ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
Revision: 1.9
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +728 -594 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_skill_util_c =
4 root 1.9 * "$Id: skill_util.C,v 1.8 2006-09-07 10:01:58 pippijn Exp $";
5 elmex 1.1 */
6 root 1.9
7 elmex 1.1 /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copryight (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The author can be reached via e-mail to crossfire-devel@real-time.com
28     */
29    
30     /* Created July 95 to separate skill utilities from actual skills -b.t. */
31    
32     /* Reconfigured skills code to allow linking of skills to experience
33     * categories. This is done solely through the init_new_exp_system() fctn.
34     * June/July 1995 -b.t. thomas@astro.psu.edu
35     */
36    
37     /* July 1995 - Initial associated skills coding. Experience gains
38     * come solely from the use of skills. Overcoming an opponent (in combat,
39     * finding/disarming a trap, stealing from somebeing, etc) gains
40     * experience. Calc_skill_exp() handles the gained experience using
41     * modifications in the skills[] table. - b.t.
42     */
43    
44     /* define the following for skills utility debuging */
45 root 1.9
46 elmex 1.1 /* #define SKILL_UTIL_DEBUG */
47    
48     #define WANT_UNARMED_SKILLS
49    
50     #include <global.h>
51     #include <object.h>
52     #ifndef __CEXTRACT__
53 root 1.9 # include <sproto.h>
54 elmex 1.1 #endif
55 root 1.9 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56 elmex 1.1 #include <spells.h>
57    
58 root 1.9 static int attack_hth (object *pl, int dir, const char *string, object *skill);
59     static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60 elmex 1.1
61 root 1.7 shstr skill_names[NUM_SKILLS];
62 elmex 1.1
63     /* init_skills basically just sets up the skill_names table
64     * above. The index into the array is set up by the
65     * subtypes.
66     */
67 root 1.9 void
68     init_skills (void)
69     {
70     int i;
71     archetype *at;
72    
73     for (at = first_archetype; at != NULL; at = at->next)
74     {
75     if (at->clone.type == SKILL)
76     {
77     if (skill_names[at->clone.subtype] != NULL)
78     {
79     LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
80     at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
81     }
82     else
83     {
84     skill_names[at->clone.subtype] = at->clone.skill;
85 root 1.5 }
86     }
87 elmex 1.1 }
88    
89 root 1.9 /* This isn't really an error if there is no skill subtype set, but
90     * checking for this may catch some user errors.
91     */
92     for (i = 1; i < NUM_SKILLS; i++)
93     {
94     if (!skill_names[i])
95     LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 elmex 1.1 }
97     }
98    
99    
100     /* This function goes through the player inventory and sets
101     * up the last_skills[] array in the player object.
102     * the last_skills[] is used to more quickly lookup skills -
103     * mostly used for sending exp.
104     */
105 root 1.9 void
106     link_player_skills (object *op)
107 elmex 1.1 {
108 root 1.9 object *tmp;
109 elmex 1.1
110 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
111     {
112     if (tmp->type == SKILL)
113     {
114     /* This is really a warning, hence no else below */
115     if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
116     {
117     LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118     &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
119 root 1.5 }
120 root 1.9 if (tmp->subtype >= NUM_SKILLS)
121     {
122     LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123     }
124     else
125     {
126     op->contr->last_skill_ob[tmp->subtype] = tmp;
127     op->contr->last_skill_exp[tmp->subtype] = -1;
128 root 1.5 }
129     }
130 elmex 1.1 }
131     }
132    
133     /* This returns the skill pointer of the given name (the
134     * one that accumlates exp, has the level, etc).
135     *
136     * It is presumed that the player will be needing to actually
137     * use the skill, so thus if use of the skill requires a skill
138     * tool, this code will equip it.
139     */
140 root 1.9 object *
141     find_skill_by_name (object *who, const char *name)
142 elmex 1.1 {
143 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
144 elmex 1.1
145 root 1.9 if (!name)
146     return NULL;
147 elmex 1.1
148 root 1.9 /* We make sure the length of the string in the object is greater
149     * in length than the passed string. Eg, if we have a skill called
150     * 'hi', we don't want to match if the user passed 'high'
151     */
152     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
153     {
154     if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
155     skill = tmp;
156    
157     /* Try to find appropriate skilltool. If the player has one already
158     * applied, we try to keep using that one.
