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Revision: 1.11
Committed: Tue Sep 12 00:53:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +19 -3 lines
Log Message:
introducing skillinc.h

File Contents

# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_skill_util_c =
4 root 1.11 * "$Id: skill_util.C,v 1.10 2006-09-12 00:26:16 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     #include <global.h>
49     #include <object.h>
50     #ifndef __CEXTRACT__
51 root 1.9 # include <sproto.h>
52 elmex 1.1 #endif
53 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
54 elmex 1.1 #include <spells.h>
55    
56 root 1.11 /* Table of unarmed attack skills. Terminated by -1. This
57     * is also the list that we should try to use skills when
58     * automatically applying one for the player.
59     * Note it is hardcoded in the skill_util.c that dragons always
60     * want clawing if possible.
61     */
62     static uint8 unarmed_skills[] = {
63     SK_KARATE,
64     SK_CLAWING,
65     SK_FLAME_TOUCH,
66     SK_SPARK_TOUCH,
67     SK_SHIVER,
68     SK_ACID_SPLASH,
69     SK_POISON_NAIL,
70     SK_PUNCHING,
71     (uint8)-1
72     };
73    
74 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
75     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
76 elmex 1.1
77     /* init_skills basically just sets up the skill_names table
78     * above. The index into the array is set up by the
79     * subtypes.
80     */
81 root 1.9 void
82     init_skills (void)
83     {
84     int i;
85     archetype *at;
86    
87     for (at = first_archetype; at != NULL; at = at->next)
88 root 1.10 if (at->clone.type == SKILL)
89     {
90     if (skill_names[at->clone.subtype] != NULL)
91     LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
92     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
93     else
94     skill_names[at->clone.subtype] = at->clone.skill;
95     }
96 elmex 1.1
97 root 1.9 /* This isn't really an error if there is no skill subtype set, but
98     * checking for this may catch some user errors.
99     */
100     for (i = 1; i < NUM_SKILLS; i++)
101     {
102     if (!skill_names[i])
103     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
104 elmex 1.1 }
105     }
106    
107    
108     /* This function goes through the player inventory and sets
109     * up the last_skills[] array in the player object.
110     * the last_skills[] is used to more quickly lookup skills -
111     * mostly used for sending exp.
112     */
113 root 1.9 void
114     link_player_skills (object *op)
115 elmex 1.1 {
116 root 1.9 object *tmp;
117 elmex 1.1
118 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
119     {
120     if (tmp->type == SKILL)
121     {
122     /* This is really a warning, hence no else below */
123     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
124     {
125     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
126     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
127 root 1.5 }
128 root 1.9 if (tmp->subtype >= NUM_SKILLS)
129     {
130     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
131     }
132     else
133     {
134     op->contr->last_skill_ob[tmp->subtype] = tmp;
135     op->contr->last_skill_exp[tmp->subtype] = -1;
136 root 1.5 }
137     }
138 elmex 1.1 }
139     }
140    
141     /* This returns the skill pointer of the given name (the
142     * one that accumlates exp, has the level, etc).
143     *
144     * It is presumed that the player will be needing to actually
145     * use the skill, so thus if use of the skill requires a skill
146     * tool, this code will equip it.
147     */
148 root 1.9 object *
149     find_skill_by_name (object *who, const char *name)
150 elmex 1.1 {
151 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
152 elmex 1.1
153 root 1.9 if (!name)
154     return NULL;
155 elmex 1.1
156 root 1.9 /* We make sure the length of the string in the object is greater
157     * in length than the passed string. Eg, if we have a skill called
158     * 'hi', we don't want to match if the user passed 'high'
159     */
160     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
161     {
162     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
163     skill = tmp;
164    
165     /* Try to find appropriate skilltool. If the player has one already
166     * applied, we try to keep using that one.
167     */
168     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
169     {
170     if (QUERY_FLAG (tmp, FLAG_APPLIED))
171     skill_tool = tmp;
172     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
173     skill_tool = tmp;
174 root 1.5 }
175 elmex 1.1 }
176 root 1.9 /* If this is a skill that can be used without a tool, return it */
177     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
178     return skill;
179    
180     /* Player has a tool to use the skill. IF not applied, apply it -
181     * if not successful, return null. If they do have the skill tool
182     * but not the skill itself, give it to them.
