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Revision: 1.11
Committed: Tue Sep 12 00:53:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +19 -3 lines
Log Message:
introducing skillinc.h

File Contents

# Content
1
2 /*
3 * static char *rcsid_skill_util_c =
4 * "$Id: skill_util.C,v 1.10 2006-09-12 00:26:16 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 #include <global.h>
49 #include <object.h>
50 #ifndef __CEXTRACT__
51 # include <sproto.h>
52 #endif
53 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
54 #include <spells.h>
55
56 /* Table of unarmed attack skills. Terminated by -1. This
57 * is also the list that we should try to use skills when
58 * automatically applying one for the player.
59 * Note it is hardcoded in the skill_util.c that dragons always
60 * want clawing if possible.
61 */
62 static uint8 unarmed_skills[] = {
63 SK_KARATE,
64 SK_CLAWING,
65 SK_FLAME_TOUCH,
66 SK_SPARK_TOUCH,
67 SK_SHIVER,
68 SK_ACID_SPLASH,
69 SK_POISON_NAIL,
70 SK_PUNCHING,
71 (uint8)-1
72 };
73
74 static int attack_hth (object *pl, int dir, const char *string, object *skill);
75 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
76
77 /* init_skills basically just sets up the skill_names table
78 * above. The index into the array is set up by the
79 * subtypes.
80 */
81 void
82 init_skills (void)
83 {
84 int i;
85 archetype *at;
86
87 for (at = first_archetype; at != NULL; at = at->next)
88 if (at->clone.type == SKILL)
89 {
90 if (skill_names[at->clone.subtype] != NULL)
91 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
92 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
93 else
94 skill_names[at->clone.subtype] = at->clone.skill;
95 }
96
97 /* This isn't really an error if there is no skill subtype set, but
98 * checking for this may catch some user errors.
99 */
100 for (i = 1; i < NUM_SKILLS; i++)
101 {
102 if (!skill_names[i])
103 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
104 }
105 }
106
107
108 /* This function goes through the player inventory and sets
109 * up the last_skills[] array in the player object.
110 * the last_skills[] is used to more quickly lookup skills -
111 * mostly used for sending exp.
112 */
113 void
114 link_player_skills (object *op)
115 {
116 object *tmp;
117
118 for (tmp = op->inv; tmp; tmp = tmp->below)
119 {
120 if (tmp->type == SKILL)
121 {
122 /* This is really a warning, hence no else below */
123 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
124 {
125 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
126 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
127 }
128 if (tmp->subtype >= NUM_SKILLS)
129 {
130 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
131 }
132 else
133 {
134 op->contr->last_skill_ob[tmp->subtype] = tmp;
135 op->contr->last_skill_exp[tmp->subtype] = -1;
136 }
137 }
138 }
139 }
140
141 /* This returns the skill pointer of the given name (the
142 * one that accumlates exp, has the level, etc).
143 *
144 * It is presumed that the player will be needing to actually
145 * use the skill, so thus if use of the skill requires a skill
146 * tool, this code will equip it.
147 */
148 object *
149 find_skill_by_name (object *who, const char *name)
150 {
151 object *skill = NULL, *skill_tool = NULL, *tmp;
152
153 if (!name)
154 return NULL;
155
156 /* We make sure the length of the string in the object is greater
157 * in length than the passed string. Eg, if we have a skill called
158 * 'hi', we don't want to match if the user passed 'high'
159 */
160 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
161 {
162 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
163 skill = tmp;
164
165 /* Try to find appropriate skilltool. If the player has one already
166 * applied, we try to keep using that one.
167 */
168 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
169 {
170 if (QUERY_FLAG (tmp, FLAG_APPLIED))
171 skill_tool = tmp;
172 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
173 skill_tool = tmp;
174 }
175 }
176 /* If this is a skill that can be used without a tool, return it */
177 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
178 return skill;
179
180 /* Player has a tool to use the skill. IF not applied, apply it -
181 * if not successful, return null. If they do have the skill tool
182 * but not the skill itself, give it to them.