159     */
160     else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
161     {
162     if (QUERY_FLAG (tmp, FLAG_APPLIED))
163     skill_tool = tmp;
164     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165     skill_tool = tmp;
166 root 1.5 }
167 elmex 1.1 }
168 root 1.9 /* If this is a skill that can be used without a tool, return it */
169     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170     return skill;
171    
172     /* Player has a tool to use the skill. IF not applied, apply it -
173     * if not successful, return null. If they do have the skill tool
174     * but not the skill itself, give it to them.
175     */
176     if (skill_tool)
177     {
178     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179     {
180     if (apply_special (who, skill_tool, 0))
181     return NULL;
182 root 1.5 }
183 root 1.9 if (!skill)
184     {
185     skill = give_skill_by_name (who, skill_tool->skill);
186     link_player_skills (who);
187 root 1.5 }
188 root 1.9 return skill;
189 elmex 1.1 }
190 root 1.9 return NULL;
191 elmex 1.1 }
192    
193    
194     /* This returns the skill pointer of the given name (the
195     * one that accumlates exp, has the level, etc).
196     *
197     * It is presumed that the player will be needing to actually
198     * use the skill, so thus if use of the skill requires a skill
199     * tool, this code will equip it.
200     *
201     * This code is basically the same as find_skill_by_name() above,
202     * but instead a skill name, we search by matching number.
203     * this replaces find_skill.
204     */
205 root 1.9 object *
206     find_skill_by_number (object *who, int skillno)
207 elmex 1.1 {
208 root 1.9 object *skill = NULL, *skill_tool = NULL, *tmp;
209 elmex 1.1
210 root 1.9 if (skillno < 1 || skillno >= NUM_SKILLS)
211     return NULL;
212 elmex 1.1
213 root 1.9 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
214     {
215     if (tmp->type == SKILL && tmp->subtype == skillno)
216     skill = tmp;
217 elmex 1.1
218 root 1.9 /* Try to find appropriate skilltool. If the player has one already
219     * applied, we try to keep using that one.
220     */
221     else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222     {
223     if (QUERY_FLAG (tmp, FLAG_APPLIED))
224     skill_tool = tmp;
225     else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226     skill_tool = tmp;
227 root 1.5 }
228 elmex 1.1 }
229 root 1.9 /* If this is a skill that can be used without a tool, return it */
230     if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231     return skill;
232    
233     /* Player has a tool to use the skill. IF not applied, apply it -
234     * if not successful, return null. If they do have the skill tool
235     * but not the skill itself, give it to them.
236     */
237     if (skill_tool)
238     {
239     if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240     {
241     if (apply_special (who, skill_tool, 0))
242     return NULL;
243 root 1.5 }
244 root 1.9 if (!skill)
245     {
246     skill = give_skill_by_name (who, skill_tool->skill);
247     link_player_skills (who);
248 root 1.5 }
249 root 1.9 return skill;
250 elmex 1.1 }
251 root 1.9 return NULL;
252 elmex 1.1 }
253    
254     /* This changes the objects skill to new_skill.
255     * note that this function doesn't always need to get used -
256     * you can now add skill exp to the player without the chosen_skill being
257     * set. This function is of most interest to players to update
258     * the various range information.
259     * if new_skill is null, this just unapplies the skill.
260     * flag has the current meaning:
261     * 0x1: If set, don't update the range pointer. This is useful when we
262     * need to ready a new skill, but don't want to clobber range.
263     * return 1 on success, 0 on error
264     */
265    
266 root 1.9 int
267     change_skill (object *who, object *new_skill, int flag)
268 elmex 1.1 {
269 root 1.9 int old_range;
270 elmex 1.1
271 root 1.9 if (who->type != PLAYER)
272     return 0;
273    
274     old_range = who->contr->shoottype;
275 elmex 1.1
276 root 1.9 if (who->chosen_skill && who->chosen_skill == new_skill)
277 elmex 1.1 {
278 root 1.9 /* optimization for changing skill to current skill */
279     if (who->type == PLAYER && !(flag & 0x1))
280     who->contr->shoottype = range_skill;
281     return 1;
282 elmex 1.1 }
283    
284 root 1.9 if (!new_skill || who->chosen_skill)
285     if (who->chosen_skill)
286     apply_special (who, who->chosen_skill, AP_UNAPPLY);
287 elmex 1.1
288 root 1.9 /* Only goal in this case was to unapply a skill */
289     if (!new_skill)
290     return 0;
291 elmex 1.1
292 root 1.9 if (apply_special (who, new_skill, AP_APPLY))
293     {
294     return 0;
295 elmex 1.1 }
296 root 1.9 if (flag & 0x1)
297     who->contr->shoottype = (rangetype) old_range;
298 elmex 1.1
299 root 1.9 return 1;
300 elmex 1.1 }
301    
302     /* This function just clears the chosen_skill and range_skill values
303     * inthe player.
