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Revision: 1.10
Committed: Tue Sep 12 00:26:16 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +9 -17 lines
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# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_skill_util_c =
4 root 1.10 * "$Id: skill_util.C,v 1.9 2006-09-10 15:59:57 root Exp $";
5 elmex 1.1 */
6 root 1.9
7 elmex 1.1 /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copryight (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The author can be reached via e-mail to crossfire-devel@real-time.com
28     */
29    
30     /* Created July 95 to separate skill utilities from actual skills -b.t. */
31    
32     /* Reconfigured skills code to allow linking of skills to experience
33     * categories. This is done solely through the init_new_exp_system() fctn.
34     * June/July 1995 -b.t. thomas@astro.psu.edu
35     */
36    
37     /* July 1995 - Initial associated skills coding. Experience gains
38     * come solely from the use of skills. Overcoming an opponent (in combat,
39     * finding/disarming a trap, stealing from somebeing, etc) gains
40     * experience. Calc_skill_exp() handles the gained experience using
41     * modifications in the skills[] table. - b.t.
42     */
43    
44     /* define the following for skills utility debuging */
45 root 1.9
46 elmex 1.1 /* #define SKILL_UTIL_DEBUG */
47    
48     #define WANT_UNARMED_SKILLS
49    
50     #include <global.h>
51     #include <object.h>
52     #ifndef __CEXTRACT__
53 root 1.9 # include <sproto.h>
54 elmex 1.1 #endif
55 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56 elmex 1.1 #include <spells.h>
57    
58 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
59     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60 elmex 1.1
61     /* init_skills basically just sets up the skill_names table
62     * above. The index into the array is set up by the
63     * subtypes.
64     */
65 root 1.9 void
66     init_skills (void)
67     {
68     int i;
69     archetype *at;
70    
71     for (at = first_archetype; at != NULL; at = at->next)
72 root 1.10 if (at->clone.type == SKILL)
73     {
74     if (skill_names[at->clone.subtype] != NULL)
75     LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
76     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
77     else
78     skill_names[at->clone.subtype] = at->clone.skill;
79     }
80 elmex 1.1
81 root 1.9 /* This isn't really an error if there is no skill subtype set, but
82     * checking for this may catch some user errors.
83     */
84     for (i = 1; i < NUM_SKILLS; i++)
85     {
86     if (!skill_names[i])
87     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 elmex 1.1 }
89     }
90    
91    
92     /* This function goes through the player inventory and sets
93     * up the last_skills[] array in the player object.
94     * the last_skills[] is used to more quickly lookup skills -
95     * mostly used for sending exp.
96     */
97 root 1.9 void
98     link_player_skills (object *op)
99 elmex 1.1 {
100 root 1.9 object *tmp;
101 elmex 1.1
102 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
103     {
104     if (tmp->type == SKILL)
105     {
106     /* This is really a warning, hence no else below */
107     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
108     {
109     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
110     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
111 root 1.5 }
112 root 1.9 if (tmp->subtype >= NUM_SKILLS)
113     {
114     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
115     }
116     else
117     {
118     op->contr->last_skill_ob[tmp->subtype] = tmp;
119     op->contr->last_skill_exp[tmp->subtype] = -1;
120 root 1.5 }
121     }
122 elmex 1.1 }
123     }
124    
125     /* This returns the skill pointer of the given name (the
126     * one that accumlates exp, has the level, etc).
127     *
128     * It is presumed that the player will be needing to actually
129     * use the skill, so thus if use of the skill requires a skill
130     * tool, this code will equip it.
131     */
132 root 1.9 object *
133     find_skill_by_name (object *who, const char *name)
134 elmex 1.1 {
135 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
136 elmex 1.1
137 root 1.9 if (!name)
138     return NULL;
139 elmex 1.1
140 root 1.9 /* We make sure the length of the string in the object is greater
141     * in length than the passed string. Eg, if we have a skill called
142     * 'hi', we don't want to match if the user passed 'high'
143     */
144     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
145     {
146     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
147     skill = tmp;
148    
149     /* Try to find appropriate skilltool. If the player has one already
150     * applied, we try to keep using that one.
