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Revision: 1.23
Committed: Tue Dec 26 08:55:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +1 -3 lines
Log Message:
replace update_ob_speed by ->set_speed

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 root 1.23 #include <sproto.h>
45 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
46 elmex 1.1 #include <spells.h>
47    
48 root 1.11 /* Table of unarmed attack skills. Terminated by -1. This
49     * is also the list that we should try to use skills when
50     * automatically applying one for the player.
51     */
52     static uint8 unarmed_skills[] = {
53     SK_KARATE,
54     SK_CLAWING,
55     SK_FLAME_TOUCH,
56     SK_SPARK_TOUCH,
57     SK_SHIVER,
58     SK_ACID_SPLASH,
59     SK_POISON_NAIL,
60     SK_PUNCHING,
61     (uint8)-1
62     };
63    
64 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
65     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
66 elmex 1.1
67     /* init_skills basically just sets up the skill_names table
68     * above. The index into the array is set up by the
69     * subtypes.
70     */
71 root 1.9 void
72     init_skills (void)
73     {
74     int i;
75     archetype *at;
76    
77     for (at = first_archetype; at != NULL; at = at->next)
78 root 1.10 if (at->clone.type == SKILL)
79     {
80     if (skill_names[at->clone.subtype] != NULL)
81     LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
82     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
83     else
84     skill_names[at->clone.subtype] = at->clone.skill;
85     }
86 elmex 1.1
87 root 1.9 /* This isn't really an error if there is no skill subtype set, but
88     * checking for this may catch some user errors.
89     */
90     for (i = 1; i < NUM_SKILLS; i++)
91     {
92     if (!skill_names[i])
93     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
94 elmex 1.1 }
95     }
96    
97     /* This function goes through the player inventory and sets
98     * up the last_skills[] array in the player object.
99     * the last_skills[] is used to more quickly lookup skills -
100     * mostly used for sending exp.
101     */
102 root 1.9 void
103     link_player_skills (object *op)
104 elmex 1.1 {
105 root 1.9 object *tmp;
106 elmex 1.1
107 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
108     {
109     if (tmp->type == SKILL)
110     {
111     /* This is really a warning, hence no else below */
112     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
113     {
114     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
115     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
116 root 1.5 }
117 root 1.9 if (tmp->subtype >= NUM_SKILLS)
118     {
119     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
120     }
121     else
122     {
123     op->contr->last_skill_ob[tmp->subtype] = tmp;
124     op->contr->last_skill_exp[tmp->subtype] = -1;
125 root 1.5 }
126     }
127 elmex 1.1 }
128     }
129    
130     /* This returns the skill pointer of the given name (the
131     * one that accumlates exp, has the level, etc).
132     *
133     * It is presumed that the player will be needing to actually
134     * use the skill, so thus if use of the skill requires a skill
135     * tool, this code will equip it.
136     */
137 root 1.9 object *
138     find_skill_by_name (object *who, const char *name)
139 elmex 1.1 {
140 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
141 elmex 1.1
142 root 1.9 if (!name)
143     return NULL;
144 elmex 1.1
145 root 1.9 /* We make sure the length of the string in the object is greater
146     * in length than the passed string. Eg, if we have a skill called
147     * 'hi', we don't want to match if the user passed 'high'
148     */
149     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
150     {
151     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
152     skill = tmp;
153    
154     /* Try to find appropriate skilltool. If the player has one already
155     * applied, we try to keep using that one.
156     */
157     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
158     {
159     if (QUERY_FLAG (tmp, FLAG_APPLIED))
160     skill_tool = tmp;
161     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
162     skill_tool = tmp;
163 root 1.5 }
164 elmex 1.1 }
165 root 1.9 /* If this is a skill that can be used without a tool, return it */
166     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
167     return skill;
168    
169     /* Player has a tool to use the skill. IF not applied, apply it -
170     * if not successful, return null. If they do have the skill tool
171     * but not the skill itself, give it to them.