304     */
305 root 1.9 void
306     clear_skill (object *who)
307 elmex 1.1 {
308 root 1.9 who->chosen_skill = NULL;
309     CLEAR_FLAG (who, FLAG_READY_SKILL);
310     if (who->type == PLAYER)
311     {
312     who->contr->ranges[range_skill] = NULL;
313     if (who->contr->shoottype == range_skill)
314     who->contr->shoottype = range_none;
315 elmex 1.1 }
316     }
317    
318     /* do_skill() - Main skills use function-similar in scope to cast_spell().
319     * We handle all requests for skill use outside of some combat here.
320     * We require a separate routine outside of fire() so as to allow monsters
321     * to utilize skills. Returns 1 on use of skill, otherwise 0.
322     * This is changed (2002-11-30) from the old method that returned
323     * exp - no caller needed that info, but it also prevented the callers
324     * from know if a skill was actually used, as many skills don't
325     * give any exp for their direct use (eg, throwing).
326     * It returns 0 if no skill was used.
327     */
328    
329 root 1.9 int
330     do_skill (object *op, object *part, object *skill, int dir, const char *string)
331     {
332     int success = 0, exp = 0;
333     int did_alc = 0;
334     object *tmp, *next;
335    
336     if (!skill)
337     return 0;
338    
339     /* The code below presumes that the skill points to the object that
340     * holds the exp, level, etc of the skill. So if this is a player
341     * go and try to find the actual real skill pointer, and if the
342     * the player doesn't have a bucket for that, create one.
343     */
344     if (skill->type != SKILL && op->type == PLAYER)
345     {
346     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
347     {
348     if (tmp->type == SKILL && tmp->skill == skill->skill)
349     break;
350 root 1.5 }
351 root 1.9 if (!tmp)
352     tmp = give_skill_by_name (op, skill->skill);
353     skill = tmp;
354 elmex 1.1 }
355    
356 root 1.9 // skill, by_whom, on_which_object, which direction, skill_argument
357     if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
358     return 0;
359 elmex 1.1
360 root 1.9 switch (skill->subtype)
361     {
362 root 1.5 case SK_LEVITATION:
363 root 1.9 /* Not 100% sure if this will work with new movement code -
364     * the levitation skill has move_type for flying, so when
365     * equipped, that should transfer to player, when not,
366     * shouldn't.
367     */
368     if (QUERY_FLAG (skill, FLAG_APPLIED))
369     {
370     CLEAR_FLAG (skill, FLAG_APPLIED);
371     new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 root 1.5 }
373 root 1.9 else
374     {
375     SET_FLAG (skill, FLAG_APPLIED);
376     new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
377 root 1.5 }
378 root 1.9 fix_player (op);
379     success = 1;
380     break;
381 root 1.5
382     case SK_STEALING:
383 root 1.9 exp = success = steal (op, dir, skill);
384     break;
385 root 1.5
386     case SK_LOCKPICKING:
387 root 1.9 exp = success = pick_lock (op, dir, skill);
388     break;
389 root 1.5
390     case SK_HIDING:
391 root 1.9 exp = success = hide (op, skill);
392     break;
393 root 1.5
394     case SK_JUMPING:
395 root 1.9 success = jump (op, dir, skill);
396     break;
397 root 1.5
398     case SK_INSCRIPTION:
399 root 1.9 exp = success = write_on_item (op, string, skill);
400     break;
401 root 1.5
402     case SK_MEDITATION:
403 root 1.9 meditate (op, skill);
404     success = 1;
405     break;
406     /* note that the following 'attack' skills gain exp through hit_player() */
407 root 1.5
408     case SK_KARATE:
409 root 1.9 (void) attack_hth (op, dir, "karate-chopped", skill);
410     break;
411 root 1.5
412     case SK_PUNCHING:
413 root 1.9 (void) attack_hth (op, dir, "punched", skill);
414     break;
415 root 1.5
416     case SK_FLAME_TOUCH:
417 root 1.9 (void) attack_hth (op, dir, "flamed", skill);
418     break;
419 elmex 1.1
420     case SK_SPARK_TOUCH:
421 root 1.9 (void) attack_hth (op, dir, "zapped", skill);
422     break;
423 elmex 1.1
424     case SK_SHIVER:
425 root 1.9 (void) attack_hth (op, dir, "froze", skill);
426     break;
427 elmex 1.1
428     case SK_ACID_SPLASH:
429 root 1.9 (void) attack_hth (op, dir, "dissolved", skill);
430     break;
