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Revision: 1.15
Committed: Mon Dec 4 20:39:32 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +7 -14 lines
Log Message:
Remove i==0 optimisation which is wrong, as it makes clawing dependent on
the order of skills in the inventory.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copryight (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.12 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* Created July 95 to separate skill utilities from actual skills -b.t. */
25    
26     /* Reconfigured skills code to allow linking of skills to experience
27     * categories. This is done solely through the init_new_exp_system() fctn.
28     * June/July 1995 -b.t. thomas@astro.psu.edu
29     */
30    
31     /* July 1995 - Initial associated skills coding. Experience gains
32     * come solely from the use of skills. Overcoming an opponent (in combat,
33     * finding/disarming a trap, stealing from somebeing, etc) gains
34     * experience. Calc_skill_exp() handles the gained experience using
35     * modifications in the skills[] table. - b.t.
36     */
37    
38     /* define the following for skills utility debuging */
39 root 1.9
40 elmex 1.1 /* #define SKILL_UTIL_DEBUG */
41    
42     #include <global.h>
43     #include <object.h>
44     #ifndef __CEXTRACT__
45 root 1.9 # include <sproto.h>
46 elmex 1.1 #endif
47 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48 elmex 1.1 #include <spells.h>
49    
50 root 1.11 /* Table of unarmed attack skills. Terminated by -1. This
51     * is also the list that we should try to use skills when
52     * automatically applying one for the player.
53     * Note it is hardcoded in the skill_util.c that dragons always
54     * want clawing if possible.
55     */
56     static uint8 unarmed_skills[] = {
57     SK_KARATE,
58     SK_CLAWING,
59     SK_FLAME_TOUCH,
60     SK_SPARK_TOUCH,
61     SK_SHIVER,
62     SK_ACID_SPLASH,
63     SK_POISON_NAIL,
64     SK_PUNCHING,
65     (uint8)-1
66     };
67    
68 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
69     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
70 elmex 1.1
71     /* init_skills basically just sets up the skill_names table
72     * above. The index into the array is set up by the
73     * subtypes.
74     */
75 root 1.9 void
76     init_skills (void)
77     {
78     int i;
79     archetype *at;
80    
81     for (at = first_archetype; at != NULL; at = at->next)
82 root 1.10 if (at->clone.type == SKILL)
83     {
84     if (skill_names[at->clone.subtype] != NULL)
85     LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
86     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
87     else
88     skill_names[at->clone.subtype] = at->clone.skill;
89     }
90 elmex 1.1
91 root 1.9 /* This isn't really an error if there is no skill subtype set, but
92     * checking for this may catch some user errors.
93     */
94     for (i = 1; i < NUM_SKILLS; i++)
95     {
96     if (!skill_names[i])
97     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
98 elmex 1.1 }
99     }
100    
101    
102     /* This function goes through the player inventory and sets
103     * up the last_skills[] array in the player object.
104     * the last_skills[] is used to more quickly lookup skills -
105     * mostly used for sending exp.
106     */
107 root 1.9 void
108     link_player_skills (object *op)
109 elmex 1.1 {
110 root 1.9 object *tmp;
111 elmex 1.1
112 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
113     {
114     if (tmp->type == SKILL)
115     {
116     /* This is really a warning, hence no else below */
117     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
118     {
119     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
120     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
121 root 1.5 }
122 root 1.9 if (tmp->subtype >= NUM_SKILLS)
123     {
124     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
125     }
126     else
127     {
128     op->contr->last_skill_ob[tmp->subtype] = tmp;
129     op->contr->last_skill_exp[tmp->subtype] = -1;
130 root 1.5 }
131     }
132 elmex 1.1 }
133     }
134    
135     /* This returns the skill pointer of the given name (the
136     * one that accumlates exp, has the level, etc).
137     *
138     * It is presumed that the player will be needing to actually
139     * use the skill, so thus if use of the skill requires a skill
140     * tool, this code will equip it.
141     */
142 root 1.9 object *
143     find_skill_by_name (object *who, const char *name)
144 elmex 1.1 {
145 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
146 elmex 1.1
147 root 1.9 if (!name)
148     return NULL;
149 elmex 1.1
150 root 1.9 /* We make sure the length of the string in the object is greater
151     * in length than the passed string. Eg, if we have a skill called
152     * 'hi', we don't want to match if the user passed 'high'
153     */
154     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
155     {
156     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
157     skill = tmp;
158    
159     /* Try to find appropriate skilltool. If the player has one already
160     * applied, we try to keep using that one.
