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Revision: 1.23
Committed: Tue Dec 26 08:55:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +1 -3 lines
Log Message:
replace update_ob_speed by ->set_speed

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 #include <sproto.h>
45 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
46 #include <spells.h>
47
48 /* Table of unarmed attack skills. Terminated by -1. This
49 * is also the list that we should try to use skills when
50 * automatically applying one for the player.
51 */
52 static uint8 unarmed_skills[] = {
53 SK_KARATE,
54 SK_CLAWING,
55 SK_FLAME_TOUCH,
56 SK_SPARK_TOUCH,
57 SK_SHIVER,
58 SK_ACID_SPLASH,
59 SK_POISON_NAIL,
60 SK_PUNCHING,
61 (uint8)-1
62 };
63
64 static int attack_hth (object *pl, int dir, const char *string, object *skill);
65 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
66
67 /* init_skills basically just sets up the skill_names table
68 * above. The index into the array is set up by the
69 * subtypes.
70 */
71 void
72 init_skills (void)
73 {
74 int i;
75 archetype *at;
76
77 for (at = first_archetype; at != NULL; at = at->next)
78 if (at->clone.type == SKILL)
79 {
80 if (skill_names[at->clone.subtype] != NULL)
81 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
82 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
83 else
84 skill_names[at->clone.subtype] = at->clone.skill;
85 }
86
87 /* This isn't really an error if there is no skill subtype set, but
88 * checking for this may catch some user errors.
89 */
90 for (i = 1; i < NUM_SKILLS; i++)
91 {
92 if (!skill_names[i])
93 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
94 }
95 }
96
97 /* This function goes through the player inventory and sets
98 * up the last_skills[] array in the player object.
99 * the last_skills[] is used to more quickly lookup skills -
100 * mostly used for sending exp.
101 */
102 void
103 link_player_skills (object *op)
104 {
105 object *tmp;
106
107 for (tmp = op->inv; tmp; tmp = tmp->below)
108 {
109 if (tmp->type == SKILL)
110 {
111 /* This is really a warning, hence no else below */
112 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
113 {
114 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
115 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
116 }
117 if (tmp->subtype >= NUM_SKILLS)
118 {
119 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
120 }
121 else
122 {
123 op->contr->last_skill_ob[tmp->subtype] = tmp;
124 op->contr->last_skill_exp[tmp->subtype] = -1;
125 }
126 }
127 }
128 }
129
130 /* This returns the skill pointer of the given name (the
131 * one that accumlates exp, has the level, etc).
132 *
133 * It is presumed that the player will be needing to actually
134 * use the skill, so thus if use of the skill requires a skill
135 * tool, this code will equip it.
136 */
137 object *
138 find_skill_by_name (object *who, const char *name)
139 {
140 object *skill = NULL, *skill_tool = NULL, *tmp;
141
142 if (!name)
143 return NULL;
144
145 /* We make sure the length of the string in the object is greater
146 * in length than the passed string. Eg, if we have a skill called
147 * 'hi', we don't want to match if the user passed 'high'
148 */
149 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
150 {
151 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
152 skill = tmp;
153
154 /* Try to find appropriate skilltool. If the player has one already
155 * applied, we try to keep using that one.
156 */
157 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
158 {
159 if (QUERY_FLAG (tmp, FLAG_APPLIED))
160 skill_tool = tmp;
161 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
162 skill_tool = tmp;
163 }
164 }
165 /* If this is a skill that can be used without a tool, return it */
166 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
167 return skill;
168
169 /* Player has a tool to use the skill. IF not applied, apply it -
170 * if not successful, return null. If they do have the skill tool
171 * but not the skill itself, give it to them.
172 */
173 if (skill_tool)
174 {
175 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
176 {
177 if (apply_special (who, skill_tool, 0))
178 return NULL;
179 }
180 if (!skill)
181 {
182 skill = give_skill_by_name (who, skill_tool->skill);
183 link_player_skills (who);
184 }
185 return skill;
186 }
187 return NULL;
188 }
189
190
191 /* This returns the skill pointer of the given name (the
192 * one that accumlates exp, has the level, etc).
193 *
194 * It is presumed that the player will be needing to actually
195 * use the skill, so thus if use of the skill requires a skill
196 * tool, this code will equip it.
197 *
198 * This code is basically the same as find_skill_by_name() above,
199 * but instead a skill name, we search by matching number.
200 * this replaces find_skill.
201 */
202 object *
203 find_skