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/cvs/deliantra/server/server/skill_util.C
Revision: 1.30
Committed: Sun Apr 29 03:44:36 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +13 -14 lines
Log Message:
considerably change the balancing of missile weapons:

- treat bows as weapons in update_stats.
- completely change calculation of attacktype, damage and wc
  inside fire_bow.

this should make missile weapons much stronger and hopefully more
competitive. the formulas are probably broken, but hopefully at least an
improvement.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.26 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The author can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
346     break;
347    
348 root 1.9 if (!tmp)
349     tmp = give_skill_by_name (op, skill->skill);
350 root 1.28
351 root 1.9 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 1.28 case SK_LEVITATION:
361     /* 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     }
371     else
372     {
373     SET_FLAG (skill, FLAG_APPLIED);
374     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
375     }
376    
377     op->update_stats ();
378     success = 1;
379     break;
380 root 1.5
381 root 1.28 case SK_STEALING:
382     exp = success = steal (op, dir, skill);
383     break;
384 root 1.5
385 root 1.28 case SK_LOCKPICKING:
386     exp = success = pick_lock (op, dir, skill);
387     break;
388 root 1.5
389 root 1.28 case SK_HIDING:
390     exp = success = hide (op, skill);
391     break;
392 root 1.5
393 root 1.28 case SK_JUMPING:
394     success = jump (op, dir, skill);
395     break;
396 root 1.5
397 root 1.28 case SK_INSCRIPTION:
398     exp = success = write_on_item (op, string, skill);
399     break;
400 root 1.5
401 root 1.28 case SK_MEDITATION:
402     meditate (op, skill);
403     success = 1;
404     break;
405     /* note that the following 'attack' skills gain exp through hit_player() */
406 root 1.5
407 root 1.28 case SK_KARATE:
408 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
409 root 1.28 break;
410 root 1.5
411 root 1.28 case SK_PUNCHING:
412 root 1.30 attack_hth (op, dir, "punched", skill);
413 root 1.28 break;
414 root 1.5
415 root 1.28 case SK_FLAME_TOUCH:
416 root 1.30 attack_hth (op, dir, "flamed", skill);
417 root 1.28 break;
418 elmex 1.1
419 root 1.28 case SK_SPARK_TOUCH:
420 root 1.30 attack_hth (op, dir, "zapped", skill);
421 root 1.28 break;
422 elmex 1.1
423 root 1.28 case SK_SHIVER:
424 root 1.30 attack_hth (op, dir, "froze", skill);
425 root 1.28 break;
426 elmex 1.1
427 root 1.28 case SK_ACID_SPLASH:
428 root 1.30 attack_hth (op, dir, "dissolved", skill);
429 root 1.28 break;
430 elmex 1.1
431 root 1.28 case SK_POISON_NAIL:
432 root 1.30 attack_hth (op, dir, "injected poison into", skill);
433 root 1.28 break;
434 elmex 1.1
435 root 1.28 case SK_CLAWING:
436 root 1.30 attack_hth (op, dir, "clawed", skill);
437 root 1.28 break;
438 root 1.5
439 root 1.28 case SK_ONE_HANDED_WEAPON:
440     case SK_TWO_HANDED_WEAPON:
441 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
442 root 1.28 break;
443 root 1.5
444 root 1.28 case SK_FIND_TRAPS:
445     exp = success = find_traps (op, skill);
446     break;
447 root 1.5
448 root 1.28 case SK_SINGING:
449     exp = success = singing (op, dir, skill);
450     break;
451 root 1.5
452 root 1.28 case SK_ORATORY:
453     exp = success = use_oratory (op, dir, skill);
454     break;
455 root 1.5
456 root 1.28 case SK_SMITHERY:
457     case SK_BOWYER:
458     case SK_JEWELER:
459     case SK_ALCHEMY:
460     case SK_THAUMATURGY:
461     case SK_LITERACY:
462     case SK_WOODSMAN:
463     /* first, we try to find a cauldron, and do the alchemy thing.
464     * failing that, we go and identify stuff.
