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Revision: 1.15
Committed: Mon Dec 4 20:39:32 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +7 -14 lines
Log Message:
Remove i==0 optimisation which is wrong, as it makes clawing dependent on
the order of skills in the inventory.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* Created July 95 to separate skill utilities from actual skills -b.t. */
25
26 /* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn.
28 * June/July 1995 -b.t. thomas@astro.psu.edu
29 */
30
31 /* July 1995 - Initial associated skills coding. Experience gains
32 * come solely from the use of skills. Overcoming an opponent (in combat,
33 * finding/disarming a trap, stealing from somebeing, etc) gains
34 * experience. Calc_skill_exp() handles the gained experience using
35 * modifications in the skills[] table. - b.t.
36 */
37
38 /* define the following for skills utility debuging */
39
40 /* #define SKILL_UTIL_DEBUG */
41
42 #include <global.h>
43 #include <object.h>
44 #ifndef __CEXTRACT__
45 # include <sproto.h>
46 #endif
47 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
48 #include <spells.h>
49
50 /* Table of unarmed attack skills. Terminated by -1. This
51 * is also the list that we should try to use skills when
52 * automatically applying one for the player.
53 * Note it is hardcoded in the skill_util.c that dragons always
54 * want clawing if possible.
55 */
56 static uint8 unarmed_skills[] = {
57 SK_KARATE,
58 SK_CLAWING,
59 SK_FLAME_TOUCH,
60 SK_SPARK_TOUCH,
61 SK_SHIVER,
62 SK_ACID_SPLASH,
63 SK_POISON_NAIL,
64 SK_PUNCHING,
65 (uint8)-1
66 };
67
68 static int attack_hth (object *pl, int dir, const char *string, object *skill);
69 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
70
71 /* init_skills basically just sets up the skill_names table
72 * above. The index into the array is set up by the
73 * subtypes.
74 */
75 void
76 init_skills (void)
77 {
78 int i;
79 archetype *at;
80
81 for (at = first_archetype; at != NULL; at = at->next)
82 if (at->clone.type == SKILL)
83 {
84 if (skill_names[at->clone.subtype] != NULL)
85 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
86 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
87 else
88 skill_names[at->clone.subtype] = at->clone.skill;
89 }
90
91 /* This isn't really an error if there is no skill subtype set, but
92 * checking for this may catch some user errors.
93 */
94 for (i = 1; i < NUM_SKILLS; i++)
95 {
96 if (!skill_names[i])
97 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
98 }
99 }
100
101
102 /* This function goes through the player inventory and sets
103 * up the last_skills[] array in the player object.
104 * the last_skills[] is used to more quickly lookup skills -
105 * mostly used for sending exp.
106 */
107 void
108 link_player_skills (object *op)
109 {
110 object *tmp;
111
112 for (tmp = op->inv; tmp; tmp = tmp->below)
113 {
114 if (tmp->type == SKILL)
115 {
116 /* This is really a warning, hence no else below */
117 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
118 {
119 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
120 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
121 }
122 if (tmp->subtype >= NUM_SKILLS)
123 {
124 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
125 }
126 else
127 {
128 op->contr->last_skill_ob[tmp->subtype] = tmp;
129 op->contr->last_skill_exp[tmp->subtype] = -1;
130 }
131 }
132 }
133 }
134
135 /* This returns the skill pointer of the given name (the
136 * one that accumlates exp, has the level, etc).
137 *
138 * It is presumed that the player will be needing to actually
139 * use the skill, so thus if use of the skill requires a skill
140 * tool, this code will equip it.
141 */
142 object *
143 find_skill_by_name (object *who, const char *name)
144 {
145 object *skill = NULL, *skill_tool = NULL, *tmp;
146
147 if (!name)
148 return NULL;
149
150 /* We make sure the length of the string in the object is greater
151 * in length than the passed string. Eg, if we have a skill called
152 * 'hi', we don't want to match if the user passed 'high'
153 */
154 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
155 {
156 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
157 skill = tmp;
158
159 /* Try to find appropriate skilltool. If the player has one already
160 * applied, we try to keep using that one.
