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Revision: 1.95
Committed: Tue Apr 13 03:44:21 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.94: +17 -5 lines
Log Message:
give_skill

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 1.95 object *
130     player::find_skill (shstr_cmp name) const
131 root 1.68 {
132     // might want to use last_skill_obj at one point, or maybe not
133     return ::find_skill (ob, name);
134     }
135    
136 root 1.50 /* This returns the skill pointer of the given name (the
137     * one that accumulates exp, has the level, etc).
138     *
139     * It is presumed that the player will be needing to actually
140     * use the skill, so thus if use of the skill requires a skill
141     * tool, this code will equip it.
142     */
143 root 1.49 object *
144 root 1.73 find_skill_by_name (object *who, shstr_cmp sh)
145 root 1.49 {
146     object *skill_tool = 0;
147    
148     for (object *tmp = who->inv; tmp; tmp = tmp->below)
149     if (tmp->skill == sh)
150     {
151     if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
152     /* If this is a skill that can be used without applying tool, return it */
153 root 1.53 return splay (tmp);
154 root 1.49 /* Try to find appropriate skilltool. If the player has one already
155     * applied, we try to keep using that one.
156     */
157     else if (tmp->type == SKILL_TOOL && !skill_tool)
158     skill_tool = tmp;
159     }
160    
161     if (!skill_tool)
162     return 0;
163    
164     /* Player has a tool to use the skill. If not applied, apply it -
165     * if not successful, return null. If they do have the skill tool
166     * but not the skill itself, give it to them.
167     */
168 root 1.95 object *skill = who->give_skill (skill_tool->skill);
169 root 1.49
170     if (!skill_tool->flag [FLAG_APPLIED])
171 root 1.89 if (!who->apply (splay (skill_tool)))
172 root 1.49 return 0;
173    
174 root 1.53 return splay (skill);
175 root 1.49 }
176    
177 root 1.50 object *
178 root 1.73 find_skill_by_name_fuzzy (object *who, const char *name)
179 root 1.50 {
180 root 1.91 if (name)
181     for (object *tmp = who->inv; tmp; tmp = tmp->below)
182     if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
183     && tmp->skill.starts_with (name))
184     if (object *skop = find_skill_by_name (who, tmp->skill))
185     return skop;
186 root 1.50
187     return 0;
188     }
189    
190 elmex 1.1 /* This returns the skill pointer of the given name (the
191 root 1.49 * one that accumulates exp, has the level, etc).
192 elmex 1.1 *
193     * It is presumed that the player will be needing to actually
194     * use the skill, so thus if use of the skill requires a skill
195     * tool, this code will equip it.
196     *
197     * This code is basically the same as find_skill_by_name() above,
198     * but instead a skill name, we search by matching number.
199     * this replaces find_skill.
200     */
201 root 1.9 object *
202     find_skill_by_number (object *who, int skillno)
203 elmex 1.1 {
204 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 root 1.50 if (tmp->type == SKILL && tmp->subtype == skillno)
206     if (object *skop = find_skill_by_name (who, tmp->skill))
207     return skop;
208 elmex 1.1
209 root 1.50 return 0;
210 elmex 1.1 }
211    
212 root 1.95 object *
213     object::give_skill (shstr_cmp name, bool can_use)
214     {
215     object *skill = find_skill (this, name);
216    
217     if (!skill)
218     skill = give_skill_by_name (this, name);
219    
220     if (skill && can_use)
221     skill->flag [FLAG_CAN_USE_SKILL] = true;
222    
223     return skill;
224     }
225    
226 elmex 1.1 /* do_skill() - Main skills use function-similar in scope to cast_spell().
227     * We handle all requests for skill use outside of some combat here.
228     * We require a separate routine outside of fire() so as to allow monsters
229     * to utilize skills. Returns 1 on use of skill, otherwise 0.
230     * This is changed (2002-11-30) from the old method that returned
231     * exp - no caller needed that info, but it also prevented the callers
232     * from know if a skill was actually used, as many skills don't
233     * give any exp for their direct use (eg, throwing).
234     * It returns 0 if no skill was used.
235     */
236 root 1.9 int
237     do_skill (object *op, object *part, object *skill, int dir, const char *string)
238     {
239     int success = 0, exp = 0;
240    
241     if (!skill)
242     return 0;
243    
244     /* The code below presumes that the skill points to the object that
245     * holds the exp, level, etc of the skill. So if this is a player
246     * go and try to find the actual real skill pointer, and if the
247     * the player doesn't have a bucket for that, create one.