465     */
466     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
467     {
468     next = tmp->above;
469 root 1.17
470 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471     {
472     attempt_do_alchemy (op, tmp);
473 root 1.17
474 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
475     esrv_send_inventory (op, tmp);
476 root 1.17
477 root 1.28 did_alc = 1;
478     }
479     }
480 root 1.17
481 root 1.28 if (did_alc == 0)
482     exp = success = skill_ident (op, skill);
483 root 1.17
484 root 1.28 break;
485 root 1.5
486 root 1.28 case SK_DET_MAGIC:
487     case SK_DET_CURSE:
488     exp = success = skill_ident (op, skill);
489     break;
490 root 1.5
491 root 1.28 case SK_DISARM_TRAPS:
492     exp = success = remove_trap (op, dir, skill);
493     break;
494 root 1.5
495 root 1.28 case SK_THROWING:
496     success = skill_throw (op, part, dir, string, skill);
497     break;
498 root 1.5
499 root 1.28 case SK_SET_TRAP:
500     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
501     break;
502 root 1.5
503 root 1.28 case SK_USE_MAGIC_ITEM:
504     case SK_MISSILE_WEAPON:
505     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
506     break;
507 root 1.5
508 root 1.28 case SK_PRAYING:
509     success = pray (op, skill);
510     break;
511 root 1.5
512 root 1.28 case SK_BARGAINING:
513     success = describe_shop (op);
514     break;
515 elmex 1.1
516 root 1.28 case SK_SORCERY:
517     case SK_EVOCATION:
518     case SK_PYROMANCY:
519     case SK_SUMMONING:
520     case SK_CLIMBING:
521     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
522     break;
523 root 1.5
524 root 1.28 default:
525     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
526     break;
527 elmex 1.1 }
528    
529 root 1.9 /* For players we now update the speed_left from using the skill.
530     * Monsters have no skill use time because of the random nature in
531     * which use_monster_skill is called already simulates this.
532     * If certain skills should take more/less time, that should be
533     * in the code for the skill itself.
534     */
535    
536     if (op->type == PLAYER)
537     op->speed_left -= 1.0;
538    
539     /* this is a good place to add experience for successfull use of skills.
540     * Note that add_exp() will figure out player/monster experience
541     * gain problems.
542     */
543    
544     if (success && exp)
545     change_exp (op, exp, skill->skill, 0);
546    
547     return success;
548 elmex 1.1 }
549    
550     /* calc_skill_exp() - calculates amount of experience can be gained for
551     * successfull use of a skill. Returns value of experience gain.
552     * Here we take the view that a player must 'overcome an opponent'
553     * in order to gain experience. Examples include foes killed combat,
554     * finding/disarming a trap, stealing from somebeing, etc.
555     * The gained experience is based primarily on the difference in levels,
556     * exp point value of vanquished foe, the relevent stats of the skill being
557     * used and modifications in the skills[] table.
558     *
559     * For now, monsters and players will be treated differently. Below I give
560     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
561     * Monsters just get 10% of the exp of the opponent.
562     *
563     * players get a ratio, eg, opponent lvl / player level. This is then
564     * multiplied by various things. If simple exp is true, then
565     * this multiplier, include the level difference, is always 1.
566     * This revised method prevents some cases where there are big gaps
567     * in the amount you get just because you are now equal level vs lower
568     * level
569     * who is player/creature that used the skill.
570     * op is the object that was 'defeated'.
571     * skill is the skill used. If no skill is used, it should just
572     * point back to who.
573     *
574     */
575    
576 root 1.9 int
577     calc_skill_exp (object *who, object *op, object *skill)
578     {
579     int op_exp = 0, op_lvl = 0;
580     float base, value, lvl_mult = 0.0;
581    
582     if (!skill)
583     skill = who;
584    
585     /* Oct 95 - where we have an object, I expanded our treatment
586     * to 3 cases:
587     * non-living magic obj, runes and everything else.
588     *
589     * If an object is not alive and magical we set the base exp higher to
590     * help out exp awards for skill_ident skills. Also, if
591     * an item is type RUNE, we give out exp based on stats.Cha
592     * and level (this was the old system) -b.t.
593     */
594    
595     if (!op)
596     { /* no item/creature */
597     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
598     op_exp = 0;
599     }
600     else if (op->type == RUNE || op->type == TRAP)
601     { /* all traps. If stats.Cha > 1 we use that
602 root 1.5 * for the amount of experience */
603 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
604     op_lvl = op->level;
605     }
606     else
607     { /* all other items/living creatures */
608     op_exp = op->stats.exp;
609     op_lvl = op->level;
610     if (!QUERY_FLAG (op, FLAG_ALIVE))
611     { /* for ident/make items */
612     op_lvl += 5 * abs (op->magic);
613     }
614     }
615    
616     if (op_lvl < 1)
617     op_lvl = 1;
618    
619     if (who->type != PLAYER)
620     { /* for monsters only */
621     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
622     }
623     else
624     { /* for players */
625     base = op_exp;
626     /* if skill really is a skill, then we can look at the skill archetype for
627     * bse reward value (exp) and level multiplier factor.