161 */
162 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
163 {
164 if (QUERY_FLAG (tmp, FLAG_APPLIED))
165 skill_tool = tmp;
166 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
167 skill_tool = tmp;
168 }
169 }
170 /* If this is a skill that can be used without a tool, return it */
171 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
172 return skill;
173
174 /* Player has a tool to use the skill. IF not applied, apply it -
175 * if not successful, return null. If they do have the skill tool
176 * but not the skill itself, give it to them.
177 */
178 if (skill_tool)
179 {
180 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
181 {
182 if (apply_special (who, skill_tool, 0))
183 return NULL;
184 }
185 if (!skill)
186 {
187 skill = give_skill_by_name (who, skill_tool->skill);
188 link_player_skills (who);
189 }
190 return skill;
191 }
192 return NULL;
193 }
194
195
196 /* This returns the skill pointer of the given name (the
197 * one that accumlates exp, has the level, etc).
198 *
199 * It is presumed that the player will be needing to actually
200 * use the skill, so thus if use of the skill requires a skill
201 * tool, this code will equip it.
202 *
203 * This code is basically the same as find_skill_by_name() above,
204 * but instead a skill name, we search by matching number.
205 * this replaces find_skill.
206 */
207 object *
208 find_skill_by_number (object *who, int skillno)
209 {
210 object *skill = NULL, *skill_tool = NULL, *tmp;
211
212 if (skillno < 1 || skillno >= NUM_SKILLS)
213 return NULL;
214
215 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
216 {
217 if (tmp->type == SKILL && tmp->subtype == skillno)
218 skill = tmp;
219
220 /* Try to find appropriate skilltool. If the player has one already
221 * applied, we try to keep using that one.
222 */
223 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
224 {
225 if (QUERY_FLAG (tmp, FLAG_APPLIED))
226 skill_tool = tmp;
227 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
228 skill_tool = tmp;
229 }
230 }
231 /* If this is a skill that can be used without a tool, return it */
232 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
233 return skill;
234
235 /* Player has a tool to use the skill. IF not applied, apply it -
236 * if not successful, return null. If they do have the skill tool
237 * but not the skill itself, give it to them.
238 */
239 if (skill_tool)
240 {
241 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
242 {
243 if (apply_special (who, skill_tool, 0))
244 return NULL;
245 }
246 if (!skill)
247 {
248 skill = give_skill_by_name (who, skill_tool->skill);
249 link_player_skills (who);
250 }
251 return skill;
252 }
253 return NULL;
254 }
255
256 /* This changes the objects skill to new_skill.
257 * note that this function doesn't always need to get used -
258 * you can now add skill exp to the player without the chosen_skill being
259 * set. This function is of most interest to players to update
260 * the various range information.
261 * if new_skill is null, this just unapplies the skill.
262 * flag has the current meaning:
263 * 0x1: If set, don't update the range pointer. This is useful when we
264 * need to ready a new skill, but don't want to clobber range.
265 * return 1 on success, 0 on error
266 */
267
268 int
269 change_skill (object *who, object *new_skill, int flag)
270 {
271 int old_range;
272
273 if (who->type != PLAYER)
274 return 0;
275
276 old_range = who->contr->shoottype;
277
278 if (who->chosen_skill && who->chosen_skill == new_skill)
279 {
280 /* optimization for changing skill to current skill */
281 if (who->type == PLAYER && !(flag & 0x1))
282 who->contr->shoottype = range_skill;
283 return 1;
284 }
285
286 if (!new_skill || who->chosen_skill)
287 if (who->chosen_skill)
288 apply_special (who, who->chosen_skill, AP_UNAPPLY);
289
290 /* Only goal in this case was to unapply a skill */
291 if (!new_skill)
292 return 0;
293
294 if (apply_special (who, new_skill, AP_APPLY))
295 {
296 return 0;
297 }
298 if (flag & 0x1)
299 who->contr->shoottype = (rangetype) old_range;
300
301 return 1;
302 }
303
304 /* This function just clears the chosen_skill and range_skill values
305 * inthe player.
