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Revision: 1.17
Committed: Mon Dec 11 02:54:57 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +5 -0 lines
Log Message:
- rename $uptime to $UPTIME
- hopefully force alchemy to use one second delay

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     */
54     static uint8 unarmed_skills[] = {
55     SK_KARATE,
56     SK_CLAWING,
57     SK_FLAME_TOUCH,
58     SK_SPARK_TOUCH,
59     SK_SHIVER,
60     SK_ACID_SPLASH,
61     SK_POISON_NAIL,
62     SK_PUNCHING,
63     (uint8)-1
64     };
65    
66 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
67     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
68 elmex 1.1
69     /* init_skills basically just sets up the skill_names table
70     * above. The index into the array is set up by the
71     * subtypes.
72     */
73 root 1.9 void
74     init_skills (void)
75     {
76     int i;
77     archetype *at;
78    
79     for (at = first_archetype; at != NULL; at = at->next)
80 root 1.10 if (at->clone.type == SKILL)
81     {
82     if (skill_names[at->clone.subtype] != NULL)
83     LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
84     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
85     else
86     skill_names[at->clone.subtype] = at->clone.skill;
87     }
88 elmex 1.1
89 root 1.9 /* This isn't really an error if there is no skill subtype set, but
90     * checking for this may catch some user errors.
91     */
92     for (i = 1; i < NUM_SKILLS; i++)
93     {
94     if (!skill_names[i])
95     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 elmex 1.1 }
97     }
98    
99    
100     /* This function goes through the player inventory and sets
101     * up the last_skills[] array in the player object.
102     * the last_skills[] is used to more quickly lookup skills -
103     * mostly used for sending exp.
104     */
105 root 1.9 void
106     link_player_skills (object *op)
107 elmex 1.1 {
108 root 1.9 object *tmp;
109 elmex 1.1
110 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
111     {
112     if (tmp->type == SKILL)
113     {
114     /* This is really a warning, hence no else below */
115     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
116     {
117     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
119 root 1.5 }
120 root 1.9 if (tmp->subtype >= NUM_SKILLS)
121     {
122     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123     }
124     else
125     {
126     op->contr->last_skill_ob[tmp->subtype] = tmp;
127     op->contr->last_skill_exp[tmp->subtype] = -1;
128 root 1.5 }
129     }
130 elmex 1.1 }
131     }
132    
133     /* This returns the skill pointer of the given name (the
134     * one that accumlates exp, has the level, etc).
135     *
136     * It is presumed that the player will be needing to actually
137     * use the skill, so thus if use of the skill requires a skill
138     * tool, this code will equip it.
139     */
140 root 1.9 object *
141     find_skill_by_name (object *who, const char *name)
142 elmex 1.1 {
143 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
144 elmex 1.1
145 root 1.9 if (!name)
146     return NULL;
147 elmex 1.1
148 root 1.9 /* We make sure the length of the string in the object is greater
149     * in length than the passed string. Eg, if we have a skill called
150     * 'hi', we don't want to match if the user passed 'high'
151     */
152     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
153     {
154     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
155     skill = tmp;
156    
157     /* Try to find appropriate skilltool. If the player has one already
158     * applied, we try to keep using that one.
159     */
160     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
161     {
162     if (QUERY_FLAG (tmp, FLAG_APPLIED))
163     skill_tool = tmp;
164     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165     skill_tool = tmp;
166 root 1.5 }
167 elmex 1.1 }
168 root 1.9 /* If this is a skill that can be used without a tool, return it */
169     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170     return skill;
171    
172     /* Player has a tool to use the skill. IF not applied, apply it -
173     * if not successful, return null. If they do have the skill tool
174     * but not the skill itself, give it to them.
175     */
176     if (skill_tool)
177     {
178     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179     {
180     if (apply_special (who, skill_tool, 0))
181     return NULL;
182 root 1.5 }
183 root 1.9 if (!skill)
184     {
185     skill = give_skill_by_name (who, skill_tool->skill);
186     link_player_skills (who);
187 root 1.5 }
188 root 1.9 return skill;
189 elmex 1.1 }
190 root 1.9 return NULL;
191 elmex 1.1 }
192    
193    
194     /* This returns the skill pointer of the given name (the
195     * one that accumlates exp, has the level, etc).