172     */
173     if (skill_tool)
174     {
175     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
176     {
177     if (apply_special (who, skill_tool, 0))
178     return NULL;
179 root 1.5 }
180 root 1.9 if (!skill)
181     {
182     skill = give_skill_by_name (who, skill_tool->skill);
183     link_player_skills (who);
184 root 1.5 }
185 root 1.9 return skill;
186 elmex 1.1 }
187 root 1.9 return NULL;
188 elmex 1.1 }
189    
190    
191     /* This returns the skill pointer of the given name (the
192     * one that accumlates exp, has the level, etc).
193     *
194     * It is presumed that the player will be needing to actually
195     * use the skill, so thus if use of the skill requires a skill
196     * tool, this code will equip it.
197     *
198     * This code is basically the same as find_skill_by_name() above,
199     * but instead a skill name, we search by matching number.
200     * this replaces find_skill.
201     */
202 root 1.9 object *
203     find_skill_by_number (object *who, int skillno)
204 elmex 1.1 {
205 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
206 elmex 1.1
207 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
208     return NULL;
209 elmex 1.1
210 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
211     {
212     if (tmp->type == SKILL && tmp->subtype == skillno)
213     skill = tmp;
214 elmex 1.1
215 root 1.9 /* Try to find appropriate skilltool. If the player has one already
216     * applied, we try to keep using that one.
217     */
218     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
219     {
220     if (QUERY_FLAG (tmp, FLAG_APPLIED))
221     skill_tool = tmp;
222     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
223     skill_tool = tmp;
224 root 1.5 }
225 elmex 1.1 }
226 root 1.9 /* If this is a skill that can be used without a tool, return it */
227     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
228     return skill;
229    
230     /* Player has a tool to use the skill. IF not applied, apply it -
231     * if not successful, return null. If they do have the skill tool
232     * but not the skill itself, give it to them.
233     */
234     if (skill_tool)
235     {
236     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
237     {
238     if (apply_special (who, skill_tool, 0))
239     return NULL;
240 root 1.5 }
241 root 1.16
242 root 1.9 if (!skill)
243     {
244     skill = give_skill_by_name (who, skill_tool->skill);
245     link_player_skills (who);
246 root 1.5 }
247 root 1.16
248 root 1.9 return skill;
249 elmex 1.1 }
250 root 1.16
251 root 1.9 return NULL;
252 elmex 1.1 }
253    
254     /* This changes the objects skill to new_skill.
255     * note that this function doesn't always need to get used -
256     * you can now add skill exp to the player without the chosen_skill being
257     * set. This function is of most interest to players to update
258     * the various range information.
259     * if new_skill is null, this just unapplies the skill.
260     * flag has the current meaning:
261     * 0x1: If set, don't update the range pointer. This is useful when we
262     * need to ready a new skill, but don't want to clobber range.
263     * return 1 on success, 0 on error
264     */
265    
266 root 1.9 int
267     change_skill (object *who, object *new_skill, int flag)
268 elmex 1.1 {
269 root 1.9 int old_range;
270 elmex 1.1
271 root 1.9 if (who->type != PLAYER)
272     return 0;
273    
274     old_range = who->contr->shoottype;
275 elmex 1.1
276 root 1.9 if (who->chosen_skill && who->chosen_skill == new_skill)
277 elmex 1.1 {
278 root 1.9 /* optimization for changing skill to current skill */
279     if (who->type == PLAYER && !(flag & 0x1))
280     who->contr->shoottype = range_skill;
281 root 1.16
282 root 1.9 return 1;
283 elmex 1.1 }
284    
285 root 1.16 // move skill to front, so it will be preferred next time
286     new_skill->remove ();
287     who->insert (new_skill);
288    
289 root 1.9 if (!new_skill || who->chosen_skill)
290     if (who->chosen_skill)
291     apply_special (who, who->chosen_skill, AP_UNAPPLY);
292 elmex 1.1
293 root 1.9 /* Only goal in this case was to unapply a skill */
294     if (!new_skill)
295     return 0;
296 elmex 1.1
297 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
298 root 1.16 return 0;
299    
300 root 1.9 if (flag & 0x1)
301 root 1.16 who->contr->shoottype = (rangetype)old_range;
302 elmex 1.1
303 root 1.9 return 1;
304 elmex 1.1 }
305    
306     /* This function just clears the chosen_skill and range_skill values
307     * inthe player.