306 */
307 void
308 clear_skill (object *who)
309 {
310 who->chosen_skill = NULL;
311 CLEAR_FLAG (who, FLAG_READY_SKILL);
312 if (who->type == PLAYER)
313 {
314 who->contr->ranges[range_skill] = NULL;
315 if (who->contr->shoottype == range_skill)
316 who->contr->shoottype = range_none;
317 }
318 }
319
320 /* do_skill() - Main skills use function-similar in scope to cast_spell().
321 * We handle all requests for skill use outside of some combat here.
322 * We require a separate routine outside of fire() so as to allow monsters
323 * to utilize skills. Returns 1 on use of skill, otherwise 0.
324 * This is changed (2002-11-30) from the old method that returned
325 * exp - no caller needed that info, but it also prevented the callers
326 * from know if a skill was actually used, as many skills don't
327 * give any exp for their direct use (eg, throwing).
328 * It returns 0 if no skill was used.
329 */
330
331 int
332 do_skill (object *op, object *part, object *skill, int dir, const char *string)
333 {
334 int success = 0, exp = 0;
335 int did_alc = 0;
336 object *tmp, *next;
337
338 if (!skill)
339 return 0;
340
341 /* The code below presumes that the skill points to the object that
342 * holds the exp, level, etc of the skill. So if this is a player
343 * go and try to find the actual real skill pointer, and if the
344 * the player doesn't have a bucket for that, create one.
345 */
346 if (skill->type != SKILL && op->type == PLAYER)
347 {
348 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
349 {
350 if (tmp->type == SKILL && tmp->skill == skill->skill)
351 break;
352 }
353 if (!tmp)
354 tmp = give_skill_by_name (op, skill->skill);
355 skill = tmp;
356 }
357
358 // skill, by_whom, on_which_object, which direction, skill_argument
359 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
360 return 0;
361
362 switch (skill->subtype)
363 {
364 case SK_LEVITATION:
365 /* Not 100% sure if this will work with new movement code -
366 * the levitation skill has move_type for flying, so when
367 * equipped, that should transfer to player, when not,
368 * shouldn't.
369 */
370 if (QUERY_FLAG (skill, FLAG_APPLIED))
371 {
372 CLEAR_FLAG (skill, FLAG_APPLIED);
373 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
374 }
375 else
376 {
377 SET_FLAG (skill, FLAG_APPLIED);
378 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
379 }
380 fix_player (op);
381 success = 1;
382 break;
383
384 case SK_STEALING:
385 exp = success = steal (op, dir, skill);
386 break;
387
388 case SK_LOCKPICKING:
389 exp = success = pick_lock (op, dir, skill);
390 break;
391
392 case SK_HIDING:
393 exp = success = hide (op, skill);
394 break;
395
396 case SK_JUMPING:
397 success = jump (op, dir, skill);
398 break;
399
400 case SK_INSCRIPTION:
401 exp = success = write_on_item (op, string, skill);
402 break;
403
404 case SK_MEDITATION:
405 meditate (op, skill);
406 success = 1;
407 break;
408 /* note that the following 'attack' skills gain exp through hit_player() */
409
410 case SK_KARATE:
411 (void) attack_hth (op, dir, "karate-chopped", skill);
412 break;
413
414 case SK_PUNCHING:
415 (void) attack_hth (op, dir, "punched", skill);
416 break;
417
418 case SK_FLAME_TOUCH:
419 (void) attack_hth (op, dir, "flamed", skill);
420 break;
421
422 case SK_SPARK_TOUCH:
423 (void) attack_hth (op, dir, "zapped", skill);
424 break;
425
426 case SK_SHIVER:
427 (void) attack_hth (op, dir, "froze", skill);
428 break;
429
430 case SK_ACID_SPLASH:
431 (void) attack_hth (op, dir, "dissolved", skill);
432 break;
433
434 case SK_POISON_NAIL:
435 (void) attack_hth (op, dir, "injected poison into", skill);
436 break;
437
438 case SK_CLAWING:
439 (void) attack_hth (op, dir, "clawed", skill);
440 break;
441
442 case SK_ONE_HANDED_WEAPON:
443 case SK_TWO_HANDED_WEAPON:
444 (void) attack_melee_weapon (op, dir, NULL, skill);
445 break;
446
447 case SK_FIND_TRAPS:
448 exp = success = find_traps (op, skill);
449 break;
450
451 case SK_SINGING:
452 exp = success = singing (op, dir, skill);
453 break;
454
455 case SK_ORATORY:
456 exp = success = use_oratory (op, dir, skill);
457 break;
458
459 case SK_SMITHERY:
460 case SK_BOWYER:
461 case SK_JEWELER:
462 case SK_ALCHEMY:
463 case SK_THAUMATURGY:
464 case SK_LITERACY:
465 case SK_WOODSMAN:
466 /* first, we try to find a cauldron, and do the alchemy thing.
467 * failing that, we go and identify stuff.
468 */
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
470 {
471 next = tmp->above;
472 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
473 {
474 attempt_do_alchemy (op, tmp);
475 if (QUERY_FLAG (tmp, FLAG_APPLIED))
476 esrv_send_inventory (op, tmp);
477 did_alc = 1;
478 }
479 }
480 if (did_alc == 0)
481 exp = success = skill_ident (op, skill);
482 break;
483
484 case SK_DET_MAGIC:
485 case SK_DET_CURSE:
486 exp = success = skill_ident (op, skill);
487 break;
488
489 case SK_DISARM_TRAPS:
490 exp = success = remove_trap (op, dir, skill);
491 break;
492
493 case SK_THROWING:
494 success = skill_throw (op, part, dir, string, skill);
495 break;
496
497 case SK_SET_TRAP:
498 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
499 break;
500
501 case SK_USE_MAGIC_ITEM:
502 case SK_MISSILE_WEAPON:
503 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
504 break;
505
506 case SK_PRAYING:
507 success = pray (op, skill);
508 break;
509
510 case SK_BARGAINING:
511 success = describe_shop (op);
512 break;
513
514 case SK_SORCERY:
515 case SK_EVOCATION:
516 case SK_PYROMANCY:
517 case SK_SUMMONING:
518 case SK_CLIMBING:
519 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
520 break;
521
522 default:
523 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
524 break;
525 }
526
527 /* For players we now update the speed_left from using the skill.
528 * Monsters have no skill use time because of the random nature in
529 * which use_monster_skill is called already simulates this.
530 * If certain skills should take more/less time, that should be
531 * in the code for the skill itself.
532 */
533
534 if (op->type == PLAYER)
535 op->speed_left -= 1.0;
536
537 /* this is a good place to add experience for successfull use of skills.
538 * Note that add_exp() will figure out player/monster experience
539 * gain problems.
540 */
541
542 if (success && exp)
543 change_exp (op, exp, skill->skill, 0);
544
545 return success;
546 }
547
548 /* calc_skill_exp() - calculates amount of experience can be gained for
549 * successfull use of a skill. Returns value of experience gain.
550 * Here we take the view that a player must 'overcome an opponent'
551 * in order to gain experience. Examples include foes killed combat,
552 * finding/disarming a trap, stealing from somebeing, etc.
553 * The gained experience is based primarily on the difference in levels,
554 * exp point value of vanquished foe, the relevent stats of the skill being
555 * used and modifications in the skills[] table.
556 *
557 * For now, monsters and players will be treated differently. Below I give
558 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
559 * Monsters just get 10% of the exp of the opponent.
