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Revision: 1.9
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +728 -594 lines
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# Content
1
2 /*
3 * static char *rcsid_skill_util_c =
4 * "$Id: skill_util.C,v 1.8 2006-09-07 10:01:58 pippijn Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28 */
29
30 /* Created July 95 to separate skill utilities from actual skills -b.t. */
31
32 /* Reconfigured skills code to allow linking of skills to experience
33 * categories. This is done solely through the init_new_exp_system() fctn.
34 * June/July 1995 -b.t. thomas@astro.psu.edu
35 */
36
37 /* July 1995 - Initial associated skills coding. Experience gains
38 * come solely from the use of skills. Overcoming an opponent (in combat,
39 * finding/disarming a trap, stealing from somebeing, etc) gains
40 * experience. Calc_skill_exp() handles the gained experience using
41 * modifications in the skills[] table. - b.t.
42 */
43
44 /* define the following for skills utility debuging */
45
46 /* #define SKILL_UTIL_DEBUG */
47
48 #define WANT_UNARMED_SKILLS
49
50 #include <global.h>
51 #include <object.h>
52 #ifndef __CEXTRACT__
53 # include <sproto.h>
54 #endif
55 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
56 #include <spells.h>
57
58 static int attack_hth (object *pl, int dir, const char *string, object *skill);
59 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61 shstr skill_names[NUM_SKILLS];
62
63 /* init_skills basically just sets up the skill_names table
64 * above. The index into the array is set up by the
65 * subtypes.
66 */
67 void
68 init_skills (void)
69 {
70 int i;
71 archetype *at;
72
73 for (at = first_archetype; at != NULL; at = at->next)
74 {
75 if (at->clone.type == SKILL)
76 {
77 if (skill_names[at->clone.subtype] != NULL)
78 {
79 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
80 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
81 }
82 else
83 {
84 skill_names[at->clone.subtype] = at->clone.skill;
85 }
86 }
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
100 /* This function goes through the player inventory and sets
101 * up the last_skills[] array in the player object.
102 * the last_skills[] is used to more quickly lookup skills -
103 * mostly used for sending exp.
104 */
105 void
106 link_player_skills (object *op)
107 {
108 object *tmp;
109
110 for (tmp = op->inv; tmp; tmp = tmp->below)
111 {
112 if (tmp->type == SKILL)
113 {
114 /* This is really a warning, hence no else below */
115 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
116 {
117 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
118 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
119 }
120 if (tmp->subtype >= NUM_SKILLS)
121 {
122 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
123 }
124 else
125 {
126 op->contr->last_skill_ob[tmp->subtype] = tmp;
127 op->contr->last_skill_exp[tmp->subtype] = -1;
128 }
129 }
130 }
131 }
132
133 /* This returns the skill pointer of the given name (the
134 * one that accumlates exp, has the level, etc).
135 *
136 * It is presumed that the player will be needing to actually
137 * use the skill, so thus if use of the skill requires a skill
138 * tool, this code will equip it.
139 */
140 object *
141 find_skill_by_name (object *who, const char *name)
142 {
143 object *skill = NULL, *skill_tool = NULL, *tmp;
144
145 if (!name)
146 return NULL;
147
148 /* We make sure the length of the string in the object is greater
149 * in length than the passed string. Eg, if we have a skill called
150 * 'hi', we don't want to match if the user passed 'high'
151 */
152 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
153 {
154 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
155 skill = tmp;
156
157 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one.
159 */
160 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
161 {
162 if (QUERY_FLAG (tmp, FLAG_APPLIED))
163 skill_tool = tmp;
164 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
165 skill_tool = tmp;
166 }
167 }
168 /* If this is a skill that can be used without a tool, return it */
169 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
170 return skill;
171
172 /* Player has a tool to use the skill. IF not applied, apply it -
173 * if not successful, return null. If they do have the skill tool
174 * but not the skill itself, give it to them.
175 */
176 if (skill_tool)
177 {
178 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
179 {
180 if (apply_special (who, skill_tool, 0))
181 return NULL;
182 }
183 if (!skill)
184 {
185 skill = give_skill_by_name (who, skill_tool->skill);
186 link_player_skills (who);
187 }
188 return skill;
189 }
190 return NULL;
191 }
192
193
194 /* This returns the skill pointer of the given name (the
195 * one that accumlates exp, has the level, etc).
196 *
197 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it.
