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Revision: 1.49
Committed: Mon May 14 21:32:27 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.48: +56 -1 lines
Log Message:
breath life into completely broken skill tools

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
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 const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51 # define def(uc, flags) flags,
52 # include "skillinc.h"
53 # undef def
54 };
55
56 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
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 void
64 init_skills (void)
65 {
66 for (archetype *at = first_archetype; at; at = at->next)
67 if (at->clone.type == SKILL)
68 {
69 if (skill_names[at->clone.subtype])
70 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
76 /* 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 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 }
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 void
90 link_player_skills (object *op)
91 {
92 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 }
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 object *
118 find_skill_by_name (object *who, const char *name)
119 {
120 if (!name)
121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* 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 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 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 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
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 }
144 }
145
146 /* 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 /* 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 * but not the skill itself, give it to them.
153 */
154 if (skill_tool)
155 {
156 if (!skill)
157 {
158 skill = give_skill_by_name (who, skill_tool->skill);
159 link_player_skills (who);
160 }
161
162 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 if (apply_special (who, skill_tool, 0))
164 return 0;
165
166 return skill;
167 }
168
169 return 0;
170 }
171
172 static object *
173 find_skill (object *who, const shstr &sh)
174 {
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if (tmp->skill == sh && tmp->type == SKILL)
177 return tmp;
178
179 return 0;
180 }
181
182 // like the other function above, but for exact matches using a shstr
183 // which is very common inside the server. unlike the above function,
184 // we always return the skill.
185 object *
186 find_skill_by_name (object *who, const shstr &sh)
187 {
188 object *skill_tool = 0;
189
190 for (object *tmp = who->inv; tmp; tmp = tmp->below)
191 if (tmp->skill == sh)
192 {
193 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
194 /* If this is a skill that can be used without applying tool, return it */
195 return tmp->inv_splay ();
196 /* 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 && !skill_tool)
200 skill_tool = tmp;
201 }
202
203 if (!skill_tool)
204 return 0;
205
206 /* Player has a tool to use the skill. If not applied, apply it -
207 * if not successful, return null. If they do have the skill tool
208 * but not the skill itself, give it to them.
209 */
210 object *skill = find_skill (who, skill_tool->skill);
211
212 if (!skill)
213 {
214 skill = give_skill_by_name (who, skill_tool->skill);
215 link_player_skills (who);
216 }
217
218 skill->inv_splay ();
219
220 if (!skill_tool->flag [FLAG_APPLIED])
221 if (apply_special (who, skill_tool, AP_APPLY))
222 return 0;
223
224 return skill;
225 }
226
227 /* This returns the skill pointer of the given name (the
228 * one that accumulates exp, has the level, etc).
229 *
230 * It is presumed that the player will be needing to actually
231 * use the skill, so thus if use of the skill requires a skill
232 * tool, this code will equip it.
233 *
234 * This code is basically the same as find_skill_by_name() above,
235 * but instead a skill name, we search by matching number.
236 * this replaces find_skill.
237 */
238 object *
239 find_skill_by_number (object *who, int skillno)
240 {
241 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
242 return 0;
243
244 object *skill = NULL, *skill_tool = NULL;
245
246 for (object *tmp = who->inv; tmp; tmp = tmp->below)
247 {
248 if (tmp->type == SKILL && tmp->subtype == skillno)
249 skill = tmp;
250
251 /* Try to find appropriate skilltool. If the player has one already
252 * applied, we try to keep using that one.
253 */
254 //TODO: afaics, skill tools have subtype 0 always
255 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
256 {
257 if (QUERY_FLAG (tmp, FLAG_APPLIED))
258 skill_tool = tmp;
259 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
260 skill_tool = tmp;
261 }
262 }
263
264 /* If this is a skill that can be used without a tool, return it */
265 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
266 return skill;
267
268 /* Player has a tool to use the skill. If not applied, apply it -
269 * if not successful, return null. If they do have the skill tool
270 * but not the skill itself, give it to them.
271 */
272 if (skill_tool)
273 {
274 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
275 {
276 if (apply_special (who, skill_tool, 0))
277 return NULL;
278 }
279
280 if (!skill)
281 {
282 skill = give_skill_by_name (who, skill_tool->skill);
283 link_player_skills (who);
284 }
285
286 return skill;
287 }
288
289 return NULL;
290 }
291
292 /* This changes the objects skill to new_skill.