183 */
184 if (skill_tool)
185 {
186 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
187 {
188 if (apply_special (who, skill_tool, 0))
189 return NULL;
190 }
191 if (!skill)
192 {
193 skill = give_skill_by_name (who, skill_tool->skill);
194 link_player_skills (who);
195 }
196 return skill;
197 }
198 return NULL;
199 }
200
201
202 /* This returns the skill pointer of the given name (the
203 * one that accumlates exp, has the level, etc).
204 *
205 * It is presumed that the player will be needing to actually
206 * use the skill, so thus if use of the skill requires a skill
207 * tool, this code will equip it.
208 *
209 * This code is basically the same as find_skill_by_name() above,
210 * but instead a skill name, we search by matching number.
211 * this replaces find_skill.
212 */
213 object *
214 find_skill_by_number (object *who, int skillno)
215 {
216 object *skill = NULL, *skill_tool = NULL, *tmp;
217
218 if (skillno < 1 || skillno >= NUM_SKILLS)
219 return NULL;
220
221 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
222 {
223 if (tmp->type == SKILL && tmp->subtype == skillno)
224 skill = tmp;
225
226 /* Try to find appropriate skilltool. If the player has one already
227 * applied, we try to keep using that one.
228 */
229 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
230 {
231 if (QUERY_FLAG (tmp, FLAG_APPLIED))
232 skill_tool = tmp;
233 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
234 skill_tool = tmp;
235 }
236 }
237 /* If this is a skill that can be used without a tool, return it */
238 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
239 return skill;
240
241 /* Player has a tool to use the skill. IF not applied, apply it -
242 * if not successful, return null. If they do have the skill tool
243 * but not the skill itself, give it to them.
244 */
245 if (skill_tool)
246 {
247 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
248 {
249 if (apply_special (who, skill_tool, 0))
250 return NULL;
251 }
252 if (!skill)
253 {
254 skill = give_skill_by_name (who, skill_tool->skill);
255 link_player_skills (who);
256 }
257 return skill;
258 }
259 return NULL;
260 }
261
262 /* This changes the objects skill to new_skill.
263 * note that this function doesn't always need to get used -
264 * you can now add skill exp to the player without the chosen_skill being
265 * set. This function is of most interest to players to update
266 * the various range information.
267 * if new_skill is null, this just unapplies the skill.
268 * flag has the current meaning:
269 * 0x1: If set, don't update the range pointer. This is useful when we
270 * need to ready a new skill, but don't want to clobber range.
271 * return 1 on success, 0 on error
272 */
273
274 int
275 change_skill (object *who, object *new_skill, int flag)
276 {
277 int old_range;
278
279 if (who->type != PLAYER)
280 return 0;
281
282 old_range = who->contr->shoottype;
283
284 if (who->chosen_skill && who->chosen_skill == new_skill)
285 {
286 /* optimization for changing skill to current skill */
287 if (who->type == PLAYER && !(flag & 0x1))
288 who->contr->shoottype = range_skill;
289 return 1;
290 }
291
292 if (!new_skill || who->chosen_skill)
293 if (who->chosen_skill)
294 apply_special (who, who->chosen_skill, AP_UNAPPLY);
295
296 /* Only goal in this case was to unapply a skill */
297 if (!new_skill)
298 return 0;
299
300 if (apply_special (who, new_skill, AP_APPLY))
301 {
302 return 0;
303 }
304 if (flag & 0x1)
305 who->contr->shoottype = (rangetype) old_range;
306
307 return 1;
308 }
309
310 /* This function just clears the chosen_skill and range_skill values
311 * inthe player.
