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Revision: 1.24
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.23: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.24 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.12 The author can be reached via e-mail to <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     /* Created July 95 to separate skill utilities from actual skills -b.t. */
26    
27     /* Reconfigured skills code to allow linking of skills to experience
28     * categories. This is done solely through the init_new_exp_system() fctn.
29     * June/July 1995 -b.t. thomas@astro.psu.edu
30     */
31    
32     /* July 1995 - Initial associated skills coding. Experience gains
33     * come solely from the use of skills. Overcoming an opponent (in combat,
34     * finding/disarming a trap, stealing from somebeing, etc) gains
35     * experience. Calc_skill_exp() handles the gained experience using
36     * modifications in the skills[] table. - b.t.
37     */
38    
39     /* define the following for skills utility debuging */
40 root 1.9
41 elmex 1.1 /* #define SKILL_UTIL_DEBUG */
42    
43     #include <global.h>
44     #include <object.h>
45 root 1.23 #include <sproto.h>
46 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47 elmex 1.1 #include <spells.h>
48    
49 root 1.11 /* Table of unarmed attack skills. Terminated by -1. This
50     * is also the list that we should try to use skills when
51     * automatically applying one for the player.
52     */
53     static uint8 unarmed_skills[] = {
54     SK_KARATE,
55     SK_CLAWING,
56     SK_FLAME_TOUCH,
57     SK_SPARK_TOUCH,
58     SK_SHIVER,
59     SK_ACID_SPLASH,
60     SK_POISON_NAIL,
61     SK_PUNCHING,
62     (uint8)-1
63     };
64    
65 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
66     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
67 elmex 1.1
68     /* init_skills basically just sets up the skill_names table
69     * above. The index into the array is set up by the
70     * subtypes.
71     */
72 root 1.9 void
73     init_skills (void)
74     {
75     int i;
76     archetype *at;
77    
78     for (at = first_archetype; at != NULL; at = at->next)
79 root 1.10 if (at->clone.type == SKILL)
80     {
81     if (skill_names[at->clone.subtype] != NULL)
82     LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
83     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
84     else
85     skill_names[at->clone.subtype] = at->clone.skill;
86     }
87 elmex 1.1
88 root 1.9 /* This isn't really an error if there is no skill subtype set, but
89     * checking for this may catch some user errors.
90     */
91     for (i = 1; i < NUM_SKILLS; i++)
92     {
93     if (!skill_names[i])
94     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 elmex 1.1 }
96     }
97    
98     /* This function goes through the player inventory and sets
99     * up the last_skills[] array in the player object.
100     * the last_skills[] is used to more quickly lookup skills -
101     * mostly used for sending exp.
102     */
103 root 1.9 void
104     link_player_skills (object *op)
105 elmex 1.1 {
106 root 1.9 object *tmp;
107 elmex 1.1
108 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
109     {
110     if (tmp->type == SKILL)
111     {
112     /* This is really a warning, hence no else below */
113     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
114     {
115     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
116     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
117 root 1.5 }
118 root 1.9 if (tmp->subtype >= NUM_SKILLS)
119     {
120     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
121     }
122     else
123     {
124     op->contr->last_skill_ob[tmp->subtype] = tmp;
125     op->contr->last_skill_exp[tmp->subtype] = -1;
126 root 1.5 }
127     }
128 elmex 1.1 }
129     }
130    
131     /* This returns the skill pointer of the given name (the
132     * one that accumlates exp, has the level, etc).
133     *
134     * It is presumed that the player will be needing to actually
135     * use the skill, so thus if use of the skill requires a skill
136     * tool, this code will equip it.
137     */
138 root 1.9 object *
139     find_skill_by_name (object *who, const char *name)
140 elmex 1.1 {
141 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
142 elmex 1.1
143 root 1.9 if (!name)
144     return NULL;
145 elmex 1.1
146 root 1.9 /* We make sure the length of the string in the object is greater
147     * in length than the passed string. Eg, if we have a skill called
148     * 'hi', we don't want to match if the user passed 'high'
149     */
150     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
151     {
152     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
153     skill = tmp;
154    
155     /* Try to find appropriate skilltool. If the player has one already
156     * applied, we try to keep using that one.