161     */
162     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
163     {
164     if (QUERY_FLAG (tmp, FLAG_APPLIED))
165     skill_tool = tmp;
166     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
167     skill_tool = tmp;
168 root 1.5 }
169 elmex 1.1 }
170 root 1.9 /* If this is a skill that can be used without a tool, return it */
171     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
172     return skill;
173    
174     /* Player has a tool to use the skill. IF not applied, apply it -
175     * if not successful, return null. If they do have the skill tool
176     * but not the skill itself, give it to them.
177     */
178     if (skill_tool)
179     {
180     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
181     {
182     if (apply_special (who, skill_tool, 0))
183     return NULL;
184 root 1.5 }
185 root 1.9 if (!skill)
186     {
187     skill = give_skill_by_name (who, skill_tool->skill);
188     link_player_skills (who);
189 root 1.5 }
190 root 1.9 return skill;
191 elmex 1.1 }
192 root 1.9 return NULL;
193 elmex 1.1 }
194    
195    
196     /* This returns the skill pointer of the given name (the
197     * one that accumlates exp, has the level, etc).
198     *
199     * It is presumed that the player will be needing to actually
200     * use the skill, so thus if use of the skill requires a skill
201     * tool, this code will equip it.
202     *
203     * This code is basically the same as find_skill_by_name() above,
204     * but instead a skill name, we search by matching number.
205     * this replaces find_skill.
206     */
207 root 1.9 object *
208     find_skill_by_number (object *who, int skillno)
209 elmex 1.1 {
210 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
211 elmex 1.1
212 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
213     return NULL;
214 elmex 1.1
215 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
216     {
217     if (tmp->type == SKILL && tmp->subtype == skillno)
218     skill = tmp;
219 elmex 1.1
220 root 1.9 /* Try to find appropriate skilltool. If the player has one already
221     * applied, we try to keep using that one.
222     */
223     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
224     {
225     if (QUERY_FLAG (tmp, FLAG_APPLIED))
226     skill_tool = tmp;
227     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
228     skill_tool = tmp;
229 root 1.5 }
230 elmex 1.1 }
231 root 1.9 /* If this is a skill that can be used without a tool, return it */
232     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
233     return skill;
234    
235     /* Player has a tool to use the skill. IF not applied, apply it -
236     * if not successful, return null. If they do have the skill tool
237     * but not the skill itself, give it to them.
238     */
239     if (skill_tool)
240     {
241     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
242     {
243     if (apply_special (who, skill_tool, 0))
244     return NULL;
245 root 1.5 }
246 root 1.9 if (!skill)
247     {
248     skill = give_skill_by_name (who, skill_tool->skill);
249     link_player_skills (who);
250 root 1.5 }
251 root 1.9 return skill;
252 elmex 1.1 }
253 root 1.9 return NULL;
254 elmex 1.1 }
255    
256     /* This changes the objects skill to new_skill.
257     * note that this function doesn't always need to get used -
258     * you can now add skill exp to the player without the chosen_skill being
259     * set. This function is of most interest to players to update
260     * the various range information.
261     * if new_skill is null, this just unapplies the skill.
262     * flag has the current meaning:
263     * 0x1: If set, don't update the range pointer. This is useful when we
264     * need to ready a new skill, but don't want to clobber range.
265     * return 1 on success, 0 on error
266     */
267    
268 root 1.9 int
269     change_skill (object *who, object *new_skill, int flag)
270 elmex 1.1 {
271 root 1.9 int old_range;
272 elmex 1.1
273 root 1.9 if (who->type != PLAYER)
274     return 0;
275    
276     old_range = who->contr->shoottype;
277 elmex 1.1
278 root 1.9 if (who->chosen_skill && who->chosen_skill == new_skill)
279 elmex 1.1 {
280 root 1.9 /* optimization for changing skill to current skill */
281     if (who->type == PLAYER && !(flag & 0x1))
282     who->contr->shoottype = range_skill;
283     return 1;
284 elmex 1.1 }
285    
286 root 1.9 if (!new_skill || who->chosen_skill)
287     if (who->chosen_skill)
288     apply_special (who, who->chosen_skill, AP_UNAPPLY);
289 elmex 1.1
290 root 1.9 /* Only goal in this case was to unapply a skill */
291     if (!new_skill)
292     return 0;
293 elmex 1.1
294 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
295     {
296     return 0;
297 elmex 1.1 }
298 root 1.9 if (flag & 0x1)
299     who->contr->shoottype = (rangetype) old_range;
300 elmex 1.1
301 root 1.9 return 1;
302 elmex 1.1 }
303    
304     /* This function just clears the chosen_skill and range_skill values
305     * inthe player.