431 elmex 1.1
432     case SK_POISON_NAIL:
433 root 1.9 (void) attack_hth (op, dir, "injected poison into", skill);
434     break;
435 elmex 1.1
436 root 1.5 case SK_CLAWING:
437 root 1.9 (void) attack_hth (op, dir, "clawed", skill);
438     break;
439 root 1.5
440     case SK_ONE_HANDED_WEAPON:
441     case SK_TWO_HANDED_WEAPON:
442 root 1.9 (void) attack_melee_weapon (op, dir, NULL, skill);
443     break;
444 root 1.5
445     case SK_FIND_TRAPS:
446 root 1.9 exp = success = find_traps (op, skill);
447     break;
448 root 1.5
449     case SK_SINGING:
450 root 1.9 exp = success = singing (op, dir, skill);
451     break;
452 root 1.5
453     case SK_ORATORY:
454 root 1.9 exp = success = use_oratory (op, dir, skill);
455     break;
456 root 1.5
457     case SK_SMITHERY:
458     case SK_BOWYER:
459     case SK_JEWELER:
460     case SK_ALCHEMY:
461     case SK_THAUMATURGY:
462     case SK_LITERACY:
463     case SK_WOODSMAN:
464 root 1.9 /* first, we try to find a cauldron, and do the alchemy thing.
465     * failing that, we go and identify stuff.
466     */
467     for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
468     {
469     next = tmp->above;
470     if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471     {
472     attempt_do_alchemy (op, tmp);
473     if (QUERY_FLAG (tmp, FLAG_APPLIED))
474     esrv_send_inventory (op, tmp);
475     did_alc = 1;
476 root 1.5 }
477     }
478 root 1.9 if (did_alc == 0)
479     exp = success = skill_ident (op, skill);
480     break;
481 root 1.5
482     case SK_DET_MAGIC:
483     case SK_DET_CURSE:
484 root 1.9 exp = success = skill_ident (op, skill);
485     break;
486 root 1.5
487     case SK_DISARM_TRAPS:
488 root 1.9 exp = success = remove_trap (op, dir, skill);
489     break;
490 root 1.5
491     case SK_THROWING:
492 root 1.9 success = skill_throw (op, part, dir, string, skill);
493     break;
494 root 1.5
495     case SK_SET_TRAP:
496 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
497     break;
498 root 1.5
499     case SK_USE_MAGIC_ITEM:
500     case SK_MISSILE_WEAPON:
501 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
502     break;
503 root 1.5
504     case SK_PRAYING:
505 root 1.9 success = pray (op, skill);
506     break;
507 root 1.5
508     case SK_BARGAINING:
509 root 1.9 success = describe_shop (op);
510     break;
511 elmex 1.1
512 root 1.5 case SK_SORCERY:
513     case SK_EVOCATION:
514     case SK_PYROMANCY:
515     case SK_SUMMONING:
516     case SK_CLIMBING:
517 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
518     break;
519 root 1.5
520     default:
521 root 1.9 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
522     break;
523 elmex 1.1 }
524    
525 root 1.9 /* For players we now update the speed_left from using the skill.
526     * Monsters have no skill use time because of the random nature in
527     * which use_monster_skill is called already simulates this.
528     * If certain skills should take more/less time, that should be
529     * in the code for the skill itself.
530     */
531    
532     if (op->type == PLAYER)
533     op->speed_left -= 1.0;
534    
535     /* this is a good place to add experience for successfull use of skills.
536     * Note that add_exp() will figure out player/monster experience
537     * gain problems.
538     */
539    
540     if (success && exp)
541     change_exp (op, exp, skill->skill, 0);
542    
543     return success;
544 elmex 1.1 }
545    
546     /* calc_skill_exp() - calculates amount of experience can be gained for
547     * successfull use of a skill. Returns value of experience gain.
548     * Here we take the view that a player must 'overcome an opponent'
549     * in order to gain experience. Examples include foes killed combat,
550     * finding/disarming a trap, stealing from somebeing, etc.
551     * The gained experience is based primarily on the difference in levels,
552     * exp point value of vanquished foe, the relevent stats of the skill being
553     * used and modifications in the skills[] table.
554     *
555     * For now, monsters and players will be treated differently. Below I give
556     * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
557     * Monsters just get 10% of the exp of the opponent.