196     *
197     * It is presumed that the player will be needing to actually
198     * use the skill, so thus if use of the skill requires a skill
199     * tool, this code will equip it.
200     *
201     * This code is basically the same as find_skill_by_name() above,
202     * but instead a skill name, we search by matching number.
203     * this replaces find_skill.
204     */
205 root 1.9 object *
206     find_skill_by_number (object *who, int skillno)
207 elmex 1.1 {
208 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
209 elmex 1.1
210 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
211     return NULL;
212 elmex 1.1
213 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
214     {
215     if (tmp->type == SKILL && tmp->subtype == skillno)
216     skill = tmp;
217 elmex 1.1
218 root 1.9 /* Try to find appropriate skilltool. If the player has one already
219     * applied, we try to keep using that one.
220     */
221     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222     {
223     if (QUERY_FLAG (tmp, FLAG_APPLIED))
224     skill_tool = tmp;
225     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226     skill_tool = tmp;
227 root 1.5 }
228 elmex 1.1 }
229 root 1.9 /* If this is a skill that can be used without a tool, return it */
230     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231     return skill;
232    
233     /* Player has a tool to use the skill. IF not applied, apply it -
234     * if not successful, return null. If they do have the skill tool
235     * but not the skill itself, give it to them.
236     */
237     if (skill_tool)
238     {
239     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240     {
241     if (apply_special (who, skill_tool, 0))
242     return NULL;
243 root 1.5 }
244 root 1.16
245 root 1.9 if (!skill)
246     {
247     skill = give_skill_by_name (who, skill_tool->skill);
248     link_player_skills (who);
249 root 1.5 }
250 root 1.16
251 root 1.9 return skill;
252 elmex 1.1 }
253 root 1.16
254 root 1.9 return NULL;
255 elmex 1.1 }
256    
257     /* This changes the objects skill to new_skill.
258     * note that this function doesn't always need to get used -
259     * you can now add skill exp to the player without the chosen_skill being
260     * set. This function is of most interest to players to update
261     * the various range information.
262     * if new_skill is null, this just unapplies the skill.
263     * flag has the current meaning:
264     * 0x1: If set, don't update the range pointer. This is useful when we
265     * need to ready a new skill, but don't want to clobber range.
266     * return 1 on success, 0 on error
267     */
268    
269 root 1.9 int
270     change_skill (object *who, object *new_skill, int flag)
271 elmex 1.1 {
272 root 1.9 int old_range;
273 elmex 1.1
274 root 1.9 if (who->type != PLAYER)
275     return 0;
276    
277     old_range = who->contr->shoottype;
278 elmex 1.1
279 root 1.9 if (who->chosen_skill && who->chosen_skill == new_skill)
280 elmex 1.1 {
281 root 1.9 /* optimization for changing skill to current skill */
282     if (who->type == PLAYER && !(flag & 0x1))
283     who->contr->shoottype = range_skill;
284 root 1.16
285 root 1.9 return 1;
286 elmex 1.1 }
287    
288 root 1.16 // move skill to front, so it will be preferred next time
289     new_skill->remove ();
290     who->insert (new_skill);
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 root 1.16 return 0;
302    
303 root 1.9 if (flag & 0x1)
304 root 1.16 who->contr->shoottype = (rangetype)old_range;
305 elmex 1.1
306 root 1.9 return 1;
307 elmex 1.1 }
308    
309     /* This function just clears the chosen_skill and range_skill values
310     * inthe player.
311     */
312 root 1.9 void
313     clear_skill (object *who)
314 elmex 1.1 {
315 root 1.9 who->chosen_skill = NULL;
316     CLEAR_FLAG (who, FLAG_READY_SKILL);
317     if (who->type == PLAYER)
318     {
319     who->contr->ranges[range_skill] = NULL;
320     if (who->contr->shoottype == range_skill)
321     who->contr->shoottype = range_none;
322 elmex 1.1 }
323     }
324    
325     /* do_skill() - Main skills use function-similar in scope to cast_spell().