183     */
184     if (skill_tool)
185     {
186     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
187     {
188     if (apply_special (who, skill_tool, 0))
189     return NULL;
190 root 1.5 }
191 root 1.9 if (!skill)
192     {
193     skill = give_skill_by_name (who, skill_tool->skill);
194     link_player_skills (who);
195 root 1.5 }
196 root 1.9 return skill;
197 elmex 1.1 }
198 root 1.9 return NULL;
199 elmex 1.1 }
200    
201    
202     /* This returns the skill pointer of the given name (the
203     * one that accumlates exp, has the level, etc).
204     *
205     * It is presumed that the player will be needing to actually
206     * use the skill, so thus if use of the skill requires a skill
207     * tool, this code will equip it.
208     *
209     * This code is basically the same as find_skill_by_name() above,
210     * but instead a skill name, we search by matching number.
211     * this replaces find_skill.
212     */
213 root 1.9 object *
214     find_skill_by_number (object *who, int skillno)
215 elmex 1.1 {
216 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
217 elmex 1.1
218 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
219     return NULL;
220 elmex 1.1
221 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
222     {
223     if (tmp->type == SKILL && tmp->subtype == skillno)
224     skill = tmp;
225 elmex 1.1
226 root 1.9 /* Try to find appropriate skilltool. If the player has one already
227     * applied, we try to keep using that one.
228     */
229     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
230     {
231     if (QUERY_FLAG (tmp, FLAG_APPLIED))
232     skill_tool = tmp;
233     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
234     skill_tool = tmp;
235 root 1.5 }
236 elmex 1.1 }
237 root 1.9 /* If this is a skill that can be used without a tool, return it */
238     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
239     return skill;
240    
241     /* Player has a tool to use the skill. IF not applied, apply it -
242     * if not successful, return null. If they do have the skill tool
243     * but not the skill itself, give it to them.
244     */
245     if (skill_tool)
246     {
247     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
248     {
249     if (apply_special (who, skill_tool, 0))
250     return NULL;
251 root 1.5 }
252 root 1.9 if (!skill)
253     {
254     skill = give_skill_by_name (who, skill_tool->skill);
255     link_player_skills (who);
256 root 1.5 }
257 root 1.9 return skill;
258 elmex 1.1 }
259 root 1.9 return NULL;
260 elmex 1.1 }
261    
262     /* This changes the objects skill to new_skill.
263     * note that this function doesn't always need to get used -
264     * you can now add skill exp to the player without the chosen_skill being
265     * set. This function is of most interest to players to update
266     * the various range information.
267     * if new_skill is null, this just unapplies the skill.
268     * flag has the current meaning:
269     * 0x1: If set, don't update the range pointer. This is useful when we
270     * need to ready a new skill, but don't want to clobber range.
271     * return 1 on success, 0 on error
272     */
273    
274 root 1.9 int
275     change_skill (object *who, object *new_skill, int flag)
276 elmex 1.1 {
277 root 1.9 int old_range;
278 elmex 1.1
279 root 1.9 if (who->type != PLAYER)
280     return 0;
281    
282     old_range = who->contr->shoottype;
283 elmex 1.1
284 root 1.9 if (who->chosen_skill && who->chosen_skill == new_skill)
285 elmex 1.1 {
286 root 1.9 /* optimization for changing skill to current skill */
287     if (who->type == PLAYER && !(flag & 0x1))
288     who->contr->shoottype = range_skill;
289     return 1;
290 elmex 1.1 }
291    
292 root 1.9 if (!new_skill || who->chosen_skill)
293     if (who->chosen_skill)
294     apply_special (who, who->chosen_skill, AP_UNAPPLY);
295 elmex 1.1
296 root 1.9 /* Only goal in this case was to unapply a skill */
297     if (!new_skill)
298     return 0;
299 elmex 1.1
300 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
301     {
302     return 0;
303 elmex 1.1 }
304 root 1.9 if (flag & 0x1)
305     who->contr->shoottype = (rangetype) old_range;
306 elmex 1.1
307 root 1.9 return 1;
308 elmex 1.1 }
309    
310     /* This function just clears the chosen_skill and range_skill values
311     * inthe player.
