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Revision: 1.45
Committed: Sat May 12 22:04:20 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +1 -1 lines
Log Message:
some floatingpoint µopts

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.35 * CrossFire, A Multiplayer game
3 pippijn 1.26 *
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 1.39 if (!name)
121     return 0;
122 elmex 1.1
123 root 1.39 object *skill = 0, *skill_tool = 0;
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 root 1.39 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 root 1.9 {
131 root 1.39 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 root 1.9 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 root 1.39 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 root 1.9 {
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 1.39
146 root 1.9 /* If this is a skill that can be used without a tool, return it */
147     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148     return skill;
149    
150 root 1.39 /* Player has a tool to use the skill. If not applied, apply it -
151     * if not successful, return null. If they do have the skill tool
152 root 1.9 * but not the skill itself, give it to them.
153     */
154     if (skill_tool)
155     {
156     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 root 1.39 if (apply_special (who, skill_tool, 0))
158     return 0;
159 root 1.33
160 root 1.9 if (!skill)
161     {
162     skill = give_skill_by_name (who, skill_tool->skill);
163     link_player_skills (who);
164 root 1.5 }
165 root 1.33
166 root 1.9 return skill;
167 elmex 1.1 }
168 root 1.33
169 root 1.39 return 0;
170 elmex 1.1 }
171    
172     /* This returns the skill pointer of the given name (the
173     * one that accumlates exp, has the level, etc).
174     *
175     * It is presumed that the player will be needing to actually
176     * use the skill, so thus if use of the skill requires a skill
177     * tool, this code will equip it.
178     *
179     * This code is basically the same as find_skill_by_name() above,
180     * but instead a skill name, we search by matching number.
181     * this replaces find_skill.
182     */
183 root 1.9 object *
184     find_skill_by_number (object *who, int skillno)
185 elmex 1.1 {
186 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
187 elmex 1.1
188 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
189     return NULL;
190 elmex 1.1
191 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
192     {
193     if (tmp->type == SKILL && tmp->subtype == skillno)
194     skill = tmp;
195 elmex 1.1
196 root 1.9 /* Try to find appropriate skilltool. If the player has one already
197     * applied, we try to keep using that one.
198     */
199     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
200     {
201     if (QUERY_FLAG (tmp, FLAG_APPLIED))
202     skill_tool = tmp;
203     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
204     skill_tool = tmp;
205 root 1.5 }
206 elmex 1.1 }
207 root 1.9 /* If this is a skill that can be used without a tool, return it */
208     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
209     return skill;
210    
211     /* Player has a tool to use the skill. IF not applied, apply it -
212     * if not successful, return null. If they do have the skill tool
213     * but not the skill itself, give it to them.
214     */
215     if (skill_tool)
216     {
217     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
218     {
219     if (apply_special (who, skill_tool, 0))
220     return NULL;
221 root 1.5 }
222 root 1.16
223 root 1.9 if (!skill)
224     {
225     skill = give_skill_by_name (who, skill_tool->skill);
226     link_player_skills (who);
227 root 1.5 }
228 root 1.16
229 root 1.9 return skill;
230 elmex 1.1 }
231 root 1.16
232 root 1.9 return NULL;
233 elmex 1.1 }
234    
235     /* This changes the objects skill to new_skill.
236     * note that this function doesn't always need to get used -
237     * you can now add skill exp to the player without the chosen_skill being
238 root 1.40 * set. This function is of most interest to players to update
239 elmex 1.1 * the various range information.
240     * return 1 on success, 0 on error
241     */
242 root 1.9 int
243     change_skill (object *who, object *new_skill, int flag)
244 elmex 1.1 {
245 root 1.9 if (who->type != PLAYER)
246     return 0;
247    
248 root 1.40 // optimise this supposedly common case
249     if (new_skill == who->chosen_skill)
250     return 1;
251    
252     if (who->chosen_skill)
253 root 1.42 {
254     apply_special (who, who->chosen_skill, AP_UNAPPLY);
255     who->chosen_skill = 0;//D verify wether necessary
256     }
257 root 1.40
258 root 1.32 if (!new_skill)
259     {
260 root 1.35 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
261     who->debug_desc ());
262 root 1.32 return 0;
263     }
264 elmex 1.1
265 root 1.43 new_skill->inv_splay ();
266 root 1.33
267 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
268 root 1.16 return 0;
269    
270 root 1.9 return 1;
271 elmex 1.1 }
272    
273     /* This function just clears the chosen_skill and range_skill values
274 root 1.33 * in the player.
