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/cvs/deliantra/server/server/skill_util.C
Revision: 1.30
Committed: Sun Apr 29 03:44:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +13 -14 lines
Log Message:
considerably change the balancing of missile weapons:

- treat bows as weapons in update_stats.
- completely change calculation of attacktype, damage and wc
  inside fire_bow.

this should make missile weapons much stronger and hopefully more
competitive. the formulas are probably broken, but hopefully at least an
improvement.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
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
41 /* #define SKILL_UTIL_DEBUG */
42
43 #include <global.h>
44 #include <object.h>
45 #include <sproto.h>
46 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47 #include <spells.h>
48
49 /* Table of unarmed attack skills. Terminated by -1. This
50 * is also the list that we should try to use skills when
51 * automatically applying one for the player.
52 */
53 static uint8 unarmed_skills[] = {
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63 };
64
65 static int attack_hth (object *pl, int dir, const char *string, object *skill);
66 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
67
68 /* init_skills basically just sets up the skill_names table
69 * above. The index into the array is set up by the
70 * subtypes.
71 */
72 void
73 init_skills (void)
74 {
75 int i;
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL)
80 {
81 if (skill_names[at->clone.subtype] != NULL)
82 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
84 else
85 skill_names[at->clone.subtype] = at->clone.skill;
86 }
87
88 /* This isn't really an error if there is no skill subtype set, but
89 * checking for this may catch some user errors.
90 */
91 for (i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96 }
97
98 /* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp.
102 */
103 void
104 link_player_skills (object *op)
105 {
106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
107 if (tmp->type == SKILL)
108 {
109 /* This is really a warning, hence no else below */
110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
113
114 if (tmp->subtype >= NUM_SKILLS)
115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
116 else
117 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp;
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
120 }
121 }
122 }
123
124 /* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc).
126 *
127 * It is presumed that the player will be needing to actually
128 * use the skill, so thus if use of the skill requires a skill
129 * tool, this code will equip it.
130 */
131 object *
132 find_skill_by_name (object *who, const char *name)
133 {
134 object *skill = NULL, *skill_tool = NULL, *tmp;
135
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
144 {
145 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
146 skill = tmp;
147
148 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one.
150 */
151 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 }
158 }
159 /* If this is a skill that can be used without a tool, return it */
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill;
162
163 /* Player has a tool to use the skill. IF not applied, apply it -
164 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them.
166 */
167 if (skill_tool)
168 {
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who);
178 }
179 return skill;
180 }
181 return NULL;
182 }
183
184
185 /* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc).
187 *
188 * It is presumed that the player will be needing to actually
189 * use the skill, so thus if use of the skill requires a skill
190 * tool, this code will equip it.
191 *
192 * This code is basically the same as find_skill_by_name() above,
193 * but instead a skill name, we search by matching number.
194 * this replaces find_skill.
195 */
196 object *
197 find_skill_by_number (object *who, int skillno)
198 {
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp;
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill;
243 }
244
245 return NULL;
246 }
247
248 /* This changes the objects skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error
258 */
259
260 int
261 change_skill (object *who, object *new_skill, int flag)
262 {
263 int old_range;
264
265 if (who->type != PLAYER)
266 return 0;
267
268 old_range = who->contr->shoottype;
269
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1;
277 }
278
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY);
286
287 /* Only goal in this case was to unapply a skill */
288 if (!new_skill)
289 return 0;
290
291 if (apply_special (who, new_skill, AP_APPLY))
292 return 0;
293
294 if (flag & 0x1)
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1;
298 }
299
300 /* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303 void
304 clear_skill (object *who)
305 {
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314 }
315
316 /* do_skill() - Main skills use function-similar in scope to cast_spell().
317 * We handle all requests for skill use outside of some combat here.
318 * We require a separate routine outside of fire() so as to allow monsters
319 * to utilize skills. Returns 1 on use of skill, otherwise 0.
320 * This is changed (2002-11-30) from the old method that returned
321 * exp - no caller needed that info, but it also prevented the callers
322 * from know if a skill was actually used, as many skills don't
323 * give any exp for their direct use (eg, throwing).