157     */
158     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
159     {
160     if (QUERY_FLAG (tmp, FLAG_APPLIED))
161     skill_tool = tmp;
162     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
163     skill_tool = tmp;
164 root 1.5 }
165 elmex 1.1 }
166 root 1.9 /* If this is a skill that can be used without a tool, return it */
167     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
168     return skill;
169    
170     /* Player has a tool to use the skill. IF not applied, apply it -
171     * if not successful, return null. If they do have the skill tool
172     * but not the skill itself, give it to them.
173     */
174     if (skill_tool)
175     {
176     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
177     {
178     if (apply_special (who, skill_tool, 0))
179     return NULL;
180 root 1.5 }
181 root 1.9 if (!skill)
182     {
183     skill = give_skill_by_name (who, skill_tool->skill);
184     link_player_skills (who);
185 root 1.5 }
186 root 1.9 return skill;
187 elmex 1.1 }
188 root 1.9 return NULL;
189 elmex 1.1 }
190    
191    
192     /* This returns the skill pointer of the given name (the
193     * one that accumlates exp, has the level, etc).
194     *
195     * It is presumed that the player will be needing to actually
196     * use the skill, so thus if use of the skill requires a skill
197     * tool, this code will equip it.
198     *
199     * This code is basically the same as find_skill_by_name() above,
200     * but instead a skill name, we search by matching number.
201     * this replaces find_skill.
202     */
203 root 1.9 object *
204     find_skill_by_number (object *who, int skillno)
205 elmex 1.1 {
206 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
207 elmex 1.1
208 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
209     return NULL;
210 elmex 1.1
211 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
212     {
213     if (tmp->type == SKILL && tmp->subtype == skillno)
214     skill = tmp;
215 elmex 1.1
216 root 1.9 /* Try to find appropriate skilltool. If the player has one already
217     * applied, we try to keep using that one.
218     */
219     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
220     {
221     if (QUERY_FLAG (tmp, FLAG_APPLIED))
222     skill_tool = tmp;
223     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
224     skill_tool = tmp;
225 root 1.5 }
226 elmex 1.1 }
227 root 1.9 /* If this is a skill that can be used without a tool, return it */
228     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
229     return skill;
230    
231     /* Player has a tool to use the skill. IF not applied, apply it -
232     * if not successful, return null. If they do have the skill tool
233     * but not the skill itself, give it to them.
234     */
235     if (skill_tool)
236     {
237     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
238     {
239     if (apply_special (who, skill_tool, 0))
240     return NULL;
241 root 1.5 }
242 root 1.16
243 root 1.9 if (!skill)
244     {
245     skill = give_skill_by_name (who, skill_tool->skill);
246     link_player_skills (who);
247 root 1.5 }
248 root 1.16
249 root 1.9 return skill;
250 elmex 1.1 }
251 root 1.16
252 root 1.9 return NULL;
253 elmex 1.1 }
254    
255     /* This changes the objects skill to new_skill.
256     * note that this function doesn't always need to get used -
257     * you can now add skill exp to the player without the chosen_skill being
258     * set. This function is of most interest to players to update
259     * the various range information.
260     * if new_skill is null, this just unapplies the skill.
261     * flag has the current meaning:
262     * 0x1: If set, don't update the range pointer. This is useful when we
263     * need to ready a new skill, but don't want to clobber range.
264     * return 1 on success, 0 on error
265     */
266    
267 root 1.9 int
268     change_skill (object *who, object *new_skill, int flag)
269 elmex 1.1 {
270 root 1.9 int old_range;
271 elmex 1.1
272 root 1.9 if (who->type != PLAYER)
273     return 0;
274    
275     old_range = who->contr->shoottype;
276 elmex 1.1
277 root 1.9 if (who->chosen_skill && who->chosen_skill == new_skill)
278 elmex 1.1 {
279 root 1.9 /* optimization for changing skill to current skill */
280     if (who->type == PLAYER && !(flag & 0x1))
281     who->contr->shoottype = range_skill;
282 root 1.16
283 root 1.9 return 1;
284 elmex 1.1 }
285    
286 root 1.16 // move skill to front, so it will be preferred next time
287     new_skill->remove ();
288     who->insert (new_skill);
289    
290 root 1.9 if (!new_skill || who->chosen_skill)
291     if (who->chosen_skill)
292     apply_special (who, who->chosen_skill, AP_UNAPPLY);
293 elmex 1.1
294 root 1.9 /* Only goal in this case was to unapply a skill */
295     if (!new_skill)
296     return 0;
297 elmex 1.1
298 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
299 root 1.16 return 0;
300    
301 root 1.9 if (flag & 0x1)
302 root 1.16 who->contr->shoottype = (rangetype)old_range;
303 elmex 1.1
304 root 1.9 return 1;
305 elmex 1.1 }
306    
307     /* This function just clears the chosen_skill and range_skill values
308     * inthe player.