312 */
313 void
314 clear_skill (object *who)
315 {
316 who->chosen_skill = NULL;
317 CLEAR_FLAG (who, FLAG_READY_SKILL);
318 if (who->type == PLAYER)
319 {
320 who->contr->ranges[range_skill] = NULL;
321 if (who->contr->shoottype == range_skill)
322 who->contr->shoottype = range_none;
323 }
324 }
325
326 /* do_skill() - Main skills use function-similar in scope to cast_spell().
327 * We handle all requests for skill use outside of some combat here.
328 * We require a separate routine outside of fire() so as to allow monsters
329 * to utilize skills. Returns 1 on use of skill, otherwise 0.
330 * This is changed (2002-11-30) from the old method that returned
331 * exp - no caller needed that info, but it also prevented the callers
332 * from know if a skill was actually used, as many skills don't
333 * give any exp for their direct use (eg, throwing).
334 * It returns 0 if no skill was used.
335 */
336
337 int
338 do_skill (object *op, object *part, object *skill, int dir, const char *string)
339 {
340 int success = 0, exp = 0;
341 int did_alc = 0;
342 object *tmp, *next;
343
344 if (!skill)
345 return 0;
346
347 /* The code below presumes that the skill points to the object that
348 * holds the exp, level, etc of the skill. So if this is a player
349 * go and try to find the actual real skill pointer, and if the
350 * the player doesn't have a bucket for that, create one.
351 */
352 if (skill->type != SKILL && op->type == PLAYER)
353 {
354 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
355 {
356 if (tmp->type == SKILL && tmp->skill == skill->skill)
357 break;
358 }
359 if (!tmp)
360 tmp = give_skill_by_name (op, skill->skill);
361 skill = tmp;
362 }
363
364 // skill, by_whom, on_which_object, which direction, skill_argument
365 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
366 return 0;
367
368 switch (skill->subtype)
369 {
370 case SK_LEVITATION:
371 /* Not 100% sure if this will work with new movement code -
372 * the levitation skill has move_type for flying, so when
373 * equipped, that should transfer to player, when not,
374 * shouldn't.
375 */
376 if (QUERY_FLAG (skill, FLAG_APPLIED))
377 {
378 CLEAR_FLAG (skill, FLAG_APPLIED);
379 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
380 }
381 else
382 {
383 SET_FLAG (skill, FLAG_APPLIED);
384 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
385 }
386 fix_player (op);
387 success = 1;
388 break;
389
390 case SK_STEALING:
391 exp = success = steal (op, dir, skill);
392 break;
393
394 case SK_LOCKPICKING:
395 exp = success = pick_lock (op, dir, skill);
396 break;
397
398 case SK_HIDING:
399 exp = success = hide (op, skill);
400 break;
401
402 case SK_JUMPING:
403 success = jump (op, dir, skill);
404 break;
405
406 case SK_INSCRIPTION:
407 exp = success = write_on_item (op, string, skill);
408 break;
409
410 case SK_MEDITATION:
411 meditate (op, skill);
412 success = 1;
413 break;
414 /* note that the following 'attack' skills gain exp through hit_player() */
415
416 case SK_KARATE:
417 (void) attack_hth (op, dir, "karate-chopped", skill);
418 break;
419
420 case SK_PUNCHING:
421 (void) attack_hth (op, dir, "punched", skill);
422 break;
423
424 case SK_FLAME_TOUCH:
425 (void) attack_hth (op, dir, "flamed", skill);
426 break;
427
428 case SK_SPARK_TOUCH:
429 (void) attack_hth (op, dir, "zapped", skill);
430 break;
431
432 case SK_SHIVER:
433 (void) attack_hth (op, dir, "froze", skill);
434 break;
435
436 case SK_ACID_SPLASH:
437 (void) attack_hth (op, dir, "dissolved", skill);
438 break;
439
440 case SK_POISON_NAIL:
441 (void) attack_hth (op, dir, "injected poison into", skill);
442 break;
443
444 case SK_CLAWING:
445 (void) attack_hth (op, dir, "clawed", skill);
446 break;
447
448 case SK_ONE_HANDED_WEAPON:
449 case SK_TWO_HANDED_WEAPON:
450 (void) attack_melee_weapon (op, dir, NULL, skill);
451 break;
452
453 case SK_FIND_TRAPS:
454 exp = success = find_traps (op, skill);
455 break;
456
457 case SK_SINGING:
458 exp = success = singing (op, dir, skill);
459 break;
460
461 case SK_ORATORY:
462 exp = success = use_oratory (op, dir, skill);
463 break;
464
465 case SK_SMITHERY:
466 case SK_BOWYER:
467 case SK_JEWELER:
468 case SK_ALCHEMY:
469 case SK_THAUMATURGY:
470 case SK_LITERACY:
471 case SK_WOODSMAN:
472 /* first, we try to find a cauldron, and do the alchemy thing.