560 *
561 * players get a ratio, eg, opponent lvl / player level. This is then
562 * multiplied by various things. If simple exp is true, then
563 * this multiplier, include the level difference, is always 1.
564 * This revised method prevents some cases where there are big gaps
565 * in the amount you get just because you are now equal level vs lower
566 * level
567 * who is player/creature that used the skill.
568 * op is the object that was 'defeated'.
569 * skill is the skill used. If no skill is used, it should just
570 * point back to who.
571 *
572 */
573
574 int
575 calc_skill_exp (object *who, object *op, object *skill)
576 {
577 int op_exp = 0, op_lvl = 0;
578 float base, value, lvl_mult = 0.0;
579
580 if (!skill)
581 skill = who;
582
583 /* Oct 95 - where we have an object, I expanded our treatment
584 * to 3 cases:
585 * non-living magic obj, runes and everything else.
586 *
587 * If an object is not alive and magical we set the base exp higher to
588 * help out exp awards for skill_ident skills. Also, if
589 * an item is type RUNE, we give out exp based on stats.Cha
590 * and level (this was the old system) -b.t.
591 */
592
593 if (!op)
594 { /* no item/creature */
595 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
596 op_exp = 0;
597 }
598 else if (op->type == RUNE || op->type == TRAP)
599 { /* all traps. If stats.Cha > 1 we use that
600 * for the amount of experience */
601 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
602 op_lvl = op->level;
603 }
604 else
605 { /* all other items/living creatures */
606 op_exp = op->stats.exp;
607 op_lvl = op->level;
608 if (!QUERY_FLAG (op, FLAG_ALIVE))
609 { /* for ident/make items */
610 op_lvl += 5 * abs (op->magic);
611 }
612 }
613
614 if (op_lvl < 1)
615 op_lvl = 1;
616
617 if (who->type != PLAYER)
618 { /* for monsters only */
619 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
620 }
621 else
622 { /* for players */
623 base = op_exp;
624 /* if skill really is a skill, then we can look at the skill archetype for
625 * bse reward value (exp) and level multiplier factor.
626 */
627 if (skill->type == SKILL)
628 {
629 base += skill->arch->clone.stats.exp;
630 if (settings.simple_exp)
631 {
632 if (skill->arch->clone.level)
633 lvl_mult = (float) skill->arch->clone.level / 100.0;
634 else
635 lvl_mult = 1.0; /* no adjustment */
636 }
637 else
638 {
639 if (skill->level)
640 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
641 else
642 lvl_mult = 1.0;
643 }
644 }
645 else
646 {
647 /* Don't divide by zero here! */
648 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
649 }
650 }
651
652 /* assemble the exp total, and return value */
653
654 value = base * lvl_mult;
655 if (value < 1)
656 value = 1; /* Always give at least 1 exp point */
657
658 #ifdef SKILL_UTIL_DEBUG
659 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
660 #endif
661 return ((int) value);
662 }
663
664 /* Learn skill. This inserts the requested skill in the player's
665 * inventory. The skill field of the scroll should have the
666 * exact name of the requested skill.
667 * This one actually teaches the player the skill as something
668 * they can equip.
669 * Return 0 if the player knows the skill, 1 if the
670 * player learns the skill, 2 otherwise.
671 */
672
673 int
674 learn_skill (object *pl, object *scroll)
675 {
676 object *tmp;
677
678 if (!scroll->skill)
679 {
680 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
681 return 2;
682 }
683
684 /* can't use find_skill_by_name because we want skills the player knows
685 * but can't use natively.
686 */
687
688 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
689 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
690 break;
691
692 /* player already knows it */
693 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
694 return 0;
695
696 /* now a random change to learn, based on player Int.
697 * give bonus based on level - otherwise stupid characters
698 * might never be able to learn anything.