248     */
249     if (skill->type != SKILL && op->type == PLAYER)
250     {
251 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
252 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
253 root 1.43 {
254     skill = tmp;
255     goto found;
256     }
257 root 1.28
258 root 1.43 skill = give_skill_by_name (op, skill->skill);
259     found: ;
260 elmex 1.1 }
261    
262 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
263     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
264     return 0;
265 elmex 1.1
266 root 1.9 switch (skill->subtype)
267     {
268 root 1.28 case SK_LEVITATION:
269     /* Not 100% sure if this will work with new movement code -
270     * the levitation skill has move_type for flying, so when
271     * equipped, that should transfer to player, when not,
272     * shouldn't.
273     */
274 root 1.94 if (skill->flag [FLAG_APPLIED])
275 root 1.28 {
276 root 1.94 skill->clr_flag (FLAG_APPLIED);
277 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
278     }
279     else
280     {
281 root 1.94 skill->set_flag (FLAG_APPLIED);
282 root 1.61 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
283 root 1.28 }
284    
285     op->update_stats ();
286     success = 1;
287     break;
288 root 1.5
289 root 1.28 case SK_STEALING:
290     exp = success = steal (op, dir, skill);
291     break;
292 root 1.5
293 root 1.28 case SK_LOCKPICKING:
294     exp = success = pick_lock (op, dir, skill);
295     break;
296 root 1.5
297 root 1.28 case SK_HIDING:
298     exp = success = hide (op, skill);
299     break;
300 root 1.5
301 root 1.28 case SK_JUMPING:
302 root 1.63 exp = success = jump (op, dir, skill);
303 root 1.28 break;
304 root 1.5
305 root 1.28 case SK_INSCRIPTION:
306     exp = success = write_on_item (op, string, skill);
307     break;
308 root 1.5
309 root 1.28 case SK_MEDITATION:
310     meditate (op, skill);
311     success = 1;
312     break;
313     /* note that the following 'attack' skills gain exp through hit_player() */
314 root 1.5
315 root 1.28 case SK_KARATE:
316 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
317 root 1.28 break;
318 root 1.5
319 root 1.28 case SK_PUNCHING:
320 root 1.30 attack_hth (op, dir, "punched", skill);
321 root 1.28 break;
322 root 1.5
323 root 1.28 case SK_FLAME_TOUCH:
324 root 1.30 attack_hth (op, dir, "flamed", skill);
325 root 1.28 break;
326 elmex 1.1
327 root 1.28 case SK_SPARK_TOUCH:
328 root 1.30 attack_hth (op, dir, "zapped", skill);
329 root 1.28 break;
330 elmex 1.1
331 root 1.28 case SK_SHIVER:
332 root 1.30 attack_hth (op, dir, "froze", skill);
333 root 1.28 break;
334 elmex 1.1
335 root 1.28 case SK_ACID_SPLASH:
336 root 1.30 attack_hth (op, dir, "dissolved", skill);
337 root 1.28 break;
338 elmex 1.1
339 root 1.28 case SK_POISON_NAIL:
340 root 1.30 attack_hth (op, dir, "injected poison into", skill);
341 root 1.28 break;
342 elmex 1.1
343 root 1.28 case SK_CLAWING:
344 root 1.30 attack_hth (op, dir, "clawed", skill);
345 root 1.28 break;
346 root 1.5
347 root 1.28 case SK_ONE_HANDED_WEAPON:
348     case SK_TWO_HANDED_WEAPON:
349 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
350 root 1.28 break;
351 root 1.5
352 root 1.28 case SK_FIND_TRAPS:
353     exp = success = find_traps (op, skill);
354     break;
355 root 1.5
356 root 1.28 case SK_SINGING:
357     exp = success = singing (op, dir, skill);
358     break;
359 root 1.5
360 root 1.28 case SK_ORATORY:
361     exp = success = use_oratory (op, dir, skill);
362     break;
363 root 1.5
364 root 1.28 case SK_SMITHERY:
365     case SK_BOWYER:
366     case SK_JEWELER:
367     case SK_ALCHEMY:
368     case SK_THAUMATURGY:
369     case SK_LITERACY:
370     case SK_WOODSMAN:
371     /* first, we try to find a cauldron, and do the alchemy thing.
