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/cvs/deliantra/server/server/skill_util.C
Revision: 1.22
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +2 -3 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

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     /* This function goes through the player inventory and sets
100     * up the last_skills[] array in the player object.
101     * the last_skills[] is used to more quickly lookup skills -
102     * mostly used for sending exp.
103     */
104 root 1.9 void
105     link_player_skills (object *op)
106 elmex 1.1 {
107 root 1.9 object *tmp;
108 elmex 1.1
109 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
110     {
111     if (tmp->type == SKILL)
112     {
113     /* This is really a warning, hence no else below */
114     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
115     {
116     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
117     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
118 root 1.5 }
119 root 1.9 if (tmp->subtype >= NUM_SKILLS)
120     {
121     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
122     }
123     else
124     {
125     op->contr->last_skill_ob[tmp->subtype] = tmp;
126     op->contr->last_skill_exp[tmp->subtype] = -1;
127 root 1.5 }
128     }
129 elmex 1.1 }
130     }
131    
132     /* This returns the skill pointer of the given name (the
133     * one that accumlates exp, has the level, etc).
134     *
135     * It is presumed that the player will be needing to actually
136     * use the skill, so thus if use of the skill requires a skill
137     * tool, this code will equip it.
138     */
139 root 1.9 object *
140     find_skill_by_name (object *who, const char *name)
141 elmex 1.1 {
142 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
143 elmex 1.1
144 root 1.9 if (!name)
145     return NULL;
146 elmex 1.1
147 root 1.9 /* We make sure the length of the string in the object is greater
148     * in length than the passed string. Eg, if we have a skill called
149     * 'hi', we don't want to match if the user passed 'high'
150     */
151     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
152     {
153     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
154     skill = tmp;
155    
156     /* Try to find appropriate skilltool. If the player has one already
157     * applied, we try to keep using that one.
158     */
159     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
160     {
161     if (QUERY_FLAG (tmp, FLAG_APPLIED))
162     skill_tool = tmp;
163     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
164     skill_tool = tmp;
165 root 1.5 }
166 elmex 1.1 }
167 root 1.9 /* If this is a skill that can be used without a tool, return it */
168     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
169     return skill;
170    
171     /* Player has a tool to use the skill. IF not applied, apply it -
172     * if not successful, return null. If they do have the skill tool
173     * but not the skill itself, give it to them.
174     */
175     if (skill_tool)
176     {
177     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
178     {
179     if (apply_special (who, skill_tool, 0))
180     return NULL;
181 root 1.5 }
182 root 1.9 if (!skill)
183     {
184     skill = give_skill_by_name (who, skill_tool->skill);
185     link_player_skills (who);
186 root 1.5 }
187 root 1.9 return skill;
188 elmex 1.1 }
189 root 1.9 return NULL;
190 elmex 1.1 }
191    
192    
193     /* This returns the skill pointer of the given name (the
194     * one that accumlates exp, has the level, etc).
195     *
196     * It is presumed that the player will be needing to actually
197     * use the skill, so thus if use of the skill requires a skill
198     * tool, this code will equip it.
199     *
200     * This code is basically the same as find_skill_by_name() above,
201     * but instead a skill name, we search by matching number.
202     * this replaces find_skill.
203     */
204 root 1.9 object *
205     find_skill_by_number (object *who, int skillno)
206 elmex 1.1 {
207 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
208 elmex 1.1
209 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
210     return NULL;
211 elmex 1.1
212 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
213     {
214     if (tmp->type == SKILL && tmp->subtype == skillno)
215     skill = tmp;
216 elmex 1.1
217 root 1.9 /* Try to find appropriate skilltool. If the player has one already
218     * applied, we try to keep using that one.
219     */
220     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
221     {
222     if (QUERY_FLAG (tmp, FLAG_APPLIED))
223     skill_tool = tmp;
224     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
225     skill_tool = tmp;
226 root 1.5 }
227 elmex 1.1 }
228 root 1.9 /* If this is a skill that can be used without a tool, return it */
229     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
230     return skill;
231    
232     /* Player has a tool to use the skill. IF not applied, apply it -
233     * if not successful, return null. If they do have the skill tool
234     * but not the skill itself, give it to them.