200 *
201 * This code is basically the same as find_skill_by_name() above,
202 * but instead a skill name, we search by matching number.
203 * this replaces find_skill.
204 */
205 object *
206 find_skill_by_number (object *who, int skillno)
207 {
208 object *skill = NULL, *skill_tool = NULL, *tmp;
209
210 if (skillno < 1 || skillno >= NUM_SKILLS)
211 return NULL;
212
213 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
214 {
215 if (tmp->type == SKILL && tmp->subtype == skillno)
216 skill = tmp;
217
218 /* Try to find appropriate skilltool. If the player has one already
219 * applied, we try to keep using that one.
220 */
221 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
222 {
223 if (QUERY_FLAG (tmp, FLAG_APPLIED))
224 skill_tool = tmp;
225 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
226 skill_tool = tmp;
227 }
228 }
229 /* If this is a skill that can be used without a tool, return it */
230 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
231 return skill;
232
233 /* Player has a tool to use the skill. IF not applied, apply it -
234 * if not successful, return null. If they do have the skill tool
235 * but not the skill itself, give it to them.
236 */
237 if (skill_tool)
238 {
239 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
240 {
241 if (apply_special (who, skill_tool, 0))
242 return NULL;
243 }
244 if (!skill)
245 {
246 skill = give_skill_by_name (who, skill_tool->skill);
247 link_player_skills (who);
248 }
249 return skill;
250 }
251 return NULL;
252 }
253
254 /* This changes the objects skill to new_skill.
255 * note that this function doesn't always need to get used -
256 * you can now add skill exp to the player without the chosen_skill being
257 * set. This function is of most interest to players to update
258 * the various range information.
259 * if new_skill is null, this just unapplies the skill.
260 * flag has the current meaning:
261 * 0x1: If set, don't update the range pointer. This is useful when we
262 * need to ready a new skill, but don't want to clobber range.
263 * return 1 on success, 0 on error
264 */
265
266 int
267 change_skill (object *who, object *new_skill, int flag)
268 {
269 int old_range;
270
271 if (who->type != PLAYER)
272 return 0;
273
274 old_range = who->contr->shoottype;
275
276 if (who->chosen_skill && who->chosen_skill == new_skill)
277 {
278 /* optimization for changing skill to current skill */
279 if (who->type == PLAYER && !(flag & 0x1))
280 who->contr->shoottype = range_skill;
281 return 1;
282 }
283
284 if (!new_skill || who->chosen_skill)
285 if (who->chosen_skill)
286 apply_special (who, who->chosen_skill, AP_UNAPPLY);
287
288 /* Only goal in this case was to unapply a skill */
289 if (!new_skill)
290 return 0;
291
292 if (apply_special (who, new_skill, AP_APPLY))
293 {
294 return 0;
295 }
296 if (flag & 0x1)
297 who->contr->shoottype = (rangetype) old_range;
298
299 return 1;
300 }
301
302 /* This function just clears the chosen_skill and range_skill values
303 * inthe player.
304 */
305 void
306 clear_skill (object *who)
307 {
308 who->chosen_skill = NULL;
309 CLEAR_FLAG (who, FLAG_READY_SKILL);
310 if (who->type == PLAYER)
311 {
312 who->contr->ranges[range_skill] = NULL;
313 if (who->contr->shoottype == range_skill)
314 who->contr->shoottype = range_none;
315 }
316 }
317
318 /* do_skill() - Main skills use function-similar in scope to cast_spell().
319 * We handle all requests for skill use outside of some combat here.
320 * We require a separate routine outside of fire() so as to allow monsters
321 * to utilize skills. Returns 1 on use of skill, otherwise 0.
322 * This is changed (2002-11-30) from the old method that returned
323 * exp - no caller needed that info, but it also prevented the callers
324 * from know if a skill was actually used, as many skills don't
325 * give any exp for their direct use (eg, throwing).
326 * It returns 0 if no skill was used.
327 */
328
329 int
330 do_skill (object *op, object *part, object *skill, int dir, const char *string)
331 {
332 int success = 0, exp = 0;
333 int did_alc = 0;
334 object *tmp, *next;
335
336 if (!skill)
337 return 0;
338
339 /* The code below presumes that the skill points to the object that
340 * holds the exp, level, etc of the skill. So if this is a player
341 * go and try to find the actual real skill pointer, and if the
342 * the player doesn't have a bucket for that, create one.
