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Revision: 1.10
Committed: Tue Sep 12 00:26:16 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.9: +9 -17 lines
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# Content
1
2 /*
3 * static char *rcsid_skill_util_c =
4 * "$Id: skill_util.C,v 1.9 2006-09-10 15:59:57 root Exp $";
5 */
6
7 /*
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
46 /* #define SKILL_UTIL_DEBUG */
47
48 #define WANT_UNARMED_SKILLS
49
50 #include <global.h>
51 #include <object.h>
52 #ifndef __CEXTRACT__
53 # include <sproto.h>
54 #endif
55 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56 #include <spells.h>
57
58 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
61 /* init_skills basically just sets up the skill_names table
62 * above. The index into the array is set up by the
63 * subtypes.
64 */
65 void
66 init_skills (void)
67 {
68 int i;
69 archetype *at;
70
71 for (at = first_archetype; at != NULL; at = at->next)
72 if (at->clone.type == SKILL)
73 {
74 if (skill_names[at->clone.subtype] != NULL)
75 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
76 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
77 else
78 skill_names[at->clone.subtype] = at->clone.skill;
79 }
80
81 /* This isn't really an error if there is no skill subtype set, but
82 * checking for this may catch some user errors.
83 */
84 for (i = 1; i < NUM_SKILLS; i++)
85 {
86 if (!skill_names[i])
87 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
88 }
89 }
90
91
92 /* This function goes through the player inventory and sets
93 * up the last_skills[] array in the player object.
94 * the last_skills[] is used to more quickly lookup skills -
95 * mostly used for sending exp.
96 */
97 void
98 link_player_skills (object *op)
99 {
100 object *tmp;
101
102 for (tmp = op->inv; tmp; tmp = tmp->below)
103 {
104 if (tmp->type == SKILL)
105 {
106 /* This is really a warning, hence no else below */
107 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
108 {
109 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
110 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
111 }
112 if (tmp->subtype >= NUM_SKILLS)
113 {
114 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
115 }
116 else
117 {
118 op->contr->last_skill_ob[tmp->subtype] = tmp;
119 op->contr->last_skill_exp[tmp->subtype] = -1;
120 }
121 }
122 }
123 }
124
125 /* This returns the skill pointer of the given name (the
126 * one that accumlates exp, has the level, etc).
127 *
128 * It is presumed that the player will be needing to actually
129 * use the skill, so thus if use of the skill requires a skill
130 * tool, this code will equip it.
131 */
132 object *
133 find_skill_by_name (object *who, const char *name)
134 {
135 object *skill = NULL, *skill_tool = NULL, *tmp;
136
137 if (!name)
138 return NULL;
139
140 /* We make sure the length of the string in the object is greater
141 * in length than the passed string. Eg, if we have a skill called
142 * 'hi', we don't want to match if the user passed 'high'
143 */
144 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
145 {
146 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
147 skill = tmp;
148
149 /* Try to find appropriate skilltool. If the player has one already
150 * applied, we try to keep using that one.
151 */
152 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
153 {
154 if (QUERY_FLAG (tmp, FLAG_APPLIED))
155 skill_tool = tmp;
156 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 skill_tool = tmp;
158 }
159 }
160 /* If this is a skill that can be used without a tool, return it */
161 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
162 return skill;
163
164 /* Player has a tool to use the skill. IF not applied, apply it -
165 * if not successful, return null. If they do have the skill tool
166 * but not the skill itself, give it to them.
167 */
168 if (skill_tool)
169 {
170 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
171 {
172 if (apply_special (who, skill_tool, 0))
173 return NULL;
174 }
175 if (!skill)
176 {
177 skill = give_skill_by_name (who, skill_tool->skill);
178 link_player_skills (who);
179 }
180 return skill;
181 }
182 return NULL;
183 }
184
185
186 /* This returns the skill pointer of the given name (the
187 * one that accumlates exp, has the level, etc).
188 *
189 * It is presumed that the player will be needing to actually
190 * use the skill, so thus if use of the skill requires a skill
191 * tool, this code will equip it.
192 *
193 * This code is basically the same as find_skill_by_name() above,
194 * but instead a skill name, we search by matching number.
195 * this replaces find_skill.
