill.
481     * Monsters have no skill use time because of the random nature in
482     * which use_monster_skill is called already simulates this.
483     * If certain skills should take more/less time, that should be
484     * in the code for the skill itself.
485     */
486     if (op->type == PLAYER)
487 root 1.45 op->speed_left -= 1.f;
488 root 1.9
489     /* this is a good place to add experience for successfull use of skills.
490     * Note that add_exp() will figure out player/monster experience
491     * gain problems.
492     */
493    
494     if (success && exp)
495     change_exp (op, exp, skill->skill, 0);
496    
497     return success;
498 elmex 1.1 }
499    
500     /* calc_skill_exp() - calculates amount of experience can be gained for
501     * successfull use of a skill. Returns value of experience gain.
502     * Here we take the view that a player must 'overcome an opponent'
503     * in order to gain experience. Examples include foes killed combat,
504     * finding/disarming a trap, stealing from somebeing, etc.
505     * The gained experience is based primarily on the difference in levels,
506     * exp point value of vanquished foe, the relevent stats of the skill being
507     * used and modifications in the skills[] table.
508     *
509     * For now, monsters and players will be treated differently. Below I give
510     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
511     * Monsters just get 10% of the exp of the opponent.
512     *
513     * players get a ratio, eg, opponent lvl / player level. This is then
514     * multiplied by various things. If simple exp is true, then
515     * this multiplier, include the level difference, is always 1.
516     * This revised method prevents some cases where there are big gaps
517     * in the amount you get just because you are now equal level vs lower
518     * level
519     * who is player/creature that used the skill.
520     * op is the object that was 'defeated'.
521     * skill is the skill used. If no skill is used, it should just
522     * point back to who.
523     *
524     */
525 root 1.9 int
526     calc_skill_exp (object *who, object *op, object *skill)
527     {
528     int op_exp = 0, op_lvl = 0;
529     float base, value, lvl_mult = 0.0;
530    
531     if (!skill)
532     skill = who;
533    
534     /* Oct 95 - where we have an object, I expanded our treatment
535     * to 3 cases:
536     * non-living magic obj, runes and everything else.
537     *
538     * If an object is not alive and magical we set the base exp higher to
539     * help out exp awards for skill_ident skills. Also, if
540     * an item is type RUNE, we give out exp based on stats.Cha
541     * and level (this was the old system) -b.t.
542     */
543     if (!op)
544     { /* no item/creature */
545 root 1.60 op_lvl = max (1, who->map->difficulty);
546 root 1.9 op_exp = 0;
547     }
548     else if (op->type == RUNE || op->type == TRAP)
549     { /* all traps. If stats.Cha > 1 we use that
550 root 1.5 * for the amount of experience */
551 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
552     op_lvl = op->level;
553     }
554     else
555     { /* all other items/living creatures */
556     op_exp = op->stats.exp;
557     op_lvl = op->level;
558     if (!QUERY_FLAG (op, FLAG_ALIVE))
559 root 1.60 op_lvl += 5 * abs (op->magic); /* for ident/make items */
560 root 1.9 }
561    
562     if (op_lvl < 1)
563     op_lvl = 1;
564    
565     if (who->type != PLAYER)
566     { /* for monsters only */
567     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
568     }
569     else
570     { /* for players */
571     base = op_exp;
572     /* if skill really is a skill, then we can look at the skill archetype for
573     * bse reward value (exp) and level multiplier factor.
574     */
575     if (skill->type == SKILL)
576     {
577 root 1.56 base += skill->arch->stats.exp;
578 root 1.9 if (settings.simple_exp)
579     {
580 root 1.56 if (skill->arch->level)
581     lvl_mult = (float) skill->arch->level / 100.0;
582 root 1.9 else
583     lvl_mult = 1.0; /* no adjustment */
584 root 1.5 }
585 root 1.9 else
586     {
587     if (skill->level)
588 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
589 root 1.9 else
590     lvl_mult = 1.0;
591 root 1.5 }
592 root 1.9 }
593     else
594     {
595     /* Don't divide by zero here! */
596 root 1.60 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
597 root 1.5 }
598 elmex 1.1 }
599 root 1.9
600     /* assemble the exp total, and return value */
601    
602     value = base * lvl_mult;
603     if (value < 1)
604     value = 1; /* Always give at least 1 exp point */
605    
606 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
607 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);
608 elmex 1.1 #endif
609 root 1.9 return ((int) value);
610 elmex 1.1 }
611    
612     /* Learn skill. This inserts the requested skill in the player's
613     * inventory. The skill field of the scroll should have the
614     * exact name of the requested skill.