324 * It returns 0 if no skill was used.
325 */
326
327 int
328 do_skill (object *op, object *part, object *skill, int dir, const char *string)
329 {
330 int success = 0, exp = 0;
331 int did_alc = 0;
332 object *tmp, *next;
333
334 if (!skill)
335 return 0;
336
337 /* The code below presumes that the skill points to the object that
338 * holds the exp, level, etc of the skill. So if this is a player
339 * go and try to find the actual real skill pointer, and if the
340 * the player doesn't have a bucket for that, create one.
341 */
342 if (skill->type != SKILL && op->type == PLAYER)
343 {
344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
345 if (tmp->type == SKILL && tmp->skill == skill->skill)
346 break;
347
348 if (!tmp)
349 tmp = give_skill_by_name (op, skill->skill);
350
351 skill = tmp;
352 }
353
354 // skill, by_whom, on_which_object, which direction, skill_argument
355 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
356 return 0;
357
358 switch (skill->subtype)
359 {
360 case SK_LEVITATION:
361 /* Not 100% sure if this will work with new movement code -
362 * the levitation skill has move_type for flying, so when
363 * equipped, that should transfer to player, when not,
364 * shouldn't.
365 */
366 if (QUERY_FLAG (skill, FLAG_APPLIED))
367 {
368 CLEAR_FLAG (skill, FLAG_APPLIED);
369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
370 }
371 else
372 {
373 SET_FLAG (skill, FLAG_APPLIED);
374 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
375 }
376
377 op->update_stats ();
378 success = 1;
379 break;
380
381 case SK_STEALING:
382 exp = success = steal (op, dir, skill);
383 break;
384
385 case SK_LOCKPICKING:
386 exp = success = pick_lock (op, dir, skill);
387 break;
388
389 case SK_HIDING:
390 exp = success = hide (op, skill);
391 break;
392
393 case SK_JUMPING:
394 success = jump (op, dir, skill);
395 break;
396
397 case SK_INSCRIPTION:
398 exp = success = write_on_item (op, string, skill);
399 break;
400
401 case SK_MEDITATION:
402 meditate (op, skill);
403 success = 1;
404 break;
405 /* note that the following 'attack' skills gain exp through hit_player() */
406
407 case SK_KARATE:
408 attack_hth (op, dir, "karate-chopped", skill);
409 break;
410
411 case SK_PUNCHING:
412 attack_hth (op, dir, "punched", skill);
413 break;
414
415 case SK_FLAME_TOUCH:
416 attack_hth (op, dir, "flamed", skill);
417 break;
418
419 case SK_SPARK_TOUCH:
420 attack_hth (op, dir, "zapped", skill);
421 break;
422
423 case SK_SHIVER:
424 attack_hth (op, dir, "froze", skill);
425 break;
426
427 case SK_ACID_SPLASH:
428 attack_hth (op, dir, "dissolved", skill);
429 break;
430
431 case SK_POISON_NAIL:
432 attack_hth (op, dir, "injected poison into", skill);
433 break;
434
435 case SK_CLAWING:
436 attack_hth (op, dir, "clawed", skill);
437 break;
438
439 case SK_ONE_HANDED_WEAPON:
440 case SK_TWO_HANDED_WEAPON:
441 attack_melee_weapon (op, dir, NULL, skill);
442 break;
443
444 case SK_FIND_TRAPS:
445 exp = success = find_traps (op, skill);
446 break;
447
448 case SK_SINGING:
449 exp = success = singing (op, dir, skill);
450 break;
451
452 case SK_ORATORY:
453 exp = success = use_oratory (op, dir, skill);
454 break;
455
456 case SK_SMITHERY:
457 case SK_BOWYER:
458 case SK_JEWELER:
459 case SK_ALCHEMY:
460 case SK_THAUMATURGY:
461 case SK_LITERACY:
462 case SK_WOODSMAN:
463 /* first, we try to find a cauldron, and do the alchemy thing.
464 * failing that, we go and identify stuff.