308     */
309 root 1.9 void
310     clear_skill (object *who)
311 elmex 1.1 {
312 root 1.9 who->chosen_skill = NULL;
313     CLEAR_FLAG (who, FLAG_READY_SKILL);
314     if (who->type == PLAYER)
315     {
316     who->contr->ranges[range_skill] = NULL;
317     if (who->contr->shoottype == range_skill)
318     who->contr->shoottype = range_none;
319 elmex 1.1 }
320     }
321    
322     /* do_skill() - Main skills use function-similar in scope to cast_spell().
323     * We handle all requests for skill use outside of some combat here.
324     * We require a separate routine outside of fire() so as to allow monsters
325     * to utilize skills. Returns 1 on use of skill, otherwise 0.
326     * This is changed (2002-11-30) from the old method that returned
327     * exp - no caller needed that info, but it also prevented the callers
328     * from know if a skill was actually used, as many skills don't
329     * give any exp for their direct use (eg, throwing).
330     * It returns 0 if no skill was used.
331     */
332    
333 root 1.9 int
334     do_skill (object *op, object *part, object *skill, int dir, const char *string)
335     {
336     int success = 0, exp = 0;
337     int did_alc = 0;
338     object *tmp, *next;
339    
340     if (!skill)
341     return 0;
342    
343     /* The code below presumes that the skill points to the object that
344     * holds the exp, level, etc of the skill. So if this is a player
345     * go and try to find the actual real skill pointer, and if the
346     * the player doesn't have a bucket for that, create one.
347     */
348     if (skill->type != SKILL && op->type == PLAYER)
349     {
350     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
351     {
352     if (tmp->type == SKILL && tmp->skill == skill->skill)
353     break;
354 root 1.5 }
355 root 1.9 if (!tmp)
356     tmp = give_skill_by_name (op, skill->skill);
357     skill = tmp;
358 elmex 1.1 }
359    
360 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
361     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
362     return 0;
363 elmex 1.1
364 root 1.9 switch (skill->subtype)
365     {
366 root 1.5 case SK_LEVITATION:
367 root 1.9 /* Not 100% sure if this will work with new movement code -
368     * the levitation skill has move_type for flying, so when
369     * equipped, that should transfer to player, when not,
370     * shouldn't.
371     */
372     if (QUERY_FLAG (skill, FLAG_APPLIED))
373     {
374     CLEAR_FLAG (skill, FLAG_APPLIED);
375     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
376 root 1.5 }
377 root 1.9 else
378     {
379     SET_FLAG (skill, FLAG_APPLIED);
380     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
381 root 1.5 }
382 root 1.22 op->update_stats ();
383 root 1.9 success = 1;
384     break;
385 root 1.5
386     case SK_STEALING:
387 root 1.9 exp = success = steal (op, dir, skill);
388     break;
389 root 1.5
390     case SK_LOCKPICKING:
391 root 1.9 exp = success = pick_lock (op, dir, skill);
392     break;
393 root 1.5
394     case SK_HIDING:
395 root 1.9 exp = success = hide (op, skill);
396     break;
397 root 1.5
398     case SK_JUMPING:
399 root 1.9 success = jump (op, dir, skill);
400     break;
401 root 1.5
402     case SK_INSCRIPTION:
403 root 1.9 exp = success = write_on_item (op, string, skill);
404     break;
405 root 1.5
406     case SK_MEDITATION:
407 root 1.9 meditate (op, skill);
408     success = 1;
409     break;
410     /* note that the following 'attack' skills gain exp through hit_player() */
411 root 1.5
412     case SK_KARATE:
413 root 1.9 (void) attack_hth (op, dir, "karate-chopped", skill);
414     break;
415 root 1.5
416     case SK_PUNCHING:
417 root 1.9 (void) attack_hth (op, dir, "punched", skill);
418     break;
419 root 1.5
420     case SK_FLAME_TOUCH:
421 root 1.9 (void) attack_hth (op, dir, "flamed", skill);
422     break;
423 elmex 1.1
424     case SK_SPARK_TOUCH:
425 root 1.9 (void) attack_hth (op, dir, "zapped", skill);
426     break;
427 elmex 1.1
428     case SK_SHIVER:
429 root 1.9 (void) attack_hth (op, dir, "froze", skill);
430     break;
431 elmex 1.1
432     case SK_ACID_SPLASH:
433 root 1.9 (void) attack_hth (op, dir, "dissolved", skill);
434     break;
435 elmex 1.1
436     case SK_POISON_NAIL:
437 root 1.9 (void) attack_hth (op, dir, "injected poison into", skill);
438     break;
439 elmex 1.1
440 root 1.5 case SK_CLAWING:
441 root 1.9 (void) attack_hth (op, dir, "clawed", skill);
442     break;
443 root 1.5
444     case SK_ONE_HANDED_WEAPON:
445     case SK_TWO_HANDED_WEAPON:
446 root 1.9 (void) attack_melee_weapon (op, dir, NULL, skill);
447     break;
448 root 1.5
449     case SK_FIND_TRAPS:
450 root 1.9 exp = success = find_traps (op, skill);
451     break;
452 root 1.5
453     case SK_SINGING:
454 root 1.9 exp = success = singing (op, dir, skill);
455     break;
456 root 1.5
457     case SK_ORATORY:
458 root 1.9 exp = success = use_oratory (op, dir, skill);
459     break;
460 root 1.5
461     case SK_SMITHERY:
462     case SK_BOWYER:
463     case SK_JEWELER:
464     case SK_ALCHEMY:
465     case SK_THAUMATURGY:
466     case SK_LITERACY:
467     case SK_WOODSMAN:
468 root 1.9 /* first, we try to find a cauldron, and do the alchemy thing.
469     * failing that, we go and identify stuff.
470     */
471 root 1.21 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
472 root 1.9 {
473     next = tmp->above;
474 root 1.17
475 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
476     {
477     attempt_do_alchemy (op, tmp);
478 root 1.17
479 root 1.9 if (QUERY_FLAG (tmp, FLAG_APPLIED))
480     esrv_send_inventory (op, tmp);
481 root 1.17
482 root 1.9 did_alc = 1;
483 root 1.5 }
484     }
485 root 1.17
486 root 1.9 if (did_alc == 0)
487     exp = success = skill_ident (op, skill);
488 root 1.17
489 root 1.9 break;
490 root 1.5
491     case SK_DET_MAGIC:
492     case SK_DET_CURSE:
493 root 1.9 exp = success = skill_ident (op, skill);
494     break;
495 root 1.5
496     case SK_DISARM_TRAPS:
497 root 1.9 exp = success = remove_trap (op, dir, skill);
498     break;
499 root 1.5
500     case SK_THROWING:
501 root 1.9 success = skill_throw (op, part, dir, string, skill);
502     break;
503 root 1.5
504     case SK_SET_TRAP:
505 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
506     break;
507 root 1.5
508     case SK_USE_MAGIC_ITEM:
509     case SK_MISSILE_WEAPON:
510 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
511     break;
512 root 1.5
513     case SK_PRAYING:
514 root 1.9 success = pray (op, skill);
515     break;
516 root 1.5
517     case SK_BARGAINING:
518 root 1.9 success = describe_shop (op);
519     break;
520 elmex 1.1
521 root 1.5 case SK_SORCERY:
522     case SK_EVOCATION:
523     case SK_PYROMANCY:
524     case SK_SUMMONING:
525     case SK_CLIMBING:
526 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
527     break;
528 root 1.5
529     default:
530 root 1.9 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
531     break;
532 elmex 1.1 }
533    
534 root 1.9 /* For players we now update the speed_left from using the skill.
535     * Monsters have no skill use time because of the random nature in
536     * which use_monster_skill is called already simulates this.
537     * If certain skills should take more/less time, that should be
538     * in the code for the skill itself.
539     */
540    
541     if (op->type == PLAYER)
542     op->speed_left -= 1.0;
543    
544     /* this is a good place to add experience for successfull use of skills.
545     * Note that add_exp() will figure out player/monster experience
546     * gain problems.
547     */
548    
549     if (success && exp)
550     change_exp (op, exp, skill->skill, 0);
551    
552     return success;
553 elmex 1.1 }
554    
555     /* calc_skill_exp() - calculates amount of experience can be gained for
556     * successfull use of a skill. Returns value of experience gain.
557     * Here we take the view that a player must 'overcome an opponent'
558     * in order to gain experience. Examples include foes killed combat,
559     * finding/disarming a trap, stealing from somebeing, etc.
560     * The gained experience is based primarily on the difference in levels,
561     * exp point value of vanquished foe, the relevent stats of the skill being
562     * used and modifications in the skills[] table.
563     *
564     * For now, monsters and players will be treated differently. Below I give
565     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
566     * Monsters just get 10% of the exp of the opponent.
567     *
568     * players get a ratio, eg, opponent lvl / player level. This is then
569     * multiplied by various things. If simple exp is true, then
570     * this multiplier, include the level difference, is always 1.
571     * This revised method prevents some cases where there are big gaps
572     * in the amount you get just because you are now equal level vs lower
573     * level
574     * who is player/creature that used the skill.
575     * op is the object that was 'defeated'.
576     * skill is the skill used. If no skill is used, it should just
577     * point back to who.
578     *
579     */
580    
581 root 1.9 int
582     calc_skill_exp (object *who, object *op, object *skill)
583     {
584     int op_exp = 0, op_lvl = 0;
585     float base, value, lvl_mult = 0.0;
586    
587     if (!skill)
588     skill = who;
589    
590     /* Oct 95 - where we have an object, I expanded our treatment
591     * to 3 cases:
592     * non-living magic obj, runes and everything else.
593     *
594     * If an object is not alive and magical we set the base exp higher to
595     * help out exp awards for skill_ident skills. Also, if
596     * an item is type RUNE, we give out exp based on stats.Cha
597     * and level (this was the old system) -b.t.
598     */
599    
600     if (!op)
601     { /* no item/creature */
602     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
603     op_exp = 0;
604     }
605     else if (op->type == RUNE || op->type == TRAP)
606     { /* all traps. If stats.Cha > 1 we use that
607 root 1.5 * for the amount of experience */
608 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
609     op_lvl = op->level;
610     }
611     else
612     { /* all other items/living creatures */
613     op_exp = op->stats.exp;
614     op_lvl = op->level;
615     if (!QUERY_FLAG (op, FLAG_ALIVE))
616     { /* for ident/make items */
617     op_lvl += 5 * abs (op->magic);
618     }
619     }
620    
621     if (op_lvl < 1)
622     op_lvl = 1;
623    
624     if (who->type != PLAYER)
625     { /* for monsters only */
626     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
627     }
628     else
629     { /* for players */
630     base = op_exp;
631     /* if skill really is a skill, then we can look at the skill archetype for
632     * bse reward value (exp) and level multiplier factor.
633     */
634     if (skill->type == SKILL)
635     {
636     base += skill->arch->clone.stats.exp;
637     if (settings.simple_exp)
638     {
639     if (skill->arch->clone.level)
640     lvl_mult = (float) skill->arch->clone.level / 100.0;
641     else
642     lvl_mult = 1.0; /* no adjustment */
643 root 1.5 }
644 root 1.9 else
645     {
646     if (skill->level)
647     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
648     else
649     lvl_mult = 1.0;
650 root 1.5 }
651 root 1.9 }
652     else
653     {
654     /* Don't divide by zero here! */
655     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
656 root 1.5 }
657 elmex 1.1 }
658 root 1.9
659     /* assemble the exp total, and return value */
660    
661     value = base * lvl_mult;
662     if (value < 1)
663     value = 1; /* Always give at least 1 exp point */
664    
665 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
666 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);
667 elmex 1.1 #endif
668 root 1.9 return ((int) value);
669 elmex 1.1 }
670    
671     /* Learn skill. This inserts the requested skill in the player's
672     * inventory. The skill field of the scroll should have the
673     * exact name of the requested skill.
674     * This one actually teaches the player the skill as something
675     * they can equip.
676     * Return 0 if the player knows the skill, 1 if the
677     * player learns the skill, 2 otherwise.