558     *
559     * players get a ratio, eg, opponent lvl / player level. This is then
560     * multiplied by various things. If simple exp is true, then
561     * this multiplier, include the level difference, is always 1.
562     * This revised method prevents some cases where there are big gaps
563     * in the amount you get just because you are now equal level vs lower
564     * level
565     * who is player/creature that used the skill.
566     * op is the object that was 'defeated'.
567     * skill is the skill used. If no skill is used, it should just
568     * point back to who.
569     *
570     */
571    
572 root 1.9 int
573     calc_skill_exp (object *who, object *op, object *skill)
574     {
575     int op_exp = 0, op_lvl = 0;
576     float base, value, lvl_mult = 0.0;
577    
578     if (!skill)
579     skill = who;
580    
581     /* Oct 95 - where we have an object, I expanded our treatment
582     * to 3 cases:
583     * non-living magic obj, runes and everything else.
584     *
585     * If an object is not alive and magical we set the base exp higher to
586     * help out exp awards for skill_ident skills. Also, if
587     * an item is type RUNE, we give out exp based on stats.Cha
588     * and level (this was the old system) -b.t.
589     */
590    
591     if (!op)
592     { /* no item/creature */
593     op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
594     op_exp = 0;
595     }
596     else if (op->type == RUNE || op->type == TRAP)
597     { /* all traps. If stats.Cha > 1 we use that
598 root 1.5 * for the amount of experience */
599 root 1.9 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
600     op_lvl = op->level;
601     }
602     else
603     { /* all other items/living creatures */
604     op_exp = op->stats.exp;
605     op_lvl = op->level;
606     if (!QUERY_FLAG (op, FLAG_ALIVE))
607     { /* for ident/make items */
608     op_lvl += 5 * abs (op->magic);
609     }
610     }
611    
612     if (op_lvl < 1)
613     op_lvl = 1;
614    
615     if (who->type != PLAYER)
616     { /* for monsters only */
617     return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
618     }
619     else
620     { /* for players */
621     base = op_exp;
622     /* if skill really is a skill, then we can look at the skill archetype for
623     * bse reward value (exp) and level multiplier factor.
624     */
625     if (skill->type == SKILL)
626     {
627     base += skill->arch->clone.stats.exp;
628     if (settings.simple_exp)
629     {
630     if (skill->arch->clone.level)
631     lvl_mult = (float) skill->arch->clone.level / 100.0;
632     else
633     lvl_mult = 1.0; /* no adjustment */
634 root 1.5 }
635 root 1.9 else
636     {
637     if (skill->level)
638     lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
639     else
640     lvl_mult = 1.0;
641 root 1.5 }
642 root 1.9 }
643     else
644     {
645     /* Don't divide by zero here! */
646     lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
647 root 1.5 }
648 elmex 1.1 }
649 root 1.9
650     /* assemble the exp total, and return value */
651    
652     value = base * lvl_mult;
653     if (value < 1)
654     value = 1; /* Always give at least 1 exp point */
655    
656 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
657 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);
658 elmex 1.1 #endif
659 root 1.9 return ((int) value);
660 elmex 1.1 }
661    
662     /* Learn skill. This inserts the requested skill in the player's
663     * inventory. The skill field of the scroll should have the
664     * exact name of the requested skill.
665     * This one actually teaches the player the skill as something
666     * they can equip.
667     * Return 0 if the player knows the skill, 1 if the
668     * player learns the skill, 2 otherwise.
669     */
670 root 1.9
671 elmex 1.1 int
672 root 1.9 learn_skill (object *pl, object *scroll)
673     {
674     object *tmp;
675 elmex 1.1
676 root 1.9 if (!scroll->skill)
677     {
678     LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
679     return 2;
680 elmex 1.1 }
681    
682 root 1.9 /* can't use find_skill_by_name because we want skills the player knows
683     * but can't use natively.
684     */
685 elmex 1.1
686 root 1.9 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
687     if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
688     break;
689 elmex 1.1
690 root 1.9 /* player already knows it */
691     if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692     return 0;
693 elmex 1.1
694    
695    
696 root 1.9 /* now a random change to learn, based on player Int.
697     * give bonus based on level - otherwise stupid characters
698     * might never be able to learn anything.
