server/src/common/kernel/skill.c

346 lines
6.7 KiB
C
Raw Normal View History

2001-01-25 10:37:55 +01:00
/* vi: set ts=2:
*
2001-01-26 17:19:41 +01:00
* $Id: skill.c,v 1.2 2001/01/26 16:19:40 enno Exp $
2001-01-25 10:37:55 +01:00
* Eressea PB(E)M host Copyright (C) 1998-2000
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* based on:
*
* Atlantis v1.0 13 September 1993 Copyright 1993 by Russell Wallace
* Atlantis v1.7 Copyright 1996 by Alex Schr<EFBFBD>der
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
* This program may not be sold or used commercially without prior written
* permission from the authors.
*/
#include <config.h>
#include "eressea.h"
#include "skill.h"
#include "unit.h"
#include "item.h"
#include "magic.h"
#include "plane.h"
#include "race.h"
#include "curse.h"
#include "region.h"
#include "karma.h"
#include <assert.h>
#include <stdlib.h>
/* Umlaute hier drin, weil die in den Report kommen */
const char *skillnames[MAXSKILLS] =
{
"Alchemie",
"Armbrustschie<EFBFBD>en",
"Bergbau",
"Bogenschie<EFBFBD>en",
"Burgenbau",
"Handeln",
"Holzf<EFBFBD>llen",
"Katapultbedienung",
"Kr<EFBFBD>uterkunde",
"Magie",
"Pferdedressur",
"Reiten",
"R<EFBFBD>stungsbau",
"Schiffbau",
"Hiebwaffen",
"Segeln",
"Stangenwaffen",
"Spionage",
"Steinbau",
"Stra<EFBFBD>enbau",
"Taktik",
"Tarnung",
"Unterhaltung",
"Waffenbau",
"Wagenbau",
"Wahrnehmung",
"Steuereintreiben",
"Ausdauer",
"Waffenloser Kampf"
};
/** skillmod attribut **/
static void
init_skillmod(attrib * a) {
a->data.v = calloc(sizeof(skillmod_data), 1);
}
static void
finalize_skillmod(attrib * a)
{
free(a->data.v);
}
attrib_type at_skillmod = {
"skillmod",
init_skillmod,
finalize_skillmod,
NULL,
NULL, /* can't write function pointers */
NULL, /* can't read function pointers */
ATF_PRESERVE
};
skillmods * modhash[MAXRACES];
int
skillmod(const attrib * a, const unit * u, const region * r, skill_t sk, int value, int flags)
{
for (a = a_find((attrib*)a, &at_skillmod); a; a=a->nexttype) {
skillmod_data * smd = (skillmod_data *)a->data.v;
if (flags!=SMF_ALWAYS && (smd->flags & flags) == 0) continue;
if (smd->special) {
value = smd->special(u, r, sk, value);
if (value<0) return value; /* pass errors back to caller */
}
if (smd->multiplier) value *= smd->multiplier;
value += smd->bonus;
}
return value;
}
int
att_modification(const unit *u, skill_t sk)
{
curse *c;
attrib *a;
unit *mage;
int mod;
int result = 0;
result += get_curseeffect(u->attribs, C_ALLSKILLS, 0);
result += get_curseeffect(u->attribs, C_SKILL, (int)sk);
/* TODO hier kann nicht mit get/iscursed gearbeitet werden, da nur der
* jeweils erste vom Typ C_GBDREAM zur<EFBFBD>ckgegen wird, wir aber alle
* durchsuchen und aufaddieren m<EFBFBD>ssen */
if (is_cursed(u->region->attribs, C_GBDREAM, 0)){
a = a_select(u->region->attribs, packids(C_GBDREAM, 0), cmp_oldcurse);
while(a) {
c = (curse*)a->data.v;
mage = c->magician;
mod = c->effect;
if (mod > 0
&& (mage == NULL
|| allied(mage, u->faction, HELP_GUARD)))
{
result += mod;
} else if (mod < 0
&& (mage == NULL
|| !allied(mage, u->faction, HELP_GUARD)))
{
result += mod;
}
a = a_select(a->next, packids(C_GBDREAM, 0), cmp_oldcurse);
}
}
return result;
}
void