151     */
152     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
153     {
154     if (QUERY_FLAG (tmp, FLAG_APPLIED))
155     skill_tool = tmp;
156     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
157     skill_tool = tmp;
158 root 1.5 }
159 elmex 1.1 }
160 root 1.9 /* If this is a skill that can be used without a tool, return it */
161     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
162     return skill;
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     if (skill_tool)
169     {
170     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
171     {
172     if (apply_special (who, skill_tool, 0))
173     return NULL;
174 root 1.5 }
175 root 1.9 if (!skill)
176     {
177     skill = give_skill_by_name (who, skill_tool->skill);
178     link_player_skills (who);
179 root 1.5 }
180 root 1.9 return skill;
181 elmex 1.1 }
182 root 1.9 return NULL;
183 elmex 1.1 }
184    
185    
186     /* This returns the skill pointer of the given name (the
187     * one that accumlates exp, has the level, etc).
188     *
189     * It is presumed that the player will be needing to actually
190     * use the skill, so thus if use of the skill requires a skill
191     * tool, this code will equip it.
192     *
193     * This code is basically the same as find_skill_by_name() above,
194     * but instead a skill name, we search by matching number.
195     * this replaces find_skill.
196     */
197 root 1.9 object *
198     find_skill_by_number (object *who, int skillno)
199 elmex 1.1 {
200 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
201 elmex 1.1
202 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
203     return NULL;
204 elmex 1.1
205 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
206     {
207     if (tmp->type == SKILL && tmp->subtype == skillno)
208     skill = tmp;
209 elmex 1.1
210 root 1.9 /* Try to find appropriate skilltool. If the player has one already
211     * applied, we try to keep using that one.
212     */
213     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
214     {
215     if (QUERY_FLAG (tmp, FLAG_APPLIED))
216     skill_tool = tmp;
217     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
218     skill_tool = tmp;
219 root 1.5 }
220 elmex 1.1 }
221 root 1.9 /* If this is a skill that can be used without a tool, return it */
222     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
223     return skill;
224    
225     /* Player has a tool to use the skill. IF not applied, apply it -
226     * if not successful, return null. If they do have the skill tool
227     * but not the skill itself, give it to them.
228     */
229     if (skill_tool)
230     {
231     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
232     {
233     if (apply_special (who, skill_tool, 0))
234     return NULL;
235 root 1.5 }
236 root 1.9 if (!skill)
237     {
238     skill = give_skill_by_name (who, skill_tool->skill);
239     link_player_skills (who);
240 root 1.5 }
241 root 1.9 return skill;
242 elmex 1.1 }
243 root 1.9 return NULL;
244 elmex 1.1 }
245    
246     /* This changes the objects skill to new_skill.
247     * note that this function doesn't always need to get used -
248     * you can now add skill exp to the player without the chosen_skill being
249     * set. This function is of most interest to players to update
250     * the various range information.
251     * if new_skill is null, this just unapplies the skill.
252     * flag has the current meaning:
253     * 0x1: If set, don't update the range pointer. This is useful when we
254     * need to ready a new skill, but don't want to clobber range.
255     * return 1 on success, 0 on error
256     */
257    
258 root 1.9 int
259     change_skill (object *who, object *new_skill, int flag)
260 elmex 1.1 {
261 root 1.9 int old_range;
262 elmex 1.1
263 root 1.9 if (who->type != PLAYER)
264     return 0;
265    
266     old_range = who->contr->shoottype;
267 elmex 1.1
268 root 1.9 if (who->chosen_skill && who->chosen_skill == new_skill)
269 elmex 1.1 {
270 root 1.9 /* optimization for changing skill to current skill */
271     if (who->type == PLAYER && !(flag & 0x1))
272     who->contr->shoottype = range_skill;
273     return 1;
274 elmex 1.1 }
275    
276 root 1.9 if (!new_skill || who->chosen_skill)
277     if (who->chosen_skill)
278     apply_special (who, who->chosen_skill, AP_UNAPPLY);
279 elmex 1.1
280 root 1.9 /* Only goal in this case was to unapply a skill */
281     if (!new_skill)
282     return 0;
283 elmex 1.1
284 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
285     {
286     return 0;
287 elmex 1.1 }
288 root 1.9 if (flag & 0x1)
289     who->contr->shoottype = (rangetype) old_range;
290 elmex 1.1
291 root 1.9 return 1;
292 elmex 1.1 }
293    
294     /* This function just clears the chosen_skill and range_skill values
295     * inthe player.
