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Revision: 1.47
Committed: Sun May 13 19:56:57 2007 UTC (17 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.46: +7 -6 lines
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# 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 1.47 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187     return 0;
188 elmex 1.1
189 root 1.47 object *skill = NULL, *skill_tool = NULL;
190 elmex 1.1
191 root 1.47 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 root 1.9 {
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 1.47
208 root 1.9 /* If this is a skill that can be used without a tool, return it */
209     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210     return skill;
211    
212 root 1.47 /* Player has a tool to use the skill. If not applied, apply it -
213     * if not successful, return null. If they do have the skill tool
214 root 1.9 * but not the skill itself, give it to them.
215     */
216     if (skill_tool)
217     {
218     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219     {
220     if (apply_special (who, skill_tool, 0))
221     return NULL;
222 root 1.5 }
223 root 1.16
224 root 1.9 if (!skill)
225     {
226     skill = give_skill_by_name (who, skill_tool->skill);
227     link_player_skills (who);
228 root 1.5 }
229 root 1.16
230 root 1.9 return skill;
231 elmex 1.1 }
232 root 1.16
233 root 1.9 return NULL;
234 elmex 1.1 }
235    
236     /* This changes the objects skill to new_skill.
237     * note that this function doesn't always need to get used -
238     * you can now add skill exp to the player without the chosen_skill being
239 root 1.40 * set. This function is of most interest to players to update
240 elmex 1.1 * the various range information.
241     * return 1 on success, 0 on error
242     */
243 root 1.9 int
244     change_skill (object *who, object *new_skill, int flag)
245 elmex 1.1 {
246 root 1.9 if (who->type != PLAYER)
247     return 0;
248    
249 root 1.46 #if 0
250 root 1.40 // optimise this supposedly common case
251     if (new_skill == who->chosen_skill)
252     return 1;
253 root 1.46 #endif
254 root 1.40
255 root 1.32 if (!new_skill)
256     {
257 root 1.35 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
258     who->debug_desc ());
259 root 1.32 return 0;
260     }
261 elmex 1.1
262 root 1.46 // the skill could be readied already because it is used by a weapon.
263     who->change_weapon (0);
264 root 1.43 new_skill->inv_splay ();
265 root 1.33
266 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
267 root 1.16 return 0;
268    
269 root 1.9 return 1;
270 elmex 1.1 }
271    
272     /* This function just clears the chosen_skill and range_skill values
273 root 1.33 * in the player.
274 elmex 1.1 */
275 root 1.9 void
276     clear_skill (object *who)
277 elmex 1.1 {
278 root 1.33 who->chosen_skill = 0;
279 root 1.9 CLEAR_FLAG (who, FLAG_READY_SKILL);
280 root 1.33
281 root 1.9 if (who->type == PLAYER)
282 root 1.36 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
283     who->contr->ranged_ob = 0;
284 elmex 1.1 }
285    
286     /* do_skill() - Main skills use function-similar in scope to cast_spell().
287     * We handle all requests for skill use outside of some combat here.
288     * We require a separate routine outside of fire() so as to allow monsters
289     * to utilize skills. Returns 1 on use of skill, otherwise 0.
290     * This is changed (2002-11-30) from the old method that returned
291     * exp - no caller needed that info, but it also prevented the callers
292     * from know if a skill was actually used, as many skills don't
293     * give any exp for their direct use (eg, throwing).
294     * It returns 0 if no skill was used.
295     */
296 root 1.9 int
297     do_skill (object *op, object *part, object *skill, int dir, const char *string)
298     {
299     int success = 0, exp = 0;
300     int did_alc = 0;
301    
302     if (!skill)
303     return 0;
304    
305     /* The code below presumes that the skill points to the object that
306     * holds the exp, level, etc of the skill. So if this is a player
307     * go and try to find the actual real skill pointer, and if the
308     * the player doesn't have a bucket for that, create one.