306     */
307 root 1.9 void
308     clear_skill (object *who)
309 elmex 1.1 {
310 root 1.9 who->chosen_skill = NULL;
311     CLEAR_FLAG (who, FLAG_READY_SKILL);
312     if (who->type == PLAYER)
313     {
314     who->contr->ranges[range_skill] = NULL;
315     if (who->contr->shoottype == range_skill)
316     who->contr->shoottype = range_none;
317 elmex 1.1 }
318     }
319    
320     /* do_skill() - Main skills use function-similar in scope to cast_spell().
321     * We handle all requests for skill use outside of some combat here.
322     * We require a separate routine outside of fire() so as to allow monsters
323     * to utilize skills. Returns 1 on use of skill, otherwise 0.
324     * This is changed (2002-11-30) from the old method that returned
325     * exp - no caller needed that info, but it also prevented the callers
326     * from know if a skill was actually used, as many skills don't
327     * give any exp for their direct use (eg, throwing).
328     * It returns 0 if no skill was used.
329     */
330    
331 root 1.9 int
332     do_skill (object *op, object *part, object *skill, int dir, const char *string)
333     {
334     int success = 0, exp = 0;
335     int did_alc = 0;
336     object *tmp, *next;
337    
338     if (!skill)
339     return 0;
340    
341     /* The code below presumes that the skill points to the object that
342     * holds the exp, level, etc of the skill. So if this is a player
343     * go and try to find the actual real skill pointer, and if the
344     * the player doesn't have a bucket for that, create one.
345     */
346     if (skill->type != SKILL && op->type == PLAYER)
347     {
348     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
349     {
350     if (tmp->type == SKILL && tmp->skill == skill->skill)
351     break;
352 root 1.5 }
353 root 1.9 if (!tmp)
354     tmp = give_skill_by_name (op, skill->skill);
355     skill = tmp;
356 elmex 1.1 }
357    
358 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
359     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
360     return 0;
361 elmex 1.1
362 root 1.9 switch (skill->subtype)
363     {
364 root 1.5 case SK_LEVITATION:
365 root 1.9 /* Not 100% sure if this will work with new movement code -
366     * the levitation skill has move_type for flying, so when
367     * equipped, that should transfer to player, when not,
368     * shouldn't.
369     */
370     if (QUERY_FLAG (skill, FLAG_APPLIED))
371     {
372     CLEAR_FLAG (skill, FLAG_APPLIED);
373     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
374 root 1.5 }
375 root 1.9 else
376     {
377     SET_FLAG (skill, FLAG_APPLIED);
378     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
379 root 1.5 }
380 root 1.9 fix_player (op);
381     success = 1;
382     break;
383 root 1.5
384     case SK_STEALING:
385 root 1.9 exp = success = steal (op, dir, skill);
386     break;
387 root 1.5
388     case SK_LOCKPICKING:
389 root 1.9 exp = success = pick_lock (op, dir, skill);
390     break;
391 root 1.5
392     case SK_HIDING:
393 root 1.9 exp = success = hide (op, skill);
394     break;
395 root 1.5
396     case SK_JUMPING:
397 root 1.9 success = jump (op, dir, skill);
398     break;
399 root 1.5
400     case SK_INSCRIPTION:
401 root 1.9 exp = success = write_on_item (op, string, skill);
402     break;
403 root 1.5
404     case SK_MEDITATION:
405 root 1.9 meditate (op, skill);
406     success = 1;
407     break;
408     /* note that the following 'attack' skills gain exp through hit_player() */
409 root 1.5
410     case SK_KARATE:
411 root 1.9 (void) attack_hth (op, dir, "karate-chopped", skill);
412     break;
413 root 1.5
414     case SK_PUNCHING:
415 root 1.9 (void) attack_hth (op, dir, "punched", skill);
416     break;
417 root 1.5
418     case SK_FLAME_TOUCH:
419 root 1.9 (void) attack_hth (op, dir, "flamed", skill);
420     break;
421 elmex 1.1
422     case SK_SPARK_TOUCH:
423 root 1.9 (void) attack_hth (op, dir, "zapped", skill);
424     break;
425 elmex 1.1
426     case SK_SHIVER:
427 root 1.9 (void) attack_hth (op, dir, "froze", skill);
428     break;
429 elmex 1.1
430     case SK_ACID_SPLASH:
431 root 1.9 (void) attack_hth (op, dir, "dissolved", skill);
432     break;
433 elmex 1.1
434     case SK_POISON_NAIL:
435 root 1.9 (void) attack_hth (op, dir, "injected poison into", skill);
436     break;
437 elmex 1.1
438 root 1.5 case SK_CLAWING:
439 root 1.9 (void) attack_hth (op, dir, "clawed", skill);
440     break;
441 root 1.5
442     case SK_ONE_HANDED_WEAPON:
443     case SK_TWO_HANDED_WEAPON:
444 root 1.9 (void) attack_melee_weapon (op, dir, NULL, skill);
445     break;
446 root 1.5
447     case SK_FIND_TRAPS:
448 root 1.9 exp = success = find_traps (op, skill);
449     break;
450 root 1.5
451     case SK_SINGING:
452 root 1.9 exp = success = singing (op, dir, skill);
453     break;
454 root 1.5
455     case SK_ORATORY:
456 root 1.9 exp = success = use_oratory (op, dir, skill);
457     break;
458 root 1.5
459     case SK_SMITHERY:
460     case SK_BOWYER:
461     case SK_JEWELER:
462     case SK_ALCHEMY:
463     case SK_THAUMATURGY:
464     case SK_LITERACY:
465     case SK_WOODSMAN:
466 root 1.9 /* first, we try to find a cauldron, and do the alchemy thing.
467     * failing that, we go and identify stuff.
468     */
469     for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
470     {
471     next = tmp->above;
472     if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
473     {
474     attempt_do_alchemy (op, tmp);
475     if (QUERY_FLAG (tmp, FLAG_APPLIED))
476     esrv_send_inventory (op, tmp);
477     did_alc = 1;
478 root 1.5 }
479     }
480 root 1.9 if (did_alc == 0)
481     exp = success = skill_ident (op, skill);
482     break;
483 root 1.5
484     case SK_DET_MAGIC:
485     case SK_DET_CURSE:
486 root 1.9 exp = success = skill_ident (op, skill);
487     break;
488 root 1.5
489     case SK_DISARM_TRAPS:
490 root 1.9 exp = success = remove_trap (op, dir, skill);
491     break;
492 root 1.5
493     case SK_THROWING:
494 root 1.9 success = skill_throw (op, part, dir, string, skill);
495     break;
496 root 1.5
497     case SK_SET_TRAP:
498 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
499     break;
500 root 1.5
501     case SK_USE_MAGIC_ITEM:
502     case SK_MISSILE_WEAPON:
503 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
504     break;
505 root 1.5
506     case SK_PRAYING:
507 root 1.9 success = pray (op, skill);
508     break;
509 root 1.5
510     case SK_BARGAINING:
511 root 1.9 success = describe_shop (op);
512     break;
513 elmex 1.1
514 root 1.5 case SK_SORCERY:
515     case SK_EVOCATION:
516     case SK_PYROMANCY:
517     case SK_SUMMONING:
518     case SK_CLIMBING:
519 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
520     break;
521 root 1.5
522     default:
523 root 1.9 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
524     break;
525 elmex 1.1 }
526    
527 root 1.9 /* For players we now update the speed_left from using the skill.
528     * Monsters have no skill use time because of the random nature in
529     * which use_monster_skill is called already simulates this.
530     * If certain skills should take more/less time, that should be
531     * in the code for the skill itself.
532     */
533    
534     if (op->type == PLAYER)
535     op->speed_left -= 1.0;
536    
537     /* this is a good place to add experience for successfull use of skills.
538     * Note that add_exp() will figure out player/monster experience
539     * gain problems.
540     */
541    
542     if (success && exp)
543     change_exp (op, exp, skill->skill, 0);
544    
545     return success;
546 elmex 1.1 }
547    
548     /* calc_skill_exp() - calculates amount of experience can be gained for
549     * successfull use of a skill. Returns value of experience gain.
550     * Here we take the view that a player must 'overcome an opponent'
551     * in order to gain experience. Examples include foes killed combat,
552     * finding/disarming a trap, stealing from somebeing, etc.