296     */
297 root 1.9 void
298     clear_skill (object *who)
299 elmex 1.1 {
300 root 1.9 who->chosen_skill = NULL;
301     CLEAR_FLAG (who, FLAG_READY_SKILL);
302     if (who->type == PLAYER)
303     {
304     who->contr->ranges[range_skill] = NULL;
305     if (who->contr->shoottype == range_skill)
306     who->contr->shoottype = range_none;
307 elmex 1.1 }
308     }
309    
310     /* do_skill() - Main skills use function-similar in scope to cast_spell().
311     * We handle all requests for skill use outside of some combat here.
312     * We require a separate routine outside of fire() so as to allow monsters
313     * to utilize skills. Returns 1 on use of skill, otherwise 0.
314     * This is changed (2002-11-30) from the old method that returned
315     * exp - no caller needed that info, but it also prevented the callers
316     * from know if a skill was actually used, as many skills don't
317     * give any exp for their direct use (eg, throwing).
318     * It returns 0 if no skill was used.
319     */
320    
321 root 1.9 int
322     do_skill (object *op, object *part, object *skill, int dir, const char *string)
323     {
324     int success = 0, exp = 0;
325     int did_alc = 0;
326     object *tmp, *next;
327    
328     if (!skill)
329     return 0;
330    
331     /* The code below presumes that the skill points to the object that
332     * holds the exp, level, etc of the skill. So if this is a player
333     * go and try to find the actual real skill pointer, and if the
334     * the player doesn't have a bucket for that, create one.
335     */
336     if (skill->type != SKILL && op->type == PLAYER)
337     {
338     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
339     {
340     if (tmp->type == SKILL && tmp->skill == skill->skill)
341     break;
342 root 1.5 }
343 root 1.9 if (!tmp)
344     tmp = give_skill_by_name (op, skill->skill);
345     skill = tmp;
346 elmex 1.1 }
347    
348 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
349     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
350     return 0;
351 elmex 1.1
352 root 1.9 switch (skill->subtype)
353     {
354 root 1.5 case SK_LEVITATION:
355 root 1.9 /* Not 100% sure if this will work with new movement code -
356     * the levitation skill has move_type for flying, so when
357     * equipped, that should transfer to player, when not,
358     * shouldn't.
359     */
360     if (QUERY_FLAG (skill, FLAG_APPLIED))
361     {
362     CLEAR_FLAG (skill, FLAG_APPLIED);
363     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
364 root 1.5 }
365 root 1.9 else
366     {
367     SET_FLAG (skill, FLAG_APPLIED);
368     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
369 root 1.5 }
370 root 1.9 fix_player (op);
371     success = 1;
372     break;
373 root 1.5
374     case SK_STEALING:
375 root 1.9 exp = success = steal (op, dir, skill);
376     break;
377 root 1.5
378     case SK_LOCKPICKING:
379 root 1.9 exp = success = pick_lock (op, dir, skill);
380     break;
381 root 1.5
382     case SK_HIDING:
383 root 1.9 exp = success = hide (op, skill);
384     break;
385 root 1.5
386     case SK_JUMPING:
387 root 1.9 success = jump (op, dir, skill);
388     break;
389 root 1.5
390     case SK_INSCRIPTION:
391 root 1.9 exp = success = write_on_item (op, string, skill);
392     break;
393 root 1.5
394     case SK_MEDITATION:
395 root 1.9 meditate (op, skill);
396     success = 1;
397     break;
398     /* note that the following 'attack' skills gain exp through hit_player() */
399 root 1.5
400     case SK_KARATE:
401 root 1.9 (void) attack_hth (op, dir, "karate-chopped", skill);
402     break;
403 root 1.5
404     case SK_PUNCHING:
405 root 1.9 (void) attack_hth (op, dir, "punched", skill);
406     break;
407 root 1.5
408     case SK_FLAME_TOUCH:
409 root 1.9 (void) attack_hth (op, dir, "flamed", skill);
410     break;
411 elmex 1.1
412     case SK_SPARK_TOUCH:
413 root 1.9 (void) attack_hth (op, dir, "zapped", skill);
414     break;
415 elmex 1.1
416     case SK_SHIVER:
417 root 1.9 (void) attack_hth (op, dir, "froze", skill);
418     break;
419 elmex 1.1
420     case SK_ACID_SPLASH:
421 root 1.9 (void) attack_hth (op, dir, "dissolved", skill);
422     break;
423 elmex 1.1
424     case SK_POISON_NAIL:
425 root 1.9 (void) attack_hth (op, dir, "injected poison into", skill);
426     break;
427 elmex 1.1
428 root 1.5 case SK_CLAWING:
429 root 1.9 (void) attack_hth (op, dir, "clawed", skill);
430     break;
431 root 1.5
432     case SK_ONE_HANDED_WEAPON:
433     case SK_TWO_HANDED_WEAPON:
434 root 1.9 (void) attack_melee_weapon (op, dir, NULL, skill);
435     break;
436 root 1.5
437     case SK_FIND_TRAPS:
438 root 1.9 exp = success = find_traps (op, skill);
439     break;
440 root 1.5
441     case SK_SINGING:
442 root 1.9 exp = success = singing (op, dir, skill);
443     break;
444 root 1.5
445     case SK_ORATORY:
446 root 1.9 exp = success = use_oratory (op, dir, skill);
447     break;
448 root 1.5
449     case SK_SMITHERY:
450     case SK_BOWYER:
451     case SK_JEWELER:
452     case SK_ALCHEMY:
453     case SK_THAUMATURGY:
454     case SK_LITERACY:
455     case SK_WOODSMAN:
456 root 1.9 /* first, we try to find a cauldron, and do the alchemy thing.