309     */
310     if (skill->type != SKILL && op->type == PLAYER)
311     {
312 root 1.43 for (object *tmp = op->inv; tmp; tmp = tmp->below)
313 root 1.28 if (tmp->type == SKILL && tmp->skill == skill->skill)
314 root 1.43 {
315     skill = tmp;
316     goto found;
317     }
318 root 1.28
319 root 1.43 skill = give_skill_by_name (op, skill->skill);
320     found: ;
321 elmex 1.1 }
322    
323 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
324     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
325     return 0;
326 elmex 1.1
327 root 1.9 switch (skill->subtype)
328     {
329 root 1.28 case SK_LEVITATION:
330     /* Not 100% sure if this will work with new movement code -
331     * the levitation skill has move_type for flying, so when
332     * equipped, that should transfer to player, when not,
333     * shouldn't.
334     */
335     if (QUERY_FLAG (skill, FLAG_APPLIED))
336     {
337     CLEAR_FLAG (skill, FLAG_APPLIED);
338     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
339     }
340     else
341     {
342     SET_FLAG (skill, FLAG_APPLIED);
343     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
344     }
345    
346     op->update_stats ();
347     success = 1;
348     break;
349 root 1.5
350 root 1.28 case SK_STEALING:
351     exp = success = steal (op, dir, skill);
352     break;
353 root 1.5
354 root 1.28 case SK_LOCKPICKING:
355     exp = success = pick_lock (op, dir, skill);
356     break;
357 root 1.5
358 root 1.28 case SK_HIDING:
359     exp = success = hide (op, skill);
360     break;
361 root 1.5
362 root 1.28 case SK_JUMPING:
363     success = jump (op, dir, skill);
364     break;
365 root 1.5
366 root 1.28 case SK_INSCRIPTION:
367     exp = success = write_on_item (op, string, skill);
368     break;
369 root 1.5
370 root 1.28 case SK_MEDITATION:
371     meditate (op, skill);
372     success = 1;
373     break;
374     /* note that the following 'attack' skills gain exp through hit_player() */
375 root 1.5
376 root 1.28 case SK_KARATE:
377 root 1.30 attack_hth (op, dir, "karate-chopped", skill);
378 root 1.28 break;
379 root 1.5
380 root 1.28 case SK_PUNCHING:
381 root 1.30 attack_hth (op, dir, "punched", skill);
382 root 1.28 break;
383 root 1.5
384 root 1.28 case SK_FLAME_TOUCH:
385 root 1.30 attack_hth (op, dir, "flamed", skill);
386 root 1.28 break;
387 elmex 1.1
388 root 1.28 case SK_SPARK_TOUCH:
389 root 1.30 attack_hth (op, dir, "zapped", skill);
390 root 1.28 break;
391 elmex 1.1
392 root 1.28 case SK_SHIVER:
393 root 1.30 attack_hth (op, dir, "froze", skill);
394 root 1.28 break;
395 elmex 1.1
396 root 1.28 case SK_ACID_SPLASH:
397 root 1.30 attack_hth (op, dir, "dissolved", skill);
398 root 1.28 break;
399 elmex 1.1
400 root 1.28 case SK_POISON_NAIL:
401 root 1.30 attack_hth (op, dir, "injected poison into", skill);
402 root 1.28 break;
403 elmex 1.1
404 root 1.28 case SK_CLAWING:
405 root 1.30 attack_hth (op, dir, "clawed", skill);
406 root 1.28 break;
407 root 1.5
408 root 1.28 case SK_ONE_HANDED_WEAPON:
409     case SK_TWO_HANDED_WEAPON:
410 root 1.30 attack_melee_weapon (op, dir, NULL, skill);
411 root 1.28 break;
412 root 1.5
413 root 1.28 case SK_FIND_TRAPS:
414     exp = success = find_traps (op, skill);
415     break;
416 root 1.5
417 root 1.28 case SK_SINGING:
418     exp = success = singing (op, dir, skill);
419     break;
420 root 1.5
421 root 1.28 case SK_ORATORY:
422     exp = success = use_oratory (op, dir, skill);
423     break;
424 root 1.5
425 root 1.28 case SK_SMITHERY:
426     case SK_BOWYER:
427     case SK_JEWELER:
428     case SK_ALCHEMY:
429     case SK_THAUMATURGY:
430     case SK_LITERACY:
431     case SK_WOODSMAN:
432     /* first, we try to find a cauldron, and do the alchemy thing.