372     * failing that, we go and identify stuff.
373     */
374 elmex 1.74 {
375     bool found_cauldron = false;
376    
377     for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
378     {
379     next = tmp->above;
380 root 1.17
381 root 1.94 if (tmp->flag [FLAG_IS_CAULDRON])
382 elmex 1.74 {
383     found_cauldron = true;
384 root 1.17
385 elmex 1.74 if (tmp->skill != skill->skill)
386     {
387 root 1.92 op->failmsgf ("You can't use the %s with the %s skill!",
388     query_name (tmp),
389     query_name (skill));
390 elmex 1.74 break;
391     }
392 root 1.17
393 elmex 1.74 attempt_do_alchemy (op, tmp, skill);
394 root 1.17
395 root 1.94 if (tmp->flag [FLAG_APPLIED])
396 elmex 1.74 esrv_send_inventory (op, tmp);
397     }
398     }
399 root 1.17
400 elmex 1.74 if (!found_cauldron)
401     exp = success = skill_ident (op, skill);
402     }
403 root 1.28 break;
404 root 1.5
405 root 1.28 case SK_DET_MAGIC:
406     case SK_DET_CURSE:
407     exp = success = skill_ident (op, skill);
408     break;
409 root 1.5
410 root 1.28 case SK_DISARM_TRAPS:
411     exp = success = remove_trap (op, dir, skill);
412     break;
413 root 1.5
414 root 1.28 case SK_THROWING:
415     success = skill_throw (op, part, dir, string, skill);
416     break;
417 root 1.5
418 root 1.28 case SK_SET_TRAP:
419     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
420     break;
421 root 1.5
422 root 1.28 case SK_USE_MAGIC_ITEM:
423     case SK_MISSILE_WEAPON:
424     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
425     break;
426 root 1.5
427 root 1.28 case SK_PRAYING:
428     success = pray (op, skill);
429     break;
430 root 1.5
431 root 1.28 case SK_BARGAINING:
432     success = describe_shop (op);
433     break;
434 elmex 1.1
435 root 1.28 case SK_SORCERY:
436     case SK_EVOCATION:
437     case SK_PYROMANCY:
438     case SK_SUMMONING:
439     case SK_CLIMBING:
440     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
441     break;
442 root 1.5
443 root 1.86 case SK_MINING:
444     success = skill_mining (op, part, skill, dir, string);
445     break;
446    
447     case SK_FISHING:
448     success = skill_fishing (op, part, skill, dir, string);
449     break;
450    
451 root 1.28 default:
452     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
453     break;
454 elmex 1.1 }
455    
456 root 1.9 /* For players we now update the speed_left from using the skill.
457     * Monsters have no skill use time because of the random nature in
458     * which use_monster_skill is called already simulates this.
459     * If certain skills should take more/less time, that should be
460     * in the code for the skill itself.
461     */
462     if (op->type == PLAYER)
463 root 1.45 op->speed_left -= 1.f;
464 root 1.9
465     /* this is a good place to add experience for successfull use of skills.
466     * Note that add_exp() will figure out player/monster experience
467     * gain problems.
468     */
469    
470     if (success && exp)
471     change_exp (op, exp, skill->skill, 0);
472    
473     return success;
474 elmex 1.1 }
475    
476     /* calc_skill_exp() - calculates amount of experience can be gained for
477     * successfull use of a skill. Returns value of experience gain.
478     * Here we take the view that a player must 'overcome an opponent'
479     * in order to gain experience. Examples include foes killed combat,
480     * finding/disarming a trap, stealing from somebeing, etc.
481     * The gained experience is based primarily on the difference in levels,
482     * exp point value of vanquished foe, the relevent stats of the skill being
483     * used and modifications in the skills[] table.
484     *
485     * For now, monsters and players will be treated differently. Below I give
486     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
487     * Monsters just get 10% of the exp of the opponent.
488     *
489     * players get a ratio, eg, opponent lvl / player level. This is then
490     * multiplied by various things. If simple exp is true, then
491     * this multiplier, include the level difference, is always 1.
492     * This revised method prevents some cases where there are big gaps
493     * in the amount you get just because you are now equal level vs lower
494     * level
495     * who is player/creature that used the skill.