699     */
700     if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
701     return 2; /* failure :< */
702 elmex 1.1
703 root 1.9 if (!tmp)
704     tmp = give_skill_by_name (pl, scroll->skill);
705 elmex 1.1
706 root 1.9 if (!tmp)
707     {
708     LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
709     return 2;
710 elmex 1.1 }
711    
712 root 1.9 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
713     link_player_skills (pl);
714     return 1;
715 elmex 1.1 }
716    
717     /* Gives a percentage clipped to 0% -> 100% of a/b. */
718 root 1.9
719 elmex 1.1 /* Probably belongs in some global utils-type file? */
720 root 1.9 static int
721     clipped_percent (sint64 a, sint64 b)
722 elmex 1.1 {
723     int rv;
724    
725     if (b <= 0)
726     return 0;
727    
728 root 1.9 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
729    
730 elmex 1.1 if (rv < 0)
731     return 0;
732     else if (rv > 100)
733     return 100;
734 root 1.9
735 elmex 1.1 return rv;
736     }
737    
738     /* show_skills() - Meant to allow players to examine
739     * their current skill list.
740     * This shows the amount of exp they have in the skills.
741     * we also include some other non skill related info (god,
742     * max weapon improvments, item power).
743     * Note this function is a bit more complicated becauase we
744     * we want ot sort the skills before printing them. If we
745     * just dumped this as we found it, this would be a bit
746     * simpler.
747     */
748 root 1.9
749     void
750     show_skills (object *op, const char *search)
751     {
752     object *tmp = NULL;
753     char buf[MAX_BUF];
754     const char *cp;
755     int i, num_skills_found = 0;
756     static const char *const periods = "........................................";
757    
758     /* Need to have a pointer and use strdup for qsort to work properly */
759     char skills[NUM_SKILLS][MAX_BUF];
760    
761    
762     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
763     {
764     if (tmp->type == SKILL)
765     {
766     if (search && strstr (tmp->name, search) == NULL)
767     continue;
768     /* Basically want to fill this out to 40 spaces with periods */
769     sprintf (buf, "%s%s", &tmp->name, periods);
770     buf[40] = 0;
771    
772     if (settings.permanent_exp_ratio)
773     {
774     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
775     buf, tmp->level,
776     (long long) tmp->stats.exp,
777     (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778     }
779     else
780     {
781     sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
782     buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
783 root 1.5 }
784 root 1.9 /* I don't know why some characters get a bunch of skills, but
785     * it sometimes happens (maybe a leftover from bugier earlier code
786     * and those character are still about). In any case, lets handle
787     * it so it doesn't crash the server - otherwise, one character may
788     * crash the server numerous times.
789     */
790     if (num_skills_found >= NUM_SKILLS)
791     {
792     new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
793     new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
794     break;
795 root 1.5 }
796     }
797 elmex 1.1 }
798    
799 root 1.9 clear_win_info (op);
800     new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801     if (num_skills_found > 1)
802     qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
803 elmex 1.1
804 root 1.9 for (i = 0; i < num_skills_found; i++)
805     {
806     new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 elmex 1.1 }
808    
809 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
810 elmex 1.1
811 root 1.9 cp = determine_god (op);
812     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
813 elmex 1.1
814 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
815     op->contr->item_power, (int) (op->level * settings.item_power_factor));
816 elmex 1.1 }
817    
818     /* use_skill() - similar to invoke command, it executes the skill in the
819     * direction that the user is facing. Returns false if we are unable to
820     * change to the requested skill, or were unable to use the skill properly.
821     * This is tricky because skills can have spaces. We basically roll
822     * our own find_skill_by_name so we can try to do better string matching.
823     */
824    
825 root 1.9 int
826     use_skill (object *op, const char *string)
827     {
828     object *skop;
829     size_t len;
830    
831     if (!string)
832     return 0;
833    
834     for (skop = op->inv; skop != NULL; skop = skop->below)
835     {
836     if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
837     !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
838     break;
839     else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
840     break;
841 elmex 1.1 }
842 root 1.9 if (!skop)
843     {
844     new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
845     return 0;
846 elmex 1.1 }
847    
848 root 1.9 len = strlen (skop->skill);
849 elmex 1.1
850 root 1.9 /* All this logic goes and skips over the skill name to find any
851     * options given to the skill. Its pretty simple - if there
852     * are extra parameters (as deteremined by string length), we
853     * want to skip over any leading spaces.
854     */
855     if (len >= strlen (string))
856     {
857     string = NULL;
858 elmex 1.1 }
859 root 1.9 else
860     {
861     string += len;
862     while (*string == 0x20)
863     string++;
864     if (strlen (string) == 0)
865     string = NULL;
866     }
867    
868 elmex 1.1 #ifdef SKILL_UTIL_DEBUG
869 root 1.9 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
870 elmex 1.1 #endif
871    
872 root 1.9 /* Change to the new skill, then execute it. */
873     if (do_skill (op, op, skop, op->facing, string))
874     return 1;
875    
876     return 0;
877 elmex 1.1 }
878    
879    
880    
881     /* This finds the best unarmed skill the player has, and returns
882     * it. Best can vary a little - we consider clawing to always
883     * be the best for dragons.