473 * failing that, we go and identify stuff.
474 */
475 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
476 {
477 next = tmp->above;
478 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
479 {
480 attempt_do_alchemy (op, tmp);
481 if (QUERY_FLAG (tmp, FLAG_APPLIED))
482 esrv_send_inventory (op, tmp);
483 did_alc = 1;
484 }
485 }
486 if (did_alc == 0)
487 exp = success = skill_ident (op, skill);
488 break;
489
490 case SK_DET_MAGIC:
491 case SK_DET_CURSE:
492 exp = success = skill_ident (op, skill);
493 break;
494
495 case SK_DISARM_TRAPS:
496 exp = success = remove_trap (op, dir, skill);
497 break;
498
499 case SK_THROWING:
500 success = skill_throw (op, part, dir, string, skill);
501 break;
502
503 case SK_SET_TRAP:
504 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
505 break;
506
507 case SK_USE_MAGIC_ITEM:
508 case SK_MISSILE_WEAPON:
509 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
510 break;
511
512 case SK_PRAYING:
513 success = pray (op, skill);
514 break;
515
516 case SK_BARGAINING:
517 success = describe_shop (op);
518 break;
519
520 case SK_SORCERY:
521 case SK_EVOCATION:
522 case SK_PYROMANCY:
523 case SK_SUMMONING:
524 case SK_CLIMBING:
525 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
526 break;
527
528 default:
529 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
530 break;
531 }
532
533 /* For players we now update the speed_left from using the skill.
534 * Monsters have no skill use time because of the random nature in
535 * which use_monster_skill is called already simulates this.
536 * If certain skills should take more/less time, that should be
537 * in the code for the skill itself.
538 */
539
540 if (op->type == PLAYER)
541 op->speed_left -= 1.0;
542
543 /* this is a good place to add experience for successfull use of skills.
544 * Note that add_exp() will figure out player/monster experience
545 * gain problems.
546 */
547
548 if (success && exp)
549 change_exp (op, exp, skill->skill, 0);
550
551 return success;
552 }
553
554 /* calc_skill_exp() - calculates amount of experience can be gained for
555 * successfull use of a skill. Returns value of experience gain.
556 * Here we take the view that a player must 'overcome an opponent'
557 * in order to gain experience. Examples include foes killed combat,
558 * finding/disarming a trap, stealing from somebeing, etc.
559 * The gained experience is based primarily on the difference in levels,
560 * exp point value of vanquished foe, the relevent stats of the skill being
561 * used and modifications in the skills[] table.
562 *
563 * For now, monsters and players will be treated differently. Below I give
564 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
565 * Monsters just get 10% of the exp of the opponent.
566 *
567 * players get a ratio, eg, opponent lvl / player level. This is then
568 * multiplied by various things. If simple exp is true, then
569 * this multiplier, include the level difference, is always 1.
570 * This revised method prevents some cases where there are big gaps
571 * in the amount you get just because you are now equal level vs lower
572 * level
573 * who is player/creature that used the skill.
574 * op is the object that was 'defeated'.
575 * skill is the skill used. If no skill is used, it should just
576 * point back to who.