312     */
313 root 1.9 void
314     clear_skill (object *who)
315 elmex 1.1 {
316 root 1.9 who->chosen_skill = NULL;
317     CLEAR_FLAG (who, FLAG_READY_SKILL);
318     if (who->type == PLAYER)
319     {
320     who->contr->ranges[range_skill] = NULL;
321     if (who->contr->shoottype == range_skill)
322     who->contr->shoottype = range_none;
323 elmex 1.1 }
324     }
325    
326     /* do_skill() - Main skills use function-similar in scope to cast_spell().
327     * We handle all requests for skill use outside of some combat here.
328     * We require a separate routine outside of fire() so as to allow monsters
329     * to utilize skills. Returns 1 on use of skill, otherwise 0.
330     * This is changed (2002-11-30) from the old method that returned
331     * exp - no caller needed that info, but it also prevented the callers
332     * from know if a skill was actually used, as many skills don't
333     * give any exp for their direct use (eg, throwing).
334     * It returns 0 if no skill was used.
335     */
336    
337 root 1.9 int
338     do_skill (object *op, object *part, object *skill, int dir, const char *string)
339     {
340     int success = 0, exp = 0;
341     int did_alc = 0;
342     object *tmp, *next;
343    
344     if (!skill)
345     return 0;
346    
347     /* The code below presumes that the skill points to the object that
348     * holds the exp, level, etc of the skill. So if this is a player
349     * go and try to find the actual real skill pointer, and if the
350     * the player doesn't have a bucket for that, create one.
351     */
352     if (skill->type != SKILL && op->type == PLAYER)
353     {
354     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
355     {
356     if (tmp->type == SKILL && tmp->skill == skill->skill)
357     break;
358 root 1.5 }
359 root 1.9 if (!tmp)
360     tmp = give_skill_by_name (op, skill->skill);
361     skill = tmp;
362 elmex 1.1 }
363    
364 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
365     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
366     return 0;
367 elmex 1.1
368 root 1.9 switch (skill->subtype)
369     {
370 root 1.5 case SK_LEVITATION:
371 root 1.9 /* Not 100% sure if this will work with new movement code -
372     * the levitation skill has move_type for flying, so when
373     * equipped, that should transfer to player, when not,
374     * shouldn't.
375     */
376     if (QUERY_FLAG (skill, FLAG_APPLIED))
377     {
378     CLEAR_FLAG (skill, FLAG_APPLIED);
379     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
380 root 1.5 }
381 root 1.9 else
382     {
383     SET_FLAG (skill, FLAG_APPLIED);
384     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
385 root 1.5 }
386 root 1.9 fix_player (op);
387     success = 1;
388     break;
389 root 1.5
390     case SK_STEALING:
391 root 1.9 exp = success = steal (op, dir, skill);
392     break;
393 root 1.5
394     case SK_LOCKPICKING:
395 root 1.9 exp = success = pick_lock (op, dir, skill);
396     break;
397 root 1.5
398     case SK_HIDING:
399 root 1.9 exp = success = hide (op, skill);
400     break;
401 root 1.5
402     case SK_JUMPING:
403 root 1.9 success = jump (op, dir, skill);
404     break;
405 root 1.5
406     case SK_INSCRIPTION:
407 root 1.9 exp = success = write_on_item (op, string, skill);
408     break;
409 root 1.5
410     case SK_MEDITATION:
411 root 1.9 meditate (op, skill);
412     success = 1;
413     break;
414     /* note that the following 'attack' skills gain exp through hit_player() */
415 root 1.5
416     case SK_KARATE:
417 root 1.9 (void) attack_hth (op, dir, "karate-chopped", skill);
418     break;
419 root 1.5
420     case SK_PUNCHING:
421 root 1.9 (void) attack_hth (op, dir, "punched", skill);
422     break;
423 root 1.5
424     case SK_FLAME_TOUCH:
425 root 1.9 (void) attack_hth (op, dir, "flamed", skill);
426     break;
427 elmex 1.1
428     case SK_SPARK_TOUCH:
429 root 1.9 (void) attack_hth (op, dir, "zapped", skill);
430     break;
431 elmex 1.1
432     case SK_SHIVER:
433 root 1.9 (void) attack_hth (op, dir, "froze", skill);
434     break;
435 elmex 1.1
436     case SK_ACID_SPLASH:
437 root 1.9 (void) attack_hth (op, dir, "dissolved", skill);
438     break;
439 elmex 1.1
440     case SK_POISON_NAIL:
441 root 1.9 (void) attack_hth (op, dir, "injected poison into", skill);
442     break;
443 elmex 1.1
444 root 1.5 case SK_CLAWING:
445 root 1.9 (void) attack_hth (op, dir, "clawed", skill);
446     break;
447 root 1.5
448     case SK_ONE_HANDED_WEAPON:
449     case SK_TWO_HANDED_WEAPON:
450 root 1.9 (void) attack_melee_weapon (op, dir, NULL, skill);
451     break;
452 root 1.5
453     case SK_FIND_TRAPS:
454 root 1.9 exp = success = find_traps (op, skill);
455     break;
456 root 1.5
457     case SK_SINGING:
458 root 1.9 exp = success = singing (op, dir, skill);
459     break;
460 root 1.5
461     case SK_ORATORY:
462 root 1.9 exp = success = use_oratory (op, dir, skill);
463     break;
464 root 1.5
465     case SK_SMITHERY:
466     case SK_BOWYER:
467     case SK_JEWELER:
468     case SK_ALCHEMY:
469     case SK_THAUMATURGY:
470     case SK_LITERACY:
471     case SK_WOODSMAN:
472 root 1.9 /* first, we try to find a cauldron, and do the alchemy thing.