628     */
629     if (skill->type == SKILL)
630     {
631     base += skill->arch->clone.stats.exp;
632     if (settings.simple_exp)
633     {
634     if (skill->arch->clone.level)
635     lvl_mult = (float) skill->arch->clone.level / 100.0;
636     else
637     lvl_mult = 1.0; /* no adjustment */
638 root 1.5 }
639 root 1.9 else
640     {
641     if (skill->level)
642     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
643     else
644     lvl_mult = 1.0;
645 root 1.5 }
646 root 1.9 }
647     else
648     {
649     /* Don't divide by zero here! */
650     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
651 root 1.5 }
652 elmex 1.1 }
653 root 1.9
654     /* assemble the exp total, and return value */
655    
656     value = base * lvl_mult;
657     if (value < 1)
658     value = 1; /* Always give at least 1 exp point */
659    
660 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
661 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);
662 elmex 1.1 #endif
663 root 1.9 return ((int) value);
664 elmex 1.1 }
665    
666     /* Learn skill. This inserts the requested skill in the player's
667     * inventory. The skill field of the scroll should have the
668     * exact name of the requested skill.
669     * This one actually teaches the player the skill as something
670     * they can equip.
671     * Return 0 if the player knows the skill, 1 if the
672     * player learns the skill, 2 otherwise.
673     */
674 root 1.9
675 elmex 1.1 int
676 root 1.9 learn_skill (object *pl, object *scroll)
677     {
678     object *tmp;
679 elmex 1.1
680 root 1.9 if (!scroll->skill)
681     {
682     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
683     return 2;
684 elmex 1.1 }
685    
686 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
687     * but can't use natively.
688     */
689 elmex 1.1
690 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
691     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
692     break;
693 elmex 1.1
694 root 1.9 /* player already knows it */
695     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
696     return 0;
697 elmex 1.1
698 root 1.9 /* now a random change to learn, based on player Int.
699     * give bonus based on level - otherwise stupid characters
700     * might never be able to learn anything.
701     */
702     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
703     return 2; /* failure :< */
704 elmex 1.1
705 root 1.9 if (!tmp)
706     tmp = give_skill_by_name (pl, scroll->skill);
707 elmex 1.1
708 root 1.9 if (!tmp)
709     {
710     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
711     return 2;
712 elmex 1.1 }
713    
714 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
715     link_player_skills (pl);
716     return 1;
717 elmex 1.1 }
718    
719     /* Gives a percentage clipped to 0% -> 100% of a/b. */
720 root 1.9
721 elmex 1.1 /* Probably belongs in some global utils-type file? */
722 root 1.9 static int
723     clipped_percent (sint64 a, sint64 b)
724 elmex 1.1 {
725     int rv;
726    
727     if (b <= 0)
728     return 0;
729    
730 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
731    
732 elmex 1.1 if (rv < 0)
733     return 0;
734     else if (rv > 100)
735     return 100;
736 root 1.9
737 elmex 1.1 return rv;
738     }
739    
740     /* show_skills() - Meant to allow players to examine
741     * their current skill list.
742     * This shows the amount of exp they have in the skills.
743     * we also include some other non skill related info (god,
744     * max weapon improvments, item power).
745     * Note this function is a bit more complicated becauase we
746     * we want ot sort the skills before printing them. If we
747     * just dumped this as we found it, this would be a bit
748     * simpler.
749     */
750 root 1.9
751     void
752     show_skills (object *op, const char *search)
753     {
754     object *tmp = NULL;
755     char buf[MAX_BUF];
756     const char *cp;
757     int i, num_skills_found = 0;
758     static const char *const periods = "........................................";
759    
760     /* Need to have a pointer and use strdup for qsort to work properly */
761     char skills[NUM_SKILLS][MAX_BUF];
762    
763    
764     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
765     {
766     if (tmp->type == SKILL)
767     {
768     if (search && strstr (tmp->name, search) == NULL)
769     continue;
770     /* Basically want to fill this out to 40 spaces with periods */
771     sprintf (buf, "%s%s", &tmp->name, periods);
772     buf[40] = 0;
773    
774     if (settings.permanent_exp_ratio)
775     {
776 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
777     buf, tmp->level, tmp->stats.exp,
778     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
779 root 1.9 }
780     else
781     {
782 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
783     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
784 root 1.5 }
785 root 1.9 /* I don't know why some characters get a bunch of skills, but
786     * it sometimes happens (maybe a leftover from bugier earlier code
787     * and those character are still about). In any case, lets handle
788     * it so it doesn't crash the server - otherwise, one character may
789     * crash the server numerous times.
