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Revision: 1.34
Committed: Mon Apr 30 05:54:14 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +7 -7 lines
Log Message:
works a tad better

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 1.33 const uint8_t skill_flags[NUM_SKILLS] = {
50 root 1.34 0, // SK_NONE
51 root 1.33 # define def(uc, flags) flags,
52     # include "skillinc.h"
53     # undef def
54 root 1.11 };
55    
56 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
57     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 elmex 1.1
59     /* init_skills basically just sets up the skill_names table
60     * above. The index into the array is set up by the
61     * subtypes.
62     */
63 root 1.9 void
64     init_skills (void)
65     {
66 root 1.33 for (archetype *at = first_archetype; at; at = at->next)
67 root 1.10 if (at->clone.type == SKILL)
68     {
69 root 1.33 if (skill_names[at->clone.subtype])
70 root 1.10 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
72     else
73     skill_names[at->clone.subtype] = at->clone.skill;
74     }
75 elmex 1.1
76 root 1.9 /* This isn't really an error if there is no skill subtype set, but
77     * checking for this may catch some user errors.
78     */
79 root 1.33 for (int i = 1; i < NUM_SKILLS; i++)
80     if (!skill_names[i])
81     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82 elmex 1.1 }
83    
84     /* This function goes through the player inventory and sets
85     * up the last_skills[] array in the player object.
86     * the last_skills[] is used to more quickly lookup skills -
87     * mostly used for sending exp.
88     */
89 root 1.9 void
90     link_player_skills (object *op)
91 elmex 1.1 {
92 root 1.25 for (object *tmp = op->inv; tmp; tmp = tmp->below)
93     if (tmp->type == SKILL)
94     {
95     /* This is really a warning, hence no else below */
96     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99    
100     if (tmp->subtype >= NUM_SKILLS)
101     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102     else
103     {
104     op->contr->last_skill_ob[tmp->subtype] = tmp;
105     op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106     }
107     }
108 elmex 1.1 }
109    
110     /* This returns the skill pointer of the given name (the
111     * one that accumlates exp, has the level, etc).
112     *
113     * It is presumed that the player will be needing to actually
114     * use the skill, so thus if use of the skill requires a skill
115     * tool, this code will equip it.
116     */
117 root 1.9 object *
118     find_skill_by_name (object *who, const char *name)
119 elmex 1.1 {
120 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
121 elmex 1.1
122 root 1.9 if (!name)
123     return NULL;
124 elmex 1.1
125 root 1.9 /* We make sure the length of the string in the object is greater
126     * in length than the passed string. Eg, if we have a skill called
127     * 'hi', we don't want to match if the user passed 'high'
128     */
129     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
130     {
131     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
132     skill = tmp;
133    
134     /* Try to find appropriate skilltool. If the player has one already
135     * applied, we try to keep using that one.
136     */
137     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
138     {
139     if (QUERY_FLAG (tmp, FLAG_APPLIED))
140     skill_tool = tmp;
141     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142     skill_tool = tmp;
143 root 1.5 }
144 elmex 1.1 }
145 root 1.9 /* If this is a skill that can be used without a tool, return it */
146     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147     return skill;
148    
149     /* Player has a tool to use the skill. IF not applied, apply it -
150     * if not successful, return null. If they do have the skill tool
151     * but not the skill itself, give it to them.
152     */
153     if (skill_tool)
154     {
155     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156     {
157     if (apply_special (who, skill_tool, 0))
158     return NULL;
159 root 1.5 }
160 root 1.33
161 root 1.9 if (!skill)
162     {
163     skill = give_skill_by_name (who, skill_tool->skill);
164     link_player_skills (who);
165 root 1.5 }
166 root 1.33
167 root 1.9 return skill;
168 elmex 1.1 }
169 root 1.33
170 root 1.9 return NULL;
171 elmex 1.1 }
172    
173    
174     /* This returns the skill pointer of the given name (the
175     * one that accumlates exp, has the level, etc).