465 */
466 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
467 {
468 next = tmp->above;
469
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 {
472 attempt_do_alchemy (op, tmp);
473
474 if (QUERY_FLAG (tmp, FLAG_APPLIED))
475 esrv_send_inventory (op, tmp);
476
477 did_alc = 1;
478 }
479 }
480
481 if (did_alc == 0)
482 exp = success = skill_ident (op, skill);
483
484 break;
485
486 case SK_DET_MAGIC:
487 case SK_DET_CURSE:
488 exp = success = skill_ident (op, skill);
489 break;
490
491 case SK_DISARM_TRAPS:
492 exp = success = remove_trap (op, dir, skill);
493 break;
494
495 case SK_THROWING:
496 success = skill_throw (op, part, dir, string, skill);
497 break;
498
499 case SK_SET_TRAP:
500 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
501 break;
502
503 case SK_USE_MAGIC_ITEM:
504 case SK_MISSILE_WEAPON:
505 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
506 break;
507
508 case SK_PRAYING:
509 success = pray (op, skill);
510 break;
511
512 case SK_BARGAINING:
513 success = describe_shop (op);
514 break;
515
516 case SK_SORCERY:
517 case SK_EVOCATION:
518 case SK_PYROMANCY:
519 case SK_SUMMONING:
520 case SK_CLIMBING:
521 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
522 break;
523
524 default:
525 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
526 break;
527 }
528
529 /* For players we now update the speed_left from using the skill.
530 * Monsters have no skill use time because of the random nature in
531 * which use_monster_skill is called already simulates this.
532 * If certain skills should take more/less time, that should be
533 * in the code for the skill itself.
534 */
535
536 if (op->type == PLAYER)
537 op->speed_left -= 1.0;
538
539 /* this is a good place to add experience for successfull use of skills.
540 * Note that add_exp() will figure out player/monster experience
541 * gain problems.
542 */
543
544 if (success && exp)
545 change_exp (op, exp, skill->skill, 0);
546
547 return success;
548 }
549
550 /* calc_skill_exp() - calculates amount of experience can be gained for
551 * successfull use of a skill. Returns value of experience gain.
552 * Here we take the view that a player must 'overcome an opponent'
553 * in order to gain experience. Examples include foes killed combat,
554 * finding/disarming a trap, stealing from somebeing, etc.
555 * The gained experience is based primarily on the difference in levels,
556 * exp point value of vanquished foe, the relevent stats of the skill being
557 * used and modifications in the skills[] table.
558 *
559 * For now, monsters and players will be treated differently. Below I give
560 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
561 * Monsters just get 10% of the exp of the opponent.
562 *
563 * players get a ratio, eg, opponent lvl / player level. This is then
564 * multiplied by various things. If simple exp is true, then
565 * this multiplier, include the level difference, is always 1.
566 * This revised method prevents some cases where there are big gaps
567 * in the amount you get just because you are now equal level vs lower
568 * level
569 * who is player/creature that used the skill.
570 * op is the object that was 'defeated'.
571 * skill is the skill used. If no skill is used, it should just
572 * point back to who.
573 *
574 */
575
576 int
577 calc_skill_exp (object *who, object *op, object *skill)
578 {
579 int op_exp = 0, op_lvl = 0;
580 float base, value, lvl_mult = 0.0;
581
582 if (!skill)
583 skill = who;
584
585 /* Oct 95 - where we have an object, I expanded our treatment
586 * to 3 cases:
587 * non-living magic obj, runes and everything else.
588 *
589 * If an object is not alive and magical we set the base exp higher to
590 * help out exp awards for skill_ident skills. Also, if
591 * an item is type RUNE, we give out exp based on stats.Cha
592 * and level (this was the old system) -b.t.
593 */
594
595 if (!op)
596 { /* no item/creature */
597 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
598 op_exp = 0;
599 }
600 else if (op->type == RUNE || op->type == TRAP)
601 { /* all traps. If stats.Cha > 1 we use that
602 * for the amount of experience */
603 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
604 op_lvl = op->level;
605 }
606 else
607 { /* all other items/living creatures */
608 op_exp = op->stats.exp;
609 op_lvl = op->level;
610 if (!QUERY_FLAG (op, FLAG_ALIVE))
611 { /* for ident/make items */
612 op_lvl += 5 * abs (op->magic);
613 }
614 }
615
616 if (op_lvl < 1)
617 op_lvl = 1;
618
619 if (who->type != PLAYER)
620 { /* for monsters only */
621 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
622 }
623 else
624 { /* for players */
625 base = op_exp;
626 /* if skill really is a skill, then we can look at the skill archetype for
627 * bse reward value (exp) and level multiplier factor.