326     * We handle all requests for skill use outside of some combat here.
327     * We require a separate routine outside of fire() so as to allow monsters
328     * to utilize skills. Returns 1 on use of skill, otherwise 0.
329     * This is changed (2002-11-30) from the old method that returned
330     * exp - no caller needed that info, but it also prevented the callers
331     * from know if a skill was actually used, as many skills don't
332     * give any exp for their direct use (eg, throwing).
333     * It returns 0 if no skill was used.
334     */
335    
336 root 1.9 int
337     do_skill (object *op, object *part, object *skill, int dir, const char *string)
338     {
339     int success = 0, exp = 0;
340     int did_alc = 0;
341     object *tmp, *next;
342    
343     if (!skill)
344     return 0;
345    
346     /* The code below presumes that the skill points to the object that
347     * holds the exp, level, etc of the skill. So if this is a player
348     * go and try to find the actual real skill pointer, and if the
349     * the player doesn't have a bucket for that, create one.
350     */
351     if (skill->type != SKILL && op->type == PLAYER)
352     {
353     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
354     {
355     if (tmp->type == SKILL && tmp->skill == skill->skill)
356     break;
357 root 1.5 }
358 root 1.9 if (!tmp)
359     tmp = give_skill_by_name (op, skill->skill);
360     skill = tmp;
361 elmex 1.1 }
362    
363 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
364     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
365     return 0;
366 elmex 1.1
367 root 1.9 switch (skill->subtype)
368     {
369 root 1.5 case SK_LEVITATION:
370 root 1.9 /* Not 100% sure if this will work with new movement code -
371     * the levitation skill has move_type for flying, so when
372     * equipped, that should transfer to player, when not,
373     * shouldn't.
374     */
375     if (QUERY_FLAG (skill, FLAG_APPLIED))
376     {
377     CLEAR_FLAG (skill, FLAG_APPLIED);
378     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
379 root 1.5 }
380 root 1.9 else
381     {
382     SET_FLAG (skill, FLAG_APPLIED);
383     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
384 root 1.5 }
385 root 1.9 fix_player (op);
386     success = 1;
387     break;
388 root 1.5
389     case SK_STEALING:
390 root 1.9 exp = success = steal (op, dir, skill);
391     break;
392 root 1.5
393     case SK_LOCKPICKING:
394 root 1.9 exp = success = pick_lock (op, dir, skill);
395     break;
396 root 1.5
397     case SK_HIDING:
398 root 1.9 exp = success = hide (op, skill);
399     break;
400 root 1.5
401     case SK_JUMPING:
402 root 1.9 success = jump (op, dir, skill);
403     break;
404 root 1.5
405     case SK_INSCRIPTION:
406 root 1.9 exp = success = write_on_item (op, string, skill);
407     break;
408 root 1.5
409     case SK_MEDITATION:
410 root 1.9 meditate (op, skill);
411     success = 1;
412     break;
413     /* note that the following 'attack' skills gain exp through hit_player() */
414 root 1.5
415     case SK_KARATE:
416 root 1.9 (void) attack_hth (op, dir, "karate-chopped", skill);
417     break;
418 root 1.5
419     case SK_PUNCHING:
420 root 1.9 (void) attack_hth (op, dir, "punched", skill);
421     break;
422 root 1.5
423     case SK_FLAME_TOUCH:
424 root 1.9 (void) attack_hth (op, dir, "flamed", skill);
425     break;
426 elmex 1.1
427     case SK_SPARK_TOUCH:
428 root 1.9 (void) attack_hth (op, dir, "zapped", skill);
429     break;
430 elmex 1.1
431     case SK_SHIVER:
432 root 1.9 (void) attack_hth (op, dir, "froze", skill);
433     break;
434 elmex 1.1
435     case SK_ACID_SPLASH:
436 root 1.9 (void) attack_hth (op, dir, "dissolved", skill);
437     break;
438 elmex 1.1
439     case SK_POISON_NAIL:
440 root 1.9 (void) attack_hth (op, dir, "injected poison into", skill);
441     break;
442 elmex 1.1
443 root 1.5 case SK_CLAWING:
444 root 1.9 (void) attack_hth (op, dir, "clawed", skill);
445     break;
446 root 1.5
447     case SK_ONE_HANDED_WEAPON:
448     case SK_TWO_HANDED_WEAPON:
449 root 1.9 (void) attack_melee_weapon (op, dir, NULL, skill);
450     break;
451 root 1.5
452     case SK_FIND_TRAPS:
453 root 1.9 exp = success = find_traps (op, skill);
454     break;
455 root 1.5
456     case SK_SINGING:
457 root 1.9 exp = success = singing (op, dir, skill);
458     break;
459 root 1.5
460     case SK_ORATORY:
461 root 1.9 exp = success = use_oratory (op, dir, skill);
462     break;
463 root 1.5
464     case SK_SMITHERY:
465     case SK_BOWYER:
466     case SK_JEWELER:
467     case SK_ALCHEMY:
468     case SK_THAUMATURGY:
469     case SK_LITERACY:
470     case SK_WOODSMAN:
471 root 1.9 /* first, we try to find a cauldron, and do the alchemy thing.
472     * failing that, we go and identify stuff.
473     */
474     for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
475     {
476     next = tmp->above;
477 root 1.17
478 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479     {
480     attempt_do_alchemy (op, tmp);
481 root 1.17
482 root 1.9 if (QUERY_FLAG (tmp, FLAG_APPLIED))
483     esrv_send_inventory (op, tmp);
484 root 1.17
485 root 1.9 did_alc = 1;
486 root 1.5 }
487     }
488 root 1.17
489 root 1.9 if (did_alc == 0)
490     exp = success = skill_ident (op, skill);
491 root 1.17
492 root 1.9 break;
493 root 1.5
494     case SK_DET_MAGIC:
495     case SK_DET_CURSE:
496 root 1.9 exp = success = skill_ident (op, skill);
497     break;
498 root 1.5
499     case SK_DISARM_TRAPS:
500 root 1.9 exp = success = remove_trap (op, dir, skill);
501     break;
502 root 1.5
503     case SK_THROWING:
504 root 1.9 success = skill_throw (op, part, dir, string, skill);
505     break;
506 root 1.5
507     case SK_SET_TRAP:
508 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
509     break;
510 root 1.5
511     case SK_USE_MAGIC_ITEM:
512     case SK_MISSILE_WEAPON:
513 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
514     break;
515 root 1.5
516     case SK_PRAYING:
517 root 1.9 success = pray (op, skill);
518     break;
519 root 1.5
520     case SK_BARGAINING:
521 root 1.9 success = describe_shop (op);
522     break;
523 elmex 1.1
524 root 1.5 case SK_SORCERY:
525     case SK_EVOCATION:
526     case SK_PYROMANCY:
527     case SK_SUMMONING:
528     case SK_CLIMBING:
529 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
530     break;
531 root 1.5
532     default:
533 root 1.9 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
534     break;
535 elmex 1.1 }
536    
537 root 1.9 /* For players we now update the speed_left from using the skill.
538     * Monsters have no skill use time because of the random nature in
539     * which use_monster_skill is called already simulates this.
540     * If certain skills should take more/less time, that should be
541     * in the code for the skill itself.
542     */
543    
544     if (op->type == PLAYER)
545     op->speed_left -= 1.0;
546    
547     /* this is a good place to add experience for successfull use of skills.
548     * Note that add_exp() will figure out player/monster experience
549     * gain problems.
550     */
551    
552     if (success && exp)
553     change_exp (op, exp, skill->skill, 0);
554    
555     return success;
556 elmex 1.1 }
557    
558     /* calc_skill_exp() - calculates amount of experience can be gained for
559     * successfull use of a skill. Returns value of experience gain.
560     * Here we take the view that a player must 'overcome an opponent'
561     * in order to gain experience. Examples include foes killed combat,
562     * finding/disarming a trap, stealing from somebeing, etc.