343 */
344 if (skill->type != SKILL && op->type == PLAYER)
345 {
346 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
347 {
348 if (tmp->type == SKILL && tmp->skill == skill->skill)
349 break;
350 }
351 if (!tmp)
352 tmp = give_skill_by_name (op, skill->skill);
353 skill = tmp;
354 }
355
356 // skill, by_whom, on_which_object, which direction, skill_argument
357 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
358 return 0;
359
360 switch (skill->subtype)
361 {
362 case SK_LEVITATION:
363 /* Not 100% sure if this will work with new movement code -
364 * the levitation skill has move_type for flying, so when
365 * equipped, that should transfer to player, when not,
366 * shouldn't.
367 */
368 if (QUERY_FLAG (skill, FLAG_APPLIED))
369 {
370 CLEAR_FLAG (skill, FLAG_APPLIED);
371 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
372 }
373 else
374 {
375 SET_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
377 }
378 fix_player (op);
379 success = 1;
380 break;
381
382 case SK_STEALING:
383 exp = success = steal (op, dir, skill);
384 break;
385
386 case SK_LOCKPICKING:
387 exp = success = pick_lock (op, dir, skill);
388 break;
389
390 case SK_HIDING:
391 exp = success = hide (op, skill);
392 break;
393
394 case SK_JUMPING:
395 success = jump (op, dir, skill);
396 break;
397
398 case SK_INSCRIPTION:
399 exp = success = write_on_item (op, string, skill);
400 break;
401
402 case SK_MEDITATION:
403 meditate (op, skill);
404 success = 1;
405 break;
406 /* note that the following 'attack' skills gain exp through hit_player() */
407
408 case SK_KARATE:
409 (void) attack_hth (op, dir, "karate-chopped", skill);
410 break;
411
412 case SK_PUNCHING:
413 (void) attack_hth (op, dir, "punched", skill);
414 break;
415
416 case SK_FLAME_TOUCH:
417 (void) attack_hth (op, dir, "flamed", skill);
418 break;
419
420 case SK_SPARK_TOUCH:
421 (void) attack_hth (op, dir, "zapped", skill);
422 break;
423
424 case SK_SHIVER:
425 (void) attack_hth (op, dir, "froze", skill);
426 break;
427
428 case SK_ACID_SPLASH:
429 (void) attack_hth (op, dir, "dissolved", skill);
430 break;
431
432 case SK_POISON_NAIL:
433 (void) attack_hth (op, dir, "injected poison into", skill);
434 break;
435
436 case SK_CLAWING:
437 (void) attack_hth (op, dir, "clawed", skill);
438 break;
439
440 case SK_ONE_HANDED_WEAPON:
441 case SK_TWO_HANDED_WEAPON:
442 (void) attack_melee_weapon (op, dir, NULL, skill);
443 break;
444
445 case SK_FIND_TRAPS:
446 exp = success = find_traps (op, skill);
447 break;
448
449 case SK_SINGING:
450 exp = success = singing (op, dir, skill);
451 break;
452
453 case SK_ORATORY:
454 exp = success = use_oratory (op, dir, skill);
455 break;
456
457 case SK_SMITHERY:
458 case SK_BOWYER:
459 case SK_JEWELER:
460 case SK_ALCHEMY:
461 case SK_THAUMATURGY:
462 case SK_LITERACY:
463 case SK_WOODSMAN:
464 /* first, we try to find a cauldron, and do the alchemy thing.
465 * failing that, we go and identify stuff.
466 */
467 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next)
468 {
469 next = tmp->above;
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 {
472 attempt_do_alchemy (op, tmp);
473 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp);
475 did_alc = 1;
476 }
477 }
478 if (did_alc == 0)
479 exp = success = skill_ident (op, skill);
480 break;
481
482 case SK_DET_MAGIC:
483 case SK_DET_CURSE:
484 exp = success = skill_ident (op, skill);
485 break;
486
487 case SK_DISARM_TRAPS:
488 exp = success = remove_trap (op, dir, skill);
489 break;
490
491 case SK_THROWING:
492 success = skill_throw (op, part, dir, string, skill);
493 break;
494
495 case SK_SET_TRAP:
496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
497 break;
498
499 case SK_USE_MAGIC_ITEM:
500 case SK_MISSILE_WEAPON:
501 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
502 break;
503
504 case SK_PRAYING:
505 success = pray (op, skill);
506 break;
507
508 case SK_BARGAINING:
509 success = describe_shop (op);
510 break;
511
512 case SK_SORCERY:
513 case SK_EVOCATION:
514 case SK_PYROMANCY:
515 case SK_SUMMONING:
516 case SK_CLIMBING:
517 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
518 break;
519
520 default:
521 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
522 break;
523 }
524
525 /* For players we now update the speed_left from using the skill.