433     * failing that, we go and identify stuff.
434     */
435 root 1.43 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
436 root 1.28 {
437     next = tmp->above;
438 root 1.17
439 root 1.28 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
440     {
441     attempt_do_alchemy (op, tmp);
442 root 1.17
443 root 1.28 if (QUERY_FLAG (tmp, FLAG_APPLIED))
444     esrv_send_inventory (op, tmp);
445 root 1.17
446 root 1.28 did_alc = 1;
447     }
448     }
449 root 1.17
450 root 1.28 if (did_alc == 0)
451     exp = success = skill_ident (op, skill);
452 root 1.17
453 root 1.28 break;
454 root 1.5
455 root 1.28 case SK_DET_MAGIC:
456     case SK_DET_CURSE:
457     exp = success = skill_ident (op, skill);
458     break;
459 root 1.5
460 root 1.28 case SK_DISARM_TRAPS:
461     exp = success = remove_trap (op, dir, skill);
462     break;
463 root 1.5
464 root 1.28 case SK_THROWING:
465     success = skill_throw (op, part, dir, string, skill);
466     break;
467 root 1.5
468 root 1.28 case SK_SET_TRAP:
469     new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
470     break;
471 root 1.5
472 root 1.28 case SK_USE_MAGIC_ITEM:
473     case SK_MISSILE_WEAPON:
474     new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
475     break;
476 root 1.5
477 root 1.28 case SK_PRAYING:
478     success = pray (op, skill);
479     break;
480 root 1.5
481 root 1.28 case SK_BARGAINING:
482     success = describe_shop (op);
483     break;
484 elmex 1.1
485 root 1.28 case SK_SORCERY:
486     case SK_EVOCATION:
487     case SK_PYROMANCY:
488     case SK_SUMMONING:
489     case SK_CLIMBING:
490     new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
491     break;
492 root 1.5
493 root 1.28 default:
494     LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
495     break;
496 elmex 1.1 }
497    
498 root 1.9 /* For players we now update the speed_left from using the skill.
499     * Monsters have no skill use time because of the random nature in
500     * which use_monster_skill is called already simulates this.
501     * If certain skills should take more/less time, that should be
502     * in the code for the skill itself.
503     */
504    
505     if (op->type == PLAYER)
506 root 1.45 op->speed_left -= 1.f;
507 root 1.9
508     /* this is a good place to add experience for successfull use of skills.
509     * Note that add_exp() will figure out player/monster experience
510     * gain problems.
511     */
512    
513     if (success && exp)
514     change_exp (op, exp, skill->skill, 0);
515    
516     return success;
517 elmex 1.1 }
518    
519     /* calc_skill_exp() - calculates amount of experience can be gained for
520     * successfull use of a skill. Returns value of experience gain.
521     * Here we take the view that a player must 'overcome an opponent'
522     * in order to gain experience. Examples include foes killed combat,
523     * finding/disarming a trap, stealing from somebeing, etc.
524     * The gained experience is based primarily on the difference in levels,
525     * exp point value of vanquished foe, the relevent stats of the skill being
526     * used and modifications in the skills[] table.
527     *
528     * For now, monsters and players will be treated differently. Below I give
529     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
530     * Monsters just get 10% of the exp of the opponent.
531     *
532     * players get a ratio, eg, opponent lvl / player level. This is then
533     * multiplied by various things. If simple exp is true, then
534     * this multiplier, include the level difference, is always 1.
535     * This revised method prevents some cases where there are big gaps
536     * in the amount you get just because you are now equal level vs lower
537     * level
538     * who is player/creature that used the skill.