884     * This could be more intelligent, eg, look at the skill level
885     * of the skill and go from there (eg, a level 40 puncher is
886     * is probably better than level 1 karate). OTOH, if you
887     * don't bother to set up your skill properly, that is the players
888     * problem (although, it might be nice to have a preferred skill
889     * field the player can set.
890     * Unlike the old code, we don't give out any skills - it is
891     * possible you just don't have any ability to get into unarmed
892     * combat. If everyone race/class should have one, this should
893     * be handled in the starting treasurelists, not in the code.
894     */
895 root 1.9 static object *
896     find_best_player_hth_skill (object *op)
897 elmex 1.1 {
898 root 1.9 object *tmp, *best_skill = NULL;
899     int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
900 elmex 1.1
901 root 1.9 for (tmp = op->inv; tmp; tmp = tmp->below)
902     {
903     if (tmp->type == SKILL)
904     {
905     if (dragon && tmp->subtype == SK_CLAWING)
906     return tmp;
907    
908     /* The order in the array is preferred order. So basically,
909     * we just cut down the number to search - eg, if we find a skill
910     * early on in flame touch, then we only need to look into the unarmed_array
911     * to the entry before flame touch - don't care about the entries afterward,
912     * because they are infrerior skills.
913     * if we end up finding the best skill (i==0) might as well return
914     * right away - can't get any better than that.
915     */
916     for (i = 0; i < last_skill; i++)
917     {
918     if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
919     {
920     best_skill = tmp;
921     last_skill = i;
922     if (i == 0)
923     return best_skill;
924 root 1.5 }
925     }
926     }
927 elmex 1.1 }
928 root 1.9 return best_skill;
929 elmex 1.1 }
930    
931     /* do_skill_attack() - We have got an appropriate opponent from either
932     * move_player_attack() or skill_attack(). In this part we get on with
933     * attacking, take care of messages from the attack and changes in invisible.
934     * Returns true if the attack damaged the opponent.
935     * tmp is the targetted monster.
936     * op is what is attacking
937     * string is passed along to describe what messages to describe
938     * the damage.
939     */
940 root 1.9
941     static int
942     do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943     {
944     int success;
945    
946     if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947     return RESULT_INT (0);
948    
949     /* For Players only: if there is no ready weapon, and no "attack" skill
950     * is readied either then try to find a skill for the player to use.
951     * it is presumed that if skill is set, it is a valid attack skill (eg,
952     * the caller should have set it appropriately). We still want to pass
953     * through that code if skill is set to change to the skill.
954     */
955     if (op->type == PLAYER)
956     {
957     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
958     {
959     size_t i;
960    
961     if (!skill)
962     {
963     /* See if the players chosen skill is a combat skill, and use
964     * it if appropriate.
965     */
966     if (op->chosen_skill)
967     {
968     for (i = 0; i < sizeof (unarmed_skills); i++)
969     if (op->chosen_skill->subtype == unarmed_skills[i])
970     {
971     skill = op->chosen_skill;
972     break;
973     }
974 root 1.5 }
975 root 1.9 /* If we didn't find a skill above, look harder for a good skill */
976     if (!skill)
977     {
978     skill = find_best_player_hth_skill (op);
979    
980     if (!skill)
981     {
982     new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
983     return 0;
984 root 1.5 }
985     }
986     }
987 root 1.9 if (skill != op->chosen_skill)
988     {
989     /* now try to ready the new skill */
990     if (!change_skill (op, skill, 0))
991     { /* oh oh, trouble! */
992     new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
993     return 0;
994 root 1.5 }
995     }
996 root 1.9 }
997     else
998     {
999     /* Seen some crashes below where current_weapon is not set,
1000     * even though the flag says it is. So if current weapon isn't set,
1001     * do some work in trying to find the object to use.