293 * note that this function doesn't always need to get used -
294 * you can now add skill exp to the player without the chosen_skill being
295 * set. This function is of most interest to players to update
296 * the various range information.
297 * return 1 on success, 0 on error
298 */
299 int
300 change_skill (object *who, object *new_skill, int flag)
301 {
302 if (who->type != PLAYER)
303 return 0;
304
305 #if 0
306 // optimise this supposedly common case
307 if (new_skill == who->chosen_skill)
308 return 1;
309 #endif
310
311 if (!new_skill)
312 {
313 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
314 who->debug_desc ());
315 return 0;
316 }
317
318 // the skill could be readied already because it is used by a weapon.
319 who->change_weapon (0);
320 new_skill->inv_splay ();
321
322 if (apply_special (who, new_skill, AP_APPLY))
323 return 0;
324
325 return 1;
326 }
327
328 /* This function just clears the chosen_skill and range_skill values
329 * in the player.
330 */
331 void
332 clear_skill (object *who)
333 {
334 who->chosen_skill = 0;
335 CLEAR_FLAG (who, FLAG_READY_SKILL);
336
337 if (player *pl = who->contr)
338 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
339 pl->ranged_ob = 0;
340 }
341
342 /* do_skill() - Main skills use function-similar in scope to cast_spell().
343 * We handle all requests for skill use outside of some combat here.
344 * We require a separate routine outside of fire() so as to allow monsters
345 * to utilize skills. Returns 1 on use of skill, otherwise 0.
346 * This is changed (2002-11-30) from the old method that returned
347 * exp - no caller needed that info, but it also prevented the callers
348 * from know if a skill was actually used, as many skills don't
349 * give any exp for their direct use (eg, throwing).
350 * It returns 0 if no skill was used.
351 */
352 int
353 do_skill (object *op, object *part, object *skill, int dir, const char *string)
354 {
355 int success = 0, exp = 0;
356 int did_alc = 0;
357
358 if (!skill)
359 return 0;
360
361 /* The code below presumes that the skill points to the object that
362 * holds the exp, level, etc of the skill. So if this is a player
363 * go and try to find the actual real skill pointer, and if the
364 * the player doesn't have a bucket for that, create one.
365 */
366 if (skill->type != SKILL && op->type == PLAYER)
367 {
368 for (object *tmp = op->inv; tmp; tmp = tmp->below)
369 if (tmp->type == SKILL && tmp->skill == skill->skill)
370 {
371 skill = tmp;
372 goto found;
373 }
374
375 skill = give_skill_by_name (op, skill->skill);
376 found: ;
377 }
378
379 // skill, by_whom, on_which_object, which direction, skill_argument
380 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
381 return 0;
382
383 switch (skill->subtype)
384 {
385 case SK_LEVITATION:
386 /* Not 100% sure if this will work with new movement code -
387 * the levitation skill has move_type for flying, so when
388 * equipped, that should transfer to player, when not,
389 * shouldn't.
390 */
391 if (QUERY_FLAG (skill, FLAG_APPLIED))
392 {
393 CLEAR_FLAG (skill, FLAG_APPLIED);
394 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
395 }
396 else
397 {
398 SET_FLAG (skill, FLAG_APPLIED);
399 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
400 }
401
402 op->update_stats ();
403 success = 1;
404 break;
405
406 case SK_STEALING:
407 exp = success = steal (op, dir, skill);
408 break;
409
410 case SK_LOCKPICKING:
411 exp = success = pick_lock (op, dir, skill);
412 break;
413
414 case SK_HIDING:
415 exp = success = hide (op, skill);
416 break;
417
418 case SK_JUMPING:
419 success = jump (op, dir, skill);
420 break;
421
422 case SK_INSCRIPTION:
423 exp = success = write_on_item (op, string, skill);
424 break;
425
426 case SK_MEDITATION:
427 meditate (op, skill);
428 success = 1;
429 break;
430 /* note that the following 'attack' skills gain exp through hit_player() */
431
432 case SK_KARATE:
433 attack_hth (op, dir, "karate-chopped", skill);
434 break;
435
436 case SK_PUNCHING:
437 attack_hth (op, dir, "punched", skill);
438 break;
439
440 case SK_FLAME_TOUCH:
441 attack_hth (op, dir, "flamed", skill);
442 break;
443
444 case SK_SPARK_TOUCH:
445 attack_hth (op, dir, "zapped", skill);
446 break;
447
448 case SK_SHIVER:
449 attack_hth (op, dir, "froze", skill);
450 break;
451
452 case SK_ACID_SPLASH:
453 attack_hth (op, dir, "dissolved", skill);
454 break;
455
456 case SK_POISON_NAIL:
457 attack_hth (op, dir, "injected poison into", skill);
458 break;
459
460 case SK_CLAWING:
461 attack_hth (op, dir, "clawed", skill);
462 break;
463
464 case SK_ONE_HANDED_WEAPON:
465 case SK_TWO_HANDED_WEAPON:
466 attack_melee_weapon (op, dir, NULL, skill);
467 break;
468
469 case SK_FIND_TRAPS:
470 exp = success = find_traps (op, skill);
471 break;
472
473 case SK_SINGING:
474 exp = success = singing (op, dir, skill);
475 break;
476
477 case SK_ORATORY:
478 exp = success = use_oratory (op, dir, skill);
479 break;
480
481 case SK_SMITHERY:
482 case SK_BOWYER:
483 case SK_JEWELER:
484 case SK_ALCHEMY:
485 case SK_THAUMATURGY:
486 case SK_LITERACY:
487 case SK_WOODSMAN:
488 /* first, we try to find a cauldron, and do the alchemy thing.