539     * op is the object that was 'defeated'.
540     * skill is the skill used. If no skill is used, it should just
541     * point back to who.
542     *
543     */
544 root 1.9 int
545     calc_skill_exp (object *who, object *op, object *skill)
546     {
547     int op_exp = 0, op_lvl = 0;
548     float base, value, lvl_mult = 0.0;
549    
550     if (!skill)
551     skill = who;
552    
553     /* Oct 95 - where we have an object, I expanded our treatment
554     * to 3 cases:
555     * non-living magic obj, runes and everything else.
556     *
557     * If an object is not alive and magical we set the base exp higher to
558     * help out exp awards for skill_ident skills. Also, if
559     * an item is type RUNE, we give out exp based on stats.Cha
560     * and level (this was the old system) -b.t.
561     */
562    
563     if (!op)
564     { /* no item/creature */
565     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
566     op_exp = 0;
567     }
568     else if (op->type == RUNE || op->type == TRAP)
569     { /* all traps. If stats.Cha > 1 we use that
570 root 1.5 * for the amount of experience */
571 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
572     op_lvl = op->level;
573     }
574     else
575     { /* all other items/living creatures */
576     op_exp = op->stats.exp;
577     op_lvl = op->level;
578     if (!QUERY_FLAG (op, FLAG_ALIVE))
579     { /* for ident/make items */
580     op_lvl += 5 * abs (op->magic);
581     }
582     }
583    
584     if (op_lvl < 1)
585     op_lvl = 1;
586    
587     if (who->type != PLAYER)
588     { /* for monsters only */
589     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
590     }
591     else
592     { /* for players */
593     base = op_exp;
594     /* if skill really is a skill, then we can look at the skill archetype for
595     * bse reward value (exp) and level multiplier factor.
596     */
597     if (skill->type == SKILL)
598     {
599     base += skill->arch->clone.stats.exp;
600     if (settings.simple_exp)
601     {
602     if (skill->arch->clone.level)
603     lvl_mult = (float) skill->arch->clone.level / 100.0;
604     else
605     lvl_mult = 1.0; /* no adjustment */
606 root 1.5 }
607 root 1.9 else
608     {
609     if (skill->level)
610     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
611     else
612     lvl_mult = 1.0;
613 root 1.5 }
614 root 1.9 }
615     else
616     {
617     /* Don't divide by zero here! */
618     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
619 root 1.5 }
620 elmex 1.1 }
621 root 1.9
622     /* assemble the exp total, and return value */
623    
624     value = base * lvl_mult;
625     if (value < 1)
626     value = 1; /* Always give at least 1 exp point */
627    
628 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
629 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);
630 elmex 1.1 #endif
631 root 1.9 return ((int) value);
632 elmex 1.1 }
633    
634     /* Learn skill. This inserts the requested skill in the player's
635     * inventory. The skill field of the scroll should have the
636     * exact name of the requested skill.
637     * This one actually teaches the player the skill as something
638     * they can equip.
639     * Return 0 if the player knows the skill, 1 if the
640     * player learns the skill, 2 otherwise.
641     */
642     int
643 root 1.9 learn_skill (object *pl, object *scroll)
644     {
645     object *tmp;
646 elmex 1.1
647 root 1.9 if (!scroll->skill)
648     {
649     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
650     return 2;
651 elmex 1.1 }
652    
653 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
654     * but can't use natively.
655     */
656 elmex 1.1
657 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
658     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
659     break;
660 elmex 1.1
661 root 1.9 /* player already knows it */
662     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
663     return 0;
664 elmex 1.1
665 root 1.9 /* now a random change to learn, based on player Int.
666     * give bonus based on level - otherwise stupid characters
667     * might never be able to learn anything.