615     * This one actually teaches the player the skill as something
616     * they can equip.
617     * Return 0 if the player knows the skill, 1 if the
618     * player learns the skill, 2 otherwise.
619     */
620     int
621 root 1.9 learn_skill (object *pl, object *scroll)
622     {
623     if (!scroll->skill)
624     {
625     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
626     return 2;
627 elmex 1.1 }
628    
629 root 1.50 object *tmp = find_skill (pl, scroll->skill);
630 elmex 1.1
631 root 1.9 /* player already knows it */
632     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
633     return 0;
634 elmex 1.1
635 root 1.9 /* now a random change to learn, based on player Int.
636     * give bonus based on level - otherwise stupid characters
637     * might never be able to learn anything.
638     */
639     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
640     return 2; /* failure :< */
641 elmex 1.1
642 root 1.9 if (!tmp)
643     tmp = give_skill_by_name (pl, scroll->skill);
644 elmex 1.1
645 root 1.9 if (!tmp)
646     {
647     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
648     return 2;
649 elmex 1.1 }
650    
651 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
652 root 1.67
653 root 1.9 return 1;
654 elmex 1.1 }
655    
656     /* Gives a percentage clipped to 0% -> 100% of a/b. */
657     /* Probably belongs in some global utils-type file? */
658 root 1.9 static int
659     clipped_percent (sint64 a, sint64 b)
660 elmex 1.1 {
661     int rv;
662    
663     if (b <= 0)
664     return 0;
665    
666 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
667    
668 elmex 1.1 if (rv < 0)
669     return 0;
670     else if (rv > 100)
671     return 100;
672 root 1.9
673 elmex 1.1 return rv;
674     }
675    
676     /* show_skills() - Meant to allow players to examine
677     * their current skill list.
678     * This shows the amount of exp they have in the skills.
679     * we also include some other non skill related info (god,
680     * max weapon improvments, item power).
681     * Note this function is a bit more complicated becauase we
682     * we want ot sort the skills before printing them. If we
683     * just dumped this as we found it, this would be a bit
684     * simpler.
685     */
686 root 1.57 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
687 root 1.9 void
688 root 1.66 show_skills (object *pl, const char *search)
689 root 1.9 {
690     const char *cp;
691     int i, num_skills_found = 0;
692 root 1.64 const char *const periods = ".............................."; // 30
693 root 1.9
694     /* Need to have a pointer and use strdup for qsort to work properly */
695 root 1.64 char skills[NUM_SKILLS][128]; // d'oh
696 root 1.9
697 root 1.66 object *op = pl->contr->ob;
698    
699 root 1.64 for (object *tmp = op->inv; tmp; tmp = tmp->below)
700 root 1.9 {
701     if (tmp->type == SKILL)
702     {
703 root 1.72 if (search && !tmp->name.contains (search))
704 root 1.9 continue;
705 root 1.64
706     char buf[30];
707    
708     /* Basically want to fill this out to 30 spaces with periods */
709     snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
710 root 1.9
711     if (settings.permanent_exp_ratio)
712 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
713     buf, tmp->level, tmp->stats.exp,
714     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
715 root 1.9 else
716 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
717     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
718 root 1.57
719 root 1.9 /* I don't know why some characters get a bunch of skills, but
720     * it sometimes happens (maybe a leftover from bugier earlier code
721     * and those character are still about). In any case, lets handle
722     * it so it doesn't crash the server - otherwise, one character may
723     * crash the server numerous times.
724     */
725     if (num_skills_found >= NUM_SKILLS)
726     {
727 root 1.77 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
728     new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
729 root 1.9 break;
730 root 1.5 }
731     }
732 elmex 1.1 }
733    
734 root 1.76 dynbuf_text &msg = msg_dynbuf; msg.clear ();
735 root 1.64
736     msg << "T<Player skills:>\n\n";
737 root 1.9 if (num_skills_found > 1)
738 root 1.64 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
739 elmex 1.1
740 root 1.9 for (i = 0; i < num_skills_found; i++)
741 root 1.64 msg << " C<" << skills [i] << ">\n";
742 elmex 1.1
743 root 1.64 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
744 elmex 1.1
745 root 1.9 cp = determine_god (op);
746 root 1.64 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
747    
748     msg << "Your equipped item power is " << (int)op->contr->item_power
749     << " out of " << int (op->level * settings.item_power_factor)
750 root 1.65 << ".\n";
751 elmex 1.1
752 root 1.66 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
753 elmex 1.1 }
754    
755     /* use_skill() - similar to invoke command, it executes the skill in the
756     * direction that the user is facing. Returns false if we are unable to
757     * change to the requested skill, or were unable to use the skill properly.