563     * The gained experience is based primarily on the difference in levels,
564     * exp point value of vanquished foe, the relevent stats of the skill being
565     * used and modifications in the skills[] table.
566     *
567     * For now, monsters and players will be treated differently. Below I give
568     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
569     * Monsters just get 10% of the exp of the opponent.
570     *
571     * players get a ratio, eg, opponent lvl / player level. This is then
572     * multiplied by various things. If simple exp is true, then
573     * this multiplier, include the level difference, is always 1.
574     * This revised method prevents some cases where there are big gaps
575     * in the amount you get just because you are now equal level vs lower
576     * level
577     * who is player/creature that used the skill.
578     * op is the object that was 'defeated'.
579     * skill is the skill used. If no skill is used, it should just
580     * point back to who.
581     *
582     */
583    
584 root 1.9 int
585     calc_skill_exp (object *who, object *op, object *skill)
586     {
587     int op_exp = 0, op_lvl = 0;
588     float base, value, lvl_mult = 0.0;
589    
590     if (!skill)
591     skill = who;
592    
593     /* Oct 95 - where we have an object, I expanded our treatment
594     * to 3 cases:
595     * non-living magic obj, runes and everything else.
596     *
597     * If an object is not alive and magical we set the base exp higher to
598     * help out exp awards for skill_ident skills. Also, if
599     * an item is type RUNE, we give out exp based on stats.Cha
600     * and level (this was the old system) -b.t.
601     */
602    
603     if (!op)
604     { /* no item/creature */
605     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
606     op_exp = 0;
607     }
608     else if (op->type == RUNE || op->type == TRAP)
609     { /* all traps. If stats.Cha > 1 we use that
610 root 1.5 * for the amount of experience */
611 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
612     op_lvl = op->level;
613     }
614     else
615     { /* all other items/living creatures */
616     op_exp = op->stats.exp;
617     op_lvl = op->level;
618     if (!QUERY_FLAG (op, FLAG_ALIVE))
619     { /* for ident/make items */
620     op_lvl += 5 * abs (op->magic);
621     }
622     }
623    
624     if (op_lvl < 1)
625     op_lvl = 1;
626    
627     if (who->type != PLAYER)
628     { /* for monsters only */
629     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
630     }
631     else
632     { /* for players */
633     base = op_exp;
634     /* if skill really is a skill, then we can look at the skill archetype for
635     * bse reward value (exp) and level multiplier factor.
636     */
637     if (skill->type == SKILL)
638     {
639     base += skill->arch->clone.stats.exp;
640     if (settings.simple_exp)
641     {
642     if (skill->arch->clone.level)
643     lvl_mult = (float) skill->arch->clone.level / 100.0;
644     else
645     lvl_mult = 1.0; /* no adjustment */
646 root 1.5 }
647 root 1.9 else
648     {
649     if (skill->level)
650     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
651     else
652     lvl_mult = 1.0;
653 root 1.5 }
654 root 1.9 }
655     else
656     {
657     /* Don't divide by zero here! */
658     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
659 root 1.5 }
660 elmex 1.1 }
661 root 1.9
662     /* assemble the exp total, and return value */
663    
664     value = base * lvl_mult;
665     if (value < 1)
666     value = 1; /* Always give at least 1 exp point */
667    
668 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
669 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);
670 elmex 1.1 #endif
671 root 1.9 return ((int) value);
672 elmex 1.1 }
673    
674     /* Learn skill. This inserts the requested skill in the player's
675     * inventory. The skill field of the scroll should have the
676     * exact name of the requested skill.
677     * This one actually teaches the player the skill as something
678     * they can equip.
679     * Return 0 if the player knows the skill, 1 if the
680     * player learns the skill, 2 otherwise.
681     */
682 root 1.9
683 elmex 1.1 int
684 root 1.9 learn_skill (object *pl, object *scroll)
685     {
686     object *tmp;
687 elmex 1.1
688 root 1.9 if (!scroll->skill)
689     {
690     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
691     return 2;
692 elmex 1.1 }
693    
694 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
695     * but can't use natively.