489 * failing that, we go and identify stuff.
490 */
491 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
492 {
493 next = tmp->above;
494
495 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
496 {
497 attempt_do_alchemy (op, tmp);
498
499 if (QUERY_FLAG (tmp, FLAG_APPLIED))
500 esrv_send_inventory (op, tmp);
501
502 did_alc = 1;
503 }
504 }
505
506 if (did_alc == 0)
507 exp = success = skill_ident (op, skill);
508
509 break;
510
511 case SK_DET_MAGIC:
512 case SK_DET_CURSE:
513 exp = success = skill_ident (op, skill);
514 break;
515
516 case SK_DISARM_TRAPS:
517 exp = success = remove_trap (op, dir, skill);
518 break;
519
520 case SK_THROWING:
521 success = skill_throw (op, part, dir, string, skill);
522 break;
523
524 case SK_SET_TRAP:
525 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
526 break;
527
528 case SK_USE_MAGIC_ITEM:
529 case SK_MISSILE_WEAPON:
530 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
531 break;
532
533 case SK_PRAYING:
534 success = pray (op, skill);
535 break;
536
537 case SK_BARGAINING:
538 success = describe_shop (op);
539 break;
540
541 case SK_SORCERY:
542 case SK_EVOCATION:
543 case SK_PYROMANCY:
544 case SK_SUMMONING:
545 case SK_CLIMBING:
546 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
547 break;
548
549 default:
550 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
551 break;
552 }
553
554 /* For players we now update the speed_left from using the skill.
555 * Monsters have no skill use time because of the random nature in
556 * which use_monster_skill is called already simulates this.
557 * If certain skills should take more/less time, that should be
558 * in the code for the skill itself.
559 */
560
561 if (op->type == PLAYER)
562 op->speed_left -= 1.f;
563
564 /* this is a good place to add experience for successfull use of skills.
565 * Note that add_exp() will figure out player/monster experience
566 * gain problems.
567 */
568
569 if (success && exp)
570 change_exp (op, exp, skill->skill, 0);
571
572 return success;
573 }
574
575 /* calc_skill_exp() - calculates amount of experience can be gained for
576 * successfull use of a skill. Returns value of experience gain.
577 * Here we take the view that a player must 'overcome an opponent'
578 * in order to gain experience. Examples include foes killed combat,
579 * finding/disarming a trap, stealing from somebeing, etc.
580 * The gained experience is based primarily on the difference in levels,
581 * exp point value of vanquished foe, the relevent stats of the skill being
582 * used and modifications in the skills[] table.
583 *
584 * For now, monsters and players will be treated differently. Below I give
585 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
586 * Monsters just get 10% of the exp of the opponent.
587 *
588 * players get a ratio, eg, opponent lvl / player level. This is then
589 * multiplied by various things. If simple exp is true, then
590 * this multiplier, include the level difference, is always 1.
591 * This revised method prevents some cases where there are big gaps
592 * in the amount you get just because you are now equal level vs lower
593 * level
594 * who is player/creature that used the skill.
595 * op is the object that was 'defeated'.
596 * skill is the skill used. If no skill is used, it should just
597 * point back to who.