457     * failing that, we go and identify stuff.
458     */
459     for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
460     {
461     next = tmp->above;
462     if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
463     {
464     attempt_do_alchemy (op, tmp);
465     if (QUERY_FLAG (tmp, FLAG_APPLIED))
466     esrv_send_inventory (op, tmp);
467     did_alc = 1;
468 root 1.5 }
469     }
470 root 1.9 if (did_alc == 0)
471     exp = success = skill_ident (op, skill);
472     break;
473 root 1.5
474     case SK_DET_MAGIC:
475     case SK_DET_CURSE:
476 root 1.9 exp = success = skill_ident (op, skill);
477     break;
478 root 1.5
479     case SK_DISARM_TRAPS:
480 root 1.9 exp = success = remove_trap (op, dir, skill);
481     break;
482 root 1.5
483     case SK_THROWING:
484 root 1.9 success = skill_throw (op, part, dir, string, skill);
485     break;
486 root 1.5
487     case SK_SET_TRAP:
488 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
489     break;
490 root 1.5
491     case SK_USE_MAGIC_ITEM:
492     case SK_MISSILE_WEAPON:
493 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
494     break;
495 root 1.5
496     case SK_PRAYING:
497 root 1.9 success = pray (op, skill);
498     break;
499 root 1.5
500     case SK_BARGAINING:
501 root 1.9 success = describe_shop (op);
502     break;
503 elmex 1.1
504 root 1.5 case SK_SORCERY:
505     case SK_EVOCATION:
506     case SK_PYROMANCY:
507     case SK_SUMMONING:
508     case SK_CLIMBING:
509 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
510     break;
511 root 1.5
512     default:
513 root 1.9 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
514     break;
515 elmex 1.1 }
516    
517 root 1.9 /* For players we now update the speed_left from using the skill.
518     * Monsters have no skill use time because of the random nature in
519     * which use_monster_skill is called already simulates this.
520     * If certain skills should take more/less time, that should be
521     * in the code for the skill itself.
522     */
523    
524     if (op->type == PLAYER)
525     op->speed_left -= 1.0;
526    
527     /* this is a good place to add experience for successfull use of skills.
528     * Note that add_exp() will figure out player/monster experience
529     * gain problems.
530     */
531    
532     if (success && exp)
533     change_exp (op, exp, skill->skill, 0);
534    
535     return success;
536 elmex 1.1 }
537    
538     /* calc_skill_exp() - calculates amount of experience can be gained for
539     * successfull use of a skill. Returns value of experience gain.
540     * Here we take the view that a player must 'overcome an opponent'
541     * in order to gain experience. Examples include foes killed combat,
542     * finding/disarming a trap, stealing from somebeing, etc.
543     * The gained experience is based primarily on the difference in levels,
544     * exp point value of vanquished foe, the relevent stats of the skill being
545     * used and modifications in the skills[] table.
546     *
547     * For now, monsters and players will be treated differently. Below I give
548     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
549     * Monsters just get 10% of the exp of the opponent.
550     *
551     * players get a ratio, eg, opponent lvl / player level. This is then
552     * multiplied by various things. If simple exp is true, then
553     * this multiplier, include the level difference, is always 1.