275 elmex 1.1 */
276 root 1.9 void
277     clear_skill (object *who)
278 elmex 1.1 {
279 root 1.33 who->chosen_skill = 0;
280 root 1.9 CLEAR_FLAG (who, FLAG_READY_SKILL);
281 root 1.33
282 root 1.9 if (who->type == PLAYER)
283 root 1.36 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
284     who->contr->ranged_ob = 0;
285 elmex 1.1 }
286    
287     /* do_skill() - Main skills use function-similar in scope to cast_spell().
288     * We handle all requests for skill use outside of some combat here.
289     * We require a separate routine outside of fire() so as to allow monsters
290     * to utilize skills. Returns 1 on use of skill, otherwise 0.
291     * This is changed (2002-11-30) from the old method that returned
292     * exp - no caller needed that info, but it also prevented the callers
293     * from know if a skill was actually used, as many skills don't
294     * give any exp for their direct use (eg, throwing).
295     * It returns 0 if no skill was used.
296     */
297 root 1.9 int
298     do_skill (object *op, object *part, object *skill, int dir, const char *string)
299     {
300     int success = 0, exp = 0;
301     int did_alc = 0;
302    
303     if (!skill)
304     return 0;
305    
306     /* The code below presumes that the skill points to the object that
307     * holds the exp, level, etc of the skill. So if this is a player
308     * go and try to find the actual real skill pointer, and if the
309     * the player doesn't have a bucket for that, create one.
310     */
311     if (skill->type != SKILL && op->type == PLAYER)
312     {
313 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
314 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
315 root 1.43 {
316     skill = tmp;
317     goto found;
318     }
319 root 1.28
320 root 1.43 skill = give_skill_by_name (op, skill->skill);
321     found: ;
322 elmex 1.1 }
323    
324 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
325     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
326     return 0;
327 elmex 1.1
328 root 1.9 switch (skill->subtype)
329     {
330 root 1.28 case SK_LEVITATION:
331     /* Not 100% sure if this will work with new movement code -
332     * the levitation skill has move_type for flying, so when
333     * equipped, that should transfer to player, when not,
334     * shouldn't.
335     */
336     if (QUERY_FLAG (skill, FLAG_APPLIED))
337     {
338     CLEAR_FLAG (skill, FLAG_APPLIED);
339     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
340     }
341     else
342     {
343     SET_FLAG (skill, FLAG_APPLIED);
344     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
345     }
346    
347     op->update_stats ();
348     success = 1;
349     break;
350 root 1.5
351 root 1.28 case SK_STEALING:
352     exp = success = steal (op, dir, skill);
353     break;
354 root 1.5
355 root 1.28 case SK_LOCKPICKING:
356     exp = success = pick_lock (op, dir, skill);
357     break;
358 root 1.5
359 root 1.28 case SK_HIDING:
360     exp = success = hide (op, skill);
361     break;
362 root 1.5
363 root 1.28 case SK_JUMPING:
364     success = jump (op, dir, skill);
365     break;
366 root 1.5
367 root 1.28 case SK_INSCRIPTION:
368     exp = success = write_on_item (op, string, skill);
369     break;
370 root 1.5
371 root 1.28 case SK_MEDITATION:
372     meditate (op, skill);
373     success = 1;
374     break;
375     /* note that the following 'attack' skills gain exp through hit_player() */
376 root 1.5
377 root 1.28 case SK_KARATE:
378 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
379 root 1.28 break;
380 root 1.5
381 root 1.28 case SK_PUNCHING:
382 root 1.30 attack_hth (op, dir, "punched", skill);
383 root 1.28 break;
384 root 1.5
385 root 1.28 case SK_FLAME_TOUCH:
386 root 1.30 attack_hth (op, dir, "flamed", skill);
387 root 1.28 break;
388 elmex 1.1
389 root 1.28 case SK_SPARK_TOUCH:
390 root 1.30 attack_hth (op, dir, "zapped", skill);
391 root 1.28 break;
392 elmex 1.1
393 root 1.28 case SK_SHIVER:
394 root 1.30 attack_hth (op, dir, "froze", skill);
395 root 1.28 break;
396 elmex 1.1
397 root 1.28 case SK_ACID_SPLASH:
398 root 1.30 attack_hth (op, dir, "dissolved", skill);
399 root 1.28 break;
400 elmex 1.1
401 root 1.28 case SK_POISON_NAIL:
402 root 1.30 attack_hth (op, dir, "injected poison into", skill);
403 root 1.28 break;
404 elmex 1.1
405 root 1.28 case SK_CLAWING:
406 root 1.30 attack_hth (op, dir, "clawed", skill);
407 root 1.28 break;
408 root 1.5
409 root 1.28 case SK_ONE_HANDED_WEAPON:
410     case SK_TWO_HANDED_WEAPON:
411 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
412 root 1.28 break;
413 root 1.5
414 root 1.28 case SK_FIND_TRAPS:
415     exp = success = find_traps (op, skill);
416     break;
417 root 1.5
418 root 1.28 case SK_SINGING:
419     exp = success = singing (op, dir, skill);
420     break;
421 root 1.5
422 root 1.28 case SK_ORATORY:
423     exp = success = use_oratory (op, dir, skill);
424     break;
425 root 1.5
426 root 1.28 case SK_SMITHERY:
427     case SK_BOWYER:
428     case SK_JEWELER:
429     case SK_ALCHEMY:
430     case SK_THAUMATURGY:
431     case SK_LITERACY:
432     case SK_WOODSMAN:
433     /* first, we try to find a cauldron, and do the alchemy thing.
434     * failing that, we go and identify stuff.
435     */
436 root 1.43 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
437 root 1.28 {
438     next = tmp->above;
439 root 1.17
440 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
441     {
442     attempt_do_alchemy (op, tmp);
443 root 1.17
444 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
445     esrv_send_inventory (op, tmp);
446 root 1.17
447 root 1.28 did_alc = 1;
448     }
449     }
450 root 1.17
451 root 1.28 if (did_alc == 0)
452     exp = success = skill_ident (op, skill);
453 root 1.17
454 root 1.28 break;
455 root 1.5
456 root 1.28 case SK_DET_MAGIC:
457     case SK_DET_CURSE:
458     exp = success = skill_ident (op, skill);
459     break;
460 root 1.5
461 root 1.28 case SK_DISARM_TRAPS:
462     exp = success = remove_trap (op, dir, skill);
463     break;
464 root 1.5
465 root 1.28 case SK_THROWING:
466     success = skill_throw (op, part, dir, string, skill);
467     break;
468 root 1.5
469 root 1.28 case SK_SET_TRAP:
470     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
471     break;
472 root 1.5
473 root 1.28 case SK_USE_MAGIC_ITEM:
474     case SK_MISSILE_WEAPON:
475     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
476     break;
477 root 1.5
478 root 1.28 case SK_PRAYING:
479     success = pray (op, skill);
480     break;
481 root 1.5
482 root 1.28 case SK_BARGAINING:
483     success = describe_shop (op);
484     break;
485 elmex 1.1
486 root 1.28 case SK_SORCERY:
487     case SK_EVOCATION:
488     case SK_PYROMANCY:
489     case SK_SUMMONING:
490     case SK_CLIMBING:
491     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
492     break;
493 root 1.5
494 root 1.28 default:
495     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
496     break;
497 elmex 1.1 }
498    
499 root 1.9 /* For players we now update the speed_left from using the skill.
500     * Monsters have no skill use time because of the random nature in
501     * which use_monster_skill is called already simulates this.
502     * If certain skills should take more/less time, that should be
503     * in the code for the skill itself.
504     */
505    
506     if (op->type == PLAYER)
507 root 1.45 op->speed_left -= 1.f;
508 root 1.9
509     /* this is a good place to add experience for successfull use of skills.