699 */
700 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
701 return 2; /* failure :< */
702
703 if (!tmp)
704 tmp = give_skill_by_name (pl, scroll->skill);
705
706 if (!tmp)
707 {
708 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
709 return 2;
710 }
711
712 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
713 link_player_skills (pl);
714 return 1;
715 }
716
717 /* Gives a percentage clipped to 0% -> 100% of a/b. */
718
719 /* Probably belongs in some global utils-type file? */
720 static int
721 clipped_percent (sint64 a, sint64 b)
722 {
723 int rv;
724
725 if (b <= 0)
726 return 0;
727
728 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
729
730 if (rv < 0)
731 return 0;
732 else if (rv > 100)
733 return 100;
734
735 return rv;
736 }
737
738 /* show_skills() - Meant to allow players to examine
739 * their current skill list.
740 * This shows the amount of exp they have in the skills.
741 * we also include some other non skill related info (god,
742 * max weapon improvments, item power).
743 * Note this function is a bit more complicated becauase we
744 * we want ot sort the skills before printing them. If we
745 * just dumped this as we found it, this would be a bit
746 * simpler.
747 */
748
749 void
750 show_skills (object *op, const char *search)
751 {
752 object *tmp = NULL;
753 char buf[MAX_BUF];
754 const char *cp;
755 int i, num_skills_found = 0;
756 static const char *const periods = "........................................";
757
758 /* Need to have a pointer and use strdup for qsort to work properly */
759 char skills[NUM_SKILLS][MAX_BUF];
760
761
762 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
763 {
764 if (tmp->type == SKILL)
765 {
766 if (search && strstr (tmp->name, search) == NULL)
767 continue;
768 /* Basically want to fill this out to 40 spaces with periods */
769 sprintf (buf, "%s%s", &tmp->name, periods);
770 buf[40] = 0;
771
772 if (settings.permanent_exp_ratio)
773 {
774 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)",
775 buf, tmp->level,
776 (long long) tmp->stats.exp,
777 (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
778 }
779 else
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
782 buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul));
783 }
784 /* I don't know why some characters get a bunch of skills, but
785 * it sometimes happens (maybe a leftover from bugier earlier code
786 * and those character are still about). In any case, lets handle
787 * it so it doesn't crash the server - otherwise, one character may
788 * crash the server numerous times.
789 */
790 if (num_skills_found >= NUM_SKILLS)
791 {
792 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
793 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
794 break;
795 }
796 }
797 }
798
799 clear_win_info (op);
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801 if (num_skills_found > 1)
802 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
803
804 for (i = 0; i < num_skills_found; i++)
805 {
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
810
811 cp = determine_god (op);
812 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
813
814 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
815 op->contr->item_power, (int) (op->level * settings.item_power_factor));
816 }
817
818 /* use_skill() - similar to invoke command, it executes the skill in the
819 * direction that the user is facing. Returns false if we are unable to
820 * change to the requested skill, or were unable to use the skill properly.
821 * This is tricky because skills can have spaces. We basically roll
822 * our own find_skill_by_name so we can try to do better string matching.
823 */
824
825 int
826 use_skill (object *op, const char *string)
827 {
828 object *skop;
829 size_t len;
830
831 if (!string)
832 return 0;
833
834 for (skop = op->inv; skop != NULL; skop = skop->below)
835 {
836 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
837 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
838 break;
839 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
840 break;
841 }
842 if (!skop)
843 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
845 return 0;
846 }
847
848 len = strlen (skop->skill);
849
850 /* All this logic goes and skips over the skill name to find any
851 * options given to the skill. Its pretty simple - if there
852 * are extra parameters (as deteremined by string length), we
853 * want to skip over any leading spaces.
854 */
855 if (len >= strlen (string))
856 {
857 string = NULL;
858 }
859 else
860 {
861 string += len;
862 while (*string == 0x20)
863 string++;
864 if (strlen (string) == 0)
865 string = NULL;
866 }
867
868 #ifdef SKILL_UTIL_DEBUG
869 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
870 #endif
871
872 /* Change to the new skill, then execute it. */
873 if (do_skill (op, op, skop, op->facing, string))
874 return 1;
875
876 return 0;
877 }
878
879 /* This finds the best unarmed skill the player has, and returns
880 * it. Best can vary a little - we consider clawing to always
881 * be the best for dragons.