196 */
197 object *
198 find_skill_by_number (object *who, int skillno)
199 {
200 object *skill = NULL, *skill_tool = NULL, *tmp;
201
202 if (skillno < 1 || skillno >= NUM_SKILLS)
203 return NULL;
204
205 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
206 {
207 if (tmp->type == SKILL && tmp->subtype == skillno)
208 skill = tmp;
209
210 /* Try to find appropriate skilltool. If the player has one already
211 * applied, we try to keep using that one.
212 */
213 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
214 {
215 if (QUERY_FLAG (tmp, FLAG_APPLIED))
216 skill_tool = tmp;
217 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 skill_tool = tmp;
219 }
220 }
221 /* If this is a skill that can be used without a tool, return it */
222 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
223 return skill;
224
225 /* Player has a tool to use the skill. IF not applied, apply it -
226 * if not successful, return null. If they do have the skill tool
227 * but not the skill itself, give it to them.
228 */
229 if (skill_tool)
230 {
231 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
232 {
233 if (apply_special (who, skill_tool, 0))
234 return NULL;
235 }
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241 return skill;
242 }
243 return NULL;
244 }
245
246 /* This changes the objects skill to new_skill.
247 * note that this function doesn't always need to get used -
248 * you can now add skill exp to the player without the chosen_skill being
249 * set. This function is of most interest to players to update
250 * the various range information.
251 * if new_skill is null, this just unapplies the skill.
252 * flag has the current meaning:
253 * 0x1: If set, don't update the range pointer. This is useful when we
254 * need to ready a new skill, but don't want to clobber range.
255 * return 1 on success, 0 on error
256 */
257
258 int
259 change_skill (object *who, object *new_skill, int flag)
260 {
261 int old_range;
262
263 if (who->type != PLAYER)
264 return 0;
265
266 old_range = who->contr->shoottype;
267
268 if (who->chosen_skill && who->chosen_skill == new_skill)
269 {
270 /* optimization for changing skill to current skill */
271 if (who->type == PLAYER && !(flag & 0x1))
272 who->contr->shoottype = range_skill;
273 return 1;
274 }
275
276 if (!new_skill || who->chosen_skill)
277 if (who->chosen_skill)
278 apply_special (who, who->chosen_skill, AP_UNAPPLY);
279
280 /* Only goal in this case was to unapply a skill */
281 if (!new_skill)
282 return 0;
283
284 if (apply_special (who, new_skill, AP_APPLY))
285 {
286 return 0;
287 }
288 if (flag & 0x1)
289 who->contr->shoottype = (rangetype) old_range;
290
291 return 1;
292 }
293
294 /* This function just clears the chosen_skill and range_skill values
295 * inthe player.
296 */
297 void
298 clear_skill (object *who)
299 {
300 who->chosen_skill = NULL;
301 CLEAR_FLAG (who, FLAG_READY_SKILL);
302 if (who->type == PLAYER)
303 {
304 who->contr->ranges[range_skill] = NULL;
305 if (who->contr->shoottype == range_skill)
306 who->contr->shoottype = range_none;
307 }
308 }
309
310 /* do_skill() - Main skills use function-similar in scope to cast_spell().
311 * We handle all requests for skill use outside of some combat here.
312 * We require a separate routine outside of fire() so as to allow monsters
313 * to utilize skills. Returns 1 on use of skill, otherwise 0.
314 * This is changed (2002-11-30) from the old method that returned
315 * exp - no caller needed that info, but it also prevented the callers
316 * from know if a skill was actually used, as many skills don't
317 * give any exp for their direct use (eg, throwing).
318 * It returns 0 if no skill was used.
319 */
320
321 int
322 do_skill (object *op, object *part, object *skill, int dir, const char *string)
323 {
324 int success = 0, exp = 0;
325 int did_alc = 0;
326 object *tmp, *next;
327
328 if (!skill)
329 return 0;
330
331 /* The code below presumes that the skill points to the object that
332 * holds the exp, level, etc of the skill. So if this is a player
333 * go and try to find the actual real skill pointer, and if the
334 * the player doesn't have a bucket for that, create one.
335 */
336 if (skill->type != SKILL && op->type == PLAYER)
337 {
338 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
339 {
340 if (tmp->type == SKILL && tmp->skill == skill->skill)
341 break;
342 }
343 if (!tmp)
344 tmp = give_skill_by_name (op, skill->skill);
345 skill = tmp;
346 }
347
348 // skill, by_whom, on_which_object, which direction, skill_argument
349 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
350 return 0;
351
352 switch (skill->subtype)
353 {
354 case SK_LEVITATION:
355 /* Not 100% sure if this will work with new movement code -
356 * the levitation skill has move_type for flying, so when
357 * equipped, that should transfer to player, when not,
358 * shouldn't.
