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Revision: 1.22
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +2 -3 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

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 */
54 static uint8 unarmed_skills[] = {
55 SK_KARATE,
56 SK_CLAWING,
57 SK_FLAME_TOUCH,
58 SK_SPARK_TOUCH,
59 SK_SHIVER,
60 SK_ACID_SPLASH,
61 SK_POISON_NAIL,
62 SK_PUNCHING,
63 (uint8)-1
64 };
65
66 static int attack_hth (object *pl, int dir, const char *string, object *skill);
67 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
68
69 /* init_skills basically just sets up the skill_names table
70 * above. The index into the array is set up by the
71 * subtypes.
72 */
73 void
74 init_skills (void)
75 {
76 int i;
77 archetype *at;
78
79 for (at = first_archetype; at != NULL; at = at->next)
80 if (at->clone.type == SKILL)
81 {
82 if (skill_names[at->clone.subtype] != NULL)
83 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
84 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
85 else
86 skill_names[at->clone.subtype] = at->clone.skill;
87 }
88
89 /* This isn't really an error if there is no skill subtype set, but
90 * checking for this may catch some user errors.
91 */
92 for (i = 1; i < NUM_SKILLS; i++)
93 {
94 if (!skill_names[i])
95 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
96 }
97 }
98
99 /* This function goes through the player inventory and sets
100 * up the last_skills[] array in the player object.
101 * the last_skills[] is used to more quickly lookup skills -
102 * mostly used for sending exp.
103 */
104 void
105 link_player_skills (object *op)
106 {
107 object *tmp;
108
109 for (tmp = op->inv; tmp; tmp = tmp->below)
110 {
111 if (tmp->type == SKILL)
112 {
113 /* This is really a warning, hence no else below */
114 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
115 {
116 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
117 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
118 }
119 if (tmp->subtype >= NUM_SKILLS)
120 {
121 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
122 }
123 else
124 {
125 op->contr->last_skill_ob[tmp->subtype] = tmp;
126 op->contr->last_skill_exp[tmp->subtype] = -1;
127 }
128 }
129 }
130 }
131
132 /* This returns the skill pointer of the given name (the
133 * one that accumlates exp, has the level, etc).
134 *
135 * It is presumed that the player will be needing to actually
136 * use the skill, so thus if use of the skill requires a skill
137 * tool, this code will equip it.
138 */
139 object *
140 find_skill_by_name (object *who, const char *name)
141 {
142 object *skill = NULL, *skill_tool = NULL, *tmp;
143
144 if (!name)
145 return NULL;
146
147 /* We make sure the length of the string in the object is greater
148 * in length than the passed string. Eg, if we have a skill called
149 * 'hi', we don't want to match if the user passed 'high'
150 */
151 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
152 {
153 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
154 skill = tmp;
155
156 /* Try to find appropriate skilltool. If the player has one already
157 * applied, we try to keep using that one.
158 */
159 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
160 {
161 if (QUERY_FLAG (tmp, FLAG_APPLIED))
162 skill_tool = tmp;
163 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
164 skill_tool = tmp;
165 }
166 }
167 /* If this is a skill that can be used without a tool, return it */
168 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
169 return skill;
170
171 /* Player has a tool to use the skill. IF not applied, apply it -
172 * if not successful, return null. If they do have the skill tool
173 * but not the skill itself, give it to them.
174 */
175 if (skill_tool)
176 {
177 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
178 {
179 if (apply_special (who, skill_tool, 0))
180 return NULL;
181 }
182 if (!skill)
183 {
184 skill = give_skill_by_name (who, skill_tool->skill);
185 link_player_skills (who);
186 }
187 return skill;
188 }
189 return NULL;
190 }
191
192
193 /* This returns the skill pointer of the given name (the
194 * one that accumlates exp, has the level, etc).
195 *
196 * It is presumed that the player will be needing to actually
197 * use the skill, so thus if use of the skill requires a skill
198 * tool, this code will equip it.
199 *
200 * This code is basically the same as find_skill_by_name() above,
201 * but instead a skill name, we search by matching number.
202 * this replaces find_skill.