758     * This is tricky because skills can have spaces. We basically roll
759     * our own find_skill_by_name so we can try to do better string matching.
760     */
761 root 1.9 int
762     use_skill (object *op, const char *string)
763     {
764     object *skop;
765     size_t len;
766    
767     if (!string)
768     return 0;
769    
770 root 1.50 for (skop = op->inv; skop; skop = skop->below)
771 root 1.90 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
772     && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
773     {
774     skop = find_skill_by_name (op, skop->skill);
775 root 1.9 break;
776 root 1.90 }
777 root 1.50
778 root 1.9 if (!skop)
779     {
780 root 1.87 op->failmsg (format ("Unable to find skill %s.", string));
781     return 0;
782     }
783    
784     if (!(skill_flags [skop->subtype] & SF_USE))
785     {
786     op->failmsg (format (
787     "You feel as if you wanted to do something funny, but you can't remember what. "
788 root 1.90 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
789     "use it with some item, or it's always active.>",
790 root 1.87 &skop->skill
791     ));
792 root 1.9 return 0;
793 elmex 1.1 }
794    
795 root 1.9 len = strlen (skop->skill);
796 elmex 1.1
797 root 1.9 /* All this logic goes and skips over the skill name to find any
798     * options given to the skill. Its pretty simple - if there
799     * are extra parameters (as deteremined by string length), we
800     * want to skip over any leading spaces.
801     */
802     if (len >= strlen (string))
803 root 1.50 string = NULL;
804 root 1.9 else
805     {
806     string += len;
807     while (*string == 0x20)
808     string++;
809 root 1.50
810 root 1.9 if (strlen (string) == 0)
811     string = NULL;
812     }
813    
814 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
815 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
816 elmex 1.1 #endif
817    
818 root 1.9 if (do_skill (op, op, skop, op->facing, string))
819     return 1;
820    
821     return 0;
822 elmex 1.1 }
823    
824 root 1.16 static bool
825     hth_skill_p (object *skill)
826     {
827 root 1.83 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
828 root 1.16 }
829    
830     /* This finds the first unarmed skill the player has, and returns it.
831 elmex 1.1 */
832 root 1.9 static object *
833 root 1.16 find_player_hth_skill (object *op)
834 elmex 1.1 {
835 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
836     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
837     return tmp;
838 elmex 1.1
839 root 1.16 return 0;
840 elmex 1.1 }
841    
842     /* do_skill_attack() - We have got an appropriate opponent from either
843     * move_player_attack() or skill_attack(). In this part we get on with
844     * attacking, take care of messages from the attack and changes in invisible.
845     * Returns true if the attack damaged the opponent.
846     * tmp is the targetted monster.
847     * op is what is attacking
848     * string is passed along to describe what messages to describe
849     * the damage.
850     */
851 root 1.9 static int
852     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
853     {
854     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
855     return RESULT_INT (0);
856    
857     /* For Players only: if there is no ready weapon, and no "attack" skill
858     * is readied either then try to find a skill for the player to use.
859     * it is presumed that if skill is set, it is a valid attack skill (eg,
860     * the caller should have set it appropriately). We still want to pass
861     * through that code if skill is set to change to the skill.
862     */
863 root 1.35 if (player *pl = op->contr)
864 root 1.9 {
865 root 1.63 if (skill)
866 root 1.88 {
867     if (!op->apply (skill))
868     return 0;
869     }
870 root 1.63 else
871 root 1.9 {
872 root 1.63 if (!pl->combat_ob)
873 root 1.9 {
874 root 1.63 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
875     {
876     for (tmp = op->inv; tmp; tmp = tmp->below)
877     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
878     break;
879 root 1.35
880 root 1.63 if (!tmp)
881     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
882 root 1.9
883 root 1.63 pl->combat_ob = tmp;
884     }
885 root 1.52
886 root 1.63 if (!pl->combat_ob)
887 root 1.35 {
888     /* See if the players chosen skill is a combat skill, and use
889     * it if appropriate.