554     * This revised method prevents some cases where there are big gaps
555     * in the amount you get just because you are now equal level vs lower
556     * level
557     * who is player/creature that used the skill.
558     * op is the object that was 'defeated'.
559     * skill is the skill used. If no skill is used, it should just
560     * point back to who.
561     *
562     */
563    
564 root 1.9 int
565     calc_skill_exp (object *who, object *op, object *skill)
566     {
567     int op_exp = 0, op_lvl = 0;
568     float base, value, lvl_mult = 0.0;
569    
570     if (!skill)
571     skill = who;
572    
573     /* Oct 95 - where we have an object, I expanded our treatment
574     * to 3 cases:
575     * non-living magic obj, runes and everything else.
576     *
577     * If an object is not alive and magical we set the base exp higher to
578     * help out exp awards for skill_ident skills. Also, if
579     * an item is type RUNE, we give out exp based on stats.Cha
580     * and level (this was the old system) -b.t.
581     */
582    
583     if (!op)
584     { /* no item/creature */
585     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
586     op_exp = 0;
587     }
588     else if (op->type == RUNE || op->type == TRAP)
589     { /* all traps. If stats.Cha > 1 we use that
590 root 1.5 * for the amount of experience */
591 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
592     op_lvl = op->level;
593     }
594     else
595     { /* all other items/living creatures */
596     op_exp = op->stats.exp;
597     op_lvl = op->level;
598     if (!QUERY_FLAG (op, FLAG_ALIVE))
599     { /* for ident/make items */
600     op_lvl += 5 * abs (op->magic);
601     }
602     }
603    
604     if (op_lvl < 1)
605     op_lvl = 1;
606    
607     if (who->type != PLAYER)
608     { /* for monsters only */
609     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
610     }
611     else
612     { /* for players */
613     base = op_exp;
614     /* if skill really is a skill, then we can look at the skill archetype for
615     * bse reward value (exp) and level multiplier factor.
616     */
617     if (skill->type == SKILL)
618     {
619     base += skill->arch->clone.stats.exp;
620     if (settings.simple_exp)
621     {
622     if (skill->arch->clone.level)
623     lvl_mult = (float) skill->arch->clone.level / 100.0;
624     else
625     lvl_mult = 1.0; /* no adjustment */
626 root 1.5 }
627 root 1.9 else
628     {
629     if (skill->level)
630     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
631     else
632     lvl_mult = 1.0;
633 root 1.5 }
634 root 1.9 }
635     else
636     {
637     /* Don't divide by zero here! */
638     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
639 root 1.5 }
640 elmex 1.1 }
641 root 1.9
642     /* assemble the exp total, and return value */
643    
644     value = base * lvl_mult;
645     if (value < 1)
646     value = 1; /* Always give at least 1 exp point */
647    
648 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
649 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);
650 elmex 1.1 #endif
651 root 1.9 return ((int) value);
652 elmex 1.1 }
653    
654     /* Learn skill. This inserts the requested skill in the player's
655     * inventory. The skill field of the scroll should have the
656     * exact name of the requested skill.
657     * This one actually teaches the player the skill as something
658     * they can equip.
659     * Return 0 if the player knows the skill, 1 if the
660     * player learns the skill, 2 otherwise.
661     */
662 root 1.9
663 elmex 1.1 int
664 root 1.9 learn_skill (object *pl, object *scroll)
665     {
666     object *tmp;
667 elmex 1.1
668 root 1.9 if (!scroll->skill)
669     {
670     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
671     return 2;
672 elmex 1.1 }
673    
674 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
675     * but can't use natively.
676     */
677 elmex 1.1
678 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
679     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
680     break;
681 elmex 1.1
682 root 1.9 /* player already knows it */
683     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
684     return 0;
685 elmex 1.1
686    
687    
688 root 1.9 /* now a random change to learn, based on player Int.
689     * give bonus based on level - otherwise stupid characters
690     * might never be able to learn anything.