553     * The gained experience is based primarily on the difference in levels,
554     * exp point value of vanquished foe, the relevent stats of the skill being
555     * used and modifications in the skills[] table.
556     *
557     * For now, monsters and players will be treated differently. Below I give
558     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
559     * Monsters just get 10% of the exp of the opponent.
560     *
561     * players get a ratio, eg, opponent lvl / player level. This is then
562     * multiplied by various things. If simple exp is true, then
563     * this multiplier, include the level difference, is always 1.
564     * This revised method prevents some cases where there are big gaps
565     * in the amount you get just because you are now equal level vs lower
566     * level
567     * who is player/creature that used the skill.
568     * op is the object that was 'defeated'.
569     * skill is the skill used. If no skill is used, it should just
570     * point back to who.
571     *
572     */
573    
574 root 1.9 int
575     calc_skill_exp (object *who, object *op, object *skill)
576     {
577     int op_exp = 0, op_lvl = 0;
578     float base, value, lvl_mult = 0.0;
579    
580     if (!skill)
581     skill = who;
582    
583     /* Oct 95 - where we have an object, I expanded our treatment
584     * to 3 cases:
585     * non-living magic obj, runes and everything else.
586     *
587     * If an object is not alive and magical we set the base exp higher to
588     * help out exp awards for skill_ident skills. Also, if
589     * an item is type RUNE, we give out exp based on stats.Cha
590     * and level (this was the old system) -b.t.
591     */
592    
593     if (!op)
594     { /* no item/creature */
595     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
596     op_exp = 0;
597     }
598     else if (op->type == RUNE || op->type == TRAP)
599     { /* all traps. If stats.Cha > 1 we use that
600 root 1.5 * for the amount of experience */
601 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
602     op_lvl = op->level;
603     }
604     else
605     { /* all other items/living creatures */
606     op_exp = op->stats.exp;
607     op_lvl = op->level;
608     if (!QUERY_FLAG (op, FLAG_ALIVE))
609     { /* for ident/make items */
610     op_lvl += 5 * abs (op->magic);
611     }
612     }
613    
614     if (op_lvl < 1)
615     op_lvl = 1;
616    
617     if (who->type != PLAYER)
618     { /* for monsters only */
619     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
620     }
621     else
622     { /* for players */
623     base = op_exp;
624     /* if skill really is a skill, then we can look at the skill archetype for
625     * bse reward value (exp) and level multiplier factor.
626     */
627     if (skill->type == SKILL)
628     {
629     base += skill->arch->clone.stats.exp;
630     if (settings.simple_exp)
631     {
632     if (skill->arch->clone.level)
633     lvl_mult = (float) skill->arch->clone.level / 100.0;
634     else
635     lvl_mult = 1.0; /* no adjustment */
636 root 1.5 }
637 root 1.9 else
638     {
639     if (skill->level)
640     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
641     else
642     lvl_mult = 1.0;
643 root 1.5 }
644 root 1.9 }
645     else
646     {
647     /* Don't divide by zero here! */
648     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
649 root 1.5 }
650 elmex 1.1 }
651 root 1.9
652     /* assemble the exp total, and return value */
653    
654     value = base * lvl_mult;
655     if (value < 1)
656     value = 1; /* Always give at least 1 exp point */
657    
658 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
659 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);
660 elmex 1.1 #endif
661 root 1.9 return ((int) value);
662 elmex 1.1 }
663    
664     /* Learn skill. This inserts the requested skill in the player's
665     * inventory. The skill field of the scroll should have the
666     * exact name of the requested skill.
667     * This one actually teaches the player the skill as something
668     * they can equip.
669     * Return 0 if the player knows the skill, 1 if the
670     * player learns the skill, 2 otherwise.
671     */
672 root 1.9
673 elmex 1.1 int
674 root 1.9 learn_skill (object *pl, object *scroll)
675     {
676     object *tmp;
677 elmex 1.1
678 root 1.9 if (!scroll->skill)
679     {
680     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
681     return 2;
682 elmex 1.1 }
683    
684 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
685     * but can't use natively.
686     */
687 elmex 1.1
688 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
689     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
690     break;
691 elmex 1.1
692 root 1.9 /* player already knows it */
693     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
694     return 0;
695 elmex 1.1
696 root 1.9 /* now a random change to learn, based on player Int.
697     * give bonus based on level - otherwise stupid characters
698     * might never be able to learn anything.