790     */
791     if (num_skills_found >= NUM_SKILLS)
792     {
793     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
794     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
795     break;
796 root 1.5 }
797     }
798 elmex 1.1 }
799    
800 root 1.9 clear_win_info (op);
801     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
802     if (num_skills_found > 1)
803 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
804 elmex 1.1
805 root 1.9 for (i = 0; i < num_skills_found; i++)
806 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 elmex 1.1
808 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
809 elmex 1.1
810 root 1.9 cp = determine_god (op);
811     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
812 elmex 1.1
813 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
814     op->contr->item_power, (int) (op->level * settings.item_power_factor));
815 elmex 1.1 }
816    
817     /* use_skill() - similar to invoke command, it executes the skill in the
818     * direction that the user is facing. Returns false if we are unable to
819     * change to the requested skill, or were unable to use the skill properly.
820     * This is tricky because skills can have spaces. We basically roll
821     * our own find_skill_by_name so we can try to do better string matching.
822     */
823    
824 root 1.9 int
825     use_skill (object *op, const char *string)
826     {
827     object *skop;
828     size_t len;
829    
830     if (!string)
831     return 0;
832    
833     for (skop = op->inv; skop != NULL; skop = skop->below)
834     {
835     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
836     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
837     break;
838     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
839     break;
840 elmex 1.1 }
841 root 1.9 if (!skop)
842     {
843     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
844     return 0;
845 elmex 1.1 }
846    
847 root 1.9 len = strlen (skop->skill);
848 elmex 1.1
849 root 1.9 /* All this logic goes and skips over the skill name to find any
850     * options given to the skill. Its pretty simple - if there
851     * are extra parameters (as deteremined by string length), we
852     * want to skip over any leading spaces.
853     */
854     if (len >= strlen (string))
855     {
856     string = NULL;
857 elmex 1.1 }
858 root 1.9 else
859     {
860     string += len;
861     while (*string == 0x20)
862     string++;
863     if (strlen (string) == 0)
864     string = NULL;
865     }
866    
867 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
868 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
869 elmex 1.1 #endif
870    
871 root 1.9 /* Change to the new skill, then execute it. */
872     if (do_skill (op, op, skop, op->facing, string))
873     return 1;
874    
875     return 0;
876 elmex 1.1 }
877    
878 root 1.16 static bool
879     hth_skill_p (object *skill)
880     {
881 pippijn 1.18 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
882 root 1.16 if (skill->subtype == unarmed_skills[i])
883     return 1;
884    
885     return 0;
886     }
887    
888     /* This finds the first unarmed skill the player has, and returns it.
889 elmex 1.1 */
890 root 1.9 static object *
891 root 1.16 find_player_hth_skill (object *op)
892 elmex 1.1 {
893 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
895     return tmp;
896 elmex 1.1
897 root 1.16 return 0;
898 elmex 1.1 }
899    
900     /* do_skill_attack() - We have got an appropriate opponent from either
901     * move_player_attack() or skill_attack(). In this part we get on with
902     * attacking, take care of messages from the attack and changes in invisible.
903     * Returns true if the attack damaged the opponent.
904     * tmp is the targetted monster.
905     * op is what is attacking
906     * string is passed along to describe what messages to describe
907     * the damage.
908     */
909 root 1.9 static int
910     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
911     {
912     int success;
913    
914     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
915     return RESULT_INT (0);
916    
917     /* For Players only: if there is no ready weapon, and no "attack" skill
918     * is readied either then try to find a skill for the player to use.
919     * it is presumed that if skill is set, it is a valid attack skill (eg,
920     * the caller should have set it appropriately). We still want to pass
921     * through that code if skill is set to change to the skill.
922     */
923     if (op->type == PLAYER)
924     {
925     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
926     {
927     if (!skill)
928     {
929     /* See if the players chosen skill is a combat skill, and use
930     * it if appropriate.
931     */
932 root 1.16 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
933     skill = op->chosen_skill;
934     else
935 root 1.9 {
936 root 1.16 skill = find_player_hth_skill (op);
937 root 1.9
938     if (!skill)
939     {
940     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
941     return 0;
942 root 1.5 }
943     }
944     }
945 root 1.16
946     /* now try to ready the new skill */
947     if (!change_skill (op, skill, 0))
948     { /* oh oh, trouble! */
949     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
950     return 0;
951 root 1.5 }
952 root 1.9 }
953     else
954     {
955     /* Seen some crashes below where current_weapon is not set,
956     * even though the flag says it is. So if current weapon isn't set,
957     * do some work in trying to find the object to use.