577 *
578 */
579
580 int
581 calc_skill_exp (object *who, object *op, object *skill)
582 {
583 int op_exp = 0, op_lvl = 0;
584 float base, value, lvl_mult = 0.0;
585
586 if (!skill)
587 skill = who;
588
589 /* Oct 95 - where we have an object, I expanded our treatment
590 * to 3 cases:
591 * non-living magic obj, runes and everything else.
592 *
593 * If an object is not alive and magical we set the base exp higher to
594 * help out exp awards for skill_ident skills. Also, if
595 * an item is type RUNE, we give out exp based on stats.Cha
596 * and level (this was the old system) -b.t.
597 */
598
599 if (!op)
600 { /* no item/creature */
601 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
602 op_exp = 0;
603 }
604 else if (op->type == RUNE || op->type == TRAP)
605 { /* all traps. If stats.Cha > 1 we use that
606 * for the amount of experience */
607 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
608 op_lvl = op->level;
609 }
610 else
611 { /* all other items/living creatures */
612 op_exp = op->stats.exp;
613 op_lvl = op->level;
614 if (!QUERY_FLAG (op, FLAG_ALIVE))
615 { /* for ident/make items */
616 op_lvl += 5 * abs (op->magic);
617 }
618 }
619
620 if (op_lvl < 1)
621 op_lvl = 1;
622
623 if (who->type != PLAYER)
624 { /* for monsters only */
625 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
626 }
627 else
628 { /* for players */
629 base = op_exp;
630 /* if skill really is a skill, then we can look at the skill archetype for
631 * bse reward value (exp) and level multiplier factor.
632 */
633 if (skill->type == SKILL)
634 {
635 base += skill->arch->clone.stats.exp;
636 if (settings.simple_exp)
637 {
638 if (skill->arch->clone.level)
639 lvl_mult = (float) skill->arch->clone.level / 100.0;
640 else
641 lvl_mult = 1.0; /* no adjustment */
642 }
643 else
644 {
645 if (skill->level)
646 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
647 else
648 lvl_mult = 1.0;
649 }
650 }
651 else
652 {
653 /* Don't divide by zero here! */
654 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
655 }
656 }
657
658 /* assemble the exp total, and return value */
659
660 value = base * lvl_mult;
661 if (value < 1)
662 value = 1; /* Always give at least 1 exp point */
663
664 #ifdef SKILL_UTIL_DEBUG
665 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
666 #endif
667 return ((int) value);
668 }
669
670 /* Learn skill. This inserts the requested skill in the player's
671 * inventory. The skill field of the scroll should have the
672 * exact name of the requested skill.
673 * This one actually teaches the player the skill as something
674 * they can equip.
675 * Return 0 if the player knows the skill, 1 if the
676 * player learns the skill, 2 otherwise.
677 */
678
679 int
680 learn_skill (object *pl, object *scroll)
681 {
682 object *tmp;
683
684 if (!scroll->skill)
685 {
686 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
687 return 2;
688 }
689
690 /* can't use find_skill_by_name because we want skills the player knows
691 * but can't use natively.
692 */
693
694 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
695 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
696 break;
697
698 /* player already knows it */
699 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
700 return 0;
701
702
703
704 /* now a random change to learn, based on player Int.
705 * give bonus based on level - otherwise stupid characters
706 * might never be able to learn anything.
707 */
708 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
709 return 2; /* failure :< */
710
711 if (!tmp)
712 tmp = give_skill_by_name (pl, scroll->skill);
713
714 if (!tmp)
715 {
716 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
717 return 2;
718 }
719
720 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
721 link_player_skills (pl);
722 return 1;
723 }
724
725 /* Gives a percentage clipped to 0% -> 100% of a/b. */
726
727 /* Probably belongs in some global utils-type file? */
728 static int
729 clipped_percent (sint64 a, sint64 b)
730 {
731 int rv;
732
733 if (b <= 0)
734 return 0;
735
736 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
737
738 if (rv < 0)
739 return 0;
740 else if (rv > 100)
741 return 100;
742
743 return rv;
744 }
745
746 /* show_skills() - Meant to allow players to examine
747 * their current skill list.