510     * Note that add_exp() will figure out player/monster experience
511     * gain problems.
512     */
513    
514     if (success && exp)
515     change_exp (op, exp, skill->skill, 0);
516    
517     return success;
518 elmex 1.1 }
519    
520     /* calc_skill_exp() - calculates amount of experience can be gained for
521     * successfull use of a skill. Returns value of experience gain.
522     * Here we take the view that a player must 'overcome an opponent'
523     * in order to gain experience. Examples include foes killed combat,
524     * finding/disarming a trap, stealing from somebeing, etc.
525     * The gained experience is based primarily on the difference in levels,
526     * exp point value of vanquished foe, the relevent stats of the skill being
527     * used and modifications in the skills[] table.
528     *
529     * For now, monsters and players will be treated differently. Below I give
530     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
531     * Monsters just get 10% of the exp of the opponent.
532     *
533     * players get a ratio, eg, opponent lvl / player level. This is then
534     * multiplied by various things. If simple exp is true, then
535     * this multiplier, include the level difference, is always 1.
536     * This revised method prevents some cases where there are big gaps
537     * in the amount you get just because you are now equal level vs lower
538     * level
539     * who is player/creature that used the skill.
540     * op is the object that was 'defeated'.
541     * skill is the skill used. If no skill is used, it should just
542     * point back to who.
543     *
544     */
545 root 1.9 int
546     calc_skill_exp (object *who, object *op, object *skill)
547     {
548     int op_exp = 0, op_lvl = 0;
549     float base, value, lvl_mult = 0.0;
550    
551     if (!skill)
552     skill = who;
553    
554     /* Oct 95 - where we have an object, I expanded our treatment
555     * to 3 cases:
556     * non-living magic obj, runes and everything else.
557     *
558     * If an object is not alive and magical we set the base exp higher to
559     * help out exp awards for skill_ident skills. Also, if
560     * an item is type RUNE, we give out exp based on stats.Cha
561     * and level (this was the old system) -b.t.
562     */
563    
564     if (!op)
565     { /* no item/creature */
566     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
567     op_exp = 0;
568     }
569     else if (op->type == RUNE || op->type == TRAP)
570     { /* all traps. If stats.Cha > 1 we use that
571 root 1.5 * for the amount of experience */
572 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
573     op_lvl = op->level;
574     }
575     else
576     { /* all other items/living creatures */
577     op_exp = op->stats.exp;
578     op_lvl = op->level;
579     if (!QUERY_FLAG (op, FLAG_ALIVE))
580     { /* for ident/make items */
581     op_lvl += 5 * abs (op->magic);
582     }
583     }
584    
585     if (op_lvl < 1)
586     op_lvl = 1;
587    
588     if (who->type != PLAYER)
589     { /* for monsters only */
590     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
591     }
592     else
593     { /* for players */
594     base = op_exp;
595     /* if skill really is a skill, then we can look at the skill archetype for
596     * bse reward value (exp) and level multiplier factor.
597     */
598     if (skill->type == SKILL)
599     {
600     base += skill->arch->clone.stats.exp;
601     if (settings.simple_exp)
602     {
603     if (skill->arch->clone.level)
604     lvl_mult = (float) skill->arch->clone.level / 100.0;
605     else
606     lvl_mult = 1.0; /* no adjustment */
607 root 1.5 }
608 root 1.9 else
609     {
610     if (skill->level)
611     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
612     else
613     lvl_mult = 1.0;
614 root 1.5 }
615 root 1.9 }
616     else
617     {
618     /* Don't divide by zero here! */
619     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
620 root 1.5 }
621 elmex 1.1 }
622 root 1.9
623     /* assemble the exp total, and return value */
624    
625     value = base * lvl_mult;
626     if (value < 1)
627     value = 1; /* Always give at least 1 exp point */
628    
629 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
630 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);
631 elmex 1.1 #endif
632 root 1.9 return ((int) value);
633 elmex 1.1 }
634    
635     /* Learn skill. This inserts the requested skill in the player's
636     * inventory. The skill field of the scroll should have the
637     * exact name of the requested skill.
638     * This one actually teaches the player the skill as something
639     * they can equip.