473     * failing that, we go and identify stuff.
474     */
475     for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
476     {
477     next = tmp->above;
478     if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479     {
480     attempt_do_alchemy (op, tmp);
481     if (QUERY_FLAG (tmp, FLAG_APPLIED))
482     esrv_send_inventory (op, tmp);
483     did_alc = 1;
484 root 1.5 }
485     }
486 root 1.9 if (did_alc == 0)
487     exp = success = skill_ident (op, skill);
488     break;
489 root 1.5
490     case SK_DET_MAGIC:
491     case SK_DET_CURSE:
492 root 1.9 exp = success = skill_ident (op, skill);
493     break;
494 root 1.5
495     case SK_DISARM_TRAPS:
496 root 1.9 exp = success = remove_trap (op, dir, skill);
497     break;
498 root 1.5
499     case SK_THROWING:
500 root 1.9 success = skill_throw (op, part, dir, string, skill);
501     break;
502 root 1.5
503     case SK_SET_TRAP:
504 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
505     break;
506 root 1.5
507     case SK_USE_MAGIC_ITEM:
508     case SK_MISSILE_WEAPON:
509 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
510     break;
511 root 1.5
512     case SK_PRAYING:
513 root 1.9 success = pray (op, skill);
514     break;
515 root 1.5
516     case SK_BARGAINING:
517 root 1.9 success = describe_shop (op);
518     break;
519 elmex 1.1
520 root 1.5 case SK_SORCERY:
521     case SK_EVOCATION:
522     case SK_PYROMANCY:
523     case SK_SUMMONING:
524     case SK_CLIMBING:
525 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
526     break;
527 root 1.5
528     default:
529 root 1.9 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
530     break;
531 elmex 1.1 }
532    
533 root 1.9 /* For players we now update the speed_left from using the skill.
534     * Monsters have no skill use time because of the random nature in
535     * which use_monster_skill is called already simulates this.
536     * If certain skills should take more/less time, that should be
537     * in the code for the skill itself.
538     */
539    
540     if (op->type == PLAYER)
541     op->speed_left -= 1.0;
542    
543     /* this is a good place to add experience for successfull use of skills.
544     * Note that add_exp() will figure out player/monster experience
545     * gain problems.
546     */
547    
548     if (success && exp)
549     change_exp (op, exp, skill->skill, 0);
550    
551     return success;
552 elmex 1.1 }
553    
554     /* calc_skill_exp() - calculates amount of experience can be gained for
555     * successfull use of a skill. Returns value of experience gain.
556     * Here we take the view that a player must 'overcome an opponent'
557     * in order to gain experience. Examples include foes killed combat,
558     * finding/disarming a trap, stealing from somebeing, etc.
559     * The gained experience is based primarily on the difference in levels,
560     * exp point value of vanquished foe, the relevent stats of the skill being
561     * used and modifications in the skills[] table.
562     *
563     * For now, monsters and players will be treated differently. Below I give
564     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
565     * Monsters just get 10% of the exp of the opponent.
566     *
567     * players get a ratio, eg, opponent lvl / player level. This is then
568     * multiplied by various things. If simple exp is true, then
569     * this multiplier, include the level difference, is always 1.