691     */
692     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
693     return 2; /* failure :< */
694 elmex 1.1
695 root 1.9 if (!tmp)
696     tmp = give_skill_by_name (pl, scroll->skill);
697 elmex 1.1
698 root 1.9 if (!tmp)
699     {
700     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
701     return 2;
702 elmex 1.1 }
703    
704 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
705     link_player_skills (pl);
706     return 1;
707 elmex 1.1 }
708    
709     /* Gives a percentage clipped to 0% -> 100% of a/b. */
710 root 1.9
711 elmex 1.1 /* Probably belongs in some global utils-type file? */
712 root 1.9 static int
713     clipped_percent (sint64 a, sint64 b)
714 elmex 1.1 {
715     int rv;
716    
717     if (b <= 0)
718     return 0;
719    
720 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
721    
722 elmex 1.1 if (rv < 0)
723     return 0;
724     else if (rv > 100)
725     return 100;
726 root 1.9
727 elmex 1.1 return rv;
728     }
729    
730     /* show_skills() - Meant to allow players to examine
731     * their current skill list.
732     * This shows the amount of exp they have in the skills.
733     * we also include some other non skill related info (god,
734     * max weapon improvments, item power).
735     * Note this function is a bit more complicated becauase we
736     * we want ot sort the skills before printing them. If we
737     * just dumped this as we found it, this would be a bit
738     * simpler.
739     */
740 root 1.9
741     void
742     show_skills (object *op, const char *search)
743     {
744     object *tmp = NULL;
745     char buf[MAX_BUF];
746     const char *cp;
747     int i, num_skills_found = 0;
748     static const char *const periods = "........................................";
749    
750     /* Need to have a pointer and use strdup for qsort to work properly */
751     char skills[NUM_SKILLS][MAX_BUF];
752    
753    
754     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
755     {
756     if (tmp->type == SKILL)
757     {
758     if (search && strstr (tmp->name, search) == NULL)
759     continue;
760     /* Basically want to fill this out to 40 spaces with periods */
761     sprintf (buf, "%s%s", &tmp->name, periods);
762     buf[40] = 0;
763    
764     if (settings.permanent_exp_ratio)
765     {
766     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
767     buf, tmp->level,
768     (long long) tmp->stats.exp,
769     (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
770     }
771     else
772     {
773     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
774     buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
775 root 1.5 }
776 root 1.9 /* I don't know why some characters get a bunch of skills, but
777     * it sometimes happens (maybe a leftover from bugier earlier code
778     * and those character are still about). In any case, lets handle
779     * it so it doesn't crash the server - otherwise, one character may
780     * crash the server numerous times.
781     */
782     if (num_skills_found >= NUM_SKILLS)
783     {
784     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
785     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
786     break;
787 root 1.5 }
788     }
789 elmex 1.1 }
790    
791 root 1.9 clear_win_info (op);
792     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
793     if (num_skills_found > 1)
794     qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
795 elmex 1.1
796 root 1.9 for (i = 0; i < num_skills_found; i++)
797     {
798     new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
799 elmex 1.1 }
800    
801 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
802 elmex 1.1
803 root 1.9 cp = determine_god (op);
804     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
805 elmex 1.1
806 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
807     op->contr->item_power, (int) (op->level * settings.item_power_factor));
808 elmex 1.1 }
809    
810     /* use_skill() - similar to invoke command, it executes the skill in the
811     * direction that the user is facing. Returns false if we are unable to
812     * change to the requested skill, or were unable to use the skill properly.
813     * This is tricky because skills can have spaces. We basically roll
814     * our own find_skill_by_name so we can try to do better string matching.
815     */
816    
817 root 1.9 int
818     use_skill (object *op, const char *string)
819     {
820     object *skop;
821     size_t len;
822    
823     if (!string)
824     return 0;
825    
826     for (skop = op->inv; skop != NULL; skop = skop->below)
827     {
828     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
829     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
830     break;
831     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
832     break;
833 elmex 1.1 }
834 root 1.9 if (!skop)
835     {
836     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
837     return 0;
838 elmex 1.1 }
839    
840 root 1.9 len = strlen (skop->skill);
841 elmex 1.1
842 root 1.9 /* All this logic goes and skips over the skill name to find any
843     * options given to the skill. Its pretty simple - if there
844     * are extra parameters (as deteremined by string length), we
845     * want to skip over any leading spaces.