640     * Return 0 if the player knows the skill, 1 if the
641     * player learns the skill, 2 otherwise.
642     */
643     int
644 root 1.9 learn_skill (object *pl, object *scroll)
645     {
646     object *tmp;
647 elmex 1.1
648 root 1.9 if (!scroll->skill)
649     {
650     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
651     return 2;
652 elmex 1.1 }
653    
654 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
655     * but can't use natively.
656     */
657 elmex 1.1
658 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
659     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
660     break;
661 elmex 1.1
662 root 1.9 /* player already knows it */
663     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
664     return 0;
665 elmex 1.1
666 root 1.9 /* now a random change to learn, based on player Int.
667     * give bonus based on level - otherwise stupid characters
668     * might never be able to learn anything.
669     */
670     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
671     return 2; /* failure :< */
672 elmex 1.1
673 root 1.9 if (!tmp)
674     tmp = give_skill_by_name (pl, scroll->skill);
675 elmex 1.1
676 root 1.9 if (!tmp)
677     {
678     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
679     return 2;
680 elmex 1.1 }
681    
682 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
683     link_player_skills (pl);
684     return 1;
685 elmex 1.1 }
686    
687     /* Gives a percentage clipped to 0% -> 100% of a/b. */
688     /* Probably belongs in some global utils-type file? */
689 root 1.9 static int
690     clipped_percent (sint64 a, sint64 b)
691 elmex 1.1 {
692     int rv;
693    
694     if (b <= 0)
695     return 0;
696    
697 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
698    
699 elmex 1.1 if (rv < 0)
700     return 0;
701     else if (rv > 100)
702     return 100;
703 root 1.9
704 elmex 1.1 return rv;
705     }
706    
707     /* show_skills() - Meant to allow players to examine
708     * their current skill list.
709     * This shows the amount of exp they have in the skills.
710     * we also include some other non skill related info (god,
711     * max weapon improvments, item power).
712     * Note this function is a bit more complicated becauase we
713     * we want ot sort the skills before printing them. If we
714     * just dumped this as we found it, this would be a bit
715     * simpler.
716     */
717 root 1.9
718     void
719     show_skills (object *op, const char *search)
720     {
721     object *tmp = NULL;
722     char buf[MAX_BUF];
723     const char *cp;
724     int i, num_skills_found = 0;
725     static const char *const periods = "........................................";
726    
727     /* Need to have a pointer and use strdup for qsort to work properly */
728     char skills[NUM_SKILLS][MAX_BUF];
729    
730    
731     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
732     {
733     if (tmp->type == SKILL)
734     {
735     if (search && strstr (tmp->name, search) == NULL)
736     continue;
737     /* Basically want to fill this out to 40 spaces with periods */
738     sprintf (buf, "%s%s", &tmp->name, periods);
739     buf[40] = 0;
740    
741     if (settings.permanent_exp_ratio)
742     {
743 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
744     buf, tmp->level, tmp->stats.exp,
745     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
746 root 1.9 }
747     else
748     {
749 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
750     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
751 root 1.5 }
752 root 1.9 /* I don't know why some characters get a bunch of skills, but
753     * it sometimes happens (maybe a leftover from bugier earlier code
754     * and those character are still about). In any case, lets handle
755     * it so it doesn't crash the server - otherwise, one character may
756     * crash the server numerous times.
757     */
758     if (num_skills_found >= NUM_SKILLS)
759     {
760     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
761     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
762     break;
763 root 1.5 }
764     }
765 elmex 1.1 }
766    
767 root 1.9 clear_win_info (op);
768     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
769     if (num_skills_found > 1)
770 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
771 elmex 1.1
772 root 1.9 for (i = 0; i < num_skills_found; i++)
773 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
774 elmex 1.1
775 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
776 elmex 1.1
777 root 1.9 cp = determine_god (op);
778     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
779 elmex 1.1
780 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
781     op->contr->item_power, (int) (op->level * settings.item_power_factor));
782 elmex 1.1 }
783    
784     /* use_skill() - similar to invoke command, it executes the skill in the
785     * direction that the user is facing. Returns false if we are unable to
786     * change to the requested skill, or were unable to use the skill properly.