598 *
599 */
600 int
601 calc_skill_exp (object *who, object *op, object *skill)
602 {
603 int op_exp = 0, op_lvl = 0;
604 float base, value, lvl_mult = 0.0;
605
606 if (!skill)
607 skill = who;
608
609 /* Oct 95 - where we have an object, I expanded our treatment
610 * to 3 cases:
611 * non-living magic obj, runes and everything else.
612 *
613 * If an object is not alive and magical we set the base exp higher to
614 * help out exp awards for skill_ident skills. Also, if
615 * an item is type RUNE, we give out exp based on stats.Cha
616 * and level (this was the old system) -b.t.
617 */
618
619 if (!op)
620 { /* no item/creature */
621 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
622 op_exp = 0;
623 }
624 else if (op->type == RUNE || op->type == TRAP)
625 { /* all traps. If stats.Cha > 1 we use that
626 * for the amount of experience */
627 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
628 op_lvl = op->level;
629 }
630 else
631 { /* all other items/living creatures */
632 op_exp = op->stats.exp;
633 op_lvl = op->level;
634 if (!QUERY_FLAG (op, FLAG_ALIVE))
635 { /* for ident/make items */
636 op_lvl += 5 * abs (op->magic);
637 }
638 }
639
640 if (op_lvl < 1)
641 op_lvl = 1;
642
643 if (who->type != PLAYER)
644 { /* for monsters only */
645 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
646 }
647 else
648 { /* for players */
649 base = op_exp;
650 /* if skill really is a skill, then we can look at the skill archetype for
651 * bse reward value (exp) and level multiplier factor.
652 */
653 if (skill->type == SKILL)
654 {
655 base += skill->arch->clone.stats.exp;
656 if (settings.simple_exp)
657 {
658 if (skill->arch->clone.level)
659 lvl_mult = (float) skill->arch->clone.level / 100.0;
660 else
661 lvl_mult = 1.0; /* no adjustment */
662 }
663 else
664 {
665 if (skill->level)
666 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
667 else
668 lvl_mult = 1.0;
669 }
670 }
671 else
672 {
673 /* Don't divide by zero here! */
674 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
675 }
676 }
677
678 /* assemble the exp total, and return value */
679
680 value = base * lvl_mult;
681 if (value < 1)
682 value = 1; /* Always give at least 1 exp point */
683
684 #ifdef SKILL_UTIL_DEBUG
685 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
686 #endif
687 return ((int) value);
688 }
689
690 /* Learn skill. This inserts the requested skill in the player's
691 * inventory. The skill field of the scroll should have the
692 * exact name of the requested skill.
693 * This one actually teaches the player the skill as something
694 * they can equip.
695 * Return 0 if the player knows the skill, 1 if the
696 * player learns the skill, 2 otherwise.
697 */
698 int
699 learn_skill (object *pl, object *scroll)
700 {
701 object *tmp;
702
703 if (!scroll->skill)
704 {
705 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
706 return 2;
707 }
708
709 /* can't use find_skill_by_name because we want skills the player knows
710 * but can't use natively.
711 */
712
713 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
714 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
715 break;
716
717 /* player already knows it */
718 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
719 return 0;
720
721 /* now a random change to learn, based on player Int.
722 * give bonus based on level - otherwise stupid characters
723 * might never be able to learn anything.
724 */
725 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
726 return 2; /* failure :< */
727
728 if (!tmp)
729 tmp = give_skill_by_name (pl, scroll->skill);
730
731 if (!tmp)
732 {
733 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
734 return 2;
735 }
736
737 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
738 link_player_skills (pl);
739 return 1;
740 }
741
742 /* Gives a percentage clipped to 0% -> 100% of a/b. */
743 /* Probably belongs in some global utils-type file? */
744 static int
745 clipped_percent (sint64 a, sint64 b)
746 {
747 int rv;
748
749 if (b <= 0)
750 return 0;
751
752 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
753
754 if (rv < 0)
755 return 0;
756 else if (rv > 100)
757 return 100;
758
759 return rv;
760 }
761
762 /* show_skills() - Meant to allow players to examine
763 * their current skill list.
764 * This shows the amount of exp they have in the skills.
765 * we also include some other non skill related info (god,
766 * max weapon improvments, item power).
767 * Note this function is a bit more complicated becauase we
768 * we want ot sort the skills before printing them. If we
769 * just dumped this as we found it, this would be a bit
770 * simpler.