748 * This shows the amount of exp they have in the skills.
749 * we also include some other non skill related info (god,
750 * max weapon improvments, item power).
751 * Note this function is a bit more complicated becauase we
752 * we want ot sort the skills before printing them. If we
753 * just dumped this as we found it, this would be a bit
754 * simpler.
755 */
756
757 void
758 show_skills (object *op, const char *search)
759 {
760 object *tmp = NULL;
761 char buf[MAX_BUF];
762 const char *cp;
763 int i, num_skills_found = 0;
764 static const char *const periods = "........................................";
765
766 /* Need to have a pointer and use strdup for qsort to work properly */
767 char skills[NUM_SKILLS][MAX_BUF];
768
769
770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
771 {
772 if (tmp->type == SKILL)
773 {
774 if (search && strstr (tmp->name, search) == NULL)
775 continue;
776 /* Basically want to fill this out to 40 spaces with periods */
777 sprintf (buf, "%s%s", &tmp->name, periods);
778 buf[40] = 0;
779
780 if (settings.permanent_exp_ratio)
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
783 buf, tmp->level,
784 (long long) tmp->stats.exp,
785 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
786 }
787 else
788 {
789 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
790 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
791 }
792 /* I don't know why some characters get a bunch of skills, but
793 * it sometimes happens (maybe a leftover from bugier earlier code
794 * and those character are still about). In any case, lets handle
795 * it so it doesn't crash the server - otherwise, one character may
796 * crash the server numerous times.
797 */
798 if (num_skills_found >= NUM_SKILLS)
799 {
800 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
801 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
802 break;
803 }
804 }
805 }
806
807 clear_win_info (op);
808 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
809 if (num_skills_found > 1)
810 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
811
812 for (i = 0; i < num_skills_found; i++)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
815 }
816
817 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
818
819 cp = determine_god (op);
820 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
821
822 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
823 op->contr->item_power, (int) (op->level * settings.item_power_factor));
824 }
825
826 /* use_skill() - similar to invoke command, it executes the skill in the
827 * direction that the user is facing. Returns false if we are unable to
828 * change to the requested skill, or were unable to use the skill properly.
829 * This is tricky because skills can have spaces. We basically roll
830 * our own find_skill_by_name so we can try to do better string matching.
831 */
832
833 int
834 use_skill (object *op, const char *string)
835 {
836 object *skop;
837 size_t len;
838
839 if (!string)
840 return 0;
841
842 for (skop = op->inv; skop != NULL; skop = skop->below)
843 {
844 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
845 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
846 break;
847 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
848 break;
849 }
850 if (!skop)
851 {
852 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
853 return 0;
854 }
855
856 len = strlen (skop->skill);
857
858 /* All this logic goes and skips over the skill name to find any
859 * options given to the skill. Its pretty simple - if there
860 * are extra parameters (as deteremined by string length), we
861 * want to skip over any leading spaces.
862 */
863 if (len >= strlen (string))
864 {
865 string = NULL;
866 }
867 else
868 {
869 string += len;
870 while (*string == 0x20)
871 string++;
872 if (strlen (string) == 0)
873 string = NULL;
874 }
875
876 #ifdef SKILL_UTIL_DEBUG
877 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
878 #endif
879
880 /* Change to the new skill, then execute it. */
881 if (do_skill (op, op, skop, op->facing, string))
882 return 1;
883
884 return 0;
885 }
886
887
888
889 /* This finds the best unarmed skill the player has, and returns
890 * it. Best can vary a little - we consider clawing to always
891 * be the best for dragons.