235     */
236     if (skill_tool)
237     {
238     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
239     {
240     if (apply_special (who, skill_tool, 0))
241     return NULL;
242 root 1.5 }
243 root 1.16
244 root 1.9 if (!skill)
245     {
246     skill = give_skill_by_name (who, skill_tool->skill);
247     link_player_skills (who);
248 root 1.5 }
249 root 1.16
250 root 1.9 return skill;
251 elmex 1.1 }
252 root 1.16
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 root 1.16
284 root 1.9 return 1;
285 elmex 1.1 }
286    
287 root 1.16 // move skill to front, so it will be preferred next time
288     new_skill->remove ();
289     who->insert (new_skill);
290    
291 root 1.9 if (!new_skill || who->chosen_skill)
292     if (who->chosen_skill)
293     apply_special (who, who->chosen_skill, AP_UNAPPLY);
294 elmex 1.1
295 root 1.9 /* Only goal in this case was to unapply a skill */
296     if (!new_skill)
297     return 0;
298 elmex 1.1
299 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
300 root 1.16 return 0;
301    
302 root 1.9 if (flag & 0x1)
303 root 1.16 who->contr->shoottype = (rangetype)old_range;
304 elmex 1.1
305 root 1.9 return 1;
306 elmex 1.1 }
307    
308     /* This function just clears the chosen_skill and range_skill values
309     * inthe player.
310     */
311 root 1.9 void
312     clear_skill (object *who)
313 elmex 1.1 {
314 root 1.9 who->chosen_skill = NULL;
315     CLEAR_FLAG (who, FLAG_READY_SKILL);
316     if (who->type == PLAYER)
317     {
318     who->contr->ranges[range_skill] = NULL;
319     if (who->contr->shoottype == range_skill)
320     who->contr->shoottype = range_none;
321 elmex 1.1 }
322     }
323    
324     /* do_skill() - Main skills use function-similar in scope to cast_spell().
325     * We handle all requests for skill use outside of some combat here.
326     * We require a separate routine outside of fire() so as to allow monsters
327     * to utilize skills. Returns 1 on use of skill, otherwise 0.
328     * This is changed (2002-11-30) from the old method that returned
329     * exp - no caller needed that info, but it also prevented the callers
330     * from know if a skill was actually used, as many skills don't
331     * give any exp for their direct use (eg, throwing).
332     * It returns 0 if no skill was used.
333     */
334    
335 root 1.9 int
336     do_skill (object *op, object *part, object *skill, int dir, const char *string)
337     {
338     int success = 0, exp = 0;
339     int did_alc = 0;
340     object *tmp, *next;
341    
342     if (!skill)
343     return 0;
344    
345     /* The code below presumes that the skill points to the object that
346     * holds the exp, level, etc of the skill. So if this is a player
347     * go and try to find the actual real skill pointer, and if the
348     * the player doesn't have a bucket for that, create one.
349     */
350     if (skill->type != SKILL && op->type == PLAYER)
351     {
352     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
353     {
354     if (tmp->type == SKILL && tmp->skill == skill->skill)
355     break;
356 root 1.5 }
357 root 1.9 if (!tmp)
358     tmp = give_skill_by_name (op, skill->skill);
359     skill = tmp;
360 elmex 1.1 }
361    
362 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
363     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
364     return 0;
365 elmex 1.1
366 root 1.9 switch (skill->subtype)
367     {
368 root 1.5 case SK_LEVITATION:
369 root 1.9 /* Not 100% sure if this will work with new movement code -
370     * the levitation skill has move_type for flying, so when
371     * equipped, that should transfer to player, when not,
372     * shouldn't.