176     *
177     * It is presumed that the player will be needing to actually
178     * use the skill, so thus if use of the skill requires a skill
179     * tool, this code will equip it.
180     *
181     * This code is basically the same as find_skill_by_name() above,
182     * but instead a skill name, we search by matching number.
183     * this replaces find_skill.
184     */
185 root 1.9 object *
186     find_skill_by_number (object *who, int skillno)
187 elmex 1.1 {
188 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
189 elmex 1.1
190 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
191     return NULL;
192 elmex 1.1
193 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
194     {
195     if (tmp->type == SKILL && tmp->subtype == skillno)
196     skill = tmp;
197 elmex 1.1
198 root 1.9 /* Try to find appropriate skilltool. If the player has one already
199     * applied, we try to keep using that one.
200     */
201     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202     {
203     if (QUERY_FLAG (tmp, FLAG_APPLIED))
204     skill_tool = tmp;
205     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206     skill_tool = tmp;
207 root 1.5 }
208 elmex 1.1 }
209 root 1.9 /* If this is a skill that can be used without a tool, return it */
210     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211     return skill;
212    
213     /* Player has a tool to use the skill. IF not applied, apply it -
214     * if not successful, return null. If they do have the skill tool
215     * but not the skill itself, give it to them.
216     */
217     if (skill_tool)
218     {
219     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220     {
221     if (apply_special (who, skill_tool, 0))
222     return NULL;
223 root 1.5 }
224 root 1.16
225 root 1.9 if (!skill)
226     {
227     skill = give_skill_by_name (who, skill_tool->skill);
228     link_player_skills (who);
229 root 1.5 }
230 root 1.16
231 root 1.9 return skill;
232 elmex 1.1 }
233 root 1.16
234 root 1.9 return NULL;
235 elmex 1.1 }
236    
237     /* This changes the objects skill to new_skill.
238     * note that this function doesn't always need to get used -
239     * you can now add skill exp to the player without the chosen_skill being
240     * set. This function is of most interest to players to update
241     * the various range information.
242     * if new_skill is null, this just unapplies the skill.
243     * flag has the current meaning:
244     * 0x1: If set, don't update the range pointer. This is useful when we
245     * need to ready a new skill, but don't want to clobber range.
246     * return 1 on success, 0 on error
247     */
248 root 1.9 int
249     change_skill (object *who, object *new_skill, int flag)
250 elmex 1.1 {
251 root 1.9 int old_range;
252 elmex 1.1
253 root 1.9 if (who->type != PLAYER)
254     return 0;
255    
256 root 1.34 player *pl = who->contr;
257    
258     if (pl->ranged_skill && pl->ranged_skill == new_skill)
259     return 1;
260 elmex 1.1
261 root 1.32 if (!new_skill)
262     {
263 root 1.34 if (pl->ranged_skill)
264     apply_special (who, pl->ranged_skill, AP_UNAPPLY);
265 elmex 1.1
266 root 1.32 /* Only goal in this case was to unapply a skill */
267     return 0;
268     }
269 elmex 1.1
270 root 1.33 // move skill to front, so it will be preferred next time
271     new_skill->remove ();
272     who->insert (new_skill);
273    
274 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
275 root 1.16 return 0;
276    
277 root 1.9 return 1;
278 elmex 1.1 }
279    
280     /* This function just clears the chosen_skill and range_skill values
281 root 1.33 * in the player.
282 elmex 1.1 */
283 root 1.9 void
284     clear_skill (object *who)
285 elmex 1.1 {
286 root 1.33 who->chosen_skill = 0;
287 root 1.9 CLEAR_FLAG (who, FLAG_READY_SKILL);
288 root 1.33
289 root 1.9 if (who->type == PLAYER)
290     {
291 root 1.33 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292     {
293     who->contr->ranged_skill = 0;
294     who->contr->ranged_ob = 0;
295     }
296 elmex 1.1 }
297     }
298    
299     /* do_skill() - Main skills use function-similar in scope to cast_spell().
300     * We handle all requests for skill use outside of some combat here.
