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Revision: 1.46
Committed: Sun May 13 15:13:57 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +4 -6 lines
Log Message:
lots of little changes:
- fix MIN/MAX_AC/WC and use them
- abstratc weapon speed into player->weapon_speed, as
  it is just way too confusing and probably needs frequent updates :)
- use ob_speed/weapon_sp * 0.5 as an arbitrary real attack speed
  .5 needs tuning, elsewhere, but ahs been put in as a stopgap measure.
- fix speed issues, properly use weapon_sp (if a bit lagged)
- clear current weapon when readying skills because a skill might already
  be readied implicitly.

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 1.46 #if 0
249 root 1.40 // optimise this supposedly common case
250     if (new_skill == who->chosen_skill)
251     return 1;
252 root 1.46 #endif
253 root 1.40
254 root 1.32 if (!new_skill)
255     {
256 root 1.35 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
257     who->debug_desc ());
258 root 1.32 return 0;
259     }
260 elmex 1.1
261 root 1.46 // the skill could be readied already because it is used by a weapon.
262     who->change_weapon (0);
263 root 1.43 new_skill->inv_splay ();
264 root 1.33
265 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
266 root 1.16 return 0;
267    
268 root 1.9 return 1;
269 elmex 1.1 }
270    
271     /* This function just clears the chosen_skill and range_skill values
272 root 1.33 * in the player.
273 elmex 1.1 */
274 root 1.9 void
275     clear_skill (object *who)
276 elmex 1.1 {
277 root 1.33 who->chosen_skill = 0;
278 root 1.9 CLEAR_FLAG (who, FLAG_READY_SKILL);
279 root 1.33
280 root 1.9 if (who->type == PLAYER)
281 root 1.36 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
282     who->contr->ranged_ob = 0;
283 elmex 1.1 }
284    
285     /* do_skill() - Main skills use function-similar in scope to cast_spell().
286     * We handle all requests for skill use outside of some combat here.
287     * We require a separate routine outside of fire() so as to allow monsters
288     * to utilize skills. Returns 1 on use of skill, otherwise 0.
289     * This is changed (2002-11-30) from the old method that returned
290     * exp - no caller needed that info, but it also prevented the callers
291     * from know if a skill was actually used, as many skills don't
292     * give any exp for their direct use (eg, throwing).
293     * It returns 0 if no skill was used.
294     */
295 root 1.9 int
296     do_skill (object *op, object *part, object *skill, int dir, const char *string)
297     {
298     int success = 0, exp = 0;
299     int did_alc = 0;
300    
301     if (!skill)
302     return 0;
303    
304     /* The code below presumes that the skill points to the object that
305     * holds the exp, level, etc of the skill. So if this is a player
306     * go and try to find the actual real skill pointer, and if the
307     * the player doesn't have a bucket for that, create one.
308     */
309     if (skill->type != SKILL && op->type == PLAYER)
310     {
311 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
312 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
313 root 1.43 {
314     skill = tmp;
315     goto found;
316     }
317 root 1.28
318 root 1.43 skill = give_skill_by_name (op, skill->skill);
319     found: ;
320 elmex 1.1 }
321    
322 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
323     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
324     return 0;
325 elmex 1.1
326 root 1.9 switch (skill->subtype)
327     {
328 root 1.28 case SK_LEVITATION:
329     /* Not 100% sure if this will work with new movement code -
330     * the levitation skill has move_type for flying, so when
331     * equipped, that should transfer to player, when not,
332     * shouldn't.