309     */
310 root 1.9 void
311     clear_skill (object *who)
312 elmex 1.1 {
313 root 1.9 who->chosen_skill = NULL;
314     CLEAR_FLAG (who, FLAG_READY_SKILL);
315     if (who->type == PLAYER)
316     {
317     who->contr->ranges[range_skill] = NULL;
318     if (who->contr->shoottype == range_skill)
319     who->contr->shoottype = range_none;
320 elmex 1.1 }
321     }
322    
323     /* do_skill() - Main skills use function-similar in scope to cast_spell().
324     * We handle all requests for skill use outside of some combat here.
325     * We require a separate routine outside of fire() so as to allow monsters
326     * to utilize skills. Returns 1 on use of skill, otherwise 0.
327     * This is changed (2002-11-30) from the old method that returned
328     * exp - no caller needed that info, but it also prevented the callers
329     * from know if a skill was actually used, as many skills don't
330     * give any exp for their direct use (eg, throwing).
331     * It returns 0 if no skill was used.
332     */
333    
334 root 1.9 int
335     do_skill (object *op, object *part, object *skill, int dir, const char *string)
336     {
337     int success = 0, exp = 0;
338     int did_alc = 0;
339     object *tmp, *next;
340    
341     if (!skill)
342     return 0;
343    
344     /* The code below presumes that the skill points to the object that
345     * holds the exp, level, etc of the skill. So if this is a player
346     * go and try to find the actual real skill pointer, and if the
347     * the player doesn't have a bucket for that, create one.
348     */
349     if (skill->type != SKILL && op->type == PLAYER)
350     {
351     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
352     {
353     if (tmp->type == SKILL && tmp->skill == skill->skill)
354     break;
355 root 1.5 }
356 root 1.9 if (!tmp)
357     tmp = give_skill_by_name (op, skill->skill);
358     skill = tmp;
359 elmex 1.1 }
360    
361 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
362     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
363     return 0;
364 elmex 1.1
365 root 1.9 switch (skill->subtype)
366     {
367 root 1.5 case SK_LEVITATION:
368 root 1.9 /* Not 100% sure if this will work with new movement code -
369     * the levitation skill has move_type for flying, so when
370     * equipped, that should transfer to player, when not,
371     * shouldn't.
372     */
373     if (QUERY_FLAG (skill, FLAG_APPLIED))
374     {
375     CLEAR_FLAG (skill, FLAG_APPLIED);
376     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
377 root 1.5 }
378 root 1.9 else
379     {
380     SET_FLAG (skill, FLAG_APPLIED);
381     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
382 root 1.5 }
383 root 1.22 op->update_stats ();
384 root 1.9 success = 1;
385     break;
386 root 1.5
387     case SK_STEALING:
388 root 1.9 exp = success = steal (op, dir, skill);
389     break;
390 root 1.5
391     case SK_LOCKPICKING:
392 root 1.9 exp = success = pick_lock (op, dir, skill);
393     break;
394 root 1.5
395     case SK_HIDING:
396 root 1.9 exp = success = hide (op, skill);
397     break;
398 root 1.5
399     case SK_JUMPING:
400 root 1.9 success = jump (op, dir, skill);
401     break;
402 root 1.5
403     case SK_INSCRIPTION:
404 root 1.9 exp = success = write_on_item (op, string, skill);
405     break;
406 root 1.5
407     case SK_MEDITATION:
408 root 1.9 meditate (op, skill);
409     success = 1;
410     break;
411     /* note that the following 'attack' skills gain exp through hit_player() */
412 root 1.5
413     case SK_KARATE:
414 root 1.9 (void) attack_hth (op, dir, "karate-chopped", skill);
415     break;
416 root 1.5