892 * This could be more intelligent, eg, look at the skill level
893 * of the skill and go from there (eg, a level 40 puncher is
894 * is probably better than level 1 karate). OTOH, if you
895 * don't bother to set up your skill properly, that is the players
896 * problem (although, it might be nice to have a preferred skill
897 * field the player can set.
898 * Unlike the old code, we don't give out any skills - it is
899 * possible you just don't have any ability to get into unarmed
900 * combat. If everyone race/class should have one, this should
901 * be handled in the starting treasurelists, not in the code.
902 */
903 static object *
904 find_best_player_hth_skill (object *op)
905 {
906 object *tmp, *best_skill = NULL;
907 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
908
909 for (tmp = op->inv; tmp; tmp = tmp->below)
910 {
911 if (tmp->type == SKILL)
912 {
913 if (dragon && tmp->subtype == SK_CLAWING)
914 return tmp;
915
916 /* The order in the array is preferred order. So basically,
917 * we just cut down the number to search - eg, if we find a skill
918 * early on in flame touch, then we only need to look into the unarmed_array
919 * to the entry before flame touch - don't care about the entries afterward,
920 * because they are infrerior skills.
921 * if we end up finding the best skill (i==0) might as well return
922 * right away - can't get any better than that.
923 */
924 for (i = 0; i < last_skill; i++)
925 {
926 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
927 {
928 best_skill = tmp;
929 last_skill = i;
930 if (i == 0)
931 return best_skill;
932 }
933 }
934 }
935 }
936 return best_skill;
937 }
938
939 /* do_skill_attack() - We have got an appropriate opponent from either
940 * move_player_attack() or skill_attack(). In this part we get on with
941 * attacking, take care of messages from the attack and changes in invisible.
942 * Returns true if the attack damaged the opponent.
943 * tmp is the targetted monster.
944 * op is what is attacking
945 * string is passed along to describe what messages to describe
946 * the damage.
947 */
948
949 static int
950 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
951 {
952 int success;
953
954 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
955 return RESULT_INT (0);
956
957 /* For Players only: if there is no ready weapon, and no "attack" skill
958 * is readied either then try to find a skill for the player to use.
959 * it is presumed that if skill is set, it is a valid attack skill (eg,
960 * the caller should have set it appropriately). We still want to pass
961 * through that code if skill is set to change to the skill.
962 */
963 if (op->type == PLAYER)
964 {
965 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
966 {
967 size_t i;
968
969 if (!skill)
970 {
971 /* See if the players chosen skill is a combat skill, and use
972 * it if appropriate.
973 */
974 if (op->chosen_skill)
975 {
976 for (i = 0; i < sizeof (unarmed_skills); i++)
977 if (op->chosen_skill->subtype == unarmed_skills[i])
978 {
979 skill = op->chosen_skill;
980 break;
981 }
982 }
983 /* If we didn't find a skill above, look harder for a good skill */
984 if (!skill)
985 {
986 skill = find_best_player_hth_skill (op);
987
988 if (!skill)
989 {
990 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
991 return 0;
992 }
993 }
994 }
995 if (skill != op->chosen_skill)
996 {
997 /* now try to ready the new skill */
998 if (!change_skill (op, skill, 0))
999 { /* oh oh, trouble! */
1000 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
1001 return 0;
1002 }
1003 }
1004 }
1005 else
1006 {
1007 /* Seen some crashes below where current_weapon is not set,
1008 * even though the flag says it is. So if current weapon isn't set,
1009 * do some work in trying to find the object to use.