301     * We require a separate routine outside of fire() so as to allow monsters
302     * to utilize skills. Returns 1 on use of skill, otherwise 0.
303     * This is changed (2002-11-30) from the old method that returned
304     * exp - no caller needed that info, but it also prevented the callers
305     * from know if a skill was actually used, as many skills don't
306     * give any exp for their direct use (eg, throwing).
307     * It returns 0 if no skill was used.
308     */
309 root 1.9 int
310     do_skill (object *op, object *part, object *skill, int dir, const char *string)
311     {
312     int success = 0, exp = 0;
313     int did_alc = 0;
314     object *tmp, *next;
315    
316     if (!skill)
317     return 0;
318    
319     /* The code below presumes that the skill points to the object that
320     * holds the exp, level, etc of the skill. So if this is a player
321     * go and try to find the actual real skill pointer, and if the
322     * the player doesn't have a bucket for that, create one.
323     */
324     if (skill->type != SKILL && op->type == PLAYER)
325     {
326     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
327 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
328     break;
329    
330 root 1.9 if (!tmp)
331     tmp = give_skill_by_name (op, skill->skill);
332 root 1.28
333 root 1.9 skill = tmp;
334 elmex 1.1 }
335    
336 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
337     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
338     return 0;
339 elmex 1.1
340 root 1.9 switch (skill->subtype)
341     {
342 root 1.28 case SK_LEVITATION:
343     /* Not 100% sure if this will work with new movement code -
344     * the levitation skill has move_type for flying, so when
345     * equipped, that should transfer to player, when not,
346     * shouldn't.
347     */
348     if (QUERY_FLAG (skill, FLAG_APPLIED))
349     {
350     CLEAR_FLAG (skill, FLAG_APPLIED);
351     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
352     }
353     else
354     {
355     SET_FLAG (skill, FLAG_APPLIED);
356     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
357     }
358    
359     op->update_stats ();
360     success = 1;
361     break;
362 root 1.5
363 root 1.28 case SK_STEALING:
364     exp = success = steal (op, dir, skill);
365     break;
366 root 1.5
367 root 1.28 case SK_LOCKPICKING:
368     exp = success = pick_lock (op, dir, skill);
369     break;
370 root 1.5
371 root 1.28 case SK_HIDING:
372     exp = success = hide (op, skill);
373     break;
374 root 1.5
375 root 1.28 case SK_JUMPING:
376     success = jump (op, dir, skill);
377     break;
378 root 1.5
379 root 1.28 case SK_INSCRIPTION:
380     exp = success = write_on_item (op, string, skill);
381     break;
382 root 1.5
383 root 1.28 case SK_MEDITATION:
384     meditate (op, skill);
385     success = 1;
386     break;
387     /* note that the following 'attack' skills gain exp through hit_player() */
388 root 1.5
389 root 1.28 case SK_KARATE:
390 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
391 root 1.28 break;
392 root 1.5
393 root 1.28 case SK_PUNCHING:
394 root 1.30 attack_hth (op, dir, "punched", skill);
395 root 1.28 break;
396 root 1.5
397 root 1.28 case SK_FLAME_TOUCH:
398 root 1.30 attack_hth (op, dir, "flamed", skill);
399 root 1.28 break;
400 elmex 1.1
401 root 1.28 case SK_SPARK_TOUCH:
402 root 1.30 attack_hth (op, dir, "zapped", skill);
403 root 1.28 break;
404 elmex 1.1
405 root 1.28 case SK_SHIVER:
406 root 1.30 attack_hth (op, dir, "froze", skill);
407 root 1.28 break;
408 elmex 1.1
409 root 1.28 case SK_ACID_SPLASH:
410 root 1.30 attack_hth (op, dir, "dissolved", skill);
411 root 1.28 break;
412 elmex 1.1
413 root 1.28 case SK_POISON_NAIL:
414 root 1.30 attack_hth (op, dir, "injected poison into", skill);
415 root 1.28 break;
416 elmex 1.1
417 root 1.28 case SK_CLAWING:
418 root 1.30 attack_hth (op, dir, "clawed", skill);
419 root 1.28 break;
420 root 1.5
421 root 1.28 case SK_ONE_HANDED_WEAPON:
422     case SK_TWO_HANDED_WEAPON:
423 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
424 root 1.28 break;
425 root 1.5
426 root 1.28 case SK_FIND_TRAPS:
427     exp = success = find_traps (op, skill);
428     break;
429 root 1.5
430 root 1.28 case SK_SINGING:
431     exp = success = singing (op, dir, skill);
432     break;
433 root 1.5
434 root 1.28 case SK_ORATORY:
435     exp = success = use_oratory (op, dir, skill);
436     break;
437 root 1.5
438 root 1.28 case SK_SMITHERY:
439     case SK_BOWYER:
440     case SK_JEWELER:
441     case SK_ALCHEMY:
442     case SK_THAUMATURGY:
443     case SK_LITERACY:
444     case SK_WOODSMAN:
445     /* first, we try to find a cauldron, and do the alchemy thing.