417     case SK_PUNCHING:
418 root 1.9 (void) attack_hth (op, dir, "punched", skill);
419     break;
420 root 1.5
421     case SK_FLAME_TOUCH:
422 root 1.9 (void) attack_hth (op, dir, "flamed", skill);
423     break;
424 elmex 1.1
425     case SK_SPARK_TOUCH:
426 root 1.9 (void) attack_hth (op, dir, "zapped", skill);
427     break;
428 elmex 1.1
429     case SK_SHIVER:
430 root 1.9 (void) attack_hth (op, dir, "froze", skill);
431     break;
432 elmex 1.1
433     case SK_ACID_SPLASH:
434 root 1.9 (void) attack_hth (op, dir, "dissolved", skill);
435     break;
436 elmex 1.1
437     case SK_POISON_NAIL:
438 root 1.9 (void) attack_hth (op, dir, "injected poison into", skill);
439     break;
440 elmex 1.1
441 root 1.5 case SK_CLAWING:
442 root 1.9 (void) attack_hth (op, dir, "clawed", skill);
443     break;
444 root 1.5
445     case SK_ONE_HANDED_WEAPON:
446     case SK_TWO_HANDED_WEAPON:
447 root 1.9 (void) attack_melee_weapon (op, dir, NULL, skill);
448     break;
449 root 1.5
450     case SK_FIND_TRAPS:
451 root 1.9 exp = success = find_traps (op, skill);
452     break;
453 root 1.5
454     case SK_SINGING:
455 root 1.9 exp = success = singing (op, dir, skill);
456     break;
457 root 1.5
458     case SK_ORATORY:
459 root 1.9 exp = success = use_oratory (op, dir, skill);
460     break;
461 root 1.5
462     case SK_SMITHERY:
463     case SK_BOWYER:
464     case SK_JEWELER:
465     case SK_ALCHEMY:
466     case SK_THAUMATURGY:
467     case SK_LITERACY:
468     case SK_WOODSMAN:
469 root 1.9 /* first, we try to find a cauldron, and do the alchemy thing.
470     * failing that, we go and identify stuff.
471     */
472 root 1.21 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
473 root 1.9 {
474     next = tmp->above;
475 root 1.17
476 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
477     {
478     attempt_do_alchemy (op, tmp);
479 root 1.17
480 root 1.9 if (QUERY_FLAG (tmp, FLAG_APPLIED))
481     esrv_send_inventory (op, tmp);
482 root 1.17
483 root 1.9 did_alc = 1;
484 root 1.5 }
485     }
486 root 1.17
487 root 1.9 if (did_alc == 0)
488     exp = success = skill_ident (op, skill);
489 root 1.17
490 root 1.9 break;
491 root 1.5
492     case SK_DET_MAGIC:
493     case SK_DET_CURSE:
494 root 1.9 exp = success = skill_ident (op, skill);
495     break;
496 root 1.5
497     case SK_DISARM_TRAPS:
498 root 1.9 exp = success = remove_trap (op, dir, skill);
499     break;
500 root 1.5
501     case SK_THROWING:
502 root 1.9 success = skill_throw (op, part, dir, string, skill);
503     break;
504 root 1.5
505     case SK_SET_TRAP:
506 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
507     break;
508 root 1.5
509     case SK_USE_MAGIC_ITEM:
510     case SK_MISSILE_WEAPON:
511 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
512     break;
513 root 1.5
514     case SK_PRAYING:
515 root 1.9 success = pray (op, skill);
516     break;
517 root 1.5
518     case SK_BARGAINING:
519 root 1.9 success = describe_shop (op);
520     break;
521 elmex 1.1
522 root 1.5 case SK_SORCERY:
523     case SK_EVOCATION:
524     case SK_PYROMANCY:
525     case SK_SUMMONING:
526     case SK_CLIMBING:
527 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
528     break;
529 root 1.5
530     default:
531 root 1.9 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
532     break;
533 elmex 1.1 }
534    
535 root 1.9 /* For players we now update the speed_left from using the skill.
536     * Monsters have no skill use time because of the random nature in
537     * which use_monster_skill is called already simulates this.
538     * If certain skills should take more/less time, that should be
539     * in the code for the skill itself.