668     */
669     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
670     return 2; /* failure :< */
671 elmex 1.1
672 root 1.9 if (!tmp)
673     tmp = give_skill_by_name (pl, scroll->skill);
674 elmex 1.1
675 root 1.9 if (!tmp)
676     {
677     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
678     return 2;
679 elmex 1.1 }
680    
681 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
682     link_player_skills (pl);
683     return 1;
684 elmex 1.1 }
685    
686     /* Gives a percentage clipped to 0% -> 100% of a/b. */
687     /* Probably belongs in some global utils-type file? */
688 root 1.9 static int
689     clipped_percent (sint64 a, sint64 b)
690 elmex 1.1 {
691     int rv;
692    
693     if (b <= 0)
694     return 0;
695    
696 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
697    
698 elmex 1.1 if (rv < 0)
699     return 0;
700     else if (rv > 100)
701     return 100;
702 root 1.9
703 elmex 1.1 return rv;
704     }
705    
706     /* show_skills() - Meant to allow players to examine
707     * their current skill list.
708     * This shows the amount of exp they have in the skills.
709     * we also include some other non skill related info (god,
710     * max weapon improvments, item power).
711     * Note this function is a bit more complicated becauase we
712     * we want ot sort the skills before printing them. If we
713     * just dumped this as we found it, this would be a bit
714     * simpler.
715     */
716 root 1.9
717     void
718     show_skills (object *op, const char *search)
719     {
720     object *tmp = NULL;
721     char buf[MAX_BUF];
722     const char *cp;
723     int i, num_skills_found = 0;
724     static const char *const periods = "........................................";
725    
726     /* Need to have a pointer and use strdup for qsort to work properly */
727     char skills[NUM_SKILLS][MAX_BUF];
728    
729    
730     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
731     {
732     if (tmp->type == SKILL)
733     {
734     if (search && strstr (tmp->name, search) == NULL)
735     continue;
736     /* Basically want to fill this out to 40 spaces with periods */
737     sprintf (buf, "%s%s", &tmp->name, periods);
738     buf[40] = 0;
739    
740     if (settings.permanent_exp_ratio)
741     {
742 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
743     buf, tmp->level, tmp->stats.exp,
744     level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
745 root 1.9 }
746     else
747     {
748 root 1.20 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
749     buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
750 root 1.5 }
751 root 1.9 /* I don't know why some characters get a bunch of skills, but
752     * it sometimes happens (maybe a leftover from bugier earlier code
753     * and those character are still about). In any case, lets handle
754     * it so it doesn't crash the server - otherwise, one character may
755     * crash the server numerous times.
756     */
757     if (num_skills_found >= NUM_SKILLS)
758     {
759     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
760     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
761     break;
762 root 1.5 }
763     }
764 elmex 1.1 }
765    
766 root 1.9 clear_win_info (op);
767     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
768     if (num_skills_found > 1)
769 root 1.27 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
770 elmex 1.1
771 root 1.9 for (i = 0; i < num_skills_found; i++)
772 root 1.27 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
773 elmex 1.1
774 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
775 elmex 1.1
776 root 1.9 cp = determine_god (op);
777     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
778 elmex 1.1
779 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
780     op->contr->item_power, (int) (op->level * settings.item_power_factor));
781 elmex 1.1 }
782    
783     /* use_skill() - similar to invoke command, it executes the skill in the
784     * direction that the user is facing. Returns false if we are unable to
785     * change to the requested skill, or were unable to use the skill properly.
786     * This is tricky because skills can have spaces. We basically roll
787     * our own find_skill_by_name so we can try to do better string matching.
788     */
789 root 1.9 int
790     use_skill (object *op, const char *string)
791     {
792     object *skop;
793     size_t len;
794    
795     if (!string)
796     return 0;
797    
798     for (skop = op->inv; skop != NULL; skop = skop->below)
799     {
800     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
801     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
802     break;
803     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
804     break;
805 elmex 1.1 }
806 root 1.9 if (!skop)
807     {
808     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
809     return 0;
810 elmex 1.1 }
811    
812 root 1.9 len = strlen (skop->skill);
813 elmex 1.1
814 root 1.9 /* All this logic goes and skips over the skill name to find any
815     * options given to the skill. Its pretty simple - if there
816     * are extra parameters (as deteremined by string length), we
817     * want to skip over any leading spaces.