628 */
629 if (skill->type == SKILL)
630 {
631 base += skill->arch->clone.stats.exp;
632 if (settings.simple_exp)
633 {
634 if (skill->arch->clone.level)
635 lvl_mult = (float) skill->arch->clone.level / 100.0;
636 else
637 lvl_mult = 1.0; /* no adjustment */
638 }
639 else
640 {
641 if (skill->level)
642 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
643 else
644 lvl_mult = 1.0;
645 }
646 }
647 else
648 {
649 /* Don't divide by zero here! */
650 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
651 }
652 }
653
654 /* assemble the exp total, and return value */
655
656 value = base * lvl_mult;
657 if (value < 1)
658 value = 1; /* Always give at least 1 exp point */
659
660 #ifdef SKILL_UTIL_DEBUG
661 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
662 #endif
663 return ((int) value);
664 }
665
666 /* Learn skill. This inserts the requested skill in the player's
667 * inventory. The skill field of the scroll should have the
668 * exact name of the requested skill.
669 * This one actually teaches the player the skill as something
670 * they can equip.
671 * Return 0 if the player knows the skill, 1 if the
672 * player learns the skill, 2 otherwise.
673 */
674
675 int
676 learn_skill (object *pl, object *scroll)
677 {
678 object *tmp;
679
680 if (!scroll->skill)
681 {
682 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
683 return 2;
684 }
685
686 /* can't use find_skill_by_name because we want skills the player knows
687 * but can't use natively.
688 */
689
690 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
691 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
692 break;
693
694 /* player already knows it */
695 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
696 return 0;
697
698 /* now a random change to learn, based on player Int.
699 * give bonus based on level - otherwise stupid characters
700 * might never be able to learn anything.
701 */
702 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
703 return 2; /* failure :< */
704
705 if (!tmp)
706 tmp = give_skill_by_name (pl, scroll->skill);
707
708 if (!tmp)
709 {
710 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
711 return 2;
712 }
713
714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
715 link_player_skills (pl);
716 return 1;
717 }
718
719 /* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721 /* Probably belongs in some global utils-type file? */
722 static int
723 clipped_percent (sint64 a, sint64 b)
724 {
725 int rv;
726
727 if (b <= 0)
728 return 0;
729
730 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
731
732 if (rv < 0)
733 return 0;
734 else if (rv > 100)
735 return 100;
736
737 return rv;
738 }
739
740 /* show_skills() - Meant to allow players to examine
741 * their current skill list.
742 * This shows the amount of exp they have in the skills.
743 * we also include some other non skill related info (god,
744 * max weapon improvments, item power).
745 * Note this function is a bit more complicated becauase we
746 * we want ot sort the skills before printing them. If we
747 * just dumped this as we found it, this would be a bit
748 * simpler.
749 */
750
751 void
752 show_skills (object *op, const char *search)
753 {
754 object *tmp = NULL;
755 char buf[MAX_BUF];
756 const char *cp;
757 int i, num_skills_found = 0;
758 static const char *const periods = "........................................";
759
760 /* Need to have a pointer and use strdup for qsort to work properly */
761 char skills[NUM_SKILLS][MAX_BUF];
762
763
764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
765 {
766 if (tmp->type == SKILL)
767 {
768 if (search && strstr (tmp->name, search) == NULL)
769 continue;
770 /* Basically want to fill this out to 40 spaces with periods */
771 sprintf (buf, "%s%s", &tmp->name, periods);
772 buf[40] = 0;
773
774 if (settings.permanent_exp_ratio)
775 {
776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
777 buf, tmp->level, tmp->stats.exp,
778 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
779 }
780 else
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
783 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
784 }
785 /* I don't know why some characters get a bunch of skills, but
786 * it sometimes happens (maybe a leftover from bugier earlier code
787 * and those character are still about). In any case, lets handle
788 * it so it doesn't crash the server - otherwise, one character may
789 * crash the server numerous times.