359 */
360 if (QUERY_FLAG (skill, FLAG_APPLIED))
361 {
362 CLEAR_FLAG (skill, FLAG_APPLIED);
363 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
364 }
365 else
366 {
367 SET_FLAG (skill, FLAG_APPLIED);
368 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
369 }
370 fix_player (op);
371 success = 1;
372 break;
373
374 case SK_STEALING:
375 exp = success = steal (op, dir, skill);
376 break;
377
378 case SK_LOCKPICKING:
379 exp = success = pick_lock (op, dir, skill);
380 break;
381
382 case SK_HIDING:
383 exp = success = hide (op, skill);
384 break;
385
386 case SK_JUMPING:
387 success = jump (op, dir, skill);
388 break;
389
390 case SK_INSCRIPTION:
391 exp = success = write_on_item (op, string, skill);
392 break;
393
394 case SK_MEDITATION:
395 meditate (op, skill);
396 success = 1;
397 break;
398 /* note that the following 'attack' skills gain exp through hit_player() */
399
400 case SK_KARATE:
401 (void) attack_hth (op, dir, "karate-chopped", skill);
402 break;
403
404 case SK_PUNCHING:
405 (void) attack_hth (op, dir, "punched", skill);
406 break;
407
408 case SK_FLAME_TOUCH:
409 (void) attack_hth (op, dir, "flamed", skill);
410 break;
411
412 case SK_SPARK_TOUCH:
413 (void) attack_hth (op, dir, "zapped", skill);
414 break;
415
416 case SK_SHIVER:
417 (void) attack_hth (op, dir, "froze", skill);
418 break;
419
420 case SK_ACID_SPLASH:
421 (void) attack_hth (op, dir, "dissolved", skill);
422 break;
423
424 case SK_POISON_NAIL:
425 (void) attack_hth (op, dir, "injected poison into", skill);
426 break;
427
428 case SK_CLAWING:
429 (void) attack_hth (op, dir, "clawed", skill);
430 break;
431
432 case SK_ONE_HANDED_WEAPON:
433 case SK_TWO_HANDED_WEAPON:
434 (void) attack_melee_weapon (op, dir, NULL, skill);
435 break;
436
437 case SK_FIND_TRAPS:
438 exp = success = find_traps (op, skill);
439 break;
440
441 case SK_SINGING:
442 exp = success = singing (op, dir, skill);
443 break;
444
445 case SK_ORATORY:
446 exp = success = use_oratory (op, dir, skill);
447 break;
448
449 case SK_SMITHERY:
450 case SK_BOWYER:
451 case SK_JEWELER:
452 case SK_ALCHEMY:
453 case SK_THAUMATURGY:
454 case SK_LITERACY:
455 case SK_WOODSMAN:
456 /* first, we try to find a cauldron, and do the alchemy thing.
457 * failing that, we go and identify stuff.
458 */
459 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
460 {
461 next = tmp->above;
462 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
463 {
464 attempt_do_alchemy (op, tmp);
465 if (QUERY_FLAG (tmp, FLAG_APPLIED))
466 esrv_send_inventory (op, tmp);
467 did_alc = 1;
468 }
469 }
470 if (did_alc == 0)
471 exp = success = skill_ident (op, skill);
472 break;
473
474 case SK_DET_MAGIC:
475 case SK_DET_CURSE:
476 exp = success = skill_ident (op, skill);
477 break;
478
479 case SK_DISARM_TRAPS:
480 exp = success = remove_trap (op, dir, skill);
481 break;
482
483 case SK_THROWING:
484 success = skill_throw (op, part, dir, string, skill);
485 break;
486
487 case SK_SET_TRAP:
488 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
489 break;
490
491 case SK_USE_MAGIC_ITEM:
492 case SK_MISSILE_WEAPON:
493 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
494 break;
495
496 case SK_PRAYING:
497 success = pray (op, skill);
498 break;
499
500 case SK_BARGAINING:
501 success = describe_shop (op);
502 break;
503
504 case SK_SORCERY:
505 case SK_EVOCATION:
506 case SK_PYROMANCY:
507 case SK_SUMMONING:
508 case SK_CLIMBING:
509 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
510 break;
511
512 default:
513 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
514 break;
515 }
516
517 /* For players we now update the speed_left from using the skill.