787     * This is tricky because skills can have spaces. We basically roll
788     * our own find_skill_by_name so we can try to do better string matching.
789     */
790 root 1.9 int
791     use_skill (object *op, const char *string)
792     {
793     object *skop;
794     size_t len;
795    
796     if (!string)
797     return 0;
798    
799     for (skop = op->inv; skop != NULL; skop = skop->below)
800     {
801     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
802     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
803     break;
804     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
805     break;
806 elmex 1.1 }
807 root 1.9 if (!skop)
808     {
809     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
810     return 0;
811 elmex 1.1 }
812    
813 root 1.9 len = strlen (skop->skill);
814 elmex 1.1
815 root 1.9 /* All this logic goes and skips over the skill name to find any
816     * options given to the skill. Its pretty simple - if there
817     * are extra parameters (as deteremined by string length), we
818     * want to skip over any leading spaces.
819     */
820     if (len >= strlen (string))
821     {
822     string = NULL;
823 elmex 1.1 }
824 root 1.9 else
825     {
826     string += len;
827     while (*string == 0x20)
828     string++;
829     if (strlen (string) == 0)
830     string = NULL;
831     }
832    
833 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
834 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
835 elmex 1.1 #endif
836    
837 root 1.9 /* Change to the new skill, then execute it. */
838     if (do_skill (op, op, skop, op->facing, string))
839     return 1;
840    
841     return 0;
842 elmex 1.1 }
843    
844 root 1.16 static bool
845     hth_skill_p (object *skill)
846     {
847 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
848 root 1.16 }
849    
850     /* This finds the first unarmed skill the player has, and returns it.
851 elmex 1.1 */
852 root 1.9 static object *
853 root 1.16 find_player_hth_skill (object *op)
854 elmex 1.1 {
855 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
856     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
857     return tmp;
858 elmex 1.1
859 root 1.16 return 0;
860 elmex 1.1 }
861    
862     /* do_skill_attack() - We have got an appropriate opponent from either
863     * move_player_attack() or skill_attack(). In this part we get on with
864     * attacking, take care of messages from the attack and changes in invisible.
865     * Returns true if the attack damaged the opponent.
866     * tmp is the targetted monster.
867     * op is what is attacking
868     * string is passed along to describe what messages to describe
869     * the damage.
870     */
871 root 1.9 static int
872     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
873     {
874     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
875     return RESULT_INT (0);
876    
877     /* For Players only: if there is no ready weapon, and no "attack" skill
878     * is readied either then try to find a skill for the player to use.
879     * it is presumed that if skill is set, it is a valid attack skill (eg,
880     * the caller should have set it appropriately). We still want to pass
881     * through that code if skill is set to change to the skill.
882     */
883 root 1.35 if (player *pl = op->contr)
884 root 1.9 {
885 root 1.35 if (!pl->combat_ob)
886 root 1.9 {
887 root 1.35 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
888 root 1.9 {
889 root 1.35 for (tmp = op->inv; tmp; tmp = tmp->below)
890     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
891     break;
892    
893     if (!tmp)
894 root 1.9 {
895 root 1.35 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
896     return 0;
897     }
898 root 1.9
899 root 1.35 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
900     }
901     else
902     {
903     if (!skill)
904     {
905     /* See if the players chosen skill is a combat skill, and use
906     * it if appropriate.