373     */
374     if (QUERY_FLAG (skill, FLAG_APPLIED))
375     {
376     CLEAR_FLAG (skill, FLAG_APPLIED);
377     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
378 root 1.5 }
379 root 1.9 else
380     {
381     SET_FLAG (skill, FLAG_APPLIED);
382     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
383 root 1.5 }
384 root 1.22 op->update_stats ();
385 root 1.9 success = 1;
386     break;
387 root 1.5
388     case SK_STEALING:
389 root 1.9 exp = success = steal (op, dir, skill);
390     break;
391 root 1.5
392     case SK_LOCKPICKING:
393 root 1.9 exp = success = pick_lock (op, dir, skill);
394     break;
395 root 1.5
396     case SK_HIDING:
397 root 1.9 exp = success = hide (op, skill);
398     break;
399 root 1.5
400     case SK_JUMPING:
401 root 1.9 success = jump (op, dir, skill);
402     break;
403 root 1.5
404     case SK_INSCRIPTION:
405 root 1.9 exp = success = write_on_item (op, string, skill);
406     break;
407 root 1.5
408     case SK_MEDITATION:
409 root 1.9 meditate (op, skill);
410     success = 1;
411     break;
412     /* note that the following 'attack' skills gain exp through hit_player() */
413 root 1.5
414     case SK_KARATE:
415 root 1.9 (void) attack_hth (op, dir, "karate-chopped", skill);
416     break;
417 root 1.5
418     case SK_PUNCHING:
419 root 1.9 (void) attack_hth (op, dir, "punched", skill);
420     break;
421 root 1.5
422     case SK_FLAME_TOUCH:
423 root 1.9 (void) attack_hth (op, dir, "flamed", skill);
424     break;
425 elmex 1.1
426     case SK_SPARK_TOUCH:
427 root 1.9 (void) attack_hth (op, dir, "zapped", skill);
428     break;
429 elmex 1.1
430     case SK_SHIVER:
431 root 1.9 (void) attack_hth (op, dir, "froze", skill);
432     break;
433 elmex 1.1
434     case SK_ACID_SPLASH:
435 root 1.9 (void) attack_hth (op, dir, "dissolved", skill);
436     break;
437 elmex 1.1
438     case SK_POISON_NAIL:
439 root 1.9 (void) attack_hth (op, dir, "injected poison into", skill);
440     break;
441 elmex 1.1
442 root 1.5 case SK_CLAWING:
443 root 1.9 (void) attack_hth (op, dir, "clawed", skill);
444     break;
445 root 1.5
446     case SK_ONE_HANDED_WEAPON:
447     case SK_TWO_HANDED_WEAPON:
448 root 1.9 (void) attack_melee_weapon (op, dir, NULL, skill);
449     break;
450 root 1.5
451     case SK_FIND_TRAPS:
452 root 1.9 exp = success = find_traps (op, skill);
453     break;
454 root 1.5
455     case SK_SINGING:
456 root 1.9 exp = success = singing (op, dir, skill);
457     break;
458 root 1.5
459     case SK_ORATORY:
460 root 1.9 exp = success = use_oratory (op, dir, skill);
461     break;
462 root 1.5
463     case SK_SMITHERY:
464     case SK_BOWYER:
465     case SK_JEWELER:
466     case SK_ALCHEMY:
467     case SK_THAUMATURGY:
468     case SK_LITERACY:
469     case SK_WOODSMAN:
470 root 1.9 /* first, we try to find a cauldron, and do the alchemy thing.
471     * failing that, we go and identify stuff.