203 */
204 object *
205 find_skill_by_number (object *who, int skillno)
206 {
207 object *skill = NULL, *skill_tool = NULL, *tmp;
208
209 if (skillno < 1 || skillno >= NUM_SKILLS)
210 return NULL;
211
212 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
213 {
214 if (tmp->type == SKILL && tmp->subtype == skillno)
215 skill = tmp;
216
217 /* Try to find appropriate skilltool. If the player has one already
218 * applied, we try to keep using that one.
219 */
220 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
221 {
222 if (QUERY_FLAG (tmp, FLAG_APPLIED))
223 skill_tool = tmp;
224 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
225 skill_tool = tmp;
226 }
227 }
228 /* If this is a skill that can be used without a tool, return it */
229 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
230 return skill;
231
232 /* Player has a tool to use the skill. IF not applied, apply it -
233 * if not successful, return null. If they do have the skill tool
234 * but not the skill itself, give it to them.
235 */
236 if (skill_tool)
237 {
238 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
239 {
240 if (apply_special (who, skill_tool, 0))
241 return NULL;
242 }
243
244 if (!skill)
245 {
246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who);
248 }
249
250 return skill;
251 }
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
284 return 1;
285 }
286
287 // move skill to front, so it will be preferred next time
288 new_skill->remove ();
289 who->insert (new_skill);
290
291 if (!new_skill || who->chosen_skill)
292 if (who->chosen_skill)
293 apply_special (who, who->chosen_skill, AP_UNAPPLY);
294
295 /* Only goal in this case was to unapply a skill */
296 if (!new_skill)
297 return 0;
298
299 if (apply_special (who, new_skill, AP_APPLY))
300 return 0;
301
302 if (flag & 0x1)
303 who->contr->shoottype = (rangetype)old_range;
304
305 return 1;
306 }
307
308 /* This function just clears the chosen_skill and range_skill values
309 * inthe player.
310 */
311 void
312 clear_skill (object *who)
313 {
314 who->chosen_skill = NULL;
315 CLEAR_FLAG (who, FLAG_READY_SKILL);
316 if (who->type == PLAYER)
317 {
318 who->contr->ranges[range_skill] = NULL;
319 if (who->contr->shoottype == range_skill)
320 who->contr->shoottype = range_none;
321 }
322 }
323
324 /* do_skill() - Main skills use function-similar in scope to cast_spell().
325 * We handle all requests for skill use outside of some combat here.
326 * We require a separate routine outside of fire() so as to allow monsters
327 * to utilize skills. Returns 1 on use of skill, otherwise 0.
328 * This is changed (2002-11-30) from the old method that returned
329 * exp - no caller needed that info, but it also prevented the callers
330 * from know if a skill was actually used, as many skills don't
331 * give any exp for their direct use (eg, throwing).
332 * It returns 0 if no skill was used.
333 */
334
335 int
336 do_skill (object *op, object *part, object *skill, int dir, const char *string)
337 {
338 int success = 0, exp = 0;
339 int did_alc = 0;
340 object *tmp, *next;
341
342 if (!skill)
343 return 0;
344
345 /* The code below presumes that the skill points to the object that
346 * holds the exp, level, etc of the skill. So if this is a player
347 * go and try to find the actual real skill pointer, and if the
348 * the player doesn't have a bucket for that, create one.
349 */
350 if (skill->type != SKILL && op->type == PLAYER)
351 {
352 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
353 {
354 if (tmp->type == SKILL && tmp->skill == skill->skill)
355 break;
356 }
357 if (!tmp)
358 tmp = give_skill_by_name (op, skill->skill);
359 skill = tmp;
360 }
361
362 // skill, by_whom, on_which_object, which direction, skill_argument
363 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
364 return 0;
365
366 switch (skill->subtype)
367 {
368 case SK_LEVITATION:
369 /* Not 100% sure if this will work with new movement code -
370 * the levitation skill has move_type for flying, so when
371 * equipped, that should transfer to player, when not,
372 * shouldn't.