882 * This could be more intelligent, eg, look at the skill level
883 * of the skill and go from there (eg, a level 40 puncher is
884 * is probably better than level 1 karate). OTOH, if you
885 * don't bother to set up your skill properly, that is the players
886 * problem (although, it might be nice to have a preferred skill
887 * field the player can set.
888 * Unlike the old code, we don't give out any skills - it is
889 * possible you just don't have any ability to get into unarmed
890 * combat. If everyone race/class should have one, this should
891 * be handled in the starting treasurelists, not in the code.
892 */
893 static object *
894 find_best_player_hth_skill (object *op)
895 {
896 object *tmp, *best_skill = NULL;
897 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
898
899 for (tmp = op->inv; tmp; tmp = tmp->below)
900 {
901 if (tmp->type == SKILL)
902 {
903 if (dragon && tmp->subtype == SK_CLAWING)
904 return tmp;
905
906 /* The order in the array is preferred order. So basically,
907 * we just cut down the number to search - eg, if we find a skill
908 * early on in flame touch, then we only need to look into the unarmed_array
909 * to the entry before flame touch - don't care about the entries afterward,
910 * because they are inferior skills.
911 */
912 for (i = 0; i < last_skill; i++)
913 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
914 {
915 best_skill = tmp;
916 last_skill = i;
917 }
918 }
919 }
920
921 return best_skill;
922 }
923
924 /* do_skill_attack() - We have got an appropriate opponent from either
925 * move_player_attack() or skill_attack(). In this part we get on with
926 * attacking, take care of messages from the attack and changes in invisible.
927 * Returns true if the attack damaged the opponent.
928 * tmp is the targetted monster.
929 * op is what is attacking
930 * string is passed along to describe what messages to describe
931 * the damage.
932 */
933
934 static int
935 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
936 {
937 int success;
938
939 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
940 return RESULT_INT (0);
941
942 /* For Players only: if there is no ready weapon, and no "attack" skill
943 * is readied either then try to find a skill for the player to use.
944 * it is presumed that if skill is set, it is a valid attack skill (eg,
945 * the caller should have set it appropriately). We still want to pass
946 * through that code if skill is set to change to the skill.
947 */
948 if (op->type == PLAYER)
949 {
950 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
951 {
952 size_t i;
953
954 if (!skill)
955 {
956 /* See if the players chosen skill is a combat skill, and use
957 * it if appropriate.
958 */
959 if (op->chosen_skill)
960 {
961 for (i = 0; i < sizeof (unarmed_skills); i++)
962 if (op->chosen_skill->subtype == unarmed_skills[i])
963 {
964 skill = op->chosen_skill;
965 break;
966 }
967 }
968 /* If we didn't find a skill above, look harder for a good skill */
969 if (!skill)
970 {
971 skill = find_best_player_hth_skill (op);
972
973 if (!skill)
974 {
975 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
976 return 0;
977 }
978 }
979 }
980 if (skill != op->chosen_skill)
981 {
982 /* now try to ready the new skill */
983 if (!change_skill (op, skill, 0))
984 { /* oh oh, trouble! */
985 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
986 return 0;
987 }
988 }
989 }
990 else
991 {
992 /* Seen some crashes below where current_weapon is not set,
993 * even though the flag says it is. So if current weapon isn't set,
994 * do some work in trying to find the object to use.