472     */
473 root 1.21 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
474 root 1.9 {
475     next = tmp->above;
476 root 1.17
477 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
478     {
479     attempt_do_alchemy (op, tmp);
480 root 1.17
481 root 1.9 if (QUERY_FLAG (tmp, FLAG_APPLIED))
482     esrv_send_inventory (op, tmp);
483 root 1.17
484 root 1.9 did_alc = 1;
485 root 1.5 }
486     }
487 root 1.17
488 root 1.9 if (did_alc == 0)
489     exp = success = skill_ident (op, skill);
490 root 1.17
491 root 1.9 break;
492 root 1.5
493     case SK_DET_MAGIC:
494     case SK_DET_CURSE:
495 root 1.9 exp = success = skill_ident (op, skill);
496     break;
497 root 1.5
498     case SK_DISARM_TRAPS:
499 root 1.9 exp = success = remove_trap (op, dir, skill);
500     break;
501 root 1.5
502     case SK_THROWING:
503 root 1.9 success = skill_throw (op, part, dir, string, skill);
504     break;
505 root 1.5
506     case SK_SET_TRAP:
507 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
508     break;
509 root 1.5
510     case SK_USE_MAGIC_ITEM:
511     case SK_MISSILE_WEAPON:
512 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
513     break;
514 root 1.5
515     case SK_PRAYING:
516 root 1.9 success = pray (op, skill);
517     break;
518 root 1.5
519     case SK_BARGAINING:
520 root 1.9 success = describe_shop (op);
521     break;
522 elmex 1.1
523 root 1.5 case SK_SORCERY:
524     case SK_EVOCATION:
525     case SK_PYROMANCY:
526     case SK_SUMMONING:
527     case SK_CLIMBING:
528 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
529     break;
530 root 1.5
531     default:
532 root 1.9 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
533     break;
534 elmex 1.1 }
535    
536 root 1.9 /* For players we now update the speed_left from using the skill.
537     * Monsters have no skill use time because of the random nature in
538     * which use_monster_skill is called already simulates this.
539     * If certain skills should take more/less time, that should be
540     * in the code for the skill itself.
541     */
542    
543     if (op->type == PLAYER)
544     op->speed_left -= 1.0;
545    
546     /* this is a good place to add experience for successfull use of skills.
547     * Note that add_exp() will figure out player/monster experience
548     * gain problems.
549     */
550    
551     if (success && exp)
552     change_exp (op, exp, skill->skill, 0);
553    
554     return success;
555 elmex 1.1 }
556    
557     /* calc_skill_exp() - calculates amount of experience can be gained for
558     * successfull use of a skill. Returns value of experience gain.
559     * Here we take the view that a player must 'overcome an opponent'
560     * in order to gain experience. Examples include foes killed combat,
561     * finding/disarming a trap, stealing from somebeing, etc.
562     * The gained experience is based primarily on the difference in levels,
563     * exp point value of vanquished foe, the relevent stats of the skill being
564     * used and modifications in the skills[] table.
565     *
566     * For now, monsters and players will be treated differently. Below I give
567     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
568     * Monsters just get 10% of the exp of the opponent.
569     *
570     * players get a ratio, eg, opponent lvl / player level. This is then
571     * multiplied by various things. If simple exp is true, then
572     * this multiplier, include the level difference, is always 1.
573     * This revised method prevents some cases where there are big gaps
574     * in the amount you get just because you are now equal level vs lower
575     * level
576     * who is player/creature that used the skill.
577     * op is the object that was 'defeated'.
578     * skill is the skill used. If no skill is used, it should just
579     * point back to who.
580     *
581     */
582    
583 root 1.9 int
584     calc_skill_exp (object *who, object *op, object *skill)
585     {
586     int op_exp = 0, op_lvl = 0;
587     float base, value, lvl_mult = 0.0;
588    
589     if (!skill)
590     skill = who;
591    
592     /* Oct 95 - where we have an object, I expanded our treatment
593     * to 3 cases:
594     * non-living magic obj, runes and everything else.
595     *
596     * If an object is not alive and magical we set the base exp higher to
597     * help out exp awards for skill_ident skills. Also, if
598     * an item is type RUNE, we give out exp based on stats.Cha
599     * and level (this was the old system) -b.t.