373 */
374 if (QUERY_FLAG (skill, FLAG_APPLIED))
375 {
376 CLEAR_FLAG (skill, FLAG_APPLIED);
377 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
378 }
379 else
380 {
381 SET_FLAG (skill, FLAG_APPLIED);
382 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
383 }
384 op->update_stats ();
385 success = 1;
386 break;
387
388 case SK_STEALING:
389 exp = success = steal (op, dir, skill);
390 break;
391
392 case SK_LOCKPICKING:
393 exp = success = pick_lock (op, dir, skill);
394 break;
395
396 case SK_HIDING:
397 exp = success = hide (op, skill);
398 break;
399
400 case SK_JUMPING:
401 success = jump (op, dir, skill);
402 break;
403
404 case SK_INSCRIPTION:
405 exp = success = write_on_item (op, string, skill);
406 break;
407
408 case SK_MEDITATION:
409 meditate (op, skill);
410 success = 1;
411 break;
412 /* note that the following 'attack' skills gain exp through hit_player() */
413
414 case SK_KARATE:
415 (void) attack_hth (op, dir, "karate-chopped", skill);
416 break;
417
418 case SK_PUNCHING:
419 (void) attack_hth (op, dir, "punched", skill);
420 break;
421
422 case SK_FLAME_TOUCH:
423 (void) attack_hth (op, dir, "flamed", skill);
424 break;
425
426 case SK_SPARK_TOUCH:
427 (void) attack_hth (op, dir, "zapped", skill);
428 break;
429
430 case SK_SHIVER:
431 (void) attack_hth (op, dir, "froze", skill);
432 break;
433
434 case SK_ACID_SPLASH:
435 (void) attack_hth (op, dir, "dissolved", skill);
436 break;
437
438 case SK_POISON_NAIL:
439 (void) attack_hth (op, dir, "injected poison into", skill);
440 break;
441
442 case SK_CLAWING:
443 (void) attack_hth (op, dir, "clawed", skill);
444 break;
445
446 case SK_ONE_HANDED_WEAPON:
447 case SK_TWO_HANDED_WEAPON:
448 (void) attack_melee_weapon (op, dir, NULL, skill);
449 break;
450
451 case SK_FIND_TRAPS:
452 exp = success = find_traps (op, skill);
453 break;
454
455 case SK_SINGING:
456 exp = success = singing (op, dir, skill);
457 break;
458
459 case SK_ORATORY:
460 exp = success = use_oratory (op, dir, skill);
461 break;
462
463 case SK_SMITHERY:
464 case SK_BOWYER:
465 case SK_JEWELER:
466 case SK_ALCHEMY:
467 case SK_THAUMATURGY:
468 case SK_LITERACY:
469 case SK_WOODSMAN:
470 /* first, we try to find a cauldron, and do the alchemy thing.
471 * failing that, we go and identify stuff.
472 */
473 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
474 {
475 next = tmp->above;
476
477 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
478 {
479 attempt_do_alchemy (op, tmp);
480
481 if (QUERY_FLAG (tmp, FLAG_APPLIED))
482 esrv_send_inventory (op, tmp);
483
484 did_alc = 1;
485 }
486 }
487
488 if (did_alc == 0)
489 exp = success = skill_ident (op, skill);
490
491 break;
492
493 case SK_DET_MAGIC:
494 case SK_DET_CURSE:
495 exp = success = skill_ident (op, skill);
496 break;
497
498 case SK_DISARM_TRAPS:
499 exp = success = remove_trap (op, dir, skill);
500 break;
501
502 case SK_THROWING:
503 success = skill_throw (op, part, dir, string, skill);
504 break;
505
506 case SK_SET_TRAP:
507 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
508 break;
509
510 case SK_USE_MAGIC_ITEM:
511 case SK_MISSILE_WEAPON:
512 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
513 break;
514
515 case SK_PRAYING:
516 success = pray (op, skill);
517 break;
518
519 case SK_BARGAINING:
520 success = describe_shop (op);
521 break;
522
523 case SK_SORCERY:
524 case SK_EVOCATION:
525 case SK_PYROMANCY:
526 case SK_SUMMONING:
527 case SK_CLIMBING:
528 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
529 break;
530
531 default:
532 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
533 break;
534 }
535
536 /* For players we now update the speed_left from using the skill.
537 * Monsters have no skill use time because of the random nature in
538 * which use_monster_skill is called already simulates this.
539 * If certain skills should take more/less time, that should be
540 * in the code for the skill itself.
541 */
542
543 if (op->type == PLAYER)
544 op->speed_left -= 1.0;
545
546 /* this is a good place to add experience for successfull use of skills.
547 * Note that add_exp() will figure out player/monster experience
548 * gain problems.