995 */
996 if (!op->current_weapon)
997 {
998 object *tmp;
999
1000 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1001 for (tmp = op->inv; tmp; tmp = tmp->below)
1002 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1003 break;
1004
1005 if (!tmp)
1006 {
1007 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1008 op->current_weapon = NULL;
1009 return 0;
1010 }
1011 else
1012 {
1013 op->current_weapon = tmp;
1014 }
1015 }
1016
1017 /* Has ready weapon - make sure chosen_skill is set up properly */
1018 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1019 {
1020 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1021 }
1022 }
1023 }
1024
1025 /* lose invisiblity/hiding status for running attacks */
1026
1027 if (op->type == PLAYER && op->contr->tmp_invis)
1028 {
1029 op->contr->tmp_invis = 0;
1030 op->invisible = 0;
1031 op->hide = 0;
1032 update_object (op, UP_OBJ_FACE);
1033 }
1034
1035 success = attack_ob (tmp, op);
1036
1037 /* print appropriate messages to the player */
1038
1039 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1040 {
1041 if (op->type == PLAYER)
1042 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1043 else if (tmp->type == PLAYER)
1044 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1045 }
1046 return success;
1047 }
1048
1049
1050 /* skill_attack() - Core routine for use when we attack using a skills
1051 * system. In essence, this code handles
1052 * all skill-based attacks, ie hth, missile and melee weapons should be
1053 * treated here. If an opponent is already supplied by move_player(),
1054 * we move right onto do_skill_attack(), otherwise we find if an
1055 * appropriate opponent exists.
1056 *
1057 * This is called by move_player() and attack_hth()
1058 *
1059 * Initial implementation by -bt thomas@astro.psu.edu
1060 */
1061
1062 int
1063 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1064 {
1065 sint16 tx, ty;
1066 maptile *m;
1067 int mflags;
1068
1069 if (!dir)
1070 dir = pl->facing;
1071 tx = freearr_x[dir];
1072 ty = freearr_y[dir];
1073
1074 /* If we don't yet have an opponent, find if one exists, and attack.
1075 * Legal opponents are the same as outlined in move_player_attack()
1076 */
1077
1078 if (tmp == NULL)
1079 {
1080 m = pl->map;
1081 tx = pl->x + freearr_x[dir];
1082 ty = pl->y + freearr_y[dir];
1083
1084 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1085 if (mflags & P_OUT_OF_MAP)
1086 return 0;
1087
1088 /* space must be blocked for there to be anything interesting to do */
1089 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1090 return 0;
1091
1092 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1093 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1094 {
1095 /* Don't attack party members */
1096 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1097 return 0;
1098 break;
1099 }
1100 }
1101 if (!tmp)
1102 {
1103 if (pl->type == PLAYER)
1104 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1105 return 0;
1106 }
1107
1108 return do_skill_attack (tmp, pl, string, skill);
1109 }
1110
1111
1112 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1113
1114 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1115 * (attack_hth) we check for weapon use, etc in the second (the new
1116 * function skill_attack() we actually attack.
1117 */
1118
1119 static int
1120 attack_hth (object *pl, int dir, const char *string, object *skill)
1121 {
1122 object *enemy = NULL, *weapon;
1123
1124 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1125 for (weapon = pl->inv; weapon; weapon = weapon->below)
1126 {
1127 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1128 {
1129 CLEAR_FLAG (weapon, FLAG_APPLIED);
1130 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1131 fix_player (pl);
1132 if (pl->type == PLAYER)
1133 {
1134 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1135 esrv_update_item (UPD_FLAGS, pl, weapon);
1136 }
1137 break;
1138 }
1139 }
1140 return skill_attack (enemy, pl, dir, string, skill);
1141 }
1142
1143
1144 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1145 * For now we are just checking to see if we have a ready weapon here.
1146 * But there is a real neato possible feature of this scheme which
1147 * bears mentioning:
1148 * Since we are only calling this from do_skill() in the future
1149 * we may make this routine handle 'special' melee weapons attacks
1150 * (like disarming manuever with sai) based on player SK_level and
1151 * weapon type.
1152 */
1153
1154 static int
1155 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1156 {
1157
1158 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1159 {
1160 if (op->type == PLAYER)
1161 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1162 return 0;
1163 }
1164 return skill_attack (NULL, op, dir, string, skill);
1165
1166 }