600     */
601    
602     if (!op)
603     { /* no item/creature */
604     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
605     op_exp = 0;
606     }
607     else if (op->type == RUNE || op->type == TRAP)
608     { /* all traps. If stats.Cha > 1 we use that
609 root 1.5 * for the amount of experience */
610 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
611     op_lvl = op->level;
612     }
613     else
614     { /* all other items/living creatures */
615     op_exp = op->stats.exp;
616     op_lvl = op->level;
617     if (!QUERY_FLAG (op, FLAG_ALIVE))
618     { /* for ident/make items */
619     op_lvl += 5 * abs (op->magic);
620     }
621     }
622    
623     if (op_lvl < 1)
624     op_lvl = 1;
625    
626     if (who->type != PLAYER)
627     { /* for monsters only */
628     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
629     }
630     else
631     { /* for players */
632     base = op_exp;
633     /* if skill really is a skill, then we can look at the skill archetype for
634     * bse reward value (exp) and level multiplier factor.
635     */
636     if (skill->type == SKILL)
637     {
638     base += skill->arch->clone.stats.exp;
639     if (settings.simple_exp)
640     {
641     if (skill->arch->clone.level)
642     lvl_mult = (float) skill->arch->clone.level / 100.0;
643     else
644     lvl_mult = 1.0; /* no adjustment */
645 root 1.5 }
646 root 1.9 else
647     {
648     if (skill->level)
649     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
650     else
651     lvl_mult = 1.0;
652 root 1.5 }
653 root 1.9 }
654     else
655     {
656     /* Don't divide by zero here! */
657     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
658 root 1.5 }
659 elmex 1.1 }
660 root 1.9
661     /* assemble the exp total, and return value */
662    
663     value = base * lvl_mult;
664     if (value < 1)
665     value = 1; /* Always give at least 1 exp point */
666    
667 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
668 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);
669 elmex 1.1 #endif
670 root 1.9 return ((int) value);
671 elmex 1.1 }
672    
673     /* Learn skill. This inserts the requested skill in the player's
674     * inventory. The skill field of the scroll should have the
675     * exact name of the requested skill.
676     * This one actually teaches the player the skill as something
677     * they can equip.
678     * Return 0 if the player knows the skill, 1 if the
679     * player learns the skill, 2 otherwise.
680     */
681 root 1.9
682 elmex 1.1 int
683 root 1.9 learn_skill (object *pl, object *scroll)
684     {
685     object *tmp;
686 elmex 1.1
687 root 1.9 if (!scroll->skill)
688     {
689     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
690     return 2;
691 elmex 1.1 }
692    
693 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
694     * but can't use natively.
695     */
696 elmex 1.1
697 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
698     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
699     break;
700 elmex 1.1
701 root 1.9 /* player already knows it */
702     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
703     return 0;
704 elmex 1.1
705 root 1.9 /* now a random change to learn, based on player Int.
706     * give bonus based on level - otherwise stupid characters
707     * might never be able to learn anything.
708     */
709     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
710     return 2; /* failure :< */
711 elmex 1.1
712 root 1.9 if (!tmp)
713     tmp = give_skill_by_name (pl, scroll->skill);
714 elmex 1.1
715 root 1.9 if (!tmp)
716     {
717     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
718     return 2;
719 elmex 1.1 }
720    
721 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
722     link_player_skills (pl);
723     return 1;
724 elmex 1.1 }
725    
726     /* Gives a percentage clipped to 0% -> 100% of a/b. */
727 root 1.9
728 elmex 1.1 /* Probably belongs in some global utils-type file? */
729 root 1.9 static int
730     clipped_percent (sint64 a, sint64 b)
731 elmex 1.1 {
732     int rv;
733    
734     if (b <= 0)
735     return 0;
736    
737 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
738    
739 elmex 1.1 if (rv < 0)
740     return 0;
741     else if (rv > 100)
742     return 100;
743 root 1.9
744 elmex 1.1 return rv;
745     }
746    
747     /* show_skills() - Meant to allow players to examine
748     * their current skill list.
749     * This shows the amount of exp they have in the skills.
750     * we also include some other non skill related info (god,
751     * max weapon improvments, item power).
752     * Note this function is a bit more complicated becauase we
753     * we want ot sort the skills before printing them. If we
754     * just dumped this as we found it, this would be a bit
755     * simpler.