518 * Monsters have no skill use time because of the random nature in
519 * which use_monster_skill is called already simulates this.
520 * If certain skills should take more/less time, that should be
521 * in the code for the skill itself.
522 */
523
524 if (op->type == PLAYER)
525 op->speed_left -= 1.0;
526
527 /* this is a good place to add experience for successfull use of skills.
528 * Note that add_exp() will figure out player/monster experience
529 * gain problems.
530 */
531
532 if (success && exp)
533 change_exp (op, exp, skill->skill, 0);
534
535 return success;
536 }
537
538 /* calc_skill_exp() - calculates amount of experience can be gained for
539 * successfull use of a skill. Returns value of experience gain.
540 * Here we take the view that a player must 'overcome an opponent'
541 * in order to gain experience. Examples include foes killed combat,
542 * finding/disarming a trap, stealing from somebeing, etc.
543 * The gained experience is based primarily on the difference in levels,
544 * exp point value of vanquished foe, the relevent stats of the skill being
545 * used and modifications in the skills[] table.
546 *
547 * For now, monsters and players will be treated differently. Below I give
548 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
549 * Monsters just get 10% of the exp of the opponent.
550 *
551 * players get a ratio, eg, opponent lvl / player level. This is then
552 * multiplied by various things. If simple exp is true, then
553 * this multiplier, include the level difference, is always 1.
554 * This revised method prevents some cases where there are big gaps
555 * in the amount you get just because you are now equal level vs lower
556 * level
557 * who is player/creature that used the skill.
558 * op is the object that was 'defeated'.
559 * skill is the skill used. If no skill is used, it should just
560 * point back to who.
561 *
562 */
563
564 int
565 calc_skill_exp (object *who, object *op, object *skill)
566 {
567 int op_exp = 0, op_lvl = 0;
568 float base, value, lvl_mult = 0.0;
569
570 if (!skill)
571 skill = who;
572
573 /* Oct 95 - where we have an object, I expanded our treatment
574 * to 3 cases:
575 * non-living magic obj, runes and everything else.
576 *
577 * If an object is not alive and magical we set the base exp higher to
578 * help out exp awards for skill_ident skills. Also, if
579 * an item is type RUNE, we give out exp based on stats.Cha
580 * and level (this was the old system) -b.t.
581 */
582
583 if (!op)
584 { /* no item/creature */
585 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
586 op_exp = 0;
587 }
588 else if (op->type == RUNE || op->type == TRAP)
589 { /* all traps. If stats.Cha > 1 we use that
590 * for the amount of experience */
591 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
592 op_lvl = op->level;
593 }
594 else
595 { /* all other items/living creatures */
596 op_exp = op->stats.exp;
597 op_lvl = op->level;
598 if (!QUERY_FLAG (op, FLAG_ALIVE))
599 { /* for ident/make items */
600 op_lvl += 5 * abs (op->magic);
601 }
602 }
603
604 if (op_lvl < 1)
605 op_lvl = 1;
606
607 if (who->type != PLAYER)
608 { /* for monsters only */
609 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
610 }
611 else
612 { /* for players */
613 base = op_exp;
614 /* if skill really is a skill, then we can look at the skill archetype for
615 * bse reward value (exp) and level multiplier factor.
616 */
617 if (skill->type == SKILL)
618 {
619 base += skill->arch->clone.stats.exp;
620 if (settings.simple_exp)
621 {
622 if (skill->arch->clone.level)
623 lvl_mult = (float) skill->arch->clone.level / 100.0;
624 else
625 lvl_mult = 1.0; /* no adjustment */
626 }
627 else
628 {
629 if (skill->level)
630 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
631 else
632 lvl_mult = 1.0;
633 }
634 }
635 else
636 {
637 /* Don't divide by zero here! */
638 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
639 }
640 }
641
642 /* assemble the exp total, and return value */
643
644 value = base * lvl_mult;
645 if (value < 1)
646 value = 1; /* Always give at least 1 exp point */
647
648 #ifdef SKILL_UTIL_DEBUG
649 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
650 #endif
651 return ((int) value);
652 }
653
654 /* Learn skill. This inserts the requested skill in the player's
655 * inventory. The skill field of the scroll should have the
656 * exact name of the requested skill.