570     * This revised method prevents some cases where there are big gaps
571     * in the amount you get just because you are now equal level vs lower
572     * level
573     * who is player/creature that used the skill.
574     * op is the object that was 'defeated'.
575     * skill is the skill used. If no skill is used, it should just
576     * point back to who.
577     *
578     */
579    
580 root 1.9 int
581     calc_skill_exp (object *who, object *op, object *skill)
582     {
583     int op_exp = 0, op_lvl = 0;
584     float base, value, lvl_mult = 0.0;
585    
586     if (!skill)
587     skill = who;
588    
589     /* Oct 95 - where we have an object, I expanded our treatment
590     * to 3 cases:
591     * non-living magic obj, runes and everything else.
592     *
593     * If an object is not alive and magical we set the base exp higher to
594     * help out exp awards for skill_ident skills. Also, if
595     * an item is type RUNE, we give out exp based on stats.Cha
596     * and level (this was the old system) -b.t.
597     */
598    
599     if (!op)
600     { /* no item/creature */
601     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
602     op_exp = 0;
603     }
604     else if (op->type == RUNE || op->type == TRAP)
605     { /* all traps. If stats.Cha > 1 we use that
606 root 1.5 * for the amount of experience */
607 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
608     op_lvl = op->level;
609     }
610     else
611     { /* all other items/living creatures */
612     op_exp = op->stats.exp;
613     op_lvl = op->level;
614     if (!QUERY_FLAG (op, FLAG_ALIVE))
615     { /* for ident/make items */
616     op_lvl += 5 * abs (op->magic);
617     }
618     }
619    
620     if (op_lvl < 1)
621     op_lvl = 1;
622    
623     if (who->type != PLAYER)
624     { /* for monsters only */
625     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
626     }
627     else
628     { /* for players */
629     base = op_exp;
630     /* if skill really is a skill, then we can look at the skill archetype for
631     * bse reward value (exp) and level multiplier factor.
632     */
633     if (skill->type == SKILL)
634     {
635     base += skill->arch->clone.stats.exp;
636     if (settings.simple_exp)
637     {
638     if (skill->arch->clone.level)
639     lvl_mult = (float) skill->arch->clone.level / 100.0;
640     else
641     lvl_mult = 1.0; /* no adjustment */
642 root 1.5 }
643 root 1.9 else
644     {
645     if (skill->level)
646     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
647     else
648     lvl_mult = 1.0;
649 root 1.5 }
650 root 1.9 }
651     else
652     {
653     /* Don't divide by zero here! */
654     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
655 root 1.5 }
656 elmex 1.1 }
657 root 1.9
658     /* assemble the exp total, and return value */
659    
660     value = base * lvl_mult;
661     if (value < 1)
662     value = 1; /* Always give at least 1 exp point */
663    
664 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
665 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);
666 elmex 1.1 #endif
667 root 1.9 return ((int) value);
668 elmex 1.1 }
669    
670     /* Learn skill. This inserts the requested skill in the player's
671     * inventory. The skill field of the scroll should have the
672     * exact name of the requested skill.
673     * This one actually teaches the player the skill as something
674     * they can equip.
675     * Return 0 if the player knows the skill, 1 if the
676     * player learns the skill, 2 otherwise.
677     */
678 root 1.9
679 elmex 1.1 int
680 root 1.9 learn_skill (object *pl, object *scroll)
681     {
682     object *tmp;
683 elmex 1.1
684 root 1.9 if (!scroll->skill)
685     {
686     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
687     return 2;
688 elmex 1.1 }
689    
690 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
691     * but can't use natively.
692     */
693 elmex 1.1
694 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
695     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
696     break;
697 elmex 1.1
698 root 1.9 /* player already knows it */
699     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
700     return 0;
701 elmex 1.1
702    
703    
704 root 1.9 /* now a random change to learn, based on player Int.
705     * give bonus based on level - otherwise stupid characters
706     * might never be able to learn anything.