696     */
697 elmex 1.1
698 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
699     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
700     break;
701 elmex 1.1
702 root 1.9 /* player already knows it */
703     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
704     return 0;
705 elmex 1.1
706 root 1.9 /* now a random change to learn, based on player Int.
707     * give bonus based on level - otherwise stupid characters
708     * might never be able to learn anything.
709     */
710     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
711     return 2; /* failure :< */
712 elmex 1.1
713 root 1.9 if (!tmp)
714     tmp = give_skill_by_name (pl, scroll->skill);
715 elmex 1.1
716 root 1.9 if (!tmp)
717     {
718     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
719     return 2;
720 elmex 1.1 }
721    
722 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
723     link_player_skills (pl);
724     return 1;
725 elmex 1.1 }
726    
727     /* Gives a percentage clipped to 0% -> 100% of a/b. */
728 root 1.9
729 elmex 1.1 /* Probably belongs in some global utils-type file? */
730 root 1.9 static int
731     clipped_percent (sint64 a, sint64 b)
732 elmex 1.1 {
733     int rv;
734    
735     if (b <= 0)
736     return 0;
737    
738 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
739    
740 elmex 1.1 if (rv < 0)
741     return 0;
742     else if (rv > 100)
743     return 100;
744 root 1.9
745 elmex 1.1 return rv;
746     }
747    
748     /* show_skills() - Meant to allow players to examine
749     * their current skill list.
750     * This shows the amount of exp they have in the skills.
751     * we also include some other non skill related info (god,
752     * max weapon improvments, item power).
753     * Note this function is a bit more complicated becauase we
754     * we want ot sort the skills before printing them. If we
755     * just dumped this as we found it, this would be a bit
756     * simpler.
757     */
758 root 1.9
759     void
760     show_skills (object *op, const char *search)
761     {
762     object *tmp = NULL;
763     char buf[MAX_BUF];
764     const char *cp;
765     int i, num_skills_found = 0;
766     static const char *const periods = "........................................";
767    
768     /* Need to have a pointer and use strdup for qsort to work properly */
769     char skills[NUM_SKILLS][MAX_BUF];
770    
771    
772     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
773     {
774     if (tmp->type == SKILL)
775     {
776     if (search && strstr (tmp->name, search) == NULL)
777     continue;
778     /* Basically want to fill this out to 40 spaces with periods */
779     sprintf (buf, "%s%s", &tmp->name, periods);
780     buf[40] = 0;
781    
782     if (settings.permanent_exp_ratio)
783     {
784     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
785     buf, tmp->level,
786     (long long) tmp->stats.exp,
787     (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
788     }
789     else
790     {
791     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
792     buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
793 root 1.5 }
794 root 1.9 /* I don't know why some characters get a bunch of skills, but
795     * it sometimes happens (maybe a leftover from bugier earlier code
796     * and those character are still about). In any case, lets handle
797     * it so it doesn't crash the server - otherwise, one character may
798     * crash the server numerous times.
799     */
800     if (num_skills_found >= NUM_SKILLS)
801     {
802     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
803     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
804     break;
805 root 1.5 }
806     }
807 elmex 1.1 }
808    
809 root 1.9 clear_win_info (op);
810     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
811     if (num_skills_found > 1)
812     qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
813 elmex 1.1
814 root 1.9 for (i = 0; i < num_skills_found; i++)
815     {
816     new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
817 elmex 1.1 }
818    
819 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
820 elmex 1.1
821 root 1.9 cp = determine_god (op);
822     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
823 elmex 1.1
824 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
825     op->contr->item_power, (int) (op->level * settings.item_power_factor));
826 elmex 1.1 }
827    
828     /* use_skill() - similar to invoke command, it executes the skill in the
829     * direction that the user is facing. Returns false if we are unable to
830     * change to the requested skill, or were unable to use the skill properly.
831     * This is tricky because skills can have spaces. We basically roll
832     * our own find_skill_by_name so we can try to do better string matching.