446     * failing that, we go and identify stuff.
447     */
448     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
449     {
450     next = tmp->above;
451 root 1.17
452 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
453     {
454     attempt_do_alchemy (op, tmp);
455 root 1.17
456 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
457     esrv_send_inventory (op, tmp);
458 root 1.17
459 root 1.28 did_alc = 1;
460     }
461     }
462 root 1.17
463 root 1.28 if (did_alc == 0)
464     exp = success = skill_ident (op, skill);
465 root 1.17
466 root 1.28 break;
467 root 1.5
468 root 1.28 case SK_DET_MAGIC:
469     case SK_DET_CURSE:
470     exp = success = skill_ident (op, skill);
471     break;
472 root 1.5
473 root 1.28 case SK_DISARM_TRAPS:
474     exp = success = remove_trap (op, dir, skill);
475     break;
476 root 1.5
477 root 1.28 case SK_THROWING:
478     success = skill_throw (op, part, dir, string, skill);
479     break;
480 root 1.5
481 root 1.28 case SK_SET_TRAP:
482     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
483     break;
484 root 1.5
485 root 1.28 case SK_USE_MAGIC_ITEM:
486     case SK_MISSILE_WEAPON:
487     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
488     break;
489 root 1.5
490 root 1.28 case SK_PRAYING:
491     success = pray (op, skill);
492     break;
493 root 1.5
494 root 1.28 case SK_BARGAINING:
495     success = describe_shop (op);
496     break;
497 elmex 1.1
498 root 1.28 case SK_SORCERY:
499     case SK_EVOCATION:
500     case SK_PYROMANCY:
501     case SK_SUMMONING:
502     case SK_CLIMBING:
503     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
504     break;
505 root 1.5
506 root 1.28 default:
507     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
508     break;
509 elmex 1.1 }
510    
511 root 1.9 /* For players we now update the speed_left from using the skill.
512     * Monsters have no skill use time because of the random nature in
513     * which use_monster_skill is called already simulates this.
514     * If certain skills should take more/less time, that should be
515     * in the code for the skill itself.
516     */
517    
518     if (op->type == PLAYER)
519     op->speed_left -= 1.0;
520    
521     /* this is a good place to add experience for successfull use of skills.
522     * Note that add_exp() will figure out player/monster experience
523     * gain problems.
524     */
525    
526     if (success && exp)
527     change_exp (op, exp, skill->skill, 0);
528    
529     return success;
530 elmex 1.1 }
531    
532     /* calc_skill_exp() - calculates amount of experience can be gained for
533     * successfull use of a skill. Returns value of experience gain.
534     * Here we take the view that a player must 'overcome an opponent'
535     * in order to gain experience. Examples include foes killed combat,
536     * finding/disarming a trap, stealing from somebeing, etc.
537     * The gained experience is based primarily on the difference in levels,
538     * exp point value of vanquished foe, the relevent stats of the skill being
539     * used and modifications in the skills[] table.