707     */
708     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
709     return 2; /* failure :< */
710 elmex 1.1
711 root 1.9 if (!tmp)
712     tmp = give_skill_by_name (pl, scroll->skill);
713 elmex 1.1
714 root 1.9 if (!tmp)
715     {
716     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
717     return 2;
718 elmex 1.1 }
719    
720 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
721     link_player_skills (pl);
722     return 1;
723 elmex 1.1 }
724    
725     /* Gives a percentage clipped to 0% -> 100% of a/b. */
726 root 1.9
727 elmex 1.1 /* Probably belongs in some global utils-type file? */
728 root 1.9 static int
729     clipped_percent (sint64 a, sint64 b)
730 elmex 1.1 {
731     int rv;
732    
733     if (b <= 0)
734     return 0;
735    
736 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
737    
738 elmex 1.1 if (rv < 0)
739     return 0;
740     else if (rv > 100)
741     return 100;
742 root 1.9
743 elmex 1.1 return rv;
744     }
745    
746     /* show_skills() - Meant to allow players to examine
747     * their current skill list.
748     * This shows the amount of exp they have in the skills.
749     * we also include some other non skill related info (god,
750     * max weapon improvments, item power).
751     * Note this function is a bit more complicated becauase we
752     * we want ot sort the skills before printing them. If we
753     * just dumped this as we found it, this would be a bit
754     * simpler.
755     */
756 root 1.9
757     void
758     show_skills (object *op, const char *search)
759     {
760     object *tmp = NULL;
761     char buf[MAX_BUF];
762     const char *cp;
763     int i, num_skills_found = 0;
764     static const char *const periods = "........................................";
765    
766     /* Need to have a pointer and use strdup for qsort to work properly */
767     char skills[NUM_SKILLS][MAX_BUF];
768    
769    
770     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
771     {
772     if (tmp->type == SKILL)
773     {
774     if (search && strstr (tmp->name, search) == NULL)
775     continue;
776     /* Basically want to fill this out to 40 spaces with periods */
777     sprintf (buf, "%s%s", &tmp->name, periods);
778     buf[40] = 0;
779    
780     if (settings.permanent_exp_ratio)
781     {
782     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
783     buf, tmp->level,
784     (long long) tmp->stats.exp,
785     (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
786     }
787     else
788     {
789     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
790     buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
791 root 1.5 }
792 root 1.9 /* I don't know why some characters get a bunch of skills, but
793     * it sometimes happens (maybe a leftover from bugier earlier code
794     * and those character are still about). In any case, lets handle
795     * it so it doesn't crash the server - otherwise, one character may
796     * crash the server numerous times.
797     */
798     if (num_skills_found >= NUM_SKILLS)
799     {
800     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
801     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
802     break;
803 root 1.5 }
804     }
805 elmex 1.1 }
806    
807 root 1.9 clear_win_info (op);
808     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
809     if (num_skills_found > 1)
810     qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
811 elmex 1.1
812 root 1.9 for (i = 0; i < num_skills_found; i++)
813     {
814     new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
815 elmex 1.1 }
816    
817 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
818 elmex 1.1
819 root 1.9 cp = determine_god (op);
820     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
821 elmex 1.1
822 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
823     op->contr->item_power, (int) (op->level * settings.item_power_factor));
824 elmex 1.1 }
825    
826     /* use_skill() - similar to invoke command, it executes the skill in the
827     * direction that the user is facing. Returns false if we are unable to
828     * change to the requested skill, or were unable to use the skill properly.
829     * This is tricky because skills can have spaces. We basically roll
830     * our own find_skill_by_name so we can try to do better string matching.
831     */
832    
833 root 1.9 int
834     use_skill (object *op, const char *string)
835     {
836     object *skop;
837     size_t len;
838    
839     if (!string)
840     return 0;
841    
842     for (skop = op->inv; skop != NULL; skop = skop->below)
843     {
844     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
845     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
846     break;
847     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
848     break;
849 elmex 1.1 }
850 root 1.9 if (!skop)
851     {
852     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
853     return 0;
854 elmex 1.1 }
855    
856 root 1.9 len = strlen (skop->skill);
857 elmex 1.1
858 root 1.9 /* All this logic goes and skips over the skill name to find any
859     * options given to the skill. Its pretty simple - if there
860     * are extra parameters (as deteremined by string length), we
861     * want to skip over any leading spaces.
862     */
863     if (len >= strlen (string))
864     {
865     string = NULL;
866 elmex 1.1 }
867 root 1.9 else
868     {
869     string += len;
870     while (*string == 0x20)
871     string++;
872     if (strlen (string) == 0)
873     string = NULL;
874     }
875    
876 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
877 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
878 elmex 1.1 #endif
879    
880 root 1.9 /* Change to the new skill, then execute it. */
881     if (do_skill (op, op, skop, op->facing, string))
882     return 1;
883    
884     return 0;
885 elmex 1.1 }
886    
887    
888    
889     /* This finds the best unarmed skill the player has, and returns
890     * it. Best can vary a little - we consider clawing to always
891     * be the best for dragons.