907     */
908     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
909     skill = op->chosen_skill;
910     else
911 root 1.9 {
912 root 1.35 skill = find_player_hth_skill (op);
913    
914     if (!skill)
915     {
916     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
917     return 0;
918     }
919 root 1.5 }
920     }
921 root 1.35
922     /* now try to ready the new skill */
923     if (!change_skill (op, skill, 0))
924     { /* oh oh, trouble! */
925 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
926 root 1.35 return 0;
927     }
928 root 1.5 }
929 root 1.16
930 root 1.35 if (!pl->combat_ob)
931     {
932     LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
933 root 1.16 return 0;
934 root 1.5 }
935 root 1.9 }
936 root 1.35
937 root 1.44 if (!op->change_weapon (pl->combat_ob))
938     return 0;
939 root 1.9
940 root 1.38 /* lose invisiblity/hiding status for running attacks */
941 root 1.35 if (pl->tmp_invis)
942     {
943     pl->tmp_invis = 0;
944     op->invisible = 0;
945     op->hide = 0;
946     update_object (op, UP_OBJ_CHANGE);
947 root 1.5 }
948 elmex 1.1 }
949    
950 root 1.31 int success = attack_ob (tmp, op);
951 root 1.9
952     /* print appropriate messages to the player */
953    
954 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
955 root 1.9 {
956     if (op->type == PLAYER)
957     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
958     else if (tmp->type == PLAYER)
959     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
960     }
961 root 1.30
962 root 1.9 return success;
963     }
964 elmex 1.1
965     /* skill_attack() - Core routine for use when we attack using a skills
966     * system. In essence, this code handles
967     * all skill-based attacks, ie hth, missile and melee weapons should be
968     * treated here. If an opponent is already supplied by move_player(),
969     * we move right onto do_skill_attack(), otherwise we find if an
970     * appropriate opponent exists.
971     *
972     * This is called by move_player() and attack_hth()
973     *
974     * Initial implementation by -bt thomas@astro.psu.edu
975     */
976 root 1.9 int
977     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
978     {
979     sint16 tx, ty;
980 root 1.13 maptile *m;
981 root 1.9 int mflags;
982    
983     if (!dir)
984     dir = pl->facing;
985 root 1.16
986 root 1.9 tx = freearr_x[dir];
987     ty = freearr_y[dir];
988    
989     /* If we don't yet have an opponent, find if one exists, and attack.
990     * Legal opponents are the same as outlined in move_player_attack()
991     */
992 root 1.31 if (!tmp)
993 root 1.9 {
994     m = pl->map;
995     tx = pl->x + freearr_x[dir];
996     ty = pl->y + freearr_y[dir];
997    
998     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
999     if (mflags & P_OUT_OF_MAP)
1000     return 0;
1001    
1002     /* space must be blocked for there to be anything interesting to do */
1003     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1004     return 0;
1005    
1006 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1007 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1008     {
1009     /* Don't attack party members */
1010     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1011     return 0;
1012 root 1.31
1013 root 1.9 break;
1014     }
1015 elmex 1.1 }
1016 root 1.31
1017 root 1.9 if (!tmp)
1018     {
1019     if (pl->type == PLAYER)
1020     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1021 root 1.31
1022 root 1.9 return 0;
1023 elmex 1.1 }
1024    
1025 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1026 elmex 1.1 }
1027    
1028     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1029 root 1.9
1030 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1031     * (attack_hth) we check for weapon use, etc in the second (the new
1032     * function skill_attack() we actually attack.
1033     */
1034 root 1.9 static int
1035     attack_hth (object *pl, int dir, const char *string, object *skill)
1036     {
1037     object *enemy = NULL, *weapon;
1038 elmex 1.1
1039 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1040     for (weapon = pl->inv; weapon; weapon = weapon->below)
1041     {
1042     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1043     {
1044     CLEAR_FLAG (weapon, FLAG_APPLIED);
1045     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1046 root 1.22 pl->update_stats ();
1047 root 1.9 if (pl->type == PLAYER)
1048     {
1049     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1050     esrv_update_item (UPD_FLAGS, pl, weapon);
1051     }
1052 root 1.37
1053 root 1.9 break;
1054     }
1055     }
1056 root 1.30
1057 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1058 elmex 1.1 }
1059    
1060     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1061     * For now we are just checking to see if we have a ready weapon here.
1062     * But there is a real neato possible feature of this scheme which
1063     * bears mentioning:
1064     * Since we are only calling this from do_skill() in the future
1065     * we may make this routine handle 'special' melee weapons attacks
1066     * (like disarming manuever with sai) based on player SK_level and
1067     * weapon type.
1068     */
1069 root 1.9 static int
1070     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1071     {
1072 elmex 1.1
1073 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1074     {
1075     if (op->type == PLAYER)
1076     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1077 root 1.30
1078 root 1.9 return 0;
1079 elmex 1.1 }
1080 root 1.30
1081 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1082 elmex 1.1
1083     }