496     * op is the object that was 'defeated'.
497     * skill is the skill used. If no skill is used, it should just
498     * point back to who.
499     *
500     */
501 root 1.9 int
502     calc_skill_exp (object *who, object *op, object *skill)
503     {
504     int op_exp = 0, op_lvl = 0;
505     float base, value, lvl_mult = 0.0;
506    
507     if (!skill)
508     skill = who;
509    
510     /* Oct 95 - where we have an object, I expanded our treatment
511     * to 3 cases:
512     * non-living magic obj, runes and everything else.
513     *
514     * If an object is not alive and magical we set the base exp higher to
515     * help out exp awards for skill_ident skills. Also, if
516     * an item is type RUNE, we give out exp based on stats.Cha
517     * and level (this was the old system) -b.t.
518     */
519     if (!op)
520     { /* no item/creature */
521 root 1.60 op_lvl = max (1, who->map->difficulty);
522 root 1.9 op_exp = 0;
523     }
524     else if (op->type == RUNE || op->type == TRAP)
525     { /* all traps. If stats.Cha > 1 we use that
526 root 1.5 * for the amount of experience */
527 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
528     op_lvl = op->level;
529     }
530     else
531     { /* all other items/living creatures */
532     op_exp = op->stats.exp;
533     op_lvl = op->level;
534 root 1.94 if (!op->flag [FLAG_ALIVE])
535 root 1.60 op_lvl += 5 * abs (op->magic); /* for ident/make items */
536 root 1.9 }
537    
538     if (op_lvl < 1)
539     op_lvl = 1;
540    
541     if (who->type != PLAYER)
542     { /* for monsters only */
543     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
544     }
545     else
546     { /* for players */
547     base = op_exp;
548     /* if skill really is a skill, then we can look at the skill archetype for
549     * bse reward value (exp) and level multiplier factor.
550     */
551     if (skill->type == SKILL)
552     {
553 root 1.56 base += skill->arch->stats.exp;
554 root 1.9 if (settings.simple_exp)
555     {
556 root 1.56 if (skill->arch->level)
557     lvl_mult = (float) skill->arch->level / 100.0;
558 root 1.9 else
559     lvl_mult = 1.0; /* no adjustment */
560 root 1.5 }
561 root 1.9 else
562     {
563     if (skill->level)
564 root 1.56 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
565 root 1.9 else
566     lvl_mult = 1.0;
567 root 1.5 }
568 root 1.9 }
569     else
570     {
571     /* Don't divide by zero here! */
572 root 1.60 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 root 1.5 }
574 elmex 1.1 }
575 root 1.9
576     /* assemble the exp total, and return value */
577    
578     value = base * lvl_mult;
579     if (value < 1)
580     value = 1; /* Always give at least 1 exp point */
581    
582 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
583 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);
584 elmex 1.1 #endif
585 root 1.9 return ((int) value);
586 elmex 1.1 }
587    
588     /* Learn skill. This inserts the requested skill in the player's
589     * inventory. The skill field of the scroll should have the
590     * exact name of the requested skill.
591     * This one actually teaches the player the skill as something
592     * they can equip.
593     * Return 0 if the player knows the skill, 1 if the
594     * player learns the skill, 2 otherwise.
595     */
596     int
597 root 1.9 learn_skill (object *pl, object *scroll)
598     {
599     if (!scroll->skill)
600     {
601     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
602     return 2;
603 elmex 1.1 }
604    
605 root 1.50 object *tmp = find_skill (pl, scroll->skill);
606 elmex 1.1
607 root 1.9 /* player already knows it */
608 root 1.94 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
609 root 1.9 return 0;
610 elmex 1.1
611 root 1.9 /* now a random change to learn, based on player Int.
612     * give bonus based on level - otherwise stupid characters
613     * might never be able to learn anything.