540     *
541     * For now, monsters and players will be treated differently. Below I give
542     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
543     * Monsters just get 10% of the exp of the opponent.
544     *
545     * players get a ratio, eg, opponent lvl / player level. This is then
546     * multiplied by various things. If simple exp is true, then
547     * this multiplier, include the level difference, is always 1.
548     * This revised method prevents some cases where there are big gaps
549     * in the amount you get just because you are now equal level vs lower
550     * level
551     * who is player/creature that used the skill.
552     * op is the object that was 'defeated'.
553     * skill is the skill used. If no skill is used, it should just
554     * point back to who.
555     *
556     */
557 root 1.9 int
558     calc_skill_exp (object *who, object *op, object *skill)
559     {
560     int op_exp = 0, op_lvl = 0;
561     float base, value, lvl_mult = 0.0;
562    
563     if (!skill)
564     skill = who;
565    
566     /* Oct 95 - where we have an object, I expanded our treatment
567     * to 3 cases:
568     * non-living magic obj, runes and everything else.
569     *
570     * If an object is not alive and magical we set the base exp higher to
571     * help out exp awards for skill_ident skills. Also, if
572     * an item is type RUNE, we give out exp based on stats.Cha
573     * and level (this was the old system) -b.t.
574     */
575    
576     if (!op)
577     { /* no item/creature */
578     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
579     op_exp = 0;
580     }
581     else if (op->type == RUNE || op->type == TRAP)
582     { /* all traps. If stats.Cha > 1 we use that
583 root 1.5 * for the amount of experience */
584 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
585     op_lvl = op->level;
586     }
587     else
588     { /* all other items/living creatures */
589     op_exp = op->stats.exp;
590     op_lvl = op->level;
591     if (!QUERY_FLAG (op, FLAG_ALIVE))
592     { /* for ident/make items */
593     op_lvl += 5 * abs (op->magic);
594     }
595     }
596    
597     if (op_lvl < 1)
598     op_lvl = 1;
599    
600     if (who->type != PLAYER)
601     { /* for monsters only */
602     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
603     }
604     else
605     { /* for players */
606     base = op_exp;
607     /* if skill really is a skill, then we can look at the skill archetype for
608     * bse reward value (exp) and level multiplier factor.
609     */
610     if (skill->type == SKILL)
611     {
612     base += skill->arch->clone.stats.exp;
613     if (settings.simple_exp)
614     {
615     if (skill->arch->clone.level)
616     lvl_mult = (float) skill->arch->clone.level / 100.0;
617     else
618     lvl_mult = 1.0; /* no adjustment */
619 root 1.5 }
620 root 1.9 else
621     {
622     if (skill->level)
623     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
624     else
625     lvl_mult = 1.0;
626 root 1.5 }
627 root 1.9 }
628     else
629     {
630     /* Don't divide by zero here! */
631     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
632 root 1.5 }
633 elmex 1.1 }
634 root 1.9
635     /* assemble the exp total, and return value */
636    
637     value = base * lvl_mult;
638     if (value < 1)
639     value = 1; /* Always give at least 1 exp point */
640    
641 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
642 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);
643 elmex 1.1 #endif
644 root 1.9 return ((int) value);
645 elmex 1.1 }
646    
647     /* Learn skill. This inserts the requested skill in the player's
648     * inventory. The skill field of the scroll should have the
649     * exact name of the requested skill.
650     * This one actually teaches the player the skill as something
651     * they can equip.
652     * Return 0 if the player knows the skill, 1 if the
653     * player learns the skill, 2 otherwise.
654     */
655     int
656 root 1.9 learn_skill (object *pl, object *scroll)
657     {
658     object *tmp;
659 elmex 1.1
660 root 1.9 if (!scroll->skill)
661     {
662     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
663     return 2;
664 elmex 1.1 }
665    
666 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
667     * but can't use natively.