846     */
847     if (len >= strlen (string))
848     {
849     string = NULL;
850 elmex 1.1 }
851 root 1.9 else
852     {
853     string += len;
854     while (*string == 0x20)
855     string++;
856     if (strlen (string) == 0)
857     string = NULL;
858     }
859    
860 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
861 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
862 elmex 1.1 #endif
863    
864 root 1.9 /* Change to the new skill, then execute it. */
865     if (do_skill (op, op, skop, op->facing, string))
866     return 1;
867    
868     return 0;
869 elmex 1.1 }
870    
871    
872    
873     /* This finds the best unarmed skill the player has, and returns
874     * it. Best can vary a little - we consider clawing to always
875     * be the best for dragons.
876     * This could be more intelligent, eg, look at the skill level
877     * of the skill and go from there (eg, a level 40 puncher is
878     * is probably better than level 1 karate). OTOH, if you
879     * don't bother to set up your skill properly, that is the players
880     * problem (although, it might be nice to have a preferred skill
881     * field the player can set.
882     * Unlike the old code, we don't give out any skills - it is
883     * possible you just don't have any ability to get into unarmed
884     * combat. If everyone race/class should have one, this should
885     * be handled in the starting treasurelists, not in the code.
886     */
887 root 1.9 static object *
888     find_best_player_hth_skill (object *op)
889 elmex 1.1 {
890 root 1.9 object *tmp, *best_skill = NULL;
891     int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
892 elmex 1.1
893 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
894     {
895     if (tmp->type == SKILL)
896     {
897     if (dragon && tmp->subtype == SK_CLAWING)
898     return tmp;
899    
900     /* The order in the array is preferred order. So basically,
901     * we just cut down the number to search - eg, if we find a skill
902     * early on in flame touch, then we only need to look into the unarmed_array
903     * to the entry before flame touch - don't care about the entries afterward,
904     * because they are infrerior skills.
905     * if we end up finding the best skill (i==0) might as well return
906     * right away - can't get any better than that.
907     */
908     for (i = 0; i < last_skill; i++)
909     {
910     if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
911     {
912     best_skill = tmp;
913     last_skill = i;
914     if (i == 0)
915     return best_skill;
916 root 1.5 }
917     }
918     }
919 elmex 1.1 }
920 root 1.9 return best_skill;
921 elmex 1.1 }
922    
923     /* do_skill_attack() - We have got an appropriate opponent from either
924     * move_player_attack() or skill_attack(). In this part we get on with
925     * attacking, take care of messages from the attack and changes in invisible.
926     * Returns true if the attack damaged the opponent.
927     * tmp is the targetted monster.
928     * op is what is attacking
929     * string is passed along to describe what messages to describe
930     * the damage.
931     */
932 root 1.9
933     static int
934     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
935     {
936     int success;
937    
938     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
939     return RESULT_INT (0);
940    
941     /* For Players only: if there is no ready weapon, and no "attack" skill
942     * is readied either then try to find a skill for the player to use.
943     * it is presumed that if skill is set, it is a valid attack skill (eg,
944     * the caller should have set it appropriately). We still want to pass
945     * through that code if skill is set to change to the skill.
946     */
947     if (op->type == PLAYER)
948     {
949     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
950     {
951     size_t i;
952    
953     if (!skill)
954     {
955     /* See if the players chosen skill is a combat skill, and use
956     * it if appropriate.
957     */
958     if (op->chosen_skill)
959     {
960     for (i = 0; i < sizeof (unarmed_skills); i++)
961     if (op->chosen_skill->subtype == unarmed_skills[i])
962     {
963     skill = op->chosen_skill;
964     break;
965     }
966 root 1.5 }
967 root 1.9 /* If we didn't find a skill above, look harder for a good skill */
968     if (!skill)
969     {
970     skill = find_best_player_hth_skill (op);
971    
972     if (!skill)
973     {
974     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
975     return 0;
976 root 1.5 }
977     }
978     }
979 root 1.9 if (skill != op->chosen_skill)
980     {
981     /* now try to ready the new skill */
982     if (!change_skill (op, skill, 0))
983     { /* oh oh, trouble! */
984     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
985     return 0;
986 root 1.5 }
987     }
988 root 1.9 }
989     else
990     {
991     /* Seen some crashes below where current_weapon is not set,
992     * even though the flag says it is. So if current weapon isn't set,
993     * do some work in trying to find the object to use.