678     */
679 root 1.9
680 elmex 1.1 int
681 root 1.9 learn_skill (object *pl, object *scroll)
682     {
683     object *tmp;
684 elmex 1.1
685 root 1.9 if (!scroll->skill)
686     {
687     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
688     return 2;
689 elmex 1.1 }
690    
691 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
692     * but can't use natively.
693     */
694 elmex 1.1
695 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
696     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
697     break;
698 elmex 1.1
699 root 1.9 /* player already knows it */
700     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
701     return 0;
702 elmex 1.1
703 root 1.9 /* now a random change to learn, based on player Int.
704     * give bonus based on level - otherwise stupid characters
705     * might never be able to learn anything.
706     */
707     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
708     return 2; /* failure :< */
709 elmex 1.1
710 root 1.9 if (!tmp)
711     tmp = give_skill_by_name (pl, scroll->skill);
712 elmex 1.1
713 root 1.9 if (!tmp)
714     {
715     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
716     return 2;
717 elmex 1.1 }
718    
719 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
720     link_player_skills (pl);
721     return 1;
722 elmex 1.1 }
723    
724     /* Gives a percentage clipped to 0% -> 100% of a/b. */
725 root 1.9
726 elmex 1.1 /* Probably belongs in some global utils-type file? */
727 root 1.9 static int
728     clipped_percent (sint64 a, sint64 b)
729 elmex 1.1 {
730     int rv;
731    
732     if (b <= 0)
733     return 0;
734    
735 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
736    
737 elmex 1.1 if (rv < 0)
738     return 0;
739     else if (rv > 100)
740     return 100;
741 root 1.9
742 elmex 1.1 return rv;
743     }
744    
745     /* show_skills() - Meant to allow players to examine
746     * their current skill list.
747     * This shows the amount of exp they have in the skills.
748     * we also include some other non skill related info (god,
749     * max weapon improvments, item power).
750     * Note this function is a bit more complicated becauase we
751     * we want ot sort the skills before printing them. If we
752     * just dumped this as we found it, this would be a bit
753     * simpler.
754     */
755 root 1.9
756     void
757     show_skills (object *op, const char *search)
758     {
759     object *tmp = NULL;
760     char buf[MAX_BUF];
761     const char *cp;
762     int i, num_skills_found = 0;
763     static const char *const periods = "........................................";
764    
765     /* Need to have a pointer and use strdup for qsort to work properly */
766     char skills[NUM_SKILLS][MAX_BUF];
767    
768    
769     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
770     {
771     if (tmp->type == SKILL)
772     {
773     if (search && strstr (tmp->name, search) == NULL)
774     continue;
775     /* Basically want to fill this out to 40 spaces with periods */
776     sprintf (buf, "%s%s", &tmp->name, periods);
777     buf[40] = 0;
778    
779     if (settings.permanent_exp_ratio)
780     {
781 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
782     buf, tmp->level, tmp->stats.exp,
783     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
784 root 1.9 }
785     else
786     {
787 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
788     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
789 root 1.5 }
790 root 1.9 /* I don't know why some characters get a bunch of skills, but
791     * it sometimes happens (maybe a leftover from bugier earlier code
792     * and those character are still about). In any case, lets handle
793     * it so it doesn't crash the server - otherwise, one character may
794     * crash the server numerous times.
795     */
796     if (num_skills_found >= NUM_SKILLS)
797     {
798     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
799     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
800     break;
801 root 1.5 }
802     }
803 elmex 1.1 }
804    
805 root 1.9 clear_win_info (op);
806     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
807     if (num_skills_found > 1)
808     qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
809 elmex 1.1
810 root 1.9 for (i = 0; i < num_skills_found; i++)
811     {
812     new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
813 elmex 1.1 }
814    
815 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
816 elmex 1.1
817 root 1.9 cp = determine_god (op);
818     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
819 elmex 1.1
820 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
821     op->contr->item_power, (int) (op->level * settings.item_power_factor));
822 elmex 1.1 }
823    
824     /* use_skill() - similar to invoke command, it executes the skill in the
825     * direction that the user is facing. Returns false if we are unable to
826     * change to the requested skill, or were unable to use the skill properly.