668     */
669 elmex 1.1
670 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
671     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
672     break;
673 elmex 1.1
674 root 1.9 /* player already knows it */
675     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
676     return 0;
677 elmex 1.1
678 root 1.9 /* now a random change to learn, based on player Int.
679     * give bonus based on level - otherwise stupid characters
680     * might never be able to learn anything.
681     */
682     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
683     return 2; /* failure :< */
684 elmex 1.1
685 root 1.9 if (!tmp)
686     tmp = give_skill_by_name (pl, scroll->skill);
687 elmex 1.1
688 root 1.9 if (!tmp)
689     {
690     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
691     return 2;
692 elmex 1.1 }
693    
694 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
695     link_player_skills (pl);
696     return 1;
697 elmex 1.1 }
698    
699     /* Gives a percentage clipped to 0% -> 100% of a/b. */
700 root 1.9
701 elmex 1.1 /* Probably belongs in some global utils-type file? */
702 root 1.9 static int
703     clipped_percent (sint64 a, sint64 b)
704 elmex 1.1 {
705     int rv;
706    
707     if (b <= 0)
708     return 0;
709    
710 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
711    
712 elmex 1.1 if (rv < 0)
713     return 0;
714     else if (rv > 100)
715     return 100;
716 root 1.9
717 elmex 1.1 return rv;
718     }
719    
720     /* show_skills() - Meant to allow players to examine
721     * their current skill list.
722     * This shows the amount of exp they have in the skills.
723     * we also include some other non skill related info (god,
724     * max weapon improvments, item power).
725     * Note this function is a bit more complicated becauase we
726     * we want ot sort the skills before printing them. If we
727     * just dumped this as we found it, this would be a bit
728     * simpler.
729     */
730 root 1.9
731     void
732     show_skills (object *op, const char *search)
733     {
734     object *tmp = NULL;
735     char buf[MAX_BUF];
736     const char *cp;
737     int i, num_skills_found = 0;
738     static const char *const periods = "........................................";
739    
740     /* Need to have a pointer and use strdup for qsort to work properly */
741     char skills[NUM_SKILLS][MAX_BUF];
742    
743    
744     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
745     {
746     if (tmp->type == SKILL)
747     {
748     if (search && strstr (tmp->name, search) == NULL)
749     continue;
750     /* Basically want to fill this out to 40 spaces with periods */
751     sprintf (buf, "%s%s", &tmp->name, periods);
752     buf[40] = 0;
753    
754     if (settings.permanent_exp_ratio)
755     {
756 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
757     buf, tmp->level, tmp->stats.exp,
758     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
759 root 1.9 }
760     else
761     {
762 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
763     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
764 root 1.5 }
765 root 1.9 /* I don't know why some characters get a bunch of skills, but
766     * it sometimes happens (maybe a leftover from bugier earlier code
767     * and those character are still about). In any case, lets handle
768     * it so it doesn't crash the server - otherwise, one character may
769     * crash the server numerous times.
770     */
771     if (num_skills_found >= NUM_SKILLS)
772     {
773     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
774     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
775     break;
776 root 1.5 }
777     }
778 elmex 1.1 }
779    
780 root 1.9 clear_win_info (op);
781     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
782     if (num_skills_found > 1)
783 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
784 elmex 1.1
785 root 1.9 for (i = 0; i < num_skills_found; i++)
786 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
787 elmex 1.1
788 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
789 elmex 1.1
790 root 1.9 cp = determine_god (op);
791     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
792 elmex 1.1
793 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
794     op->contr->item_power, (int) (op->level * settings.item_power_factor));
795 elmex 1.1 }
796    
797     /* use_skill() - similar to invoke command, it executes the skill in the
798     * direction that the user is facing. Returns false if we are unable to
799     * change to the requested skill, or were unable to use the skill properly.
800     * This is tricky because skills can have spaces. We basically roll
801     * our own find_skill_by_name so we can try to do better string matching.