699     */
700     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
701     return 2; /* failure :< */
702 elmex 1.1
703 root 1.9 if (!tmp)
704     tmp = give_skill_by_name (pl, scroll->skill);
705 elmex 1.1
706 root 1.9 if (!tmp)
707     {
708     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
709     return 2;
710 elmex 1.1 }
711    
712 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
713     link_player_skills (pl);
714     return 1;
715 elmex 1.1 }
716    
717     /* Gives a percentage clipped to 0% -> 100% of a/b. */
718 root 1.9
719 elmex 1.1 /* Probably belongs in some global utils-type file? */
720 root 1.9 static int
721     clipped_percent (sint64 a, sint64 b)
722 elmex 1.1 {
723     int rv;
724    
725     if (b <= 0)
726     return 0;
727    
728 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
729    
730 elmex 1.1 if (rv < 0)
731     return 0;
732     else if (rv > 100)
733     return 100;
734 root 1.9
735 elmex 1.1 return rv;
736     }
737    
738     /* show_skills() - Meant to allow players to examine
739     * their current skill list.
740     * This shows the amount of exp they have in the skills.
741     * we also include some other non skill related info (god,
742     * max weapon improvments, item power).
743     * Note this function is a bit more complicated becauase we
744     * we want ot sort the skills before printing them. If we
745     * just dumped this as we found it, this would be a bit
746     * simpler.
747     */
748 root 1.9
749     void
750     show_skills (object *op, const char *search)
751     {
752     object *tmp = NULL;
753     char buf[MAX_BUF];
754     const char *cp;
755     int i, num_skills_found = 0;
756     static const char *const periods = "........................................";
757    
758     /* Need to have a pointer and use strdup for qsort to work properly */
759     char skills[NUM_SKILLS][MAX_BUF];
760    
761    
762     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
763     {
764     if (tmp->type == SKILL)
765     {
766     if (search && strstr (tmp->name, search) == NULL)
767     continue;
768     /* Basically want to fill this out to 40 spaces with periods */
769     sprintf (buf, "%s%s", &tmp->name, periods);
770     buf[40] = 0;
771    
772     if (settings.permanent_exp_ratio)
773     {
774     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
775     buf, tmp->level,
776     (long long) tmp->stats.exp,
777     (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778     }
779     else
780     {
781     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
782     buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
783 root 1.5 }
784 root 1.9 /* I don't know why some characters get a bunch of skills, but
785     * it sometimes happens (maybe a leftover from bugier earlier code
786     * and those character are still about). In any case, lets handle
787     * it so it doesn't crash the server - otherwise, one character may
788     * crash the server numerous times.
789     */
790     if (num_skills_found >= NUM_SKILLS)
791     {
792     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
793     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
794     break;
795 root 1.5 }
796     }
797 elmex 1.1 }
798    
799 root 1.9 clear_win_info (op);
800     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801     if (num_skills_found > 1)
802     qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
803 elmex 1.1
804 root 1.9 for (i = 0; i < num_skills_found; i++)
805     {
806     new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 elmex 1.1 }
808    
809 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
810 elmex 1.1
811 root 1.9 cp = determine_god (op);
812     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
813 elmex 1.1
814 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
815     op->contr->item_power, (int) (op->level * settings.item_power_factor));
816 elmex 1.1 }
817    
818     /* use_skill() - similar to invoke command, it executes the skill in the
819     * direction that the user is facing. Returns false if we are unable to
820     * change to the requested skill, or were unable to use the skill properly.
821     * This is tricky because skills can have spaces. We basically roll
822     * our own find_skill_by_name so we can try to do better string matching.
823     */
824    
825 root 1.9 int
826     use_skill (object *op, const char *string)
827     {
828     object *skop;
829     size_t len;
830    
831     if (!string)
832     return 0;
833    
834     for (skop = op->inv; skop != NULL; skop = skop->below)
835     {
836     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
837     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
838     break;
839     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
840     break;
841 elmex 1.1 }
842 root 1.9 if (!skop)
843     {
844     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
845     return 0;
846 elmex 1.1 }
847    
848 root 1.9 len = strlen (skop->skill);
849 elmex 1.1
850 root 1.9 /* All this logic goes and skips over the skill name to find any
851     * options given to the skill. Its pretty simple - if there
852     * are extra parameters (as deteremined by string length), we
853     * want to skip over any leading spaces.