818     */
819     if (len >= strlen (string))
820     {
821     string = NULL;
822 elmex 1.1 }
823 root 1.9 else
824     {
825     string += len;
826     while (*string == 0x20)
827     string++;
828     if (strlen (string) == 0)
829     string = NULL;
830     }
831    
832 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
833 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
834 elmex 1.1 #endif
835    
836 root 1.9 /* Change to the new skill, then execute it. */
837     if (do_skill (op, op, skop, op->facing, string))
838     return 1;
839    
840     return 0;
841 elmex 1.1 }
842    
843 root 1.16 static bool
844     hth_skill_p (object *skill)
845     {
846 root 1.33 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
847 root 1.16 }
848    
849     /* This finds the first unarmed skill the player has, and returns it.
850 elmex 1.1 */
851 root 1.9 static object *
852 root 1.16 find_player_hth_skill (object *op)
853 elmex 1.1 {
854 root 1.16 for (object *tmp = op->inv; tmp; tmp = tmp->below)
855     if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
856     return tmp;
857 elmex 1.1
858 root 1.16 return 0;
859 elmex 1.1 }
860    
861     /* do_skill_attack() - We have got an appropriate opponent from either
862     * move_player_attack() or skill_attack(). In this part we get on with
863     * attacking, take care of messages from the attack and changes in invisible.
864     * Returns true if the attack damaged the opponent.
865     * tmp is the targetted monster.
866     * op is what is attacking
867     * string is passed along to describe what messages to describe
868     * the damage.
869     */
870 root 1.9 static int
871     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
872     {
873     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
874     return RESULT_INT (0);
875    
876     /* For Players only: if there is no ready weapon, and no "attack" skill
877     * is readied either then try to find a skill for the player to use.
878     * it is presumed that if skill is set, it is a valid attack skill (eg,
879     * the caller should have set it appropriately). We still want to pass
880     * through that code if skill is set to change to the skill.
881     */
882 root 1.35 if (player *pl = op->contr)
883 root 1.9 {
884 root 1.35 if (!pl->combat_ob)
885 root 1.9 {
886 root 1.35 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
887 root 1.9 {
888 root 1.35 for (tmp = op->inv; tmp; tmp = tmp->below)
889     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
890     break;
891    
892     if (!tmp)
893 root 1.9 {
894 root 1.35 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
895     return 0;
896     }
897 root 1.9
898 root 1.35 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
899     }
900     else
901     {
902     if (!skill)
903     {
904     /* See if the players chosen skill is a combat skill, and use
905     * it if appropriate.
906     */
907     if (op->chosen_skill && hth_skill_p (op->chosen_skill))
908     skill = op->chosen_skill;
909     else
910 root 1.9 {
911 root 1.35 skill = find_player_hth_skill (op);
912    
913     if (!skill)
914     {
915     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
916     return 0;
917     }
918 root 1.5 }
919     }
920 root 1.35
921     /* now try to ready the new skill */
922     if (!change_skill (op, skill, 0))
923     { /* oh oh, trouble! */
924 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
925 root 1.35 return 0;
926     }
927 root 1.5 }
928 root 1.16
929 root 1.35 if (!pl->combat_ob)
930     {
931     LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
932 root 1.16 return 0;
933 root 1.5 }
934 root 1.9 }
935 root 1.35
936 root 1.44 if (!op->change_weapon (pl->combat_ob))
937     return 0;
938 root 1.9
939 root 1.38 /* lose invisiblity/hiding status for running attacks */
940 root 1.35 if (pl->tmp_invis)
941     {
942     pl->tmp_invis = 0;
943     op->invisible = 0;
944     op->hide = 0;
945     update_object (op, UP_OBJ_CHANGE);
946 root 1.5 }
947 elmex 1.1 }
948    
949 root 1.31 int success = attack_ob (tmp, op);
950 root 1.9
951     /* print appropriate messages to the player */
952    
953 root 1.31 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
954 root 1.9 {
955     if (op->type == PLAYER)
956     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
957     else if (tmp->type == PLAYER)
958     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
959     }
960 root 1.30
961 root 1.9 return success;
962     }
963 elmex 1.1
964     /* skill_attack() - Core routine for use when we attack using a skills
965     * system. In essence, this code handles
966     * all skill-based attacks, ie hth, missile and melee weapons should be
967     * treated here. If an opponent is already supplied by move_player(),
968     * we move right onto do_skill_attack(), otherwise we find if an
969     * appropriate opponent exists.