item_modification(const unit *u, skill_t sk, int *val)
{
/* Presseausweis: *2 Spionage, 0 Tarnung */
if(sk == SK_SPY && get_item(u, I_PRESSCARD) >= u->number) {
*val = *val * 2;
}
if(sk == SK_STEALTH && get_item(u, I_PRESSCARD) >= u->number) {
*val = 0;
}
}
signed char
skill_mod(race_t typ, skill_t sk, terrain_t t)
{
signed char result = 0;
result = race[typ].bonus[sk];
switch (sk) {
case SK_TACTICS:
if (typ == RC_DWARF) {
if (t == T_MOUNTAIN || t == T_GLACIER) ++result;
}
break;
}
if (typ == RC_INSECT) {
if (t == T_MOUNTAIN || t == T_GLACIER)
--result;
else if (t == T_DESERT || t == T_SWAMP)
++result;
}
return result;
}
int modcount;
void
skill_done(void)
{
race_t typ;
for (typ=0;typ!=MAXRACES;++typ) {
skillmods * mods = modhash[typ];
if (mods) free(mods);
}
}
void
skill_init(void)
{
terrain_t t;
skill_t sk;
race_t typ;
for (typ=0;typ!=MAXRACES;++typ) {
skillmods * mods = modhash[typ];
if (!mods) {
++modcount;
mods = (skillmods*)calloc(1, sizeof(skillmods));
for (t=0;t!=MAXTERRAINS;++t) {
for (sk=0;sk!=MAXSKILLS;++sk) {
mods->mod[t].value[sk] = skill_mod(typ, sk, t);
}
}
modhash[typ] = mods;
}
}
}
int
level_days(int level)
{
return 30 * ((level+1) * level / 2);
}
int
level(int days)
{
int i;
#ifdef SLOW_SKILLS
/* that's just too many function calls, baby: */
i = 0;
while (level_days(i+1) <= days) ++i;
#else
static int ldays[32];
static boolean init = false;
if (!init) {
init = true;
for (i=0;i!=32;++i) ldays[i] = level_days(i+1);
}
for (i=0;i!=32;++i) if (ldays[i]>days) return i;
#endif
return i;
}
#ifdef OLD_FAMILIAR_MOD
extern int skillmod_familiar(const struct region *r, const struct unit *fam, skill_t sk);
#endif
char
eff_skill(const unit * u, skill_t sk, const region * r)
{
int i, result = 0;
if (u->number==0) return 0;
if (r->planep && sk == SK_STEALTH && fval(r->planep, PFL_NOSTEALTH)) return 0;
result = level(get_skill(u, sk) / u->number);
if (result == 0) return 0;
assert(r);
result = (char)(result + modhash[u->race]->mod[rterrain(r)].value[sk]);
if (u->race==RC_ELF && r_isforest(r)) switch (sk) {
case SK_OBSERVATION:
++result;
break;
case SK_STEALTH:
if (r_isforest(r)) ++result;
break;
case SK_TACTICS:
if (r_isforest(r)) result += 2;
break;
}
result += att_modification(u, sk);
item_modification(u, sk, &result);
i = skillmod(u->attribs, u, r, sk, result, SMF_ALWAYS);
if (i!=result) {
result = i;
} else {
#ifdef OLD_TRIGGER
unit * familiar = get_familiar(u);
if (familiar!=NULL)
result += skillmod_familiar(r, familiar, sk);
#endif
}
if (fspecial(u->faction, FS_TELEPATHY)) {
switch(sk) {
case SK_ALCHEMY:
case SK_HERBALISM:
case SK_MAGIC:
case SK_SPY:
case SK_STEALTH:
case SK_OBSERVATION:
break;
default:
result -= 2;
}
}
#ifdef HUNGER_REDUCES_SKILL
if (fval(u, FL_HUNGER)) result = result/2;
#endif
return (char)max(result, 0);
}
int
pure_skill(unit * u, skill_t sk, region * r)
{
int result = 0;
unused(r);
if (u->number==0) return 0;
result = level(get_skill(u, sk) / u->number);
return max(result, 0);
}
void
remove_zero_skills(void)
{
region *r;
unit *u;
skill_t sk;
for(r=regions; r; r=r->next) {
for(u=r->units; u; u=u->next) {
for (sk = 0; sk != MAXSKILLS; sk++) {
if(get_skill(u, sk) < u->number) {
set_skill(u, sk, 0);
}
}
}
}
}