614     */
615     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
616     return 2; /* failure :< */
617 elmex 1.1
618 root 1.9 if (!tmp)
619     tmp = give_skill_by_name (pl, scroll->skill);
620 elmex 1.1
621 root 1.9 if (!tmp)
622     {
623     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
624     return 2;
625 elmex 1.1 }
626    
627 root 1.94 tmp->set_flag (FLAG_CAN_USE_SKILL);
628 root 1.67
629 root 1.9 return 1;
630 elmex 1.1 }
631    
632     /* Gives a percentage clipped to 0% -> 100% of a/b. */
633     /* Probably belongs in some global utils-type file? */
634 root 1.9 static int
635     clipped_percent (sint64 a, sint64 b)
636 elmex 1.1 {
637     int rv;
638    
639     if (b <= 0)
640     return 0;
641    
642 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
643    
644 elmex 1.1 if (rv < 0)
645     return 0;
646     else if (rv > 100)
647     return 100;
648 root 1.9
649 elmex 1.1 return rv;
650     }
651    
652     /* show_skills() - Meant to allow players to examine
653     * their current skill list.
654     * This shows the amount of exp they have in the skills.
655     * we also include some other non skill related info (god,
656     * max weapon improvments, item power).
657     * Note this function is a bit more complicated becauase we
658     * we want ot sort the skills before printing them. If we
659     * just dumped this as we found it, this would be a bit
660     * simpler.
661     */
662 root 1.57 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663 root 1.9 void
664 root 1.66 show_skills (object *pl, const char *search)
665 root 1.9 {
666     const char *cp;
667     int i, num_skills_found = 0;
668 root 1.64 const char *const periods = ".............................."; // 30
669 root 1.9
670     /* Need to have a pointer and use strdup for qsort to work properly */
671 root 1.64 char skills[NUM_SKILLS][128]; // d'oh
672 root 1.9
673 root 1.66 object *op = pl->contr->ob;
674    
675 root 1.64 for (object *tmp = op->inv; tmp; tmp = tmp->below)
676 root 1.9 {
677     if (tmp->type == SKILL)
678     {
679 root 1.72 if (search && !tmp->name.contains (search))
680 root 1.9 continue;
681 root 1.64
682     char buf[30];
683    
684     /* Basically want to fill this out to 30 spaces with periods */
685     snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
686 root 1.9
687     if (settings.permanent_exp_ratio)
688 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
689     buf, tmp->level, tmp->stats.exp,
690     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 root 1.9 else
692 root 1.64 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
693     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
694 root 1.57
695 root 1.9 /* I don't know why some characters get a bunch of skills, but
696     * it sometimes happens (maybe a leftover from bugier earlier code
697     * and those character are still about). In any case, lets handle
698     * it so it doesn't crash the server - otherwise, one character may
699     * crash the server numerous times.
700     */
701     if (num_skills_found >= NUM_SKILLS)
702     {
703 root 1.77 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
704     new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
705 root 1.9 break;
706 root 1.5 }
707     }
708 elmex 1.1 }
709    
710 root 1.76 dynbuf_text &msg = msg_dynbuf; msg.clear ();
711 root 1.64
712     msg << "T<Player skills:>\n\n";
713 root 1.9 if (num_skills_found > 1)
714 root 1.64 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
715 elmex 1.1
716 root 1.9 for (i = 0; i < num_skills_found; i++)
717 root 1.64 msg << " C<" << skills [i] << ">\n";
718 elmex 1.1
719 root 1.64 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
720 elmex 1.1
721 root 1.9 cp = determine_god (op);
722 root 1.64 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
723    
724     msg << "Your equipped item power is " << (int)op->contr->item_power
725     << " out of " << int (op->level * settings.item_power_factor)
726 root 1.65 << ".\n";
727 elmex 1.1
728 root 1.66 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
729 elmex 1.1 }
730    
731     /* use_skill() - similar to invoke command, it executes the skill in the
732     * direction that the user is facing. Returns false if we are unable to
733     * change to the requested skill, or were unable to use the skill properly.
734     * This is tricky because skills can have spaces. We basically roll
735     * our own find_skill_by_name so we can try to do better string matching.