540     */
541    
542     if (op->type == PLAYER)
543     op->speed_left -= 1.0;
544    
545     /* this is a good place to add experience for successfull use of skills.
546     * Note that add_exp() will figure out player/monster experience
547     * gain problems.
548     */
549    
550     if (success && exp)
551     change_exp (op, exp, skill->skill, 0);
552    
553     return success;
554 elmex 1.1 }
555    
556     /* calc_skill_exp() - calculates amount of experience can be gained for
557     * successfull use of a skill. Returns value of experience gain.
558     * Here we take the view that a player must 'overcome an opponent'
559     * in order to gain experience. Examples include foes killed combat,
560     * finding/disarming a trap, stealing from somebeing, etc.
561     * The gained experience is based primarily on the difference in levels,
562     * exp point value of vanquished foe, the relevent stats of the skill being
563     * used and modifications in the skills[] table.
564     *
565     * For now, monsters and players will be treated differently. Below I give
566     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
567     * Monsters just get 10% of the exp of the opponent.
568     *
569     * players get a ratio, eg, opponent lvl / player level. This is then
570     * multiplied by various things. If simple exp is true, then
571     * this multiplier, include the level difference, is always 1.
572     * This revised method prevents some cases where there are big gaps
573     * in the amount you get just because you are now equal level vs lower
574     * level
575     * who is player/creature that used the skill.
576     * op is the object that was 'defeated'.
577     * skill is the skill used. If no skill is used, it should just
578     * point back to who.
579     *
580     */
581    
582 root 1.9 int
583     calc_skill_exp (object *who, object *op, object *skill)
584     {
585     int op_exp = 0, op_lvl = 0;
586     float base, value, lvl_mult = 0.0;
587    
588     if (!skill)
589     skill = who;
590    
591     /* Oct 95 - where we have an object, I expanded our treatment
592     * to 3 cases:
593     * non-living magic obj, runes and everything else.
594     *
595     * If an object is not alive and magical we set the base exp higher to
596     * help out exp awards for skill_ident skills. Also, if
597     * an item is type RUNE, we give out exp based on stats.Cha
598     * and level (this was the old system) -b.t.
599     */
600    
601     if (!op)
602     { /* no item/creature */
603     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
604     op_exp = 0;
605     }
606     else if (op->type == RUNE || op->type == TRAP)
607     { /* all traps. If stats.Cha > 1 we use that
608 root 1.5 * for the amount of experience */
609 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
610     op_lvl = op->level;
611     }
612     else
613     { /* all other items/living creatures */
614     op_exp = op->stats.exp;
615     op_lvl = op->level;
616     if (!QUERY_FLAG (op, FLAG_ALIVE))
617     { /* for ident/make items */
618     op_lvl += 5 * abs (op->magic);
619     }
620     }
621    
622     if (op_lvl < 1)
623     op_lvl = 1;
624    
625     if (who->type != PLAYER)
626     { /* for monsters only */
627     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
628     }
629     else
630     { /* for players */
631     base = op_exp;
632     /* if skill really is a skill, then we can look at the skill archetype for
633     * bse reward value (exp) and level multiplier factor.
634     */
635     if (skill->type == SKILL)
636     {
637     base += skill->arch->clone.stats.exp;
638     if (settings.simple_exp)
639     {
640     if (skill->arch->clone.level)
641     lvl_mult = (float) skill->arch->clone.level / 100.0;
642     else
643     lvl_mult = 1.0; /* no adjustment */
644 root 1.5 }
645 root 1.9 else
646     {
647     if (skill->level)
648     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
649     else
650     lvl_mult = 1.0;
651 root 1.5 }
652 root 1.9 }
653     else
654     {
655     /* Don't divide by zero here! */
656     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
657 root 1.5 }
658 elmex 1.1 }
659 root 1.9
660     /* assemble the exp total, and return value */
661    
662     value = base * lvl_mult;
663     if (value < 1)
664     value = 1; /* Always give at least 1 exp point */
665    
666 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
667 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);
668 elmex 1.1 #endif
669 root 1.9 return ((int) value);
670 elmex 1.1 }
671    
672     /* Learn skill. This inserts the requested skill in the player's
673     * inventory. The skill field of the scroll should have the
674     * exact name of the requested skill.