526 * Monsters have no skill use time because of the random nature in
527 * which use_monster_skill is called already simulates this.
528 * If certain skills should take more/less time, that should be
529 * in the code for the skill itself.
530 */
531
532 if (op->type == PLAYER)
533 op->speed_left -= 1.0;
534
535 /* this is a good place to add experience for successfull use of skills.
536 * Note that add_exp() will figure out player/monster experience
537 * gain problems.
538 */
539
540 if (success && exp)
541 change_exp (op, exp, skill->skill, 0);
542
543 return success;
544 }
545
546 /* calc_skill_exp() - calculates amount of experience can be gained for
547 * successfull use of a skill. Returns value of experience gain.
548 * Here we take the view that a player must 'overcome an opponent'
549 * in order to gain experience. Examples include foes killed combat,
550 * finding/disarming a trap, stealing from somebeing, etc.
551 * The gained experience is based primarily on the difference in levels,
552 * exp point value of vanquished foe, the relevent stats of the skill being
553 * used and modifications in the skills[] table.
554 *
555 * For now, monsters and players will be treated differently. Below I give
556 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
557 * Monsters just get 10% of the exp of the opponent.
558 *
559 * players get a ratio, eg, opponent lvl / player level. This is then
560 * multiplied by various things. If simple exp is true, then
561 * this multiplier, include the level difference, is always 1.
562 * This revised method prevents some cases where there are big gaps
563 * in the amount you get just because you are now equal level vs lower
564 * level
565 * who is player/creature that used the skill.
566 * op is the object that was 'defeated'.
567 * skill is the skill used. If no skill is used, it should just
568 * point back to who.
569 *
570 */
571
572 int
573 calc_skill_exp (object *who, object *op, object *skill)
574 {
575 int op_exp = 0, op_lvl = 0;
576 float base, value, lvl_mult = 0.0;
577
578 if (!skill)
579 skill = who;
580
581 /* Oct 95 - where we have an object, I expanded our treatment
582 * to 3 cases:
583 * non-living magic obj, runes and everything else.
584 *
585 * If an object is not alive and magical we set the base exp higher to
586 * help out exp awards for skill_ident skills. Also, if
587 * an item is type RUNE, we give out exp based on stats.Cha
588 * and level (this was the old system) -b.t.
589 */
590
591 if (!op)
592 { /* no item/creature */
593 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
594 op_exp = 0;
595 }
596 else if (op->type == RUNE || op->type == TRAP)
597 { /* all traps. If stats.Cha > 1 we use that
598 * for the amount of experience */
599 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
600 op_lvl = op->level;
601 }
602 else
603 { /* all other items/living creatures */
604 op_exp = op->stats.exp;
605 op_lvl = op->level;
606 if (!QUERY_FLAG (op, FLAG_ALIVE))
607 { /* for ident/make items */
608 op_lvl += 5 * abs (op->magic);
609 }
610 }
611
612 if (op_lvl < 1)
613 op_lvl = 1;
614
615 if (who->type != PLAYER)
616 { /* for monsters only */
617 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
618 }
619 else
620 { /* for players */
621 base = op_exp;
622 /* if skill really is a skill, then we can look at the skill archetype for
623 * bse reward value (exp) and level multiplier factor.
624 */
625 if (skill->type == SKILL)
626 {
627 base += skill->arch->clone.stats.exp;
628 if (settings.simple_exp)
629 {
630 if (skill->arch->clone.level)
631 lvl_mult = (float) skill->arch->clone.level / 100.0;
632 else
633 lvl_mult = 1.0; /* no adjustment */
634 }
635 else
636 {
637 if (skill->level)
638 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
639 else
640 lvl_mult = 1.0;
641 }
642 }
643 else
644 {
645 /* Don't divide by zero here! */
646 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
647 }
648 }
649
650 /* assemble the exp total, and return value */
651
652 value = base * lvl_mult;
653 if (value < 1)
654 value = 1; /* Always give at least 1 exp point */
655
656 #ifdef SKILL_UTIL_DEBUG
657 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
658 #endif
659 return ((int) value);
660 }
661
662 /* Learn skill. This inserts the requested skill in the player's
663 * inventory. The skill field of the scroll should have the
664 * exact name of the requested skill.