333     */
334     if (QUERY_FLAG (skill, FLAG_APPLIED))
335     {
336     CLEAR_FLAG (skill, FLAG_APPLIED);
337     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
338     }
339     else
340     {
341     SET_FLAG (skill, FLAG_APPLIED);
342     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
343     }
344    
345     op->update_stats ();
346     success = 1;
347     break;
348 root 1.5
349 root 1.28 case SK_STEALING:
350     exp = success = steal (op, dir, skill);
351     break;
352 root 1.5
353 root 1.28 case SK_LOCKPICKING:
354     exp = success = pick_lock (op, dir, skill);
355     break;
356 root 1.5
357 root 1.28 case SK_HIDING:
358     exp = success = hide (op, skill);
359     break;
360 root 1.5
361 root 1.28 case SK_JUMPING:
362     success = jump (op, dir, skill);
363     break;
364 root 1.5
365 root 1.28 case SK_INSCRIPTION:
366     exp = success = write_on_item (op, string, skill);
367     break;
368 root 1.5
369 root 1.28 case SK_MEDITATION:
370     meditate (op, skill);
371     success = 1;
372     break;
373     /* note that the following 'attack' skills gain exp through hit_player() */
374 root 1.5
375 root 1.28 case SK_KARATE:
376 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
377 root 1.28 break;
378 root 1.5
379 root 1.28 case SK_PUNCHING:
380 root 1.30 attack_hth (op, dir, "punched", skill);
381 root 1.28 break;
382 root 1.5
383 root 1.28 case SK_FLAME_TOUCH:
384 root 1.30 attack_hth (op, dir, "flamed", skill);
385 root 1.28 break;
386 elmex 1.1
387 root 1.28 case SK_SPARK_TOUCH:
388 root 1.30 attack_hth (op, dir, "zapped", skill);
389 root 1.28 break;
390 elmex 1.1
391 root 1.28 case SK_SHIVER:
392 root 1.30 attack_hth (op, dir, "froze", skill);
393 root 1.28 break;
394 elmex 1.1
395 root 1.28 case SK_ACID_SPLASH:
396 root 1.30 attack_hth (op, dir, "dissolved", skill);
397 root 1.28 break;
398 elmex 1.1
399 root 1.28 case SK_POISON_NAIL:
400 root 1.30 attack_hth (op, dir, "injected poison into", skill);
401 root 1.28 break;
402 elmex 1.1
403 root 1.28 case SK_CLAWING:
404 root 1.30 attack_hth (op, dir, "clawed", skill);
405 root 1.28 break;
406 root 1.5
407 root 1.28 case SK_ONE_HANDED_WEAPON:
408     case SK_TWO_HANDED_WEAPON:
409 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
410 root 1.28 break;
411 root 1.5
412 root 1.28 case SK_FIND_TRAPS:
413     exp = success = find_traps (op, skill);
414     break;
415 root 1.5
416 root 1.28 case SK_SINGING:
417     exp = success = singing (op, dir, skill);
418     break;
419 root 1.5
420 root 1.28 case SK_ORATORY:
421     exp = success = use_oratory (op, dir, skill);
422     break;
423 root 1.5
424 root 1.28 case SK_SMITHERY:
425     case SK_BOWYER:
426     case SK_JEWELER:
427     case SK_ALCHEMY:
428     case SK_THAUMATURGY:
429     case SK_LITERACY:
430     case SK_WOODSMAN:
431     /* first, we try to find a cauldron, and do the alchemy thing.
432     * failing that, we go and identify stuff.
433     */
434 root 1.43 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
435 root 1.28 {
436     next = tmp->above;
437 root 1.17
438 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
439     {
440     attempt_do_alchemy (op, tmp);
441 root 1.17
442 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
443     esrv_send_inventory (op, tmp);
444 root 1.17
445 root 1.28 did_alc = 1;
446     }
447     }
448 root 1.17
449 root 1.28 if (did_alc == 0)
450     exp = success = skill_ident (op, skill);
451 root 1.17
452 root 1.28 break;
453 root 1.5
454 root 1.28 case SK_DET_MAGIC:
455     case SK_DET_CURSE:
456     exp = success = skill_ident (op, skill);
457     break;
458 root 1.5
459 root 1.28 case SK_DISARM_TRAPS:
460     exp = success = remove_trap (op, dir, skill);
461     break;
462 root 1.5
463 root 1.28 case SK_THROWING:
464     success = skill_throw (op, part, dir, string, skill);
465     break;
466 root 1.5
467 root 1.28 case SK_SET_TRAP:
468     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
469     break;
470 root 1.5
471 root 1.28 case SK_USE_MAGIC_ITEM:
472     case SK_MISSILE_WEAPON:
473     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
474     break;
475 root 1.5
476 root 1.28 case SK_PRAYING:
477     success = pray (op, skill);
478     break;
479 root 1.5
480 root 1.28 case SK_BARGAINING:
481     success = describe_shop (op);
482     break;
483 elmex 1.1
484 root 1.28 case SK_SORCERY:
485     case SK_EVOCATION:
486     case SK_PYROMANCY:
487     case SK_SUMMONING:
488     case SK_CLIMBING:
489     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
490     break;
491 root 1.5
492 root 1.28 default:
493     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
494     break;
495 elmex 1.1 }
496    
497 root 1.9 /* For players we now update the speed_left from using the skill.