833     */
834    
835 root 1.9 int
836     use_skill (object *op, const char *string)
837     {
838     object *skop;
839     size_t len;
840    
841     if (!string)
842     return 0;
843    
844     for (skop = op->inv; skop != NULL; skop = skop->below)
845     {
846     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
847     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
848     break;
849     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
850     break;
851 elmex 1.1 }
852 root 1.9 if (!skop)
853     {
854     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
855     return 0;
856 elmex 1.1 }
857    
858 root 1.9 len = strlen (skop->skill);
859 elmex 1.1
860 root 1.9 /* All this logic goes and skips over the skill name to find any
861     * options given to the skill. Its pretty simple - if there
862     * are extra parameters (as deteremined by string length), we
863     * want to skip over any leading spaces.
864     */
865     if (len >= strlen (string))
866     {
867     string = NULL;
868 elmex 1.1 }
869 root 1.9 else
870     {
871     string += len;
872     while (*string == 0x20)
873     string++;
874     if (strlen (string) == 0)
875     string = NULL;
876     }
877    
878 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
879 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
880 elmex 1.1 #endif
881    
882 root 1.9 /* Change to the new skill, then execute it. */
883     if (do_skill (op, op, skop, op->facing, string))
884     return 1;
885    
886     return 0;
887 elmex 1.1 }
888    
889 root 1.16 static bool
890     hth_skill_p (object *skill)
891     {
892     for (int i = 0; i < sizeof (unarmed_skills); ++i)
893     if (skill->subtype == unarmed_skills[i])
894     return 1;
895    
896     return 0;
897     }
898    
899     /* This finds the first unarmed skill the player has, and returns it.
900 elmex 1.1 */
901 root 1.9 static object *
902 root 1.16 find_player_hth_skill (object *op)
903 elmex 1.1 {
904 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
905     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
906     return tmp;
907 elmex 1.1
908 root 1.16 return 0;
909 elmex 1.1 }
910    
911     /* do_skill_attack() - We have got an appropriate opponent from either
912     * move_player_attack() or skill_attack(). In this part we get on with
913     * attacking, take care of messages from the attack and changes in invisible.
914     * Returns true if the attack damaged the opponent.
915     * tmp is the targetted monster.
916     * op is what is attacking
917     * string is passed along to describe what messages to describe
918     * the damage.
919     */
920 root 1.9
921     static int
922     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
923     {
924     int success;
925    
926     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
927     return RESULT_INT (0);
928    
929     /* For Players only: if there is no ready weapon, and no "attack" skill
930     * is readied either then try to find a skill for the player to use.
931     * it is presumed that if skill is set, it is a valid attack skill (eg,
932     * the caller should have set it appropriately). We still want to pass
933     * through that code if skill is set to change to the skill.
934     */
935     if (op->type == PLAYER)
936     {
937     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
938     {
939     if (!skill)
940     {
941     /* See if the players chosen skill is a combat skill, and use
942     * it if appropriate.
943     */
944 root 1.16 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
945     skill = op->chosen_skill;
946     else
947 root 1.9 {
948 root 1.16 skill = find_player_hth_skill (op);
949 root 1.9
950     if (!skill)
951     {
952     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
953     return 0;
954 root 1.5 }
955     }
956     }
957 root 1.16
958     /* now try to ready the new skill */
959     if (!change_skill (op, skill, 0))
960     { /* oh oh, trouble! */
961     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
962     return 0;
963 root 1.5 }
964 root 1.9 }
965     else
966     {
967     /* Seen some crashes below where current_weapon is not set,
968     * even though the flag says it is. So if current weapon isn't set,
969     * do some work in trying to find the object to use.