675     * This one actually teaches the player the skill as something
676     * they can equip.
677     * Return 0 if the player knows the skill, 1 if the
678     * player learns the skill, 2 otherwise.
679     */
680 root 1.9
681 elmex 1.1 int
682 root 1.9 learn_skill (object *pl, object *scroll)
683     {
684     object *tmp;
685 elmex 1.1
686 root 1.9 if (!scroll->skill)
687     {
688     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
689     return 2;
690 elmex 1.1 }
691    
692 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
693     * but can't use natively.
694     */
695 elmex 1.1
696 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
697     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
698     break;
699 elmex 1.1
700 root 1.9 /* player already knows it */
701     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
702     return 0;
703 elmex 1.1
704 root 1.9 /* now a random change to learn, based on player Int.
705     * give bonus based on level - otherwise stupid characters
706     * might never be able to learn anything.
707     */
708     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
709     return 2; /* failure :< */
710 elmex 1.1
711 root 1.9 if (!tmp)
712     tmp = give_skill_by_name (pl, scroll->skill);
713 elmex 1.1
714 root 1.9 if (!tmp)
715     {
716     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
717     return 2;
718 elmex 1.1 }
719    
720 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
721     link_player_skills (pl);
722     return 1;
723 elmex 1.1 }
724    
725     /* Gives a percentage clipped to 0% -> 100% of a/b. */
726 root 1.9
727 elmex 1.1 /* Probably belongs in some global utils-type file? */
728 root 1.9 static int
729     clipped_percent (sint64 a, sint64 b)
730 elmex 1.1 {
731     int rv;
732    
733     if (b <= 0)
734     return 0;
735    
736 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
737    
738 elmex 1.1 if (rv < 0)
739     return 0;
740     else if (rv > 100)
741     return 100;
742 root 1.9
743 elmex 1.1 return rv;
744     }
745    
746     /* show_skills() - Meant to allow players to examine
747     * their current skill list.
748     * This shows the amount of exp they have in the skills.
749     * we also include some other non skill related info (god,
750     * max weapon improvments, item power).
751     * Note this function is a bit more complicated becauase we
752     * we want ot sort the skills before printing them. If we
753     * just dumped this as we found it, this would be a bit
754     * simpler.
755     */
756 root 1.9
757     void
758     show_skills (object *op, const char *search)
759     {
760     object *tmp = NULL;
761     char buf[MAX_BUF];
762     const char *cp;
763     int i, num_skills_found = 0;
764     static const char *const periods = "........................................";
765    
766     /* Need to have a pointer and use strdup for qsort to work properly */
767     char skills[NUM_SKILLS][MAX_BUF];
768    
769    
770     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
771     {
772     if (tmp->type == SKILL)
773     {
774     if (search && strstr (tmp->name, search) == NULL)
775     continue;
776     /* Basically want to fill this out to 40 spaces with periods */
777     sprintf (buf, "%s%s", &tmp->name, periods);
778     buf[40] = 0;
779    
780     if (settings.permanent_exp_ratio)
781     {
782 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
783     buf, tmp->level, tmp->stats.exp,
784     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
785 root 1.9 }
786     else
787     {
788 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
789     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
790 root 1.5 }
791 root 1.9 /* I don't know why some characters get a bunch of skills, but
792     * it sometimes happens (maybe a leftover from bugier earlier code
793     * and those character are still about). In any case, lets handle
794     * it so it doesn't crash the server - otherwise, one character may
795     * crash the server numerous times.
796     */
797     if (num_skills_found >= NUM_SKILLS)
798     {
799     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
800     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
801     break;
802 root 1.5 }
803     }
804 elmex 1.1 }
805    
806 root 1.9 clear_win_info (op);
807     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
808     if (num_skills_found > 1)
809     qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
810 elmex 1.1
811 root 1.9 for (i = 0; i < num_skills_found; i++)
812     {
813     new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
814 elmex 1.1 }
815    
816 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
817 elmex 1.1
818 root 1.9 cp = determine_god (op);
819     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
820 elmex 1.1
821 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
822     op->contr->item_power, (int) (op->level * settings.item_power_factor));
823 elmex 1.1 }
824    
825     /* use_skill() - similar to invoke command, it executes the skill in the
826     * direction that the user is facing. Returns false if we are unable to
827     * change to the requested skill, or were unable to use the skill properly.