498     * Monsters have no skill use time because of the random nature in
499     * which use_monster_skill is called already simulates this.
500     * If certain skills should take more/less time, that should be
501     * in the code for the skill itself.
502     */
503    
504     if (op->type == PLAYER)
505 root 1.45 op->speed_left -= 1.f;
506 root 1.9
507     /* this is a good place to add experience for successfull use of skills.
508     * Note that add_exp() will figure out player/monster experience
509     * gain problems.
510     */
511    
512     if (success && exp)
513     change_exp (op, exp, skill->skill, 0);
514    
515     return success;
516 elmex 1.1 }
517    
518     /* calc_skill_exp() - calculates amount of experience can be gained for
519     * successfull use of a skill. Returns value of experience gain.
520     * Here we take the view that a player must 'overcome an opponent'
521     * in order to gain experience. Examples include foes killed combat,
522     * finding/disarming a trap, stealing from somebeing, etc.
523     * The gained experience is based primarily on the difference in levels,
524     * exp point value of vanquished foe, the relevent stats of the skill being
525     * used and modifications in the skills[] table.
526     *
527     * For now, monsters and players will be treated differently. Below I give
528     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
529     * Monsters just get 10% of the exp of the opponent.
530     *
531     * players get a ratio, eg, opponent lvl / player level. This is then
532     * multiplied by various things. If simple exp is true, then
533     * this multiplier, include the level difference, is always 1.
534     * This revised method prevents some cases where there are big gaps
535     * in the amount you get just because you are now equal level vs lower
536     * level
537     * who is player/creature that used the skill.
538     * op is the object that was 'defeated'.
539     * skill is the skill used. If no skill is used, it should just
540     * point back to who.
541     *
542     */
543 root 1.9 int
544     calc_skill_exp (object *who, object *op, object *skill)
545     {
546     int op_exp = 0, op_lvl = 0;
547     float base, value, lvl_mult = 0.0;
548    
549     if (!skill)
550     skill = who;
551    
552     /* Oct 95 - where we have an object, I expanded our treatment
553     * to 3 cases:
554     * non-living magic obj, runes and everything else.
555     *
556     * If an object is not alive and magical we set the base exp higher to
557     * help out exp awards for skill_ident skills. Also, if
558     * an item is type RUNE, we give out exp based on stats.Cha
559     * and level (this was the old system) -b.t.
560     */
561    
562     if (!op)
563     { /* no item/creature */
564     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
565     op_exp = 0;
566     }
567     else if (op->type == RUNE || op->type == TRAP)
568     { /* all traps. If stats.Cha > 1 we use that
569 root 1.5 * for the amount of experience */
570 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
571     op_lvl = op->level;
572     }
573     else
574     { /* all other items/living creatures */
575     op_exp = op->stats.exp;
576     op_lvl = op->level;
577     if (!QUERY_FLAG (op, FLAG_ALIVE))
578     { /* for ident/make items */
579     op_lvl += 5 * abs (op->magic);
580     }
581     }
582    
583     if (op_lvl < 1)
584     op_lvl = 1;
585    
586     if (who->type != PLAYER)
587     { /* for monsters only */
588     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
589     }
590     else
591     { /* for players */
592     base = op_exp;
593     /* if skill really is a skill, then we can look at the skill archetype for
594     * bse reward value (exp) and level multiplier factor.
595     */
596     if (skill->type == SKILL)
597     {
598     base += skill->arch->clone.stats.exp;
599     if (settings.simple_exp)
600     {
601     if (skill->arch->clone.level)
602     lvl_mult = (float) skill->arch->clone.level / 100.0;
603     else
604     lvl_mult = 1.0; /* no adjustment */
605 root 1.5 }
606 root 1.9 else
607     {
608     if (skill->level)
609     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
610     else
611     lvl_mult = 1.0;
612 root 1.5 }
613 root 1.9 }
614     else
615     {
616     /* Don't divide by zero here! */
617     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
618 root 1.5 }
619 elmex 1.1 }
620 root 1.9
621     /* assemble the exp total, and return value */
622    
623     value = base * lvl_mult;
624     if (value < 1)
625     value = 1; /* Always give at least 1 exp point */
626    
627 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
628 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);
629 elmex 1.1 #endif
630 root 1.9 return ((int) value);
631 elmex 1.1 }
632    
633     /* Learn skill. This inserts the requested skill in the player's
634     * inventory. The skill field of the scroll should have the
635     * exact name of the requested skill.