970     */
971     if (!op->current_weapon)
972     {
973     object *tmp;
974    
975     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
976     for (tmp = op->inv; tmp; tmp = tmp->below)
977     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
978     break;
979    
980     if (!tmp)
981     {
982     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
983     op->current_weapon = NULL;
984     return 0;
985     }
986     else
987     {
988     op->current_weapon = tmp;
989 root 1.5 }
990     }
991    
992 root 1.16 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
993 root 1.5 }
994 elmex 1.1 }
995    
996 root 1.9 /* lose invisiblity/hiding status for running attacks */
997    
998     if (op->type == PLAYER && op->contr->tmp_invis)
999     {
1000     op->contr->tmp_invis = 0;
1001     op->invisible = 0;
1002     op->hide = 0;
1003     update_object (op, UP_OBJ_FACE);
1004 elmex 1.1 }
1005 root 1.9
1006     success = attack_ob (tmp, op);
1007    
1008     /* print appropriate messages to the player */
1009    
1010     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1011     {
1012     if (op->type == PLAYER)
1013     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1014     else if (tmp->type == PLAYER)
1015     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1016     }
1017     return success;
1018     }
1019 elmex 1.1
1020    
1021     /* skill_attack() - Core routine for use when we attack using a skills
1022     * system. In essence, this code handles
1023     * all skill-based attacks, ie hth, missile and melee weapons should be
1024     * treated here. If an opponent is already supplied by move_player(),
1025     * we move right onto do_skill_attack(), otherwise we find if an
1026     * appropriate opponent exists.
1027     *
1028     * This is called by move_player() and attack_hth()
1029     *
1030     * Initial implementation by -bt thomas@astro.psu.edu
1031     */
1032 root 1.9
1033     int
1034     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1035     {
1036     sint16 tx, ty;
1037 root 1.13 maptile *m;
1038 root 1.9 int mflags;
1039    
1040     if (!dir)
1041     dir = pl->facing;
1042 root 1.16
1043 root 1.9 tx = freearr_x[dir];
1044     ty = freearr_y[dir];
1045    
1046     /* If we don't yet have an opponent, find if one exists, and attack.
1047     * Legal opponents are the same as outlined in move_player_attack()
1048     */
1049    
1050     if (tmp == NULL)
1051     {
1052     m = pl->map;
1053     tx = pl->x + freearr_x[dir];
1054     ty = pl->y + freearr_y[dir];
1055    
1056     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1057     if (mflags & P_OUT_OF_MAP)
1058     return 0;
1059    
1060     /* space must be blocked for there to be anything interesting to do */
1061     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1062     return 0;
1063    
1064     for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1065     if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1066     {
1067     /* Don't attack party members */
1068     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1069     return 0;
1070     break;
1071     }
1072 elmex 1.1 }
1073 root 1.9 if (!tmp)
1074     {
1075     if (pl->type == PLAYER)
1076     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1077     return 0;
1078 elmex 1.1 }
1079    
1080 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1081 elmex 1.1 }
1082    
1083    
1084     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1085 root 1.9
1086 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1087     * (attack_hth) we check for weapon use, etc in the second (the new
1088     * function skill_attack() we actually attack.
1089     */
1090    
1091 root 1.9 static int
1092     attack_hth (object *pl, int dir, const char *string, object *skill)
1093     {
1094     object *enemy = NULL, *weapon;
1095 elmex 1.1
1096 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1097     for (weapon = pl->inv; weapon; weapon = weapon->below)
1098     {
1099     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1100     {
1101     CLEAR_FLAG (weapon, FLAG_APPLIED);
1102     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1103     fix_player (pl);
1104     if (pl->type == PLAYER)
1105     {
1106     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1107     esrv_update_item (UPD_FLAGS, pl, weapon);
1108     }
1109     break;
1110     }
1111     }
1112     return skill_attack (enemy, pl, dir, string, skill);
1113 elmex 1.1 }
1114    
1115    
1116     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1117     * For now we are just checking to see if we have a ready weapon here.
1118     * But there is a real neato possible feature of this scheme which
1119     * bears mentioning:
1120     * Since we are only calling this from do_skill() in the future
1121     * we may make this routine handle 'special' melee weapons attacks
1122     * (like disarming manuever with sai) based on player SK_level and
1123     * weapon type.
1124     */
1125    
1126 root 1.9 static int
1127     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1128     {
1129 elmex 1.1
1130 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1131     {
1132     if (op->type == PLAYER)
1133     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1134     return 0;
1135 elmex 1.1 }
1136 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1137 elmex 1.1
1138     }