657 * This one actually teaches the player the skill as something
658 * they can equip.
659 * Return 0 if the player knows the skill, 1 if the
660 * player learns the skill, 2 otherwise.
661 */
662
663 int
664 learn_skill (object *pl, object *scroll)
665 {
666 object *tmp;
667
668 if (!scroll->skill)
669 {
670 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
671 return 2;
672 }
673
674 /* can't use find_skill_by_name because we want skills the player knows
675 * but can't use natively.
676 */
677
678 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
679 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
680 break;
681
682 /* player already knows it */
683 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
684 return 0;
685
686
687
688 /* now a random change to learn, based on player Int.
689 * give bonus based on level - otherwise stupid characters
690 * might never be able to learn anything.
691 */
692 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
693 return 2; /* failure :< */
694
695 if (!tmp)
696 tmp = give_skill_by_name (pl, scroll->skill);
697
698 if (!tmp)
699 {
700 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
701 return 2;
702 }
703
704 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
705 link_player_skills (pl);
706 return 1;
707 }
708
709 /* Gives a percentage clipped to 0% -> 100% of a/b. */
710
711 /* Probably belongs in some global utils-type file? */
712 static int
713 clipped_percent (sint64 a, sint64 b)
714 {
715 int rv;
716
717 if (b <= 0)
718 return 0;
719
720 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
721
722 if (rv < 0)
723 return 0;
724 else if (rv > 100)
725 return 100;
726
727 return rv;
728 }
729
730 /* show_skills() - Meant to allow players to examine
731 * their current skill list.
732 * This shows the amount of exp they have in the skills.
733 * we also include some other non skill related info (god,
734 * max weapon improvments, item power).
735 * Note this function is a bit more complicated becauase we
736 * we want ot sort the skills before printing them. If we
737 * just dumped this as we found it, this would be a bit
738 * simpler.
739 */
740
741 void
742 show_skills (object *op, const char *search)
743 {
744 object *tmp = NULL;
745 char buf[MAX_BUF];
746 const char *cp;
747 int i, num_skills_found = 0;
748 static const char *const periods = "........................................";
749
750 /* Need to have a pointer and use strdup for qsort to work properly */
751 char skills[NUM_SKILLS][MAX_BUF];
752
753
754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
755 {
756 if (tmp->type == SKILL)
757 {
758 if (search && strstr (tmp->name, search) == NULL)
759 continue;
760 /* Basically want to fill this out to 40 spaces with periods */
761 sprintf (buf, "%s%s", &tmp->name, periods);
762 buf[40] = 0;
763
764 if (settings.permanent_exp_ratio)
765 {
766 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
767 buf, tmp->level,
768 (long long) tmp->stats.exp,
769 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
770 }
771 else
772 {
773 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
774 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
775 }
776 /* I don't know why some characters get a bunch of skills, but
777 * it sometimes happens (maybe a leftover from bugier earlier code
778 * and those character are still about). In any case, lets handle
779 * it so it doesn't crash the server - otherwise, one character may
780 * crash the server numerous times.
781 */
782 if (num_skills_found >= NUM_SKILLS)
783 {
784 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
785 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
786 break;
787 }
788 }
789 }
790
791 clear_win_info (op);
792 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
793 if (num_skills_found > 1)
794 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
795
796 for (i = 0; i < num_skills_found; i++)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
799 }
800
801 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
802
803 cp = determine_god (op);
804 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
805
806 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
807 op->contr->item_power, (int) (op->level * settings.item_power_factor));
808 }
809
810 /* use_skill() - similar to invoke command, it executes the skill in the
811 * direction that the user is facing. Returns false if we are unable to
812 * change to the requested skill, or were unable to use the skill properly.
813 * This is tricky because skills can have spaces. We basically roll
814 * our own find_skill_by_name so we can try to do better string matching.
815 */
816
817 int
818 use_skill (object *op, const char *string)
819 {
820 object *skop;
821 size_t len;
822
823 if (!string)
824 return 0;
825
826 for (skop = op->inv; skop != NULL; skop = skop->below)
827 {
828 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
829 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
830 break;
831 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
832 break;
833 }
834 if (!skop)
835 {
836 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
837 return 0;
838 }
839
840 len = strlen (skop->skill);
841
842 /* All this logic goes and skips over the skill name to find any
843 * options given to the skill. Its pretty simple - if there
844 * are extra parameters (as deteremined by string length), we
845 * want to skip over any leading spaces.