636     * This one actually teaches the player the skill as something
637     * they can equip.
638     * Return 0 if the player knows the skill, 1 if the
639     * player learns the skill, 2 otherwise.
640     */
641     int
642 root 1.9 learn_skill (object *pl, object *scroll)
643     {
644     object *tmp;
645 elmex 1.1
646 root 1.9 if (!scroll->skill)
647     {
648     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
649     return 2;
650 elmex 1.1 }
651    
652 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
653     * but can't use natively.
654     */
655 elmex 1.1
656 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
657     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
658     break;
659 elmex 1.1
660 root 1.9 /* player already knows it */
661     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
662     return 0;
663 elmex 1.1
664 root 1.9 /* now a random change to learn, based on player Int.
665     * give bonus based on level - otherwise stupid characters
666     * might never be able to learn anything.
667     */
668     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
669     return 2; /* failure :< */
670 elmex 1.1
671 root 1.9 if (!tmp)
672     tmp = give_skill_by_name (pl, scroll->skill);
673 elmex 1.1
674 root 1.9 if (!tmp)
675     {
676     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
677     return 2;
678 elmex 1.1 }
679    
680 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
681     link_player_skills (pl);
682     return 1;
683 elmex 1.1 }
684    
685     /* Gives a percentage clipped to 0% -> 100% of a/b. */
686     /* Probably belongs in some global utils-type file? */
687 root 1.9 static int
688     clipped_percent (sint64 a, sint64 b)
689 elmex 1.1 {
690     int rv;
691    
692     if (b <= 0)
693     return 0;
694    
695 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
696    
697 elmex 1.1 if (rv < 0)
698     return 0;
699     else if (rv > 100)
700     return 100;
701 root 1.9
702 elmex 1.1 return rv;
703     }
704    
705     /* show_skills() - Meant to allow players to examine
706     * their current skill list.
707     * This shows the amount of exp they have in the skills.
708     * we also include some other non skill related info (god,
709     * max weapon improvments, item power).
710     * Note this function is a bit more complicated becauase we
711     * we want ot sort the skills before printing them. If we
712     * just dumped this as we found it, this would be a bit
713     * simpler.
714     */
715 root 1.9
716     void
717     show_skills (object *op, const char *search)
718     {
719     object *tmp = NULL;
720     char buf[MAX_BUF];
721     const char *cp;
722     int i, num_skills_found = 0;
723     static const char *const periods = "........................................";
724    
725     /* Need to have a pointer and use strdup for qsort to work properly */
726     char skills[NUM_SKILLS][MAX_BUF];
727    
728    
729     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
730     {
731     if (tmp->type == SKILL)
732     {
733     if (search && strstr (tmp->name, search) == NULL)
734     continue;
735     /* Basically want to fill this out to 40 spaces with periods */
736     sprintf (buf, "%s%s", &tmp->name, periods);
737     buf[40] = 0;
738    
739     if (settings.permanent_exp_ratio)
740     {
741 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
742     buf, tmp->level, tmp->stats.exp,
743     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
744 root 1.9 }
745     else
746     {
747 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
748     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
749 root 1.5 }
750 root 1.9 /* I don't know why some characters get a bunch of skills, but
751     * it sometimes happens (maybe a leftover from bugier earlier code
752     * and those character are still about). In any case, lets handle
753     * it so it doesn't crash the server - otherwise, one character may
754     * crash the server numerous times.
755     */
756     if (num_skills_found >= NUM_SKILLS)
757     {
758     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
759     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
760     break;
761 root 1.5 }
762     }
763 elmex 1.1 }
764    
765 root 1.9 clear_win_info (op);
766     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
767     if (num_skills_found > 1)
768 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
769 elmex 1.1
770 root 1.9 for (i = 0; i < num_skills_found; i++)
771 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
772 elmex 1.1
773 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
774 elmex 1.1
775 root 1.9 cp = determine_god (op);
776     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
777 elmex 1.1
778 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
779     op->contr->item_power, (int) (op->level * settings.item_power_factor));
780 elmex 1.1 }
781    
782     /* use_skill() - similar to invoke command, it executes the skill in the
783     * direction that the user is facing. Returns false if we are unable to
784     * change to the requested skill, or were unable to use the skill properly.