665 * This one actually teaches the player the skill as something
666 * they can equip.
667 * Return 0 if the player knows the skill, 1 if the
668 * player learns the skill, 2 otherwise.
669 */
670
671 int
672 learn_skill (object *pl, object *scroll)
673 {
674 object *tmp;
675
676 if (!scroll->skill)
677 {
678 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
679 return 2;
680 }
681
682 /* can't use find_skill_by_name because we want skills the player knows
683 * but can't use natively.
684 */
685
686 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
687 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
688 break;
689
690 /* player already knows it */
691 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
692 return 0;
693
694
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
880
881 /* This finds the best unarmed skill the player has, and returns
882 * it. Best can vary a little - we consider clawing to always
883 * be the best for dragons.
884 * This could be more intelligent, eg, look at the skill level
885 * of the skill and go from there (eg, a level 40 puncher is
886 * is probably better than level 1 karate). OTOH, if you
887 * don't bother to set up your skill properly, that is the players
888 * problem (although, it might be nice to have a preferred skill
889 * field the player can set.
890 * Unlike the old code, we don't give out any skills - it is
891 * possible you just don't have any ability to get into unarmed
892 * combat. If everyone race/class should have one, this should
893 * be handled in the starting treasurelists, not in the code.
894 */
895 static object *
896 find_best_player_hth_skill (object *op)
897 {
898 object *tmp, *best_skill = NULL;
899 int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i;
900
901 for (tmp = op->inv; tmp; tmp = tmp->below)
902 {
903 if (tmp->type == SKILL)
904 {
905 if (dragon && tmp->subtype == SK_CLAWING)
906 return tmp;
907
908 /* The order in the array is preferred order. So basically,
909 * we just cut down the number to search - eg, if we find a skill
910 * early on in flame touch, then we only need to look into the unarmed_array
911 * to the entry before flame touch - don't care about the entries afterward,
912 * because they are infrerior skills.
913 * if we end up finding the best skill (i==0) might as well return
914 * right away - can't get any better than that.
915 */
916 for (i = 0; i < last_skill; i++)
917 {
918 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
919 {
920 best_skill = tmp;
921 last_skill = i;
922 if (i == 0)
923 return best_skill;
924 }
925 }
926 }
927 }
928 return best_skill;
929 }
930
931 /* do_skill_attack() - We have got an appropriate opponent from either
932 * move_player_attack() or skill_attack(). In this part we get on with
933 * attacking, take care of messages from the attack and changes in invisible.
934 * Returns true if the attack damaged the opponent.
935 * tmp is the targetted monster.
936 * op is what is attacking
937 * string is passed along to describe what messages to describe
938 * the damage.
939 */
940
941 static int
942 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
943 {
944 int success;
945
946 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
947 return RESULT_INT (0);
948
949 /* For Players only: if there is no ready weapon, and no "attack" skill
950 * is readied either then try to find a skill for the player to use.
951 * it is presumed that if skill is set, it is a valid attack skill (eg,
952 * the caller should have set it appropriately). We still want to pass
953 * through that code if skill is set to change to the skill.
954 */
955 if (op->type == PLAYER)
956 {
957 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
958 {
959 size_t i;
960
961 if (!skill)
962 {
963 /* See if the players chosen skill is a combat skill, and use
964 * it if appropriate.
965 */
966 if (op->chosen_skill)
967 {
968 for (i = 0; i < sizeof (unarmed_skills); i++)
969 if (op->chosen_skill->subtype == unarmed_skills[i])
970 {
971 skill = op->chosen_skill;
972 break;
973 }
974 }
975 /* If we didn't find a skill above, look harder for a good skill */
976 if (!skill)
977 {
978 skill = find_best_player_hth_skill (op);
979
980 if (!skill)
981 {
982 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
983 return 0;
984 }
985 }
986 }
987 if (skill != op->chosen_skill)
988 {
989 /* now try to ready the new skill */
990 if (!change_skill (op, skill, 0))
991 { /* oh oh, trouble! */
992 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
993 return 0;
994 }
995 }
996 }
997 else
998 {
999 /* Seen some crashes below where current_weapon is not set,
1000 * even though the flag says it is. So if current weapon isn't set,
1001 * do some work in trying to find the object to use.