771 */
772
773 void
774 show_skills (object *op, const char *search)
775 {
776 object *tmp = NULL;
777 char buf[MAX_BUF];
778 const char *cp;
779 int i, num_skills_found = 0;
780 static const char *const periods = "........................................";
781
782 /* Need to have a pointer and use strdup for qsort to work properly */
783 char skills[NUM_SKILLS][MAX_BUF];
784
785
786 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
787 {
788 if (tmp->type == SKILL)
789 {
790 if (search && strstr (tmp->name, search) == NULL)
791 continue;
792 /* Basically want to fill this out to 40 spaces with periods */
793 sprintf (buf, "%s%s", &tmp->name, periods);
794 buf[40] = 0;
795
796 if (settings.permanent_exp_ratio)
797 {
798 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
799 buf, tmp->level, tmp->stats.exp,
800 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
801 }
802 else
803 {
804 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
805 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
806 }
807 /* I don't know why some characters get a bunch of skills, but
808 * it sometimes happens (maybe a leftover from bugier earlier code
809 * and those character are still about). In any case, lets handle
810 * it so it doesn't crash the server - otherwise, one character may
811 * crash the server numerous times.
812 */
813 if (num_skills_found >= NUM_SKILLS)
814 {
815 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
816 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
817 break;
818 }
819 }
820 }
821
822 clear_win_info (op);
823 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
824 if (num_skills_found > 1)
825 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
826
827 for (i = 0; i < num_skills_found; i++)
828 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
829
830 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
831
832 cp = determine_god (op);
833 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
834
835 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
836 op->contr->item_power, (int) (op->level * settings.item_power_factor));
837 }
838
839 /* use_skill() - similar to invoke command, it executes the skill in the
840 * direction that the user is facing. Returns false if we are unable to
841 * change to the requested skill, or were unable to use the skill properly.
842 * This is tricky because skills can have spaces. We basically roll
843 * our own find_skill_by_name so we can try to do better string matching.
844 */
845 int
846 use_skill (object *op, const char *string)
847 {
848 object *skop;
849 size_t len;
850
851 if (!string)
852 return 0;
853
854 for (skop = op->inv; skop != NULL; skop = skop->below)
855 {
856 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
857 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
858 break;
859 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
860 break;
861 }
862 if (!skop)
863 {
864 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
865 return 0;
866 }
867
868 len = strlen (skop->skill);
869
870 /* All this logic goes and skips over the skill name to find any
871 * options given to the skill. Its pretty simple - if there
872 * are extra parameters (as deteremined by string length), we
873 * want to skip over any leading spaces.
874 */
875 if (len >= strlen (string))
876 {
877 string = NULL;
878 }
879 else
880 {
881 string += len;
882 while (*string == 0x20)
883 string++;
884 if (strlen (string) == 0)
885 string = NULL;
886 }
887
888 #ifdef SKILL_UTIL_DEBUG
889 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
890 #endif
891
892 /* Change to the new skill, then execute it. */
893 if (do_skill (op, op, skop, op->facing, string))
894 return 1;
895
896 return 0;
897 }
898
899 static bool
900 hth_skill_p (object *skill)
901 {
902 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
903 }
904
905 /* This finds the first unarmed skill the player has, and returns it.
906 */
907 static object *
908 find_player_hth_skill (object *op)
909 {
910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
911 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
912 return tmp;
913
914 return 0;
915 }
916
917 /* do_skill_attack() - We have got an appropriate opponent from either
918 * move_player_attack() or skill_attack(). In this part we get on with
919 * attacking, take care of messages from the attack and changes in invisible.
920 * Returns true if the attack damaged the opponent.
921 * tmp is the targetted monster.
922 * op is what is attacking
923 * string is passed along to describe what messages to describe
924 * the damage.
925 */
926 static int
927 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
928 {
929 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
930 return RESULT_INT (0);
931
932 /* For Players only: if there is no ready weapon, and no "attack" skill
933 * is readied either then try to find a skill for the player to use.
934 * it is presumed that if skill is set, it is a valid attack skill (eg,
935 * the caller should have set it appropriately). We still want to pass
936 * through that code if skill is set to change to the skill.
937 */
938 if (player *pl = op->contr)
939 {
940 if (!pl->combat_ob)
941 {
942 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
943 {
944 for (tmp = op->inv; tmp; tmp = tmp->below)
945 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
946 break;
947
948 if (!tmp)
949 {
950 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
951 return 0;
952 }
953
954 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
955 }
956 else
957 {
958 if (!skill)
959 {
960 /* See if the players chosen skill is a combat skill, and use
961 * it if appropriate.