785     * This is tricky because skills can have spaces. We basically roll
786     * our own find_skill_by_name so we can try to do better string matching.
787     */
788 root 1.9 int
789     use_skill (object *op, const char *string)
790     {
791     object *skop;
792     size_t len;
793    
794     if (!string)
795     return 0;
796    
797     for (skop = op->inv; skop != NULL; skop = skop->below)
798     {
799     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
800     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
801     break;
802     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
803     break;
804 elmex 1.1 }
805 root 1.9 if (!skop)
806     {
807     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
808     return 0;
809 elmex 1.1 }
810    
811 root 1.9 len = strlen (skop->skill);
812 elmex 1.1
813 root 1.9 /* All this logic goes and skips over the skill name to find any
814     * options given to the skill. Its pretty simple - if there
815     * are extra parameters (as deteremined by string length), we
816     * want to skip over any leading spaces.
817     */
818     if (len >= strlen (string))
819     {
820     string = NULL;
821 elmex 1.1 }
822 root 1.9 else
823     {
824     string += len;
825     while (*string == 0x20)
826     string++;
827     if (strlen (string) == 0)
828     string = NULL;
829     }
830    
831 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
832 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
833 elmex 1.1 #endif
834    
835 root 1.9 /* Change to the new skill, then execute it. */
836     if (do_skill (op, op, skop, op->facing, string))
837     return 1;
838    
839     return 0;
840 elmex 1.1 }
841    
842 root 1.16 static bool
843     hth_skill_p (object *skill)
844     {
845 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
846 root 1.16 }
847    
848     /* This finds the first unarmed skill the player has, and returns it.
849 elmex 1.1 */
850 root 1.9 static object *
851 root 1.16 find_player_hth_skill (object *op)
852 elmex 1.1 {
853 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
854     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
855     return tmp;
856 elmex 1.1
857 root 1.16 return 0;
858 elmex 1.1 }
859    
860     /* do_skill_attack() - We have got an appropriate opponent from either
861     * move_player_attack() or skill_attack(). In this part we get on with
862     * attacking, take care of messages from the attack and changes in invisible.
863     * Returns true if the attack damaged the opponent.
864     * tmp is the targetted monster.
865     * op is what is attacking
866     * string is passed along to describe what messages to describe
867     * the damage.
868     */
869 root 1.9 static int
870     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
871     {
872     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
873     return RESULT_INT (0);
874    
875     /* For Players only: if there is no ready weapon, and no "attack" skill
876     * is readied either then try to find a skill for the player to use.
877     * it is presumed that if skill is set, it is a valid attack skill (eg,
878     * the caller should have set it appropriately). We still want to pass
879     * through that code if skill is set to change to the skill.
880     */
881 root 1.35 if (player *pl = op->contr)
882 root 1.9 {
883 root 1.35 if (!pl->combat_ob)
884 root 1.9 {
885 root 1.35 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
886 root 1.9 {
887 root 1.35 for (tmp = op->inv; tmp; tmp = tmp->below)
888     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
889     break;
890    
891     if (!tmp)
892 root 1.9 {
893 root 1.35 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
894     return 0;
895     }
896 root 1.9
897 root 1.35 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
898     }
899     else
900     {
901     if (!skill)
902     {
903     /* See if the players chosen skill is a combat skill, and use
904     * it if appropriate.