756     */
757 root 1.9
758     void
759     show_skills (object *op, const char *search)
760     {
761     object *tmp = NULL;
762     char buf[MAX_BUF];
763     const char *cp;
764     int i, num_skills_found = 0;
765     static const char *const periods = "........................................";
766    
767     /* Need to have a pointer and use strdup for qsort to work properly */
768     char skills[NUM_SKILLS][MAX_BUF];
769    
770    
771     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
772     {
773     if (tmp->type == SKILL)
774     {
775     if (search && strstr (tmp->name, search) == NULL)
776     continue;
777     /* Basically want to fill this out to 40 spaces with periods */
778     sprintf (buf, "%s%s", &tmp->name, periods);
779     buf[40] = 0;
780    
781     if (settings.permanent_exp_ratio)
782     {
783 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
784     buf, tmp->level, tmp->stats.exp,
785     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
786 root 1.9 }
787     else
788     {
789 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
790     buf, tmp->level, tmp->stats.exp, 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 root 1.16 static bool
888     hth_skill_p (object *skill)
889     {
890 pippijn 1.18 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
891 root 1.16 if (skill->subtype == unarmed_skills[i])
892     return 1;
893    
894     return 0;
895     }
896    
897     /* This finds the first unarmed skill the player has, and returns it.
898 elmex 1.1 */
899 root 1.9 static object *
900 root 1.16 find_player_hth_skill (object *op)
901 elmex 1.1 {
902 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
903     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
904     return tmp;
905 elmex 1.1
906 root 1.16 return 0;
907 elmex 1.1 }
908    
909     /* do_skill_attack() - We have got an appropriate opponent from either
910     * move_player_attack() or skill_attack(). In this part we get on with
911     * attacking, take care of messages from the attack and changes in invisible.
912     * Returns true if the attack damaged the opponent.
913     * tmp is the targetted monster.
914     * op is what is attacking
915     * string is passed along to describe what messages to describe
916     * the damage.
917     */
918 root 1.9
919     static int
920     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
921     {
922     int success;
923    
924     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
925     return RESULT_INT (0);
926    
927     /* For Players only: if there is no ready weapon, and no "attack" skill
928     * is readied either then try to find a skill for the player to use.
929     * it is presumed that if skill is set, it is a valid attack skill (eg,
930     * the caller should have set it appropriately). We still want to pass
931     * through that code if skill is set to change to the skill.
932     */
933     if (op->type == PLAYER)
934     {
935     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
936     {
937     if (!skill)
938     {
939     /* See if the players chosen skill is a combat skill, and use
940     * it if appropriate.
941     */
942 root 1.16 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
943     skill = op->chosen_skill;
944     else
945 root 1.9 {
946 root 1.16 skill = find_player_hth_skill (op);
947 root 1.9
948     if (!skill)
949     {
950     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
951     return 0;
952 root 1.5 }
953     }
954     }
955 root 1.16
956     /* now try to ready the new skill */
957     if (!change_skill (op, skill, 0))
958     { /* oh oh, trouble! */
959     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
960     return 0;
961 root 1.5 }
962 root 1.9 }
963     else
964     {
965     /* Seen some crashes below where current_weapon is not set,
966     * even though the flag says it is. So if current weapon isn't set,
967     * do some work in trying to find the object to use.