828     * This is tricky because skills can have spaces. We basically roll
829     * our own find_skill_by_name so we can try to do better string matching.
830     */
831    
832 root 1.9 int
833     use_skill (object *op, const char *string)
834     {
835     object *skop;
836     size_t len;
837    
838     if (!string)
839     return 0;
840    
841     for (skop = op->inv; skop != NULL; skop = skop->below)
842     {
843     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
844     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
845     break;
846     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
847     break;
848 elmex 1.1 }
849 root 1.9 if (!skop)
850     {
851     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
852     return 0;
853 elmex 1.1 }
854    
855 root 1.9 len = strlen (skop->skill);
856 elmex 1.1
857 root 1.9 /* All this logic goes and skips over the skill name to find any
858     * options given to the skill. Its pretty simple - if there
859     * are extra parameters (as deteremined by string length), we
860     * want to skip over any leading spaces.
861     */
862     if (len >= strlen (string))
863     {
864     string = NULL;
865 elmex 1.1 }
866 root 1.9 else
867     {
868     string += len;
869     while (*string == 0x20)
870     string++;
871     if (strlen (string) == 0)
872     string = NULL;
873     }
874    
875 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
876 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
877 elmex 1.1 #endif
878    
879 root 1.9 /* Change to the new skill, then execute it. */
880     if (do_skill (op, op, skop, op->facing, string))
881     return 1;
882    
883     return 0;
884 elmex 1.1 }
885    
886 root 1.16 static bool
887     hth_skill_p (object *skill)
888     {
889 pippijn 1.18 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
890 root 1.16 if (skill->subtype == unarmed_skills[i])
891     return 1;
892    
893     return 0;
894     }
895    
896     /* This finds the first unarmed skill the player has, and returns it.
897 elmex 1.1 */
898 root 1.9 static object *
899 root 1.16 find_player_hth_skill (object *op)
900 elmex 1.1 {
901 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
903     return tmp;
904 elmex 1.1
905 root 1.16 return 0;
906 elmex 1.1 }
907    
908     /* do_skill_attack() - We have got an appropriate opponent from either
909     * move_player_attack() or skill_attack(). In this part we get on with
910     * attacking, take care of messages from the attack and changes in invisible.
911     * Returns true if the attack damaged the opponent.
912     * tmp is the targetted monster.
913     * op is what is attacking
914     * string is passed along to describe what messages to describe
915     * the damage.
916     */
917 root 1.9
918     static int
919     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
920     {
921     int success;
922    
923     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
924     return RESULT_INT (0);
925    
926     /* For Players only: if there is no ready weapon, and no "attack" skill
927     * is readied either then try to find a skill for the player to use.
928     * it is presumed that if skill is set, it is a valid attack skill (eg,
929     * the caller should have set it appropriately). We still want to pass
930     * through that code if skill is set to change to the skill.
931     */
932     if (op->type == PLAYER)
933     {
934     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
935     {
936     if (!skill)
937     {
938     /* See if the players chosen skill is a combat skill, and use
939     * it if appropriate.
940     */
941 root 1.16 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
942     skill = op->chosen_skill;
943     else
944 root 1.9 {
945 root 1.16 skill = find_player_hth_skill (op);
946 root 1.9
947     if (!skill)
948     {
949     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
950     return 0;
951 root 1.5 }
952     }
953     }
954 root 1.16
955     /* now try to ready the new skill */
956     if (!change_skill (op, skill, 0))
957     { /* oh oh, trouble! */
958     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
959     return 0;
960 root 1.5 }
961 root 1.9 }
962     else
963     {
964     /* Seen some crashes below where current_weapon is not set,
965     * even though the flag says it is. So if current weapon isn't set,
966     * do some work in trying to find the object to use.