854     */
855     if (len >= strlen (string))
856     {
857     string = NULL;
858 elmex 1.1 }
859 root 1.9 else
860     {
861     string += len;
862     while (*string == 0x20)
863     string++;
864     if (strlen (string) == 0)
865     string = NULL;
866     }
867    
868 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
869 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
870 elmex 1.1 #endif
871    
872 root 1.9 /* Change to the new skill, then execute it. */
873     if (do_skill (op, op, skop, op->facing, string))
874     return 1;
875    
876     return 0;
877 elmex 1.1 }
878    
879     /* This finds the best unarmed skill the player has, and returns
880     * it. Best can vary a little - we consider clawing to always
881     * be the best for dragons.
882     * This could be more intelligent, eg, look at the skill level
883     * of the skill and go from there (eg, a level 40 puncher is
884     * is probably better than level 1 karate). OTOH, if you
885     * don't bother to set up your skill properly, that is the players
886     * problem (although, it might be nice to have a preferred skill
887     * field the player can set.
888     * Unlike the old code, we don't give out any skills - it is
889     * possible you just don't have any ability to get into unarmed
890     * combat. If everyone race/class should have one, this should
891     * be handled in the starting treasurelists, not in the code.
892     */
893 root 1.9 static object *
894     find_best_player_hth_skill (object *op)
895 elmex 1.1 {
896 root 1.9 object *tmp, *best_skill = NULL;
897     int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
898 elmex 1.1
899 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
900     {
901     if (tmp->type == SKILL)
902     {
903     if (dragon && tmp->subtype == SK_CLAWING)
904     return tmp;
905    
906     /* The order in the array is preferred order. So basically,
907     * we just cut down the number to search - eg, if we find a skill
908     * early on in flame touch, then we only need to look into the unarmed_array
909     * to the entry before flame touch - don't care about the entries afterward,
910 root 1.15 * because they are inferior skills.
911 root 1.9 */
912     for (i = 0; i < last_skill; i++)
913 root 1.15 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
914     {
915     best_skill = tmp;
916     last_skill = i;
917     }
918 root 1.5 }
919 elmex 1.1 }
920 root 1.15
921 root 1.9 return best_skill;
922 elmex 1.1 }
923    
924     /* do_skill_attack() - We have got an appropriate opponent from either
925     * move_player_attack() or skill_attack(). In this part we get on with
926     * attacking, take care of messages from the attack and changes in invisible.
927     * Returns true if the attack damaged the opponent.
928     * tmp is the targetted monster.
929     * op is what is attacking
930     * string is passed along to describe what messages to describe
931     * the damage.
932     */
933 root 1.9
934     static int
935     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
936     {
937     int success;
938    
939     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
940     return RESULT_INT (0);
941    
942     /* For Players only: if there is no ready weapon, and no "attack" skill
943     * is readied either then try to find a skill for the player to use.
944     * it is presumed that if skill is set, it is a valid attack skill (eg,
945     * the caller should have set it appropriately). We still want to pass
946     * through that code if skill is set to change to the skill.
947     */
948     if (op->type == PLAYER)
949     {
950     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
951     {
952     size_t i;
953    
954     if (!skill)
955     {
956     /* See if the players chosen skill is a combat skill, and use
957     * it if appropriate.
958     */
959     if (op->chosen_skill)
960     {
961     for (i = 0; i < sizeof (unarmed_skills); i++)
962     if (op->chosen_skill->subtype == unarmed_skills[i])
963     {
964     skill = op->chosen_skill;
965     break;
966     }
967 root 1.5 }
968 root 1.9 /* If we didn't find a skill above, look harder for a good skill */
969     if (!skill)
970     {
971     skill = find_best_player_hth_skill (op);
972    
973     if (!skill)
974     {
975     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
976     return 0;
977 root 1.5 }
978     }
979     }
980 root 1.9 if (skill != op->chosen_skill)
981     {
982     /* now try to ready the new skill */
983     if (!change_skill (op, skill, 0))
984     { /* oh oh, trouble! */
985     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
986     return 0;
987 root 1.5 }
988     }
989 root 1.9 }
990     else
991     {
992     /* Seen some crashes below where current_weapon is not set,
993     * even though the flag says it is. So if current weapon isn't set,
994     * do some work in trying to find the object to use.