790 */
791 if (num_skills_found >= NUM_SKILLS)
792 {
793 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
794 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
795 break;
796 }
797 }
798 }
799
800 clear_win_info (op);
801 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
802 if (num_skills_found > 1)
803 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
804
805 for (i = 0; i < num_skills_found; i++)
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807
808 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
809
810 cp = determine_god (op);
811 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
812
813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
814 op->contr->item_power, (int) (op->level * settings.item_power_factor));
815 }
816
817 /* use_skill() - similar to invoke command, it executes the skill in the
818 * direction that the user is facing. Returns false if we are unable to
819 * change to the requested skill, or were unable to use the skill properly.
820 * This is tricky because skills can have spaces. We basically roll
821 * our own find_skill_by_name so we can try to do better string matching.
822 */
823
824 int
825 use_skill (object *op, const char *string)
826 {
827 object *skop;
828 size_t len;
829
830 if (!string)
831 return 0;
832
833 for (skop = op->inv; skop != NULL; skop = skop->below)
834 {
835 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
836 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
837 break;
838 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
839 break;
840 }
841 if (!skop)
842 {
843 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
844 return 0;
845 }
846
847 len = strlen (skop->skill);
848
849 /* All this logic goes and skips over the skill name to find any
850 * options given to the skill. Its pretty simple - if there
851 * are extra parameters (as deteremined by string length), we
852 * want to skip over any leading spaces.
853 */
854 if (len >= strlen (string))
855 {
856 string = NULL;
857 }
858 else
859 {
860 string += len;
861 while (*string == 0x20)
862 string++;
863 if (strlen (string) == 0)
864 string = NULL;
865 }
866
867 #ifdef SKILL_UTIL_DEBUG
868 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
869 #endif
870
871 /* Change to the new skill, then execute it. */
872 if (do_skill (op, op, skop, op->facing, string))
873 return 1;
874
875 return 0;
876 }
877
878 static bool
879 hth_skill_p (object *skill)
880 {
881 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
882 if (skill->subtype == unarmed_skills[i])
883 return 1;
884
885 return 0;
886 }
887
888 /* This finds the first unarmed skill the player has, and returns it.
889 */
890 static object *
891 find_player_hth_skill (object *op)
892 {
893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
894 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
895 return tmp;
896
897 return 0;
898 }
899
900 /* do_skill_attack() - We have got an appropriate opponent from either
901 * move_player_attack() or skill_attack(). In this part we get on with
902 * attacking, take care of messages from the attack and changes in invisible.
903 * Returns true if the attack damaged the opponent.
904 * tmp is the targetted monster.
905 * op is what is attacking
906 * string is passed along to describe what messages to describe
907 * the damage.
908 */
909 static int
910 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
911 {
912 int success;
913
914 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
915 return RESULT_INT (0);
916
917 /* For Players only: if there is no ready weapon, and no "attack" skill
918 * is readied either then try to find a skill for the player to use.
919 * it is presumed that if skill is set, it is a valid attack skill (eg,
920 * the caller should have set it appropriately). We still want to pass
921 * through that code if skill is set to change to the skill.
922 */
923 if (op->type == PLAYER)
924 {
925 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
926 {
927 if (!skill)
928 {
929 /* See if the players chosen skill is a combat skill, and use
930 * it if appropriate.
931 */
932 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
933 skill = op->chosen_skill;
934 else
935 {
936 skill = find_player_hth_skill (op);
937
938 if (!skill)
939 {
940 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
941 return 0;
942 }
943 }
944 }
945
946 /* now try to ready the new skill */
947 if (!change_skill (op, skill, 0))
948 { /* oh oh, trouble! */
949 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
950 return 0;
951 }
952 }
953 else
954 {
955 /* Seen some crashes below where current_weapon is not set,
956 * even though the flag says it is. So if current weapon isn't set,
957 * do some work in trying to find the object to use.