827     * This is tricky because skills can have spaces. We basically roll
828     * our own find_skill_by_name so we can try to do better string matching.
829     */
830    
831 root 1.9 int
832     use_skill (object *op, const char *string)
833     {
834     object *skop;
835     size_t len;
836    
837     if (!string)
838     return 0;
839    
840     for (skop = op->inv; skop != NULL; skop = skop->below)
841     {
842     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
843     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
844     break;
845     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
846     break;
847 elmex 1.1 }
848 root 1.9 if (!skop)
849     {
850     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
851     return 0;
852 elmex 1.1 }
853    
854 root 1.9 len = strlen (skop->skill);
855 elmex 1.1
856 root 1.9 /* All this logic goes and skips over the skill name to find any
857     * options given to the skill. Its pretty simple - if there
858     * are extra parameters (as deteremined by string length), we
859     * want to skip over any leading spaces.
860     */
861     if (len >= strlen (string))
862     {
863     string = NULL;
864 elmex 1.1 }
865 root 1.9 else
866     {
867     string += len;
868     while (*string == 0x20)
869     string++;
870     if (strlen (string) == 0)
871     string = NULL;
872     }
873    
874 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
875 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
876 elmex 1.1 #endif
877    
878 root 1.9 /* Change to the new skill, then execute it. */
879     if (do_skill (op, op, skop, op->facing, string))
880     return 1;
881    
882     return 0;
883 elmex 1.1 }
884    
885 root 1.16 static bool
886     hth_skill_p (object *skill)
887     {
888 pippijn 1.18 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
889 root 1.16 if (skill->subtype == unarmed_skills[i])
890     return 1;
891    
892     return 0;
893     }
894    
895     /* This finds the first unarmed skill the player has, and returns it.
896 elmex 1.1 */
897 root 1.9 static object *
898 root 1.16 find_player_hth_skill (object *op)
899 elmex 1.1 {
900 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
901     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
902     return tmp;
903 elmex 1.1
904 root 1.16 return 0;
905 elmex 1.1 }
906    
907     /* do_skill_attack() - We have got an appropriate opponent from either
908     * move_player_attack() or skill_attack(). In this part we get on with
909     * attacking, take care of messages from the attack and changes in invisible.
910     * Returns true if the attack damaged the opponent.
911     * tmp is the targetted monster.
912     * op is what is attacking
913     * string is passed along to describe what messages to describe
914     * the damage.
915     */
916 root 1.9
917     static int
918     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
919     {
920     int success;
921    
922     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
923     return RESULT_INT (0);
924    
925     /* For Players only: if there is no ready weapon, and no "attack" skill
926     * is readied either then try to find a skill for the player to use.
927     * it is presumed that if skill is set, it is a valid attack skill (eg,
928     * the caller should have set it appropriately). We still want to pass
929     * through that code if skill is set to change to the skill.
930     */
931     if (op->type == PLAYER)
932     {
933     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
934     {
935     if (!skill)
936     {
937     /* See if the players chosen skill is a combat skill, and use
938     * it if appropriate.
939     */
940 root 1.16 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
941     skill = op->chosen_skill;
942     else
943 root 1.9 {
944 root 1.16 skill = find_player_hth_skill (op);
945 root 1.9
946     if (!skill)
947     {
948     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
949     return 0;
950 root 1.5 }
951     }
952     }
953 root 1.16
954     /* now try to ready the new skill */
955     if (!change_skill (op, skill, 0))
956     { /* oh oh, trouble! */
957     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
958     return 0;
959 root 1.5 }
960 root 1.9 }
961     else
962     {
963     /* Seen some crashes below where current_weapon is not set,
964     * even though the flag says it is. So if current weapon isn't set,
965     * do some work in trying to find the object to use.