549 */
550
551 if (success && exp)
552 change_exp (op, exp, skill->skill, 0);
553
554 return success;
555 }
556
557 /* calc_skill_exp() - calculates amount of experience can be gained for
558 * successfull use of a skill. Returns value of experience gain.
559 * Here we take the view that a player must 'overcome an opponent'
560 * in order to gain experience. Examples include foes killed combat,
561 * finding/disarming a trap, stealing from somebeing, etc.
562 * The gained experience is based primarily on the difference in levels,
563 * exp point value of vanquished foe, the relevent stats of the skill being
564 * used and modifications in the skills[] table.
565 *
566 * For now, monsters and players will be treated differently. Below I give
567 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
568 * Monsters just get 10% of the exp of the opponent.
569 *
570 * players get a ratio, eg, opponent lvl / player level. This is then
571 * multiplied by various things. If simple exp is true, then
572 * this multiplier, include the level difference, is always 1.
573 * This revised method prevents some cases where there are big gaps
574 * in the amount you get just because you are now equal level vs lower
575 * level
576 * who is player/creature that used the skill.
577 * op is the object that was 'defeated'.
578 * skill is the skill used. If no skill is used, it should just
579 * point back to who.
580 *
581 */
582
583 int
584 calc_skill_exp (object *who, object *op, object *skill)
585 {
586 int op_exp = 0, op_lvl = 0;
587 float base, value, lvl_mult = 0.0;
588
589 if (!skill)
590 skill = who;
591
592 /* Oct 95 - where we have an object, I expanded our treatment
593 * to 3 cases:
594 * non-living magic obj, runes and everything else.
595 *
596 * If an object is not alive and magical we set the base exp higher to
597 * help out exp awards for skill_ident skills. Also, if
598 * an item is type RUNE, we give out exp based on stats.Cha
599 * and level (this was the old system) -b.t.
600 */
601
602 if (!op)
603 { /* no item/creature */
604 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
605 op_exp = 0;
606 }
607 else if (op->type == RUNE || op->type == TRAP)
608 { /* all traps. If stats.Cha > 1 we use that
609 * for the amount of experience */
610 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
611 op_lvl = op->level;
612 }
613 else
614 { /* all other items/living creatures */
615 op_exp = op->stats.exp;
616 op_lvl = op->level;
617 if (!QUERY_FLAG (op, FLAG_ALIVE))
618 { /* for ident/make items */
619 op_lvl += 5 * abs (op->magic);
620 }
621 }
622
623 if (op_lvl < 1)
624 op_lvl = 1;
625
626 if (who->type != PLAYER)
627 { /* for monsters only */
628 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
629 }
630 else
631 { /* for players */
632 base = op_exp;
633 /* if skill really is a skill, then we can look at the skill archetype for
634 * bse reward value (exp) and level multiplier factor.
635 */
636 if (skill->type == SKILL)
637 {
638 base += skill->arch->clone.stats.exp;
639 if (settings.simple_exp)
640 {
641 if (skill->arch->clone.level)
642 lvl_mult = (float) skill->arch->clone.level / 100.0;
643 else
644 lvl_mult = 1.0; /* no adjustment */
645 }
646 else
647 {
648 if (skill->level)
649 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
650 else
651 lvl_mult = 1.0;
652 }
653 }
654 else
655 {
656 /* Don't divide by zero here! */
657 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
658 }
659 }
660
661 /* assemble the exp total, and return value */
662
663 value = base * lvl_mult;
664 if (value < 1)
665 value = 1; /* Always give at least 1 exp point */
666
667 #ifdef SKILL_UTIL_DEBUG
668 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
669 #endif
670 return ((int) value);
671 }
672
673 /* Learn skill. This inserts the requested skill in the player's
674 * inventory. The skill field of the scroll should have the
675 * exact name of the requested skill.
676 * This one actually teaches the player the skill as something
677 * they can equip.
678 * Return 0 if the player knows the skill, 1 if the
679 * player learns the skill, 2 otherwise.
680 */
681
682 int
683 learn_skill (object *pl, object *scroll)
684 {
685 object *tmp;
686
687 if (!scroll->skill)
688 {
689 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
690 return 2;
691 }
692
693 /* can't use find_skill_by_name because we want skills the player knows
694 * but can't use natively.