958 */
959 if (!op->current_weapon)
960 {
961 object *tmp;
962
963 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
964 for (tmp = op->inv; tmp; tmp = tmp->below)
965 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
966 break;
967
968 if (!tmp)
969 {
970 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
971 op->current_weapon = NULL;
972 return 0;
973 }
974 else
975 {
976 op->current_weapon = tmp;
977 }
978 }
979
980 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
981 }
982 }
983
984 /* lose invisiblity/hiding status for running attacks */
985
986 if (op->type == PLAYER && op->contr->tmp_invis)
987 {
988 op->contr->tmp_invis = 0;
989 op->invisible = 0;
990 op->hide = 0;
991 update_object (op, UP_OBJ_CHANGE);
992 }
993
994 success = attack_ob (tmp, op);
995
996 /* print appropriate messages to the player */
997
998 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
999 {
1000 if (op->type == PLAYER)
1001 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1002 else if (tmp->type == PLAYER)
1003 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1004 }
1005
1006 return success;
1007 }
1008
1009 /* skill_attack() - Core routine for use when we attack using a skills
1010 * system. In essence, this code handles
1011 * all skill-based attacks, ie hth, missile and melee weapons should be
1012 * treated here. If an opponent is already supplied by move_player(),
1013 * we move right onto do_skill_attack(), otherwise we find if an
1014 * appropriate opponent exists.
1015 *
1016 * This is called by move_player() and attack_hth()
1017 *
1018 * Initial implementation by -bt thomas@astro.psu.edu
1019 */
1020 int
1021 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1022 {
1023 sint16 tx, ty;
1024 maptile *m;
1025 int mflags;
1026
1027 if (!dir)
1028 dir = pl->facing;
1029
1030 tx = freearr_x[dir];
1031 ty = freearr_y[dir];
1032
1033 /* If we don't yet have an opponent, find if one exists, and attack.
1034 * Legal opponents are the same as outlined in move_player_attack()
1035 */
1036
1037 if (tmp == NULL)
1038 {
1039 m = pl->map;
1040 tx = pl->x + freearr_x[dir];
1041 ty = pl->y + freearr_y[dir];
1042
1043 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1044 if (mflags & P_OUT_OF_MAP)
1045 return 0;
1046
1047 /* space must be blocked for there to be anything interesting to do */
1048 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1049 return 0;
1050
1051 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1052 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1053 {
1054 /* Don't attack party members */
1055 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1056 return 0;
1057 break;
1058 }
1059 }
1060 if (!tmp)
1061 {
1062 if (pl->type == PLAYER)
1063 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1064 return 0;
1065 }
1066
1067 return do_skill_attack (tmp, pl, string, skill);
1068 }
1069
1070
1071 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1072
1073 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1074 * (attack_hth) we check for weapon use, etc in the second (the new
1075 * function skill_attack() we actually attack.
1076 */
1077
1078 static int
1079 attack_hth (object *pl, int dir, const char *string, object *skill)
1080 {
1081 object *enemy = NULL, *weapon;
1082
1083 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1084 for (weapon = pl->inv; weapon; weapon = weapon->below)
1085 {
1086 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1087 {
1088 CLEAR_FLAG (weapon, FLAG_APPLIED);
1089 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1090 pl->update_stats ();
1091 if (pl->type == PLAYER)
1092 {
1093 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1094 esrv_update_item (UPD_FLAGS, pl, weapon);
1095 }
1096 break;
1097 }
1098 }
1099
1100 return skill_attack (enemy, pl, dir, string, skill);
1101 }
1102
1103 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1104 * For now we are just checking to see if we have a ready weapon here.
1105 * But there is a real neato possible feature of this scheme which
1106 * bears mentioning:
1107 * Since we are only calling this from do_skill() in the future
1108 * we may make this routine handle 'special' melee weapons attacks
1109 * (like disarming manuever with sai) based on player SK_level and
1110 * weapon type.
1111 */
1112 static int
1113 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1114 {
1115
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1117 {
1118 if (op->type == PLAYER)
1119 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1120
1121 return 0;
1122 }
1123
1124 return skill_attack (NULL, op, dir, string, skill);
1125
1126 }