736     */
737 root 1.9 int
738     use_skill (object *op, const char *string)
739     {
740     object *skop;
741     size_t len;
742    
743     if (!string)
744     return 0;
745    
746 root 1.50 for (skop = op->inv; skop; skop = skop->below)
747 root 1.90 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
748     && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
749     {
750     skop = find_skill_by_name (op, skop->skill);
751 root 1.9 break;
752 root 1.90 }
753 root 1.50
754 root 1.9 if (!skop)
755     {
756 root 1.92 op->failmsgf ("Unable to find skill %s.", string);
757 root 1.87 return 0;
758     }
759    
760     if (!(skill_flags [skop->subtype] & SF_USE))
761     {
762 root 1.92 op->failmsgf (
763 root 1.87 "You feel as if you wanted to do something funny, but you can't remember what. "
764 root 1.90 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
765     "use it with some item, or it's always active.>",
766 root 1.87 &skop->skill
767 root 1.92 );
768 root 1.9 return 0;
769 elmex 1.1 }
770    
771 root 1.9 len = strlen (skop->skill);
772 elmex 1.1
773 root 1.9 /* All this logic goes and skips over the skill name to find any
774     * options given to the skill. Its pretty simple - if there
775     * are extra parameters (as deteremined by string length), we
776     * want to skip over any leading spaces.
777     */
778     if (len >= strlen (string))
779 root 1.50 string = NULL;
780 root 1.9 else
781     {
782     string += len;
783     while (*string == 0x20)
784     string++;
785 root 1.50
786 root 1.9 if (strlen (string) == 0)
787     string = NULL;
788     }
789    
790 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
791 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
792 elmex 1.1 #endif
793    
794 root 1.9 if (do_skill (op, op, skop, op->facing, string))
795     return 1;
796    
797     return 0;
798 elmex 1.1 }
799    
800 root 1.16 static bool
801     hth_skill_p (object *skill)
802     {
803 root 1.83 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
804 root 1.16 }
805    
806     /* This finds the first unarmed skill the player has, and returns it.
807 elmex 1.1 */
808 root 1.9 static object *
809 root 1.16 find_player_hth_skill (object *op)
810 elmex 1.1 {
811 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
812 root 1.94 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
813 root 1.16 return tmp;
814 elmex 1.1
815 root 1.16 return 0;
816 elmex 1.1 }
817    
818     /* do_skill_attack() - We have got an appropriate opponent from either
819     * move_player_attack() or skill_attack(). In this part we get on with
820     * attacking, take care of messages from the attack and changes in invisible.
821     * Returns true if the attack damaged the opponent.
822     * tmp is the targetted monster.
823     * op is what is attacking
824     * string is passed along to describe what messages to describe
825     * the damage.
826     */
827 root 1.9 static int
828     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
829     {
830     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
831     return RESULT_INT (0);
832    
833     /* For Players only: if there is no ready weapon, and no "attack" skill
834     * is readied either then try to find a skill for the player to use.
835     * it is presumed that if skill is set, it is a valid attack skill (eg,
836     * the caller should have set it appropriately). We still want to pass
837     * through that code if skill is set to change to the skill.
838     */
839 root 1.35 if (player *pl = op->contr)
840 root 1.9 {
841 root 1.63 if (skill)
842 root 1.88 {
843     if (!op->apply (skill))
844     return 0;
845     }
846 root 1.63 else
847 root 1.9 {
848 root 1.63 if (!pl->combat_ob)
849 root 1.9 {
850 root 1.94 if (op->flag [FLAG_READY_WEAPON])
851 root 1.63 {
852     for (tmp = op->inv; tmp; tmp = tmp->below)
853 root 1.94 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
854 root 1.63 break;
855 root 1.35
856 root 1.63 if (!tmp)
857     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
858 root 1.9
859 root 1.63 pl->combat_ob = tmp;
860     }
861 root 1.52
862 root 1.63 if (!pl->combat_ob)
863 root 1.35 {
864     /* See if the players chosen skill is a combat skill, and use
865     * it if appropriate.
866     */
867     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
868     skill = op->chosen_skill;
869     else
870 root 1.9 {
871 root 1.35 skill = find_player_hth_skill (op);
872    
873     if (!skill)
874 root 1.52 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
875 root 1.5 }
876 root 1.63
877 root 1.85 op->apply (skill);
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 1.84 if (!op->apply (pl->combat_ob))
888 root 1.63 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 1.94 if (success && string && tmp && !tmp->flag [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 1.94 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
959 root 1.9 {
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 1.94 if (pl->flag [FLAG_READY_WEAPON])
991 root 1.9 for (weapon = pl->inv; weapon; weapon = weapon->below)
992     {
993 root 1.94 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
994 root 1.9 {
995 root 1.94 weapon->clr_flag (FLAG_APPLIED);
996     pl->clr_flag (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 1.94 if (!op->flag [FLAG_READY_WEAPON])
1025 root 1.9 {
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