968     */
969     if (!op->current_weapon)
970     {
971     object *tmp;
972    
973     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
974     for (tmp = op->inv; tmp; tmp = tmp->below)
975     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
976     break;
977    
978     if (!tmp)
979     {
980     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
981     op->current_weapon = NULL;
982     return 0;
983     }
984     else
985     {
986     op->current_weapon = tmp;
987 root 1.5 }
988     }
989    
990 root 1.16 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
991 root 1.5 }
992 elmex 1.1 }
993    
994 root 1.9 /* lose invisiblity/hiding status for running attacks */
995    
996     if (op->type == PLAYER && op->contr->tmp_invis)
997     {
998     op->contr->tmp_invis = 0;
999     op->invisible = 0;
1000     op->hide = 0;
1001     update_object (op, UP_OBJ_FACE);
1002 elmex 1.1 }
1003 root 1.9
1004     success = attack_ob (tmp, op);
1005    
1006     /* print appropriate messages to the player */
1007    
1008     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1009     {
1010     if (op->type == PLAYER)
1011     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1012     else if (tmp->type == PLAYER)
1013     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1014     }
1015     return success;
1016     }
1017 elmex 1.1
1018    
1019     /* skill_attack() - Core routine for use when we attack using a skills
1020     * system. In essence, this code handles
1021     * all skill-based attacks, ie hth, missile and melee weapons should be
1022     * treated here. If an opponent is already supplied by move_player(),
1023     * we move right onto do_skill_attack(), otherwise we find if an
1024     * appropriate opponent exists.
1025     *
1026     * This is called by move_player() and attack_hth()
1027     *
1028     * Initial implementation by -bt thomas@astro.psu.edu
1029     */
1030 root 1.9
1031     int
1032     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1033     {
1034     sint16 tx, ty;
1035 root 1.13 maptile *m;
1036 root 1.9 int mflags;
1037    
1038     if (!dir)
1039     dir = pl->facing;
1040 root 1.16
1041 root 1.9 tx = freearr_x[dir];
1042     ty = freearr_y[dir];
1043    
1044     /* If we don't yet have an opponent, find if one exists, and attack.
1045     * Legal opponents are the same as outlined in move_player_attack()
1046     */
1047    
1048     if (tmp == NULL)
1049     {
1050     m = pl->map;
1051     tx = pl->x + freearr_x[dir];
1052     ty = pl->y + freearr_y[dir];
1053    
1054     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1055     if (mflags & P_OUT_OF_MAP)
1056     return 0;
1057    
1058     /* space must be blocked for there to be anything interesting to do */
1059     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1060     return 0;
1061    
1062 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1063 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1064     {
1065     /* Don't attack party members */
1066     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1067     return 0;
1068     break;
1069     }
1070 elmex 1.1 }
1071 root 1.9 if (!tmp)
1072     {
1073     if (pl->type == PLAYER)
1074     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1075     return 0;
1076 elmex 1.1 }
1077    
1078 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1079 elmex 1.1 }
1080    
1081    
1082     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1083 root 1.9
1084 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1085     * (attack_hth) we check for weapon use, etc in the second (the new
1086     * function skill_attack() we actually attack.
1087     */
1088    
1089 root 1.9 static int
1090     attack_hth (object *pl, int dir, const char *string, object *skill)
1091     {
1092     object *enemy = NULL, *weapon;
1093 elmex 1.1
1094 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1095     for (weapon = pl->inv; weapon; weapon = weapon->below)
1096     {
1097     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1098     {
1099     CLEAR_FLAG (weapon, FLAG_APPLIED);
1100     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1101 root 1.22 pl->update_stats ();
1102 root 1.9 if (pl->type == PLAYER)
1103     {
1104     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1105     esrv_update_item (UPD_FLAGS, pl, weapon);
1106     }
1107     break;
1108     }
1109     }
1110     return skill_attack (enemy, pl, dir, string, skill);
1111 elmex 1.1 }
1112    
1113    
1114     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1115     * For now we are just checking to see if we have a ready weapon here.
1116     * But there is a real neato possible feature of this scheme which
1117     * bears mentioning:
1118     * Since we are only calling this from do_skill() in the future
1119     * we may make this routine handle 'special' melee weapons attacks
1120     * (like disarming manuever with sai) based on player SK_level and
1121     * weapon type.
1122     */
1123    
1124 root 1.9 static int
1125     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1126     {
1127 elmex 1.1
1128 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1129     {
1130     if (op->type == PLAYER)
1131     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1132     return 0;
1133 elmex 1.1 }
1134 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1135 elmex 1.1
1136     }