994     */
995     if (!op->current_weapon)
996     {
997     object *tmp;
998    
999     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1000     for (tmp = op->inv; tmp; tmp = tmp->below)
1001     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1002     break;
1003    
1004     if (!tmp)
1005     {
1006     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1007     op->current_weapon = NULL;
1008     return 0;
1009     }
1010     else
1011     {
1012     op->current_weapon = tmp;
1013 root 1.5 }
1014     }
1015    
1016 root 1.9 /* Has ready weapon - make sure chosen_skill is set up properly */
1017     if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1018     {
1019     change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1020 root 1.5 }
1021     }
1022 elmex 1.1 }
1023    
1024 root 1.9 /* lose invisiblity/hiding status for running attacks */
1025    
1026     if (op->type == PLAYER && op->contr->tmp_invis)
1027     {
1028     op->contr->tmp_invis = 0;
1029     op->invisible = 0;
1030     op->hide = 0;
1031     update_object (op, UP_OBJ_FACE);
1032 elmex 1.1 }
1033 root 1.9
1034     success = attack_ob (tmp, op);
1035    
1036     /* print appropriate messages to the player */
1037    
1038     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1039     {
1040     if (op->type == PLAYER)
1041     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1042     else if (tmp->type == PLAYER)
1043     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1044     }
1045     return success;
1046     }
1047 elmex 1.1
1048    
1049     /* skill_attack() - Core routine for use when we attack using a skills
1050     * system. In essence, this code handles
1051     * all skill-based attacks, ie hth, missile and melee weapons should be
1052     * treated here. If an opponent is already supplied by move_player(),
1053     * we move right onto do_skill_attack(), otherwise we find if an
1054     * appropriate opponent exists.
1055     *
1056     * This is called by move_player() and attack_hth()
1057     *
1058     * Initial implementation by -bt thomas@astro.psu.edu
1059     */
1060 root 1.9
1061     int
1062     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1063     {
1064     sint16 tx, ty;
1065     mapstruct *m;
1066     int mflags;
1067    
1068     if (!dir)
1069     dir = pl->facing;
1070     tx = freearr_x[dir];
1071     ty = freearr_y[dir];
1072    
1073     /* If we don't yet have an opponent, find if one exists, and attack.
1074     * Legal opponents are the same as outlined in move_player_attack()
1075     */
1076    
1077     if (tmp == NULL)
1078     {
1079     m = pl->map;
1080     tx = pl->x + freearr_x[dir];
1081     ty = pl->y + freearr_y[dir];
1082    
1083     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1084     if (mflags & P_OUT_OF_MAP)
1085     return 0;
1086    
1087     /* space must be blocked for there to be anything interesting to do */
1088     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1089     return 0;
1090    
1091     for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1092     if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1093     {
1094     /* Don't attack party members */
1095     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1096     return 0;
1097     break;
1098     }
1099 elmex 1.1 }
1100 root 1.9 if (!tmp)
1101     {
1102     if (pl->type == PLAYER)
1103     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1104     return 0;
1105 elmex 1.1 }
1106    
1107 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1108 elmex 1.1 }
1109    
1110    
1111     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1112 root 1.9
1113 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1114     * (attack_hth) we check for weapon use, etc in the second (the new
1115     * function skill_attack() we actually attack.
1116     */
1117    
1118 root 1.9 static int
1119     attack_hth (object *pl, int dir, const char *string, object *skill)
1120     {
1121     object *enemy = NULL, *weapon;
1122 elmex 1.1
1123 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1124     for (weapon = pl->inv; weapon; weapon = weapon->below)
1125     {
1126     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1127     {
1128     CLEAR_FLAG (weapon, FLAG_APPLIED);
1129     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1130     fix_player (pl);
1131     if (pl->type == PLAYER)
1132     {
1133     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1134     esrv_update_item (UPD_FLAGS, pl, weapon);
1135     }
1136     break;
1137     }
1138     }
1139     return skill_attack (enemy, pl, dir, string, skill);
1140 elmex 1.1 }
1141    
1142    
1143     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1144     * For now we are just checking to see if we have a ready weapon here.
1145     * But there is a real neato possible feature of this scheme which
1146     * bears mentioning:
1147     * Since we are only calling this from do_skill() in the future
1148     * we may make this routine handle 'special' melee weapons attacks
1149     * (like disarming manuever with sai) based on player SK_level and
1150     * weapon type.
1151     */
1152    
1153 root 1.9 static int
1154     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1155     {
1156 elmex 1.1
1157 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1158     {
1159     if (op->type == PLAYER)
1160     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1161     return 0;
1162 elmex 1.1 }
1163 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1164 elmex 1.1
1165     }