802     */
803    
804 root 1.9 int
805     use_skill (object *op, const char *string)
806     {
807     object *skop;
808     size_t len;
809    
810     if (!string)
811     return 0;
812    
813     for (skop = op->inv; skop != NULL; skop = skop->below)
814     {
815     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
816     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
817     break;
818     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
819     break;
820 elmex 1.1 }
821 root 1.9 if (!skop)
822     {
823     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
824     return 0;
825 elmex 1.1 }
826    
827 root 1.9 len = strlen (skop->skill);
828 elmex 1.1
829 root 1.9 /* All this logic goes and skips over the skill name to find any
830     * options given to the skill. Its pretty simple - if there
831     * are extra parameters (as deteremined by string length), we
832     * want to skip over any leading spaces.
833     */
834     if (len >= strlen (string))
835     {
836     string = NULL;
837 elmex 1.1 }
838 root 1.9 else
839     {
840     string += len;
841     while (*string == 0x20)
842     string++;
843     if (strlen (string) == 0)
844     string = NULL;
845     }
846    
847 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
848 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
849 elmex 1.1 #endif
850    
851 root 1.9 /* Change to the new skill, then execute it. */
852     if (do_skill (op, op, skop, op->facing, string))
853     return 1;
854    
855     return 0;
856 elmex 1.1 }
857    
858 root 1.16 static bool
859     hth_skill_p (object *skill)
860     {
861 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
862 root 1.16 }
863    
864     /* This finds the first unarmed skill the player has, and returns it.
865 elmex 1.1 */
866 root 1.9 static object *
867 root 1.16 find_player_hth_skill (object *op)
868 elmex 1.1 {
869 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
870     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
871     return tmp;
872 elmex 1.1
873 root 1.16 return 0;
874 elmex 1.1 }
875    
876     /* do_skill_attack() - We have got an appropriate opponent from either
877     * move_player_attack() or skill_attack(). In this part we get on with
878     * attacking, take care of messages from the attack and changes in invisible.
879     * Returns true if the attack damaged the opponent.
880     * tmp is the targetted monster.
881     * op is what is attacking
882     * string is passed along to describe what messages to describe
883     * the damage.
884     */
885 root 1.9 static int
886     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
887     {
888     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
889     return RESULT_INT (0);
890    
891     /* For Players only: if there is no ready weapon, and no "attack" skill
892     * is readied either then try to find a skill for the player to use.
893     * it is presumed that if skill is set, it is a valid attack skill (eg,
894     * the caller should have set it appropriately). We still want to pass
895     * through that code if skill is set to change to the skill.
896     */
897     if (op->type == PLAYER)
898     {
899     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
900     {
901     if (!skill)
902     {
903     /* See if the players chosen skill is a combat skill, and use
904     * it if appropriate.
905     */
906 root 1.16 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907     skill = op->chosen_skill;
908     else
909 root 1.9 {
910 root 1.16 skill = find_player_hth_skill (op);
911 root 1.9
912     if (!skill)
913     {
914     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915     return 0;
916 root 1.5 }
917     }
918     }
919 root 1.16
920     /* now try to ready the new skill */
921     if (!change_skill (op, skill, 0))
922     { /* oh oh, trouble! */
923     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924     return 0;
925 root 1.5 }
926 root 1.9 }
927     else
928     {
929     /* Seen some crashes below where current_weapon is not set,
930     * even though the flag says it is. So if current weapon isn't set,
931     * do some work in trying to find the object to use.