846 */
847 if (len >= strlen (string))
848 {
849 string = NULL;
850 }
851 else
852 {
853 string += len;
854 while (*string == 0x20)
855 string++;
856 if (strlen (string) == 0)
857 string = NULL;
858 }
859
860 #ifdef SKILL_UTIL_DEBUG
861 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
862 #endif
863
864 /* Change to the new skill, then execute it. */
865 if (do_skill (op, op, skop, op->facing, string))
866 return 1;
867
868 return 0;
869 }
870
871
872
873 /* This finds the best unarmed skill the player has, and returns
874 * it. Best can vary a little - we consider clawing to always
875 * be the best for dragons.
876 * This could be more intelligent, eg, look at the skill level
877 * of the skill and go from there (eg, a level 40 puncher is
878 * is probably better than level 1 karate). OTOH, if you
879 * don't bother to set up your skill properly, that is the players
880 * problem (although, it might be nice to have a preferred skill
881 * field the player can set.
882 * Unlike the old code, we don't give out any skills - it is
883 * possible you just don't have any ability to get into unarmed
884 * combat. If everyone race/class should have one, this should
885 * be handled in the starting treasurelists, not in the code.
886 */
887 static object *
888 find_best_player_hth_skill (object *op)
889 {
890 object *tmp, *best_skill = NULL;
891 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
892
893 for (tmp = op->inv; tmp; tmp = tmp->below)
894 {
895 if (tmp->type == SKILL)
896 {
897 if (dragon && tmp->subtype == SK_CLAWING)
898 return tmp;
899
900 /* The order in the array is preferred order. So basically,
901 * we just cut down the number to search - eg, if we find a skill
902 * early on in flame touch, then we only need to look into the unarmed_array
903 * to the entry before flame touch - don't care about the entries afterward,
904 * because they are infrerior skills.
905 * if we end up finding the best skill (i==0) might as well return
906 * right away - can't get any better than that.
907 */
908 for (i = 0; i < last_skill; i++)
909 {
910 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
911 {
912 best_skill = tmp;
913 last_skill = i;
914 if (i == 0)
915 return best_skill;
916 }
917 }
918 }
919 }
920 return best_skill;
921 }
922
923 /* do_skill_attack() - We have got an appropriate opponent from either
924 * move_player_attack() or skill_attack(). In this part we get on with
925 * attacking, take care of messages from the attack and changes in invisible.
926 * Returns true if the attack damaged the opponent.
927 * tmp is the targetted monster.
928 * op is what is attacking
929 * string is passed along to describe what messages to describe
930 * the damage.
931 */
932
933 static int
934 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
935 {
936 int success;
937
938 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
939 return RESULT_INT (0);
940
941 /* For Players only: if there is no ready weapon, and no "attack" skill
942 * is readied either then try to find a skill for the player to use.
943 * it is presumed that if skill is set, it is a valid attack skill (eg,
944 * the caller should have set it appropriately). We still want to pass
945 * through that code if skill is set to change to the skill.
946 */
947 if (op->type == PLAYER)
948 {
949 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
950 {
951 size_t i;
952
953 if (!skill)
954 {
955 /* See if the players chosen skill is a combat skill, and use
956 * it if appropriate.
957 */
958 if (op->chosen_skill)
959 {
960 for (i = 0; i < sizeof (unarmed_skills); i++)
961 if (op->chosen_skill->subtype == unarmed_skills[i])
962 {
963 skill = op->chosen_skill;
964 break;
965 }
966 }
967 /* If we didn't find a skill above, look harder for a good skill */
968 if (!skill)
969 {
970 skill = find_best_player_hth_skill (op);
971
972 if (!skill)
973 {
974 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
975 return 0;
976 }
977 }
978 }
979 if (skill != op->chosen_skill)
980 {
981 /* now try to ready the new skill */
982 if (!change_skill (op, skill, 0))
983 { /* oh oh, trouble! */
984 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
985 return 0;
986 }
987 }
988 }
989 else
990 {
991 /* Seen some crashes below where current_weapon is not set,
992 * even though the flag says it is. So if current weapon isn't set,
993 * do some work in trying to find the object to use.