1002     */
1003     if (!op->current_weapon)
1004     {
1005     object *tmp;
1006    
1007     LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1008     for (tmp = op->inv; tmp; tmp = tmp->below)
1009     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1010     break;
1011    
1012     if (!tmp)
1013     {
1014     LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1015     op->current_weapon = NULL;
1016     return 0;
1017     }
1018     else
1019     {
1020     op->current_weapon = tmp;
1021 root 1.5 }
1022     }
1023    
1024 root 1.9 /* Has ready weapon - make sure chosen_skill is set up properly */
1025     if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1026     {
1027     change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1028 root 1.5 }
1029     }
1030 elmex 1.1 }
1031    
1032 root 1.9 /* lose invisiblity/hiding status for running attacks */
1033    
1034     if (op->type == PLAYER && op->contr->tmp_invis)
1035     {
1036     op->contr->tmp_invis = 0;
1037     op->invisible = 0;
1038     op->hide = 0;
1039     update_object (op, UP_OBJ_FACE);
1040 elmex 1.1 }
1041 root 1.9
1042     success = attack_ob (tmp, op);
1043    
1044     /* print appropriate messages to the player */
1045    
1046     if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047     {
1048     if (op->type == PLAYER)
1049     new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1050     else if (tmp->type == PLAYER)
1051     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1052     }
1053     return success;
1054     }
1055 elmex 1.1
1056    
1057     /* skill_attack() - Core routine for use when we attack using a skills
1058     * system. In essence, this code handles
1059     * all skill-based attacks, ie hth, missile and melee weapons should be
1060     * treated here. If an opponent is already supplied by move_player(),
1061     * we move right onto do_skill_attack(), otherwise we find if an
1062     * appropriate opponent exists.
1063     *
1064     * This is called by move_player() and attack_hth()
1065     *
1066     * Initial implementation by -bt thomas@astro.psu.edu
1067     */
1068 root 1.9
1069     int
1070     skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071     {
1072     sint16 tx, ty;
1073     mapstruct *m;
1074     int mflags;
1075    
1076     if (!dir)
1077     dir = pl->facing;
1078     tx = freearr_x[dir];
1079     ty = freearr_y[dir];
1080    
1081     /* If we don't yet have an opponent, find if one exists, and attack.
1082     * Legal opponents are the same as outlined in move_player_attack()
1083     */
1084    
1085     if (tmp == NULL)
1086     {
1087     m = pl->map;
1088     tx = pl->x + freearr_x[dir];
1089     ty = pl->y + freearr_y[dir];
1090    
1091     mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1092     if (mflags & P_OUT_OF_MAP)
1093     return 0;
1094    
1095     /* space must be blocked for there to be anything interesting to do */
1096     if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097     return 0;
1098    
1099     for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1100     if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1101     {
1102     /* Don't attack party members */
1103     if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104     return 0;
1105     break;
1106     }
1107 elmex 1.1 }
1108 root 1.9 if (!tmp)
1109     {
1110     if (pl->type == PLAYER)
1111     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1112     return 0;
1113 elmex 1.1 }
1114    
1115 root 1.9 return do_skill_attack (tmp, pl, string, skill);
1116 elmex 1.1 }
1117    
1118    
1119     /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120 root 1.9
1121 elmex 1.1 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1122     * (attack_hth) we check for weapon use, etc in the second (the new
1123     * function skill_attack() we actually attack.
1124     */
1125    
1126 root 1.9 static int
1127     attack_hth (object *pl, int dir, const char *string, object *skill)
1128     {
1129     object *enemy = NULL, *weapon;
1130 elmex 1.1
1131 root 1.9 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1132     for (weapon = pl->inv; weapon; weapon = weapon->below)
1133     {
1134     if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135     {
1136     CLEAR_FLAG (weapon, FLAG_APPLIED);
1137     CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1138     fix_player (pl);
1139     if (pl->type == PLAYER)
1140     {
1141     new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1142     esrv_update_item (UPD_FLAGS, pl, weapon);
1143     }
1144     break;
1145     }
1146     }
1147     return skill_attack (enemy, pl, dir, string, skill);
1148 elmex 1.1 }
1149    
1150    
1151     /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1152     * For now we are just checking to see if we have a ready weapon here.
1153     * But there is a real neato possible feature of this scheme which
1154     * bears mentioning:
1155     * Since we are only calling this from do_skill() in the future
1156     * we may make this routine handle 'special' melee weapons attacks
1157     * (like disarming manuever with sai) based on player SK_level and
1158     * weapon type.
1159     */
1160    
1161 root 1.9 static int
1162     attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163     {
1164 elmex 1.1
1165 root 1.9 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166     {
1167     if (op->type == PLAYER)
1168     new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1169     return 0;
1170 elmex 1.1 }
1171 root 1.9 return skill_attack (NULL, op, dir, string, skill);
1172 elmex 1.1
1173     }