1010 */
1011 if (!op->current_weapon)
1012 {
1013 object *tmp;
1014
1015 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1016 for (tmp = op->inv; tmp; tmp = tmp->below)
1017 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1018 break;
1019
1020 if (!tmp)
1021 {
1022 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1023 op->current_weapon = NULL;
1024 return 0;
1025 }
1026 else
1027 {
1028 op->current_weapon = tmp;
1029 }
1030 }
1031
1032 /* Has ready weapon - make sure chosen_skill is set up properly */
1033 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1034 {
1035 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1036 }
1037 }
1038 }
1039
1040 /* lose invisiblity/hiding status for running attacks */
1041
1042 if (op->type == PLAYER && op->contr->tmp_invis)
1043 {
1044 op->contr->tmp_invis = 0;
1045 op->invisible = 0;
1046 op->hide = 0;
1047 update_object (op, UP_OBJ_FACE);
1048 }
1049
1050 success = attack_ob (tmp, op);
1051
1052 /* print appropriate messages to the player */
1053
1054 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1055 {
1056 if (op->type == PLAYER)
1057 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1058 else if (tmp->type == PLAYER)
1059 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1060 }
1061 return success;
1062 }
1063
1064
1065 /* skill_attack() - Core routine for use when we attack using a skills
1066 * system. In essence, this code handles
1067 * all skill-based attacks, ie hth, missile and melee weapons should be
1068 * treated here. If an opponent is already supplied by move_player(),
1069 * we move right onto do_skill_attack(), otherwise we find if an
1070 * appropriate opponent exists.
1071 *
1072 * This is called by move_player() and attack_hth()
1073 *
1074 * Initial implementation by -bt thomas@astro.psu.edu
1075 */
1076
1077 int
1078 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1079 {
1080 sint16 tx, ty;
1081 mapstruct *m;
1082 int mflags;
1083
1084 if (!dir)
1085 dir = pl->facing;
1086 tx = freearr_x[dir];
1087 ty = freearr_y[dir];
1088
1089 /* If we don't yet have an opponent, find if one exists, and attack.
1090 * Legal opponents are the same as outlined in move_player_attack()
1091 */
1092
1093 if (tmp == NULL)
1094 {
1095 m = pl->map;
1096 tx = pl->x + freearr_x[dir];
1097 ty = pl->y + freearr_y[dir];
1098
1099 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1100 if (mflags & P_OUT_OF_MAP)
1101 return 0;
1102
1103 /* space must be blocked for there to be anything interesting to do */
1104 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1105 return 0;
1106
1107 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1108 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1109 {
1110 /* Don't attack party members */
1111 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1112 return 0;
1113 break;
1114 }
1115 }
1116 if (!tmp)
1117 {
1118 if (pl->type == PLAYER)
1119 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1120 return 0;
1121 }
1122
1123 return do_skill_attack (tmp, pl, string, skill);
1124 }
1125
1126
1127 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1128
1129 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1130 * (attack_hth) we check for weapon use, etc in the second (the new
1131 * function skill_attack() we actually attack.
1132 */
1133
1134 static int
1135 attack_hth (object *pl, int dir, const char *string, object *skill)
1136 {
1137 object *enemy = NULL, *weapon;
1138
1139 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1140 for (weapon = pl->inv; weapon; weapon = weapon->below)
1141 {
1142 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1143 {
1144 CLEAR_FLAG (weapon, FLAG_APPLIED);
1145 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1146 fix_player (pl);
1147 if (pl->type == PLAYER)
1148 {
1149 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1150 esrv_update_item (UPD_FLAGS, pl, weapon);
1151 }
1152 break;
1153 }
1154 }
1155 return skill_attack (enemy, pl, dir, string, skill);
1156 }
1157
1158
1159 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1160 * For now we are just checking to see if we have a ready weapon here.
1161 * But there is a real neato possible feature of this scheme which
1162 * bears mentioning:
1163 * Since we are only calling this from do_skill() in the future
1164 * we may make this routine handle 'special' melee weapons attacks
1165 * (like disarming manuever with sai) based on player SK_level and
1166 * weapon type.
1167 */
1168
1169 static int
1170 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1171 {
1172
1173 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1174 {
1175 if (op->type == PLAYER)
1176 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1177 return 0;
1178 }
1179 return skill_attack (NULL, op, dir, string, skill);
1180
1181 }