890     */
891     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
892     skill = op->chosen_skill;
893     else
894 root 1.9 {
895 root 1.35 skill = find_player_hth_skill (op);
896    
897     if (!skill)
898 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
899 root 1.5 }
900 root 1.63
901 root 1.85 op->apply (skill);
902 root 1.5 }
903 root 1.35
904 root 1.63 if (!pl->combat_ob)
905 root 1.55 {
906 root 1.63 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
907     return 0;
908 root 1.55 }
909 root 1.5 }
910 root 1.16
911 root 1.84 if (!op->apply (pl->combat_ob))
912 root 1.63 return 0;
913 root 1.9 }
914 root 1.35
915 root 1.38 /* lose invisiblity/hiding status for running attacks */
916 root 1.35 if (pl->tmp_invis)
917     {
918     pl->tmp_invis = 0;
919     op->invisible = 0;
920 root 1.69 op->flag [FLAG_HIDDEN] = 0;
921 root 1.35 update_object (op, UP_OBJ_CHANGE);
922 root 1.5 }
923 elmex 1.1 }
924    
925 root 1.31 int success = attack_ob (tmp, op);
926 root 1.9
927     /* print appropriate messages to the player */
928    
929 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
930 root 1.9 {
931     if (op->type == PLAYER)
932     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
933     else if (tmp->type == PLAYER)
934     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
935     }
936 root 1.30
937 root 1.9 return success;
938     }
939 elmex 1.1
940     /* skill_attack() - Core routine for use when we attack using a skills
941     * system. In essence, this code handles
942 root 1.63 * all skill-based attacks, i.e. hth, missile and melee weapons should be
943 elmex 1.1 * treated here. If an opponent is already supplied by move_player(),
944     * we move right onto do_skill_attack(), otherwise we find if an
945     * appropriate opponent exists.
946     *
947     * This is called by move_player() and attack_hth()
948     *
949     * Initial implementation by -bt thomas@astro.psu.edu
950     */
951 root 1.9 int
952     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
953     {
954     sint16 tx, ty;
955 root 1.13 maptile *m;
956 root 1.9 int mflags;
957    
958     if (!dir)
959     dir = pl->facing;
960 root 1.16
961 root 1.9 tx = freearr_x[dir];
962     ty = freearr_y[dir];
963    
964     /* If we don't yet have an opponent, find if one exists, and attack.
965     * Legal opponents are the same as outlined in move_player_attack()
966     */
967 root 1.31 if (!tmp)
968 root 1.9 {
969     m = pl->map;
970     tx = pl->x + freearr_x[dir];
971     ty = pl->y + freearr_y[dir];
972    
973     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
974     if (mflags & P_OUT_OF_MAP)
975     return 0;
976    
977     /* space must be blocked for there to be anything interesting to do */
978     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
979     return 0;
980    
981 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
982 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
983     {
984     /* Don't attack party members */
985     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
986     return 0;
987 root 1.31
988 root 1.9 break;
989     }
990 elmex 1.1 }
991 root 1.31
992 root 1.9 if (!tmp)
993     {
994     if (pl->type == PLAYER)
995     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
996 root 1.31
997 root 1.9 return 0;
998 elmex 1.1 }
999    
1000 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1001 elmex 1.1 }
1002    
1003     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1004 root 1.9
1005 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1006     * (attack_hth) we check for weapon use, etc in the second (the new
1007     * function skill_attack() we actually attack.
1008     */
1009 root 1.9 static int
1010     attack_hth (object *pl, int dir, const char *string, object *skill)
1011     {
1012     object *enemy = NULL, *weapon;
1013 elmex 1.1
1014 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1015     for (weapon = pl->inv; weapon; weapon = weapon->below)
1016     {
1017     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1018     {
1019     CLEAR_FLAG (weapon, FLAG_APPLIED);
1020     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1021 root 1.22 pl->update_stats ();
1022 root 1.9 if (pl->type == PLAYER)
1023     {
1024     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1025     esrv_update_item (UPD_FLAGS, pl, weapon);
1026     }
1027 root 1.37
1028 root 1.9 break;
1029     }
1030     }
1031 root 1.30
1032 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1033 elmex 1.1 }
1034    
1035     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1036     * For now we are just checking to see if we have a ready weapon here.
1037     * But there is a real neato possible feature of this scheme which
1038     * bears mentioning:
1039     * Since we are only calling this from do_skill() in the future
1040     * we may make this routine handle 'special' melee weapons attacks
1041     * (like disarming manuever with sai) based on player SK_level and
1042     * weapon type.
1043     */
1044 root 1.9 static int
1045     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1046     {
1047 elmex 1.1
1048 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1049     {
1050     if (op->type == PLAYER)
1051     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1052 root 1.30
1053 root 1.9 return 0;
1054 elmex 1.1 }
1055 root 1.30
1056 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1057 root 1.51 }
1058 elmex 1.1