994 */
995 if (!op->current_weapon)
996 {
997 object *tmp;
998
999 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1000 for (tmp = op->inv; tmp; tmp = tmp->below)
1001 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1002 break;
1003
1004 if (!tmp)
1005 {
1006 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1007 op->current_weapon = NULL;
1008 return 0;
1009 }
1010 else
1011 {
1012 op->current_weapon = tmp;
1013 }
1014 }
1015
1016 /* Has ready weapon - make sure chosen_skill is set up properly */
1017 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1018 {
1019 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1020 }
1021 }
1022 }
1023
1024 /* lose invisiblity/hiding status for running attacks */
1025
1026 if (op->type == PLAYER && op->contr->tmp_invis)
1027 {
1028 op->contr->tmp_invis = 0;
1029 op->invisible = 0;
1030 op->hide = 0;
1031 update_object (op, UP_OBJ_FACE);
1032 }
1033
1034 success = attack_ob (tmp, op);
1035
1036 /* print appropriate messages to the player */
1037
1038 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1039 {
1040 if (op->type == PLAYER)
1041 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1042 else if (tmp->type == PLAYER)
1043 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1044 }
1045 return success;
1046 }
1047
1048
1049 /* skill_attack() - Core routine for use when we attack using a skills
1050 * system. In essence, this code handles
1051 * all skill-based attacks, ie hth, missile and melee weapons should be
1052 * treated here. If an opponent is already supplied by move_player(),
1053 * we move right onto do_skill_attack(), otherwise we find if an
1054 * appropriate opponent exists.
1055 *
1056 * This is called by move_player() and attack_hth()
1057 *
1058 * Initial implementation by -bt thomas@astro.psu.edu
1059 */
1060
1061 int
1062 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1063 {
1064 sint16 tx, ty;
1065 mapstruct *m;
1066 int mflags;
1067
1068 if (!dir)
1069 dir = pl->facing;
1070 tx = freearr_x[dir];
1071 ty = freearr_y[dir];
1072
1073 /* If we don't yet have an opponent, find if one exists, and attack.
1074 * Legal opponents are the same as outlined in move_player_attack()
1075 */
1076
1077 if (tmp == NULL)
1078 {
1079 m = pl->map;
1080 tx = pl->x + freearr_x[dir];
1081 ty = pl->y + freearr_y[dir];
1082
1083 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1084 if (mflags & P_OUT_OF_MAP)
1085 return 0;
1086
1087 /* space must be blocked for there to be anything interesting to do */
1088 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1089 return 0;
1090
1091 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1092 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1093 {
1094 /* Don't attack party members */
1095 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1096 return 0;
1097 break;
1098 }
1099 }
1100 if (!tmp)
1101 {
1102 if (pl->type == PLAYER)
1103 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1104 return 0;
1105 }
1106
1107 return do_skill_attack (tmp, pl, string, skill);
1108 }
1109
1110
1111 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1112
1113 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1114 * (attack_hth) we check for weapon use, etc in the second (the new
1115 * function skill_attack() we actually attack.
1116 */
1117
1118 static int
1119 attack_hth (object *pl, int dir, const char *string, object *skill)
1120 {
1121 object *enemy = NULL, *weapon;
1122
1123 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1124 for (weapon = pl->inv; weapon; weapon = weapon->below)
1125 {
1126 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1127 {
1128 CLEAR_FLAG (weapon, FLAG_APPLIED);
1129 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1130 fix_player (pl);
1131 if (pl->type == PLAYER)
1132 {
1133 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1134 esrv_update_item (UPD_FLAGS, pl, weapon);
1135 }
1136 break;
1137 }
1138 }
1139 return skill_attack (enemy, pl, dir, string, skill);
1140 }
1141
1142
1143 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1144 * For now we are just checking to see if we have a ready weapon here.
1145 * But there is a real neato possible feature of this scheme which
1146 * bears mentioning:
1147 * Since we are only calling this from do_skill() in the future
1148 * we may make this routine handle 'special' melee weapons attacks
1149 * (like disarming manuever with sai) based on player SK_level and
1150 * weapon type.
1151 */
1152
1153 static int
1154 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1155 {
1156
1157 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1158 {
1159 if (op->type == PLAYER)
1160 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1161 return 0;
1162 }
1163 return skill_attack (NULL, op, dir, string, skill);
1164
1165 }