966     */
967     if (!op->current_weapon)
968     {
969     object *tmp;
970    
971     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
972     for (tmp = op->inv; tmp; tmp = tmp->below)
973     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
974     break;
975    
976     if (!tmp)
977     {
978     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
979     op->current_weapon = NULL;
980     return 0;
981     }
982     else
983     {
984     op->current_weapon = tmp;
985 root 1.5 }
986     }
987    
988 root 1.16 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
989 root 1.5 }
990 elmex 1.1 }
991    
992 root 1.9 /* lose invisiblity/hiding status for running attacks */
993    
994     if (op->type == PLAYER && op->contr->tmp_invis)
995     {
996     op->contr->tmp_invis = 0;
997     op->invisible = 0;
998     op->hide = 0;
999     update_object (op, UP_OBJ_FACE);
1000 elmex 1.1 }
1001 root 1.9
1002     success = attack_ob (tmp, op);
1003    
1004     /* print appropriate messages to the player */
1005    
1006     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1007     {
1008     if (op->type == PLAYER)
1009     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1010     else if (tmp->type == PLAYER)
1011     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1012     }
1013     return success;
1014     }
1015 elmex 1.1
1016    
1017     /* skill_attack() - Core routine for use when we attack using a skills
1018     * system. In essence, this code handles
1019     * all skill-based attacks, ie hth, missile and melee weapons should be
1020     * treated here. If an opponent is already supplied by move_player(),
1021     * we move right onto do_skill_attack(), otherwise we find if an
1022     * appropriate opponent exists.
1023     *
1024     * This is called by move_player() and attack_hth()
1025     *
1026     * Initial implementation by -bt thomas@astro.psu.edu
1027     */
1028 root 1.9
1029     int
1030     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1031     {
1032     sint16 tx, ty;
1033 root 1.13 maptile *m;
1034 root 1.9 int mflags;
1035    
1036     if (!dir)
1037     dir = pl->facing;
1038 root 1.16
1039 root 1.9 tx = freearr_x[dir];
1040     ty = freearr_y[dir];
1041    
1042     /* If we don't yet have an opponent, find if one exists, and attack.
1043     * Legal opponents are the same as outlined in move_player_attack()
1044     */
1045    
1046     if (tmp == NULL)
1047     {
1048     m = pl->map;
1049     tx = pl->x + freearr_x[dir];
1050     ty = pl->y + freearr_y[dir];
1051    
1052     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1053     if (mflags & P_OUT_OF_MAP)
1054     return 0;
1055    
1056     /* space must be blocked for there to be anything interesting to do */
1057     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1058     return 0;
1059    
1060 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1061 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1062     {
1063     /* Don't attack party members */
1064     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1065     return 0;
1066     break;
1067     }
1068 elmex 1.1 }
1069 root 1.9 if (!tmp)
1070     {
1071     if (pl->type == PLAYER)
1072     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1073     return 0;
1074 elmex 1.1 }
1075    
1076 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1077 elmex 1.1 }
1078    
1079    
1080     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1081 root 1.9
1082 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1083     * (attack_hth) we check for weapon use, etc in the second (the new
1084     * function skill_attack() we actually attack.
1085     */
1086    
1087 root 1.9 static int
1088     attack_hth (object *pl, int dir, const char *string, object *skill)
1089     {
1090     object *enemy = NULL, *weapon;
1091 elmex 1.1
1092 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1093     for (weapon = pl->inv; weapon; weapon = weapon->below)
1094     {
1095     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1096     {
1097     CLEAR_FLAG (weapon, FLAG_APPLIED);
1098     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1099 root 1.22 pl->update_stats ();
1100 root 1.9 if (pl->type == PLAYER)
1101     {
1102     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1103     esrv_update_item (UPD_FLAGS, pl, weapon);
1104     }
1105     break;
1106     }
1107     }
1108     return skill_attack (enemy, pl, dir, string, skill);
1109 elmex 1.1 }
1110    
1111    
1112     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1113     * For now we are just checking to see if we have a ready weapon here.
1114     * But there is a real neato possible feature of this scheme which
1115     * bears mentioning:
1116     * Since we are only calling this from do_skill() in the future
1117     * we may make this routine handle 'special' melee weapons attacks
1118     * (like disarming manuever with sai) based on player SK_level and
1119     * weapon type.
1120     */
1121    
1122 root 1.9 static int
1123     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1124     {
1125 elmex 1.1
1126 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1127     {
1128     if (op->type == PLAYER)
1129     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1130     return 0;
1131 elmex 1.1 }
1132 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1133 elmex 1.1
1134     }