970     *
971     * This is called by move_player() and attack_hth()
972     *
973     * Initial implementation by -bt thomas@astro.psu.edu
974     */
975 root 1.9 int
976     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
977     {
978     sint16 tx, ty;
979 root 1.13 maptile *m;
980 root 1.9 int mflags;
981    
982     if (!dir)
983     dir = pl->facing;
984 root 1.16
985 root 1.9 tx = freearr_x[dir];
986     ty = freearr_y[dir];
987    
988     /* If we don't yet have an opponent, find if one exists, and attack.
989     * Legal opponents are the same as outlined in move_player_attack()
990     */
991 root 1.31 if (!tmp)
992 root 1.9 {
993     m = pl->map;
994     tx = pl->x + freearr_x[dir];
995     ty = pl->y + freearr_y[dir];
996    
997     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
998     if (mflags & P_OUT_OF_MAP)
999     return 0;
1000    
1001     /* space must be blocked for there to be anything interesting to do */
1002     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1003     return 0;
1004    
1005 root 1.21 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1006 root 1.9 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1007     {
1008     /* Don't attack party members */
1009     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1010     return 0;
1011 root 1.31
1012 root 1.9 break;
1013     }
1014 elmex 1.1 }
1015 root 1.31
1016 root 1.9 if (!tmp)
1017     {
1018     if (pl->type == PLAYER)
1019     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1020 root 1.31
1021 root 1.9 return 0;
1022 elmex 1.1 }
1023    
1024 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1025 elmex 1.1 }
1026    
1027     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1028 root 1.9
1029 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1030     * (attack_hth) we check for weapon use, etc in the second (the new
1031     * function skill_attack() we actually attack.
1032     */
1033 root 1.9 static int
1034     attack_hth (object *pl, int dir, const char *string, object *skill)
1035     {
1036     object *enemy = NULL, *weapon;
1037 elmex 1.1
1038 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1039     for (weapon = pl->inv; weapon; weapon = weapon->below)
1040     {
1041     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1042     {
1043     CLEAR_FLAG (weapon, FLAG_APPLIED);
1044     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1045 root 1.22 pl->update_stats ();
1046 root 1.9 if (pl->type == PLAYER)
1047     {
1048     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1049     esrv_update_item (UPD_FLAGS, pl, weapon);
1050     }
1051 root 1.37
1052 root 1.9 break;
1053     }
1054     }
1055 root 1.30
1056 root 1.9 return skill_attack (enemy, pl, dir, string, skill);
1057 elmex 1.1 }
1058    
1059     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1060     * For now we are just checking to see if we have a ready weapon here.
1061     * But there is a real neato possible feature of this scheme which
1062     * bears mentioning:
1063     * Since we are only calling this from do_skill() in the future
1064     * we may make this routine handle 'special' melee weapons attacks
1065     * (like disarming manuever with sai) based on player SK_level and
1066     * weapon type.
1067     */
1068 root 1.9 static int
1069     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1070     {
1071 elmex 1.1
1072 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1073     {
1074     if (op->type == PLAYER)
1075     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1076 root 1.30
1077 root 1.9 return 0;
1078 elmex 1.1 }
1079 root 1.30
1080 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1081 elmex 1.1
1082     }