967     */
968     if (!op->current_weapon)
969     {
970     object *tmp;
971    
972     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
973     for (tmp = op->inv; tmp; tmp = tmp->below)
974     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
975     break;
976    
977     if (!tmp)
978     {
979     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
980     op->current_weapon = NULL;
981     return 0;
982     }
983     else
984     {
985     op->current_weapon = tmp;
986 root 1.5 }
987     }
988    
989 root 1.16 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
990 root 1.5 }
991 elmex 1.1 }
992    
993 root 1.9 /* lose invisiblity/hiding status for running attacks */
994    
995     if (op->type == PLAYER && op->contr->tmp_invis)
996     {
997     op->contr->tmp_invis = 0;
998     op->invisible = 0;
999     op->hide = 0;
1000     update_object (op, UP_OBJ_FACE);
1001 elmex 1.1 }
1002 root 1.9
1003     success = attack_ob (tmp, op);
1004    
1005     /* print appropriate messages to the player */
1006    
1007     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1008     {
1009     if (op->type == PLAYER)
1010     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1011     else if (tmp->type == PLAYER)
1012     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1013     }
1014     return success;
1015     }
1016 elmex 1.1
1017    
1018     /* skill_attack() - Core routine for use when we attack using a skills
1019     * system. In essence, this code handles
1020     * all skill-based attacks, ie hth, missile and melee weapons should be
1021     * treated here. If an opponent is already supplied by move_player(),
1022     * we move right onto do_skill_attack(), otherwise we find if an
1023     * appropriate opponent exists.
1024     *
1025     * This is called by move_player() and attack_hth()
1026     *
1027     * Initial implementation by -bt thomas@astro.psu.edu
1028     */
1029 root 1.9
1030     int
1031     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1032     {
1033     sint16 tx, ty;
1034 root 1.13 maptile *m;
1035 root 1.9 int mflags;
1036    
1037     if (!dir)
1038     dir = pl->facing;
1039 root 1.16
1040 root 1.9 tx = freearr_x[dir];
1041     ty = freearr_y[dir];
1042    
1043     /* If we don't yet have an opponent, find if one exists, and attack.
1044     * Legal opponents are the same as outlined in move_player_attack()
1045     */
1046    
1047     if (tmp == NULL)
1048     {
1049     m = pl->map;
1050     tx = pl->x + freearr_x[dir];
1051     ty = pl->y + freearr_y[dir];
1052    
1053     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1054     if (mflags & P_OUT_OF_MAP)
1055     return 0;
1056    
1057     /* space must be blocked for there to be anything interesting to do */
1058     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1059     return 0;
1060    
1061 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1062 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1063     {
1064     /* Don't attack party members */
1065     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1066     return 0;
1067     break;
1068     }
1069 elmex 1.1 }
1070 root 1.9 if (!tmp)
1071     {
1072     if (pl->type == PLAYER)
1073     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1074     return 0;
1075 elmex 1.1 }
1076    
1077 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1078 elmex 1.1 }
1079    
1080    
1081     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1082 root 1.9
1083 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1084     * (attack_hth) we check for weapon use, etc in the second (the new
1085     * function skill_attack() we actually attack.
1086     */
1087    
1088 root 1.9 static int
1089     attack_hth (object *pl, int dir, const char *string, object *skill)
1090     {
1091     object *enemy = NULL, *weapon;
1092 elmex 1.1
1093 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1094     for (weapon = pl->inv; weapon; weapon = weapon->below)
1095     {
1096     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1097     {
1098     CLEAR_FLAG (weapon, FLAG_APPLIED);
1099     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1100 root 1.22 pl->update_stats ();
1101 root 1.9 if (pl->type == PLAYER)
1102     {
1103     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1104     esrv_update_item (UPD_FLAGS, pl, weapon);
1105     }
1106     break;
1107     }
1108     }
1109     return skill_attack (enemy, pl, dir, string, skill);
1110 elmex 1.1 }
1111    
1112    
1113     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1114     * For now we are just checking to see if we have a ready weapon here.
1115     * But there is a real neato possible feature of this scheme which
1116     * bears mentioning:
1117     * Since we are only calling this from do_skill() in the future
1118     * we may make this routine handle 'special' melee weapons attacks
1119     * (like disarming manuever with sai) based on player SK_level and
1120     * weapon type.
1121     */
1122    
1123 root 1.9 static int
1124     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1125     {
1126 elmex 1.1
1127 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1128     {
1129     if (op->type == PLAYER)
1130     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1131     return 0;
1132 elmex 1.1 }
1133 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1134 elmex 1.1
1135     }