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/cvs/deliantra/server/server/skill_util.C
Revision: 1.25
Committed: Mon Jan 8 18:18:35 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +16 -23 lines
Log Message:
- move most last_* values into socket, where they belong
- this actually saved a lot of space in the text segment,
  which might mean less complicated pointer accesses, because
  the data is no where it belongs, mostly.

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