962 */
963 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
964 skill = op->chosen_skill;
965 else
966 {
967 skill = find_player_hth_skill (op);
968
969 if (!skill)
970 {
971 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
972 return 0;
973 }
974 }
975 }
976
977 /* now try to ready the new skill */
978 if (!change_skill (op, skill, 0))
979 { /* oh oh, trouble! */
980 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
981 return 0;
982 }
983 }
984
985 if (!pl->combat_ob)
986 {
987 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
988 return 0;
989 }
990 }
991
992 if (!op->change_weapon (pl->combat_ob))
993 return 0;
994
995 /* lose invisiblity/hiding status for running attacks */
996 if (pl->tmp_invis)
997 {
998 pl->tmp_invis = 0;
999 op->invisible = 0;
1000 op->hide = 0;
1001 update_object (op, UP_OBJ_CHANGE);
1002 }
1003 }
1004
1005 int success = attack_ob (tmp, op);
1006
1007 /* print appropriate messages to the player */
1008
1009 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1010 {
1011 if (op->type == PLAYER)
1012 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1013 else if (tmp->type == PLAYER)
1014 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1015 }
1016
1017 return success;
1018 }
1019
1020 /* skill_attack() - Core routine for use when we attack using a skills
1021 * system. In essence, this code handles
1022 * all skill-based attacks, ie hth, missile and melee weapons should be
1023 * treated here. If an opponent is already supplied by move_player(),
1024 * we move right onto do_skill_attack(), otherwise we find if an
1025 * appropriate opponent exists.
1026 *
1027 * This is called by move_player() and attack_hth()
1028 *
1029 * Initial implementation by -bt thomas@astro.psu.edu
1030 */
1031 int
1032 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1033 {
1034 sint16 tx, ty;
1035 maptile *m;
1036 int mflags;
1037
1038 if (!dir)
1039 dir = pl->facing;
1040
1041 tx = freearr_x[dir];
1042 ty = freearr_y[dir];
1043
1044 /* If we don't yet have an opponent, find if one exists, and attack.
1045 * Legal opponents are the same as outlined in move_player_attack()
1046 */
1047 if (!tmp)
1048 {
1049 m = pl->map;
1050 tx = pl->x + freearr_x[dir];
1051 ty = pl->y + freearr_y[dir];
1052
1053 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1054 if (mflags & P_OUT_OF_MAP)
1055 return 0;
1056
1057 /* space must be blocked for there to be anything interesting to do */
1058 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1059 return 0;
1060
1061 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1062 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1063 {
1064 /* Don't attack party members */
1065 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1066 return 0;
1067
1068 break;
1069 }
1070 }
1071
1072 if (!tmp)
1073 {
1074 if (pl->type == PLAYER)
1075 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1076
1077 return 0;
1078 }
1079
1080 return do_skill_attack (tmp, pl, string, skill);
1081 }
1082
1083 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1084
1085 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1086 * (attack_hth) we check for weapon use, etc in the second (the new
1087 * function skill_attack() we actually attack.
1088 */
1089 static int
1090 attack_hth (object *pl, int dir, const char *string, object *skill)
1091 {
1092 object *enemy = NULL, *weapon;
1093
1094 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1095 for (weapon = pl->inv; weapon; weapon = weapon->below)
1096 {
1097 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1098 {
1099 CLEAR_FLAG (weapon, FLAG_APPLIED);
1100 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1101 pl->update_stats ();
1102 if (pl->type == PLAYER)
1103 {
1104 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1105 esrv_update_item (UPD_FLAGS, pl, weapon);
1106 }
1107
1108 break;
1109 }
1110 }
1111
1112 return skill_attack (enemy, pl, dir, string, skill);
1113 }
1114
1115 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1116 * For now we are just checking to see if we have a ready weapon here.
1117 * But there is a real neato possible feature of this scheme which
1118 * bears mentioning:
1119 * Since we are only calling this from do_skill() in the future
1120 * we may make this routine handle 'special' melee weapons attacks
1121 * (like disarming manuever with sai) based on player SK_level and
1122 * weapon type.
1123 */
1124 static int
1125 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1126 {
1127
1128 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1129 {
1130 if (op->type == PLAYER)
1131 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1132
1133 return 0;
1134 }
1135
1136 return skill_attack (NULL, op, dir, string, skill);
1137
1138 }