1002 */
1003 if (!op->current_weapon)
1004 {
1005 object *tmp;
1006
1007 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
1008 for (tmp = op->inv; tmp; tmp = tmp->below)
1009 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
1010 break;
1011
1012 if (!tmp)
1013 {
1014 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
1015 op->current_weapon = NULL;
1016 return 0;
1017 }
1018 else
1019 {
1020 op->current_weapon = tmp;
1021 }
1022 }
1023
1024 /* Has ready weapon - make sure chosen_skill is set up properly */
1025 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill)
1026 {
1027 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
1028 }
1029 }
1030 }
1031
1032 /* lose invisiblity/hiding status for running attacks */
1033
1034 if (op->type == PLAYER && op->contr->tmp_invis)
1035 {
1036 op->contr->tmp_invis = 0;
1037 op->invisible = 0;
1038 op->hide = 0;
1039 update_object (op, UP_OBJ_FACE);
1040 }
1041
1042 success = attack_ob (tmp, op);
1043
1044 /* print appropriate messages to the player */
1045
1046 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1047 {
1048 if (op->type == PLAYER)
1049 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1050 else if (tmp->type == PLAYER)
1051 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1052 }
1053 return success;
1054 }
1055
1056
1057 /* skill_attack() - Core routine for use when we attack using a skills
1058 * system. In essence, this code handles
1059 * all skill-based attacks, ie hth, missile and melee weapons should be
1060 * treated here. If an opponent is already supplied by move_player(),
1061 * we move right onto do_skill_attack(), otherwise we find if an
1062 * appropriate opponent exists.
1063 *
1064 * This is called by move_player() and attack_hth()
1065 *
1066 * Initial implementation by -bt thomas@astro.psu.edu
1067 */
1068
1069 int
1070 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1071 {
1072 sint16 tx, ty;
1073 mapstruct *m;
1074 int mflags;
1075
1076 if (!dir)
1077 dir = pl->facing;
1078 tx = freearr_x[dir];
1079 ty = freearr_y[dir];
1080
1081 /* If we don't yet have an opponent, find if one exists, and attack.
1082 * Legal opponents are the same as outlined in move_player_attack()
1083 */
1084
1085 if (tmp == NULL)
1086 {
1087 m = pl->map;
1088 tx = pl->x + freearr_x[dir];
1089 ty = pl->y + freearr_y[dir];
1090
1091 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1092 if (mflags & P_OUT_OF_MAP)
1093 return 0;
1094
1095 /* space must be blocked for there to be anything interesting to do */
1096 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1097 return 0;
1098
1099 for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above)
1100 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1101 {
1102 /* Don't attack party members */
1103 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1104 return 0;
1105 break;
1106 }
1107 }
1108 if (!tmp)
1109 {
1110 if (pl->type == PLAYER)
1111 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1112 return 0;
1113 }
1114
1115 return do_skill_attack (tmp, pl, string, skill);
1116 }
1117
1118
1119 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1120
1121 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1122 * (attack_hth) we check for weapon use, etc in the second (the new
1123 * function skill_attack() we actually attack.
1124 */
1125
1126 static int
1127 attack_hth (object *pl, int dir, const char *string, object *skill)
1128 {
1129 object *enemy = NULL, *weapon;
1130
1131 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1132 for (weapon = pl->inv; weapon; weapon = weapon->below)
1133 {
1134 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1135 {
1136 CLEAR_FLAG (weapon, FLAG_APPLIED);
1137 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1138 fix_player (pl);
1139 if (pl->type == PLAYER)
1140 {
1141 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1142 esrv_update_item (UPD_FLAGS, pl, weapon);
1143 }
1144 break;
1145 }
1146 }
1147 return skill_attack (enemy, pl, dir, string, skill);
1148 }
1149
1150
1151 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1152 * For now we are just checking to see if we have a ready weapon here.
1153 * But there is a real neato possible feature of this scheme which
1154 * bears mentioning:
1155 * Since we are only calling this from do_skill() in the future
1156 * we may make this routine handle 'special' melee weapons attacks
1157 * (like disarming manuever with sai) based on player SK_level and
1158 * weapon type.
1159 */
1160
1161 static int
1162 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1163 {
1164
1165 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1166 {
1167 if (op->type == PLAYER)
1168 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1169 return 0;
1170 }
1171 return skill_attack (NULL, op, dir, string, skill);
1172
1173 }