892     * This could be more intelligent, eg, look at the skill level
893     * of the skill and go from there (eg, a level 40 puncher is
894     * is probably better than level 1 karate). OTOH, if you
895     * don't bother to set up your skill properly, that is the players
896     * problem (although, it might be nice to have a preferred skill
897     * field the player can set.
898     * Unlike the old code, we don't give out any skills - it is
899     * possible you just don't have any ability to get into unarmed
900     * combat. If everyone race/class should have one, this should
901     * be handled in the starting treasurelists, not in the code.
902     */
903 root 1.9 static object *
904     find_best_player_hth_skill (object *op)
905 elmex 1.1 {
906 root 1.9 object *tmp, *best_skill = NULL;
907     int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
908 elmex 1.1
909 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
910     {
911     if (tmp->type == SKILL)
912     {
913     if (dragon && tmp->subtype == SK_CLAWING)
914     return tmp;
915    
916     /* The order in the array is preferred order. So basically,
917     * we just cut down the number to search - eg, if we find a skill
918     * early on in flame touch, then we only need to look into the unarmed_array
919     * to the entry before flame touch - don't care about the entries afterward,
920     * because they are infrerior skills.
921     * if we end up finding the best skill (i==0) might as well return
922     * right away - can't get any better than that.
923     */
924     for (i = 0; i < last_skill; i++)
925     {
926     if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
927     {
928     best_skill = tmp;
929     last_skill = i;
930     if (i == 0)
931     return best_skill;
932 root 1.5 }
933     }
934     }
935 elmex 1.1 }
936 root 1.9 return best_skill;
937 elmex 1.1 }
938    
939     /* do_skill_attack() - We have got an appropriate opponent from either
940     * move_player_attack() or skill_attack(). In this part we get on with
941     * attacking, take care of messages from the attack and changes in invisible.
942     * Returns true if the attack damaged the opponent.
943     * tmp is the targetted monster.
944     * op is what is attacking
945     * string is passed along to describe what messages to describe
946     * the damage.
947     */
948 root 1.9
949     static int
950     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
951     {
952     int success;
953    
954     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
955     return RESULT_INT (0);
956    
957     /* For Players only: if there is no ready weapon, and no "attack" skill
958     * is readied either then try to find a skill for the player to use.
959     * it is presumed that if skill is set, it is a valid attack skill (eg,
960     * the caller should have set it appropriately). We still want to pass
961     * through that code if skill is set to change to the skill.
962     */
963     if (op->type == PLAYER)
964     {
965     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
966     {
967     size_t i;
968    
969     if (!skill)
970     {
971     /* See if the players chosen skill is a combat skill, and use
972     * it if appropriate.
973     */
974     if (op->chosen_skill)
975     {
976     for (i = 0; i < sizeof (unarmed_skills); i++)
977     if (op->chosen_skill->subtype == unarmed_skills[i])
978     {
979     skill = op->chosen_skill;
980     break;
981     }
982 root 1.5 }
983 root 1.9 /* If we didn't find a skill above, look harder for a good skill */
984     if (!skill)
985     {
986     skill = find_best_player_hth_skill (op);
987    
988     if (!skill)
989     {
990     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
991     return 0;
992 root 1.5 }
993     }
994     }
995 root 1.9 if (skill != op->chosen_skill)
996     {
997     /* now try to ready the new skill */
998     if (!change_skill (op, skill, 0))
999     { /* oh oh, trouble! */
1000     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
1001     return 0;
1002 root 1.5 }
1003     }
1004 root 1.9 }
1005     else
1006     {
1007     /* Seen some crashes below where current_weapon is not set,
1008     * even though the flag says it is. So if current weapon isn't set,
1009     * do some work in trying to find the object to use.