958     */
959     if (!op->current_weapon)
960     {
961     object *tmp;
962    
963     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
964     for (tmp = op->inv; tmp; tmp = tmp->below)
965     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
966     break;
967    
968     if (!tmp)
969     {
970     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
971     op->current_weapon = NULL;
972     return 0;
973     }
974     else
975     {
976     op->current_weapon = tmp;
977 root 1.5 }
978     }
979    
980 root 1.16 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
981 root 1.5 }
982 elmex 1.1 }
983    
984 root 1.9 /* lose invisiblity/hiding status for running attacks */
985    
986     if (op->type == PLAYER && op->contr->tmp_invis)
987     {
988     op->contr->tmp_invis = 0;
989     op->invisible = 0;
990     op->hide = 0;
991 root 1.29 update_object (op, UP_OBJ_CHANGE);
992 elmex 1.1 }
993 root 1.9
994     success = attack_ob (tmp, op);
995    
996     /* print appropriate messages to the player */
997    
998     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
999     {
1000     if (op->type == PLAYER)
1001     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1002     else if (tmp->type == PLAYER)
1003     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1004     }
1005 root 1.30
1006 root 1.9 return success;
1007     }
1008 elmex 1.1
1009     /* skill_attack() - Core routine for use when we attack using a skills
1010     * system. In essence, this code handles
1011     * all skill-based attacks, ie hth, missile and melee weapons should be
1012     * treated here. If an opponent is already supplied by move_player(),
1013     * we move right onto do_skill_attack(), otherwise we find if an
1014     * appropriate opponent exists.
1015     *
1016     * This is called by move_player() and attack_hth()
1017     *
1018     * Initial implementation by -bt thomas@astro.psu.edu
1019     */
1020 root 1.9 int
1021     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1022     {
1023     sint16 tx, ty;
1024 root 1.13 maptile *m;
1025 root 1.9 int mflags;
1026    
1027     if (!dir)
1028     dir = pl->facing;
1029 root 1.16
1030 root 1.9 tx = freearr_x[dir];
1031     ty = freearr_y[dir];
1032    
1033     /* If we don't yet have an opponent, find if one exists, and attack.
1034     * Legal opponents are the same as outlined in move_player_attack()
1035     */
1036    
1037     if (tmp == NULL)
1038     {
1039     m = pl->map;
1040     tx = pl->x + freearr_x[dir];
1041     ty = pl->y + freearr_y[dir];
1042    
1043     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1044     if (mflags & P_OUT_OF_MAP)
1045     return 0;
1046    
1047     /* space must be blocked for there to be anything interesting to do */
1048     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1049     return 0;
1050    
1051 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1052 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1053     {
1054     /* Don't attack party members */
1055     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1056     return 0;
1057     break;
1058     }
1059 elmex 1.1 }
1060 root 1.9 if (!tmp)
1061     {
1062     if (pl->type == PLAYER)
1063     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1064     return 0;
1065 elmex 1.1 }
1066    
1067 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1068 elmex 1.1 }
1069    
1070    
1071     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1072 root 1.9
1073 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1074     * (attack_hth) we check for weapon use, etc in the second (the new
1075     * function skill_attack() we actually attack.
1076     */
1077    
1078 root 1.9 static int
1079     attack_hth (object *pl, int dir, const char *string, object *skill)
1080     {
1081     object *enemy = NULL, *weapon;
1082 elmex 1.1
1083 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1084     for (weapon = pl->inv; weapon; weapon = weapon->below)
1085     {
1086     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1087     {
1088     CLEAR_FLAG (weapon, FLAG_APPLIED);
1089     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1090 root 1.22 pl->update_stats ();
1091 root 1.9 if (pl->type == PLAYER)
1092     {
1093     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1094     esrv_update_item (UPD_FLAGS, pl, weapon);
1095     }
1096     break;
1097     }
1098     }
1099 root 1.30
1100 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1101 elmex 1.1 }
1102    
1103     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1104     * For now we are just checking to see if we have a ready weapon here.
1105     * But there is a real neato possible feature of this scheme which
1106     * bears mentioning:
1107     * Since we are only calling this from do_skill() in the future
1108     * we may make this routine handle 'special' melee weapons attacks
1109     * (like disarming manuever with sai) based on player SK_level and
1110     * weapon type.
1111     */
1112 root 1.9 static int
1113     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1114     {
1115 elmex 1.1
1116 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1117     {
1118     if (op->type == PLAYER)
1119     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1120 root 1.30
1121 root 1.9 return 0;
1122 elmex 1.1 }
1123 root 1.30
1124 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1125 elmex 1.1
1126     }