695 */
696
697 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
698 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
699 break;
700
701 /* player already knows it */
702 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
703 return 0;
704
705 /* now a random change to learn, based on player Int.
706 * give bonus based on level - otherwise stupid characters
707 * might never be able to learn anything.
708 */
709 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
710 return 2; /* failure :< */
711
712 if (!tmp)
713 tmp = give_skill_by_name (pl, scroll->skill);
714
715 if (!tmp)
716 {
717 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
718 return 2;
719 }
720
721 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
722 link_player_skills (pl);
723 return 1;
724 }
725
726 /* Gives a percentage clipped to 0% -> 100% of a/b. */
727
728 /* Probably belongs in some global utils-type file? */
729 static int
730 clipped_percent (sint64 a, sint64 b)
731 {
732 int rv;
733
734 if (b <= 0)
735 return 0;
736
737 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
738
739 if (rv < 0)
740 return 0;
741 else if (rv > 100)
742 return 100;
743
744 return rv;
745 }
746
747 /* show_skills() - Meant to allow players to examine
748 * their current skill list.
749 * This shows the amount of exp they have in the skills.
750 * we also include some other non skill related info (god,
751 * max weapon improvments, item power).
752 * Note this function is a bit more complicated becauase we
753 * we want ot sort the skills before printing them. If we
754 * just dumped this as we found it, this would be a bit
755 * simpler.
756 */
757
758 void
759 show_skills (object *op, const char *search)
760 {
761 object *tmp = NULL;
762 char buf[MAX_BUF];
763 const char *cp;
764 int i, num_skills_found = 0;
765 static const char *const periods = "........................................";
766
767 /* Need to have a pointer and use strdup for qsort to work properly */
768 char skills[NUM_SKILLS][MAX_BUF];
769
770
771 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
772 {
773 if (tmp->type == SKILL)
774 {
775 if (search && strstr (tmp->name, search) == NULL)
776 continue;
777 /* Basically want to fill this out to 40 spaces with periods */
778 sprintf (buf, "%s%s", &tmp->name, periods);
779 buf[40] = 0;
780
781 if (settings.permanent_exp_ratio)
782 {
783 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
784 buf, tmp->level, tmp->stats.exp,
785 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:%" PRId64 "/%" PRId64 ")",
790 buf, tmp->level, tmp->stats.exp, 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 static bool
888 hth_skill_p (object *skill)
889 {
890 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
891 if (skill->subtype == unarmed_skills[i])
892 return 1;
893
894 return 0;
895 }
896
897 /* This finds the first unarmed skill the player has, and returns it.
898 */
899 static object *
900 find_player_hth_skill (object *op)
901 {
902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
903 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
904 return tmp;
905
906 return 0;
907 }
908
909 /* do_skill_attack() - We have got an appropriate opponent from either
910 * move_player_attack() or skill_attack(). In this part we get on with
911 * attacking, take care of messages from the attack and changes in invisible.
912 * Returns true if the attack damaged the opponent.
913 * tmp is the targetted monster.
914 * op is what is attacking
915 * string is passed along to describe what messages to describe
916 * the damage.
917 */
918
919 static int
920 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
921 {
922 int success;
923
924 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
925 return RESULT_INT (0);
926
927 /* For Players only: if there is no ready weapon, and no "attack" skill
928 * is readied either then try to find a skill for the player to use.
929 * it is presumed that if skill is set, it is a valid attack skill (eg,
930 * the caller should have set it appropriately). We still want to pass
931 * through that code if skill is set to change to the skill.
932 */
933 if (op->type == PLAYER)
934 {
935 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
936 {
937 if (!skill)
938 {
939 /* See if the players chosen skill is a combat skill, and use
940 * it if appropriate.
941 */
942 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
943 skill = op->chosen_skill;
944 else
945 {
946 skill = find_player_hth_skill (op);
947
948 if (!skill)
949 {
950 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
951 return 0;
952 }
953 }
954 }
955
956 /* now try to ready the new skill */
957 if (!change_skill (op, skill, 0))
958 { /* oh oh, trouble! */
959 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
960 return 0;
961 }
962 }
963 else
964 {
965 /* Seen some crashes below where current_weapon is not set,
966 * even though the flag says it is. So if current weapon isn't set,
967 * do some work in trying to find the object to use.