905     */
906     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907     skill = op->chosen_skill;
908     else
909 root 1.9 {
910 root 1.35 skill = find_player_hth_skill (op);
911    
912     if (!skill)
913     {
914     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915     return 0;
916     }
917 root 1.5 }
918     }
919 root 1.35
920     /* now try to ready the new skill */
921     if (!change_skill (op, skill, 0))
922     { /* oh oh, trouble! */
923 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
924 root 1.35 return 0;
925     }
926 root 1.5 }
927 root 1.16
928 root 1.35 if (!pl->combat_ob)
929     {
930     LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
931 root 1.16 return 0;
932 root 1.5 }
933 root 1.9 }
934 root 1.35
935 root 1.44 if (!op->change_weapon (pl->combat_ob))
936     return 0;
937 root 1.9
938 root 1.38 /* lose invisiblity/hiding status for running attacks */
939 root 1.35 if (pl->tmp_invis)
940     {
941     pl->tmp_invis = 0;
942     op->invisible = 0;
943     op->hide = 0;
944     update_object (op, UP_OBJ_CHANGE);
945 root 1.5 }
946 elmex 1.1 }
947    
948 root 1.31 int success = attack_ob (tmp, op);
949 root 1.9
950     /* print appropriate messages to the player */
951    
952 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
953 root 1.9 {
954     if (op->type == PLAYER)
955     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
956     else if (tmp->type == PLAYER)
957     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
958     }
959 root 1.30
960 root 1.9 return success;
961     }
962 elmex 1.1
963     /* skill_attack() - Core routine for use when we attack using a skills
964     * system. In essence, this code handles
965     * all skill-based attacks, ie hth, missile and melee weapons should be
966     * treated here. If an opponent is already supplied by move_player(),
967     * we move right onto do_skill_attack(), otherwise we find if an
968     * appropriate opponent exists.
969     *
970     * This is called by move_player() and attack_hth()
971     *
972     * Initial implementation by -bt thomas@astro.psu.edu
973     */
974 root 1.9 int
975     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
976     {
977     sint16 tx, ty;
978 root 1.13 maptile *m;
979 root 1.9 int mflags;
980    
981     if (!dir)
982     dir = pl->facing;
983 root 1.16
984 root 1.9 tx = freearr_x[dir];
985     ty = freearr_y[dir];
986    
987     /* If we don't yet have an opponent, find if one exists, and attack.
988     * Legal opponents are the same as outlined in move_player_attack()
989     */
990 root 1.31 if (!tmp)
991 root 1.9 {
992     m = pl->map;
993     tx = pl->x + freearr_x[dir];
994     ty = pl->y + freearr_y[dir];
995    
996     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
997     if (mflags & P_OUT_OF_MAP)
998     return 0;
999    
1000     /* space must be blocked for there to be anything interesting to do */
1001     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1002     return 0;
1003    
1004 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1005 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1006     {
1007     /* Don't attack party members */
1008     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1009     return 0;
1010 root 1.31
1011 root 1.9 break;
1012     }
1013 elmex 1.1 }
1014 root 1.31
1015 root 1.9 if (!tmp)
1016     {
1017     if (pl->type == PLAYER)
1018     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1019 root 1.31
1020 root 1.9 return 0;
1021 elmex 1.1 }
1022    
1023 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1024 elmex 1.1 }
1025    
1026     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1027 root 1.9
1028 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1029     * (attack_hth) we check for weapon use, etc in the second (the new
1030     * function skill_attack() we actually attack.
1031     */
1032 root 1.9 static int
1033     attack_hth (object *pl, int dir, const char *string, object *skill)
1034     {
1035     object *enemy = NULL, *weapon;
1036 elmex 1.1
1037 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1038     for (weapon = pl->inv; weapon; weapon = weapon->below)
1039     {
1040     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1041     {
1042     CLEAR_FLAG (weapon, FLAG_APPLIED);
1043     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1044 root 1.22 pl->update_stats ();
1045 root 1.9 if (pl->type == PLAYER)
1046     {
1047     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1048     esrv_update_item (UPD_FLAGS, pl, weapon);
1049     }
1050 root 1.37
1051 root 1.9 break;
1052     }
1053     }
1054 root 1.30
1055 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1056 elmex 1.1 }
1057    
1058     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1059     * For now we are just checking to see if we have a ready weapon here.
1060     * But there is a real neato possible feature of this scheme which
1061     * bears mentioning:
1062     * Since we are only calling this from do_skill() in the future
1063     * we may make this routine handle 'special' melee weapons attacks
1064     * (like disarming manuever with sai) based on player SK_level and
1065     * weapon type.
1066     */
1067 root 1.9 static int
1068     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1069     {
1070 elmex 1.1
1071 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1072     {
1073     if (op->type == PLAYER)
1074     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1075 root 1.30
1076 root 1.9 return 0;
1077 elmex 1.1 }
1078 root 1.30
1079 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1080 elmex 1.1
1081     }