1010     */
1011     if (!op->current_weapon)
1012     {
1013     object *tmp;
1014    
1015     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1016     for (tmp = op->inv; tmp; tmp = tmp->below)
1017     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1018     break;
1019    
1020     if (!tmp)
1021     {
1022     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1023     op->current_weapon = NULL;
1024     return 0;
1025     }
1026     else
1027     {
1028     op->current_weapon = tmp;
1029 root 1.5 }
1030     }
1031    
1032 root 1.9 /* Has ready weapon - make sure chosen_skill is set up properly */
1033     if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1034     {
1035     change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1036 root 1.5 }
1037     }
1038 elmex 1.1 }
1039    
1040 root 1.9 /* lose invisiblity/hiding status for running attacks */
1041    
1042     if (op->type == PLAYER && op->contr->tmp_invis)
1043     {
1044     op->contr->tmp_invis = 0;
1045     op->invisible = 0;
1046     op->hide = 0;
1047     update_object (op, UP_OBJ_FACE);
1048 elmex 1.1 }
1049 root 1.9
1050     success = attack_ob (tmp, op);
1051    
1052     /* print appropriate messages to the player */
1053    
1054     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1055     {
1056     if (op->type == PLAYER)
1057     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1058     else if (tmp->type == PLAYER)
1059     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1060     }
1061     return success;
1062     }
1063 elmex 1.1
1064    
1065     /* skill_attack() - Core routine for use when we attack using a skills
1066     * system. In essence, this code handles
1067     * all skill-based attacks, ie hth, missile and melee weapons should be
1068     * treated here. If an opponent is already supplied by move_player(),
1069     * we move right onto do_skill_attack(), otherwise we find if an
1070     * appropriate opponent exists.
1071     *
1072     * This is called by move_player() and attack_hth()
1073     *
1074     * Initial implementation by -bt thomas@astro.psu.edu
1075     */
1076 root 1.9
1077     int
1078     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1079     {
1080     sint16 tx, ty;
1081     mapstruct *m;
1082     int mflags;
1083    
1084     if (!dir)
1085     dir = pl->facing;
1086     tx = freearr_x[dir];
1087     ty = freearr_y[dir];
1088    
1089     /* If we don't yet have an opponent, find if one exists, and attack.
1090     * Legal opponents are the same as outlined in move_player_attack()
1091     */
1092    
1093     if (tmp == NULL)
1094     {
1095     m = pl->map;
1096     tx = pl->x + freearr_x[dir];
1097     ty = pl->y + freearr_y[dir];
1098    
1099     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1100     if (mflags & P_OUT_OF_MAP)
1101     return 0;
1102    
1103     /* space must be blocked for there to be anything interesting to do */
1104     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1105     return 0;
1106    
1107     for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1108     if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1109     {
1110     /* Don't attack party members */
1111     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1112     return 0;
1113     break;
1114     }
1115 elmex 1.1 }
1116 root 1.9 if (!tmp)
1117     {
1118     if (pl->type == PLAYER)
1119     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1120     return 0;
1121 elmex 1.1 }
1122    
1123 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1124 elmex 1.1 }
1125    
1126    
1127     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1128 root 1.9
1129 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1130     * (attack_hth) we check for weapon use, etc in the second (the new
1131     * function skill_attack() we actually attack.
1132     */
1133    
1134 root 1.9 static int
1135     attack_hth (object *pl, int dir, const char *string, object *skill)
1136     {
1137     object *enemy = NULL, *weapon;
1138 elmex 1.1
1139 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1140     for (weapon = pl->inv; weapon; weapon = weapon->below)
1141     {
1142     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1143     {
1144     CLEAR_FLAG (weapon, FLAG_APPLIED);
1145     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1146     fix_player (pl);
1147     if (pl->type == PLAYER)
1148     {
1149     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1150     esrv_update_item (UPD_FLAGS, pl, weapon);
1151     }
1152     break;
1153     }
1154     }
1155     return skill_attack (enemy, pl, dir, string, skill);
1156 elmex 1.1 }
1157    
1158    
1159     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1160     * For now we are just checking to see if we have a ready weapon here.
1161     * But there is a real neato possible feature of this scheme which
1162     * bears mentioning:
1163     * Since we are only calling this from do_skill() in the future
1164     * we may make this routine handle 'special' melee weapons attacks
1165     * (like disarming manuever with sai) based on player SK_level and
1166     * weapon type.
1167     */
1168    
1169 root 1.9 static int
1170     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1171     {
1172 elmex 1.1
1173 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1174     {
1175     if (op->type == PLAYER)
1176     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1177     return 0;
1178 elmex 1.1 }
1179 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1180 elmex 1.1
1181     }