968 */
969 if (!op->current_weapon)
970 {
971 object *tmp;
972
973 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
974 for (tmp = op->inv; tmp; tmp = tmp->below)
975 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
976 break;
977
978 if (!tmp)
979 {
980 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
981 op->current_weapon = NULL;
982 return 0;
983 }
984 else
985 {
986 op->current_weapon = tmp;
987 }
988 }
989
990 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
991 }
992 }
993
994 /* lose invisiblity/hiding status for running attacks */
995
996 if (op->type == PLAYER && op->contr->tmp_invis)
997 {
998 op->contr->tmp_invis = 0;
999 op->invisible = 0;
1000 op->hide = 0;
1001 update_object (op, UP_OBJ_FACE);
1002 }
1003
1004 success = attack_ob (tmp, op);
1005
1006 /* print appropriate messages to the player */
1007
1008 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1009 {
1010 if (op->type == PLAYER)
1011 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1012 else if (tmp->type == PLAYER)
1013 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1014 }
1015 return success;
1016 }
1017
1018
1019 /* skill_attack() - Core routine for use when we attack using a skills
1020 * system. In essence, this code handles
1021 * all skill-based attacks, ie hth, missile and melee weapons should be
1022 * treated here. If an opponent is already supplied by move_player(),
1023 * we move right onto do_skill_attack(), otherwise we find if an
1024 * appropriate opponent exists.
1025 *
1026 * This is called by move_player() and attack_hth()
1027 *
1028 * Initial implementation by -bt thomas@astro.psu.edu
1029 */
1030
1031 int
1032 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1033 {
1034 sint16 tx, ty;
1035 maptile *m;
1036 int mflags;
1037
1038 if (!dir)
1039 dir = pl->facing;
1040
1041 tx = freearr_x[dir];
1042 ty = freearr_y[dir];
1043
1044 /* If we don't yet have an opponent, find if one exists, and attack.
1045 * Legal opponents are the same as outlined in move_player_attack()
1046 */
1047
1048 if (tmp == NULL)
1049 {
1050 m = pl->map;
1051 tx = pl->x + freearr_x[dir];
1052 ty = pl->y + freearr_y[dir];
1053
1054 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1055 if (mflags & P_OUT_OF_MAP)
1056 return 0;
1057
1058 /* space must be blocked for there to be anything interesting to do */
1059 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1060 return 0;
1061
1062 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1063 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1064 {
1065 /* Don't attack party members */
1066 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1067 return 0;
1068 break;
1069 }
1070 }
1071 if (!tmp)
1072 {
1073 if (pl->type == PLAYER)
1074 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1075 return 0;
1076 }
1077
1078 return do_skill_attack (tmp, pl, string, skill);
1079 }
1080
1081
1082 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1083
1084 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1085 * (attack_hth) we check for weapon use, etc in the second (the new
1086 * function skill_attack() we actually attack.
1087 */
1088
1089 static int
1090 attack_hth (object *pl, int dir, const char *string, object *skill)
1091 {
1092 object *enemy = NULL, *weapon;
1093
1094 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1095 for (weapon = pl->inv; weapon; weapon = weapon->below)
1096 {
1097 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1098 {
1099 CLEAR_FLAG (weapon, FLAG_APPLIED);
1100 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1101 pl->update_stats ();
1102 if (pl->type == PLAYER)
1103 {
1104 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1105 esrv_update_item (UPD_FLAGS, pl, weapon);
1106 }
1107 break;
1108 }
1109 }
1110 return skill_attack (enemy, pl, dir, string, skill);
1111 }
1112
1113
1114 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1115 * For now we are just checking to see if we have a ready weapon here.
1116 * But there is a real neato possible feature of this scheme which
1117 * bears mentioning:
1118 * Since we are only calling this from do_skill() in the future
1119 * we may make this routine handle 'special' melee weapons attacks
1120 * (like disarming manuever with sai) based on player SK_level and
1121 * weapon type.
1122 */
1123
1124 static int
1125 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1126 {
1127
1128 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1129 {
1130 if (op->type == PLAYER)
1131 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1132 return 0;
1133 }
1134 return skill_attack (NULL, op, dir, string, skill);
1135
1136 }