995     */
996     if (!op->current_weapon)
997     {
998     object *tmp;
999    
1000     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1001     for (tmp = op->inv; tmp; tmp = tmp->below)
1002     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1003     break;
1004    
1005     if (!tmp)
1006     {
1007     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1008     op->current_weapon = NULL;
1009     return 0;
1010     }
1011     else
1012     {
1013     op->current_weapon = tmp;
1014 root 1.5 }
1015     }
1016    
1017 root 1.9 /* Has ready weapon - make sure chosen_skill is set up properly */
1018     if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1019     {
1020     change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1021 root 1.5 }
1022     }
1023 elmex 1.1 }
1024    
1025 root 1.9 /* lose invisiblity/hiding status for running attacks */
1026    
1027     if (op->type == PLAYER && op->contr->tmp_invis)
1028     {
1029     op->contr->tmp_invis = 0;
1030     op->invisible = 0;
1031     op->hide = 0;
1032     update_object (op, UP_OBJ_FACE);
1033 elmex 1.1 }
1034 root 1.9
1035     success = attack_ob (tmp, op);
1036    
1037     /* print appropriate messages to the player */
1038    
1039     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1040     {
1041     if (op->type == PLAYER)
1042     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1043     else if (tmp->type == PLAYER)
1044     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1045     }
1046     return success;
1047     }
1048 elmex 1.1
1049    
1050     /* skill_attack() - Core routine for use when we attack using a skills
1051     * system. In essence, this code handles
1052     * all skill-based attacks, ie hth, missile and melee weapons should be
1053     * treated here. If an opponent is already supplied by move_player(),
1054     * we move right onto do_skill_attack(), otherwise we find if an
1055     * appropriate opponent exists.
1056     *
1057     * This is called by move_player() and attack_hth()
1058     *
1059     * Initial implementation by -bt thomas@astro.psu.edu
1060     */
1061 root 1.9
1062     int
1063     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1064     {
1065     sint16 tx, ty;
1066 root 1.13 maptile *m;
1067 root 1.9 int mflags;
1068    
1069     if (!dir)
1070     dir = pl->facing;
1071     tx = freearr_x[dir];
1072     ty = freearr_y[dir];
1073    
1074     /* If we don't yet have an opponent, find if one exists, and attack.
1075     * Legal opponents are the same as outlined in move_player_attack()
1076     */
1077    
1078     if (tmp == NULL)
1079     {
1080     m = pl->map;
1081     tx = pl->x + freearr_x[dir];
1082     ty = pl->y + freearr_y[dir];
1083    
1084     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1085     if (mflags & P_OUT_OF_MAP)
1086     return 0;
1087    
1088     /* space must be blocked for there to be anything interesting to do */
1089     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1090     return 0;
1091    
1092     for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1093     if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1094     {
1095     /* Don't attack party members */
1096     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1097     return 0;
1098     break;
1099     }
1100 elmex 1.1 }
1101 root 1.9 if (!tmp)
1102     {
1103     if (pl->type == PLAYER)
1104     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1105     return 0;
1106 elmex 1.1 }
1107    
1108 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1109 elmex 1.1 }
1110    
1111    
1112     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1113 root 1.9
1114 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1115     * (attack_hth) we check for weapon use, etc in the second (the new
1116     * function skill_attack() we actually attack.
1117     */
1118    
1119 root 1.9 static int
1120     attack_hth (object *pl, int dir, const char *string, object *skill)
1121     {
1122     object *enemy = NULL, *weapon;
1123 elmex 1.1
1124 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1125     for (weapon = pl->inv; weapon; weapon = weapon->below)
1126     {
1127     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1128     {
1129     CLEAR_FLAG (weapon, FLAG_APPLIED);
1130     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1131     fix_player (pl);
1132     if (pl->type == PLAYER)
1133     {
1134     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1135     esrv_update_item (UPD_FLAGS, pl, weapon);
1136     }
1137     break;
1138     }
1139     }
1140     return skill_attack (enemy, pl, dir, string, skill);
1141 elmex 1.1 }
1142    
1143    
1144     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1145     * For now we are just checking to see if we have a ready weapon here.
1146     * But there is a real neato possible feature of this scheme which
1147     * bears mentioning:
1148     * Since we are only calling this from do_skill() in the future
1149     * we may make this routine handle 'special' melee weapons attacks
1150     * (like disarming manuever with sai) based on player SK_level and
1151     * weapon type.
1152     */
1153    
1154 root 1.9 static int
1155     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1156     {
1157 elmex 1.1
1158 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1159     {
1160     if (op->type == PLAYER)
1161     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1162     return 0;
1163 elmex 1.1 }
1164 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1165 elmex 1.1
1166     }