932     */
933     if (!op->current_weapon)
934     {
935     object *tmp;
936    
937     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
938     for (tmp = op->inv; tmp; tmp = tmp->below)
939     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940     break;
941    
942     if (!tmp)
943     {
944     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
945     op->current_weapon = NULL;
946     return 0;
947     }
948     else
949 root 1.31 op->current_weapon = tmp;
950 root 1.5 }
951    
952 root 1.16 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
953 root 1.5 }
954 elmex 1.1 }
955    
956 root 1.9 /* lose invisiblity/hiding status for running attacks */
957    
958     if (op->type == PLAYER && op->contr->tmp_invis)
959     {
960     op->contr->tmp_invis = 0;
961     op->invisible = 0;
962     op->hide = 0;
963 root 1.29 update_object (op, UP_OBJ_CHANGE);
964 elmex 1.1 }
965 root 1.9
966 root 1.31 int success = attack_ob (tmp, op);
967 root 1.9
968     /* print appropriate messages to the player */
969    
970 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
971 root 1.9 {
972     if (op->type == PLAYER)
973     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
974     else if (tmp->type == PLAYER)
975     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
976     }
977 root 1.30
978 root 1.9 return success;
979     }
980 elmex 1.1
981     /* skill_attack() - Core routine for use when we attack using a skills
982     * system. In essence, this code handles
983     * all skill-based attacks, ie hth, missile and melee weapons should be
984     * treated here. If an opponent is already supplied by move_player(),
985     * we move right onto do_skill_attack(), otherwise we find if an
986     * appropriate opponent exists.
987     *
988     * This is called by move_player() and attack_hth()
989     *
990     * Initial implementation by -bt thomas@astro.psu.edu
991     */
992 root 1.9 int
993     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
994     {
995     sint16 tx, ty;
996 root 1.13 maptile *m;
997 root 1.9 int mflags;
998    
999     if (!dir)
1000     dir = pl->facing;
1001 root 1.16
1002 root 1.9 tx = freearr_x[dir];
1003     ty = freearr_y[dir];
1004    
1005     /* If we don't yet have an opponent, find if one exists, and attack.
1006     * Legal opponents are the same as outlined in move_player_attack()
1007     */
1008 root 1.31 if (!tmp)
1009 root 1.9 {
1010     m = pl->map;
1011     tx = pl->x + freearr_x[dir];
1012     ty = pl->y + freearr_y[dir];
1013    
1014     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1015     if (mflags & P_OUT_OF_MAP)
1016     return 0;
1017    
1018     /* space must be blocked for there to be anything interesting to do */
1019     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1020     return 0;
1021    
1022 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1023 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1024     {
1025     /* Don't attack party members */
1026     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1027     return 0;
1028 root 1.31
1029 root 1.9 break;
1030     }
1031 elmex 1.1 }
1032 root 1.31
1033 root 1.9 if (!tmp)
1034     {
1035     if (pl->type == PLAYER)
1036     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1037 root 1.31
1038 root 1.9 return 0;
1039 elmex 1.1 }
1040    
1041 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1042 elmex 1.1 }
1043    
1044    
1045     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 root 1.9
1047 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1048     * (attack_hth) we check for weapon use, etc in the second (the new
1049     * function skill_attack() we actually attack.
1050     */
1051    
1052 root 1.9 static int
1053     attack_hth (object *pl, int dir, const char *string, object *skill)
1054     {
1055     object *enemy = NULL, *weapon;
1056 elmex 1.1
1057 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1058     for (weapon = pl->inv; weapon; weapon = weapon->below)
1059     {
1060     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1061     {
1062     CLEAR_FLAG (weapon, FLAG_APPLIED);
1063     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1064 root 1.22 pl->update_stats ();
1065 root 1.9 if (pl->type == PLAYER)
1066     {
1067     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1068     esrv_update_item (UPD_FLAGS, pl, weapon);
1069     }
1070     break;
1071     }
1072     }
1073 root 1.30
1074 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1075 elmex 1.1 }
1076    
1077     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1078     * For now we are just checking to see if we have a ready weapon here.
1079     * But there is a real neato possible feature of this scheme which
1080     * bears mentioning:
1081     * Since we are only calling this from do_skill() in the future
1082     * we may make this routine handle 'special' melee weapons attacks
1083     * (like disarming manuever with sai) based on player SK_level and
1084     * weapon type.
1085     */
1086 root 1.9 static int
1087     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1088     {
1089 elmex 1.1
1090 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1091     {
1092     if (op->type == PLAYER)
1093     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1094 root 1.30
1095 root 1.9 return 0;
1096 elmex 1.1 }
1097 root 1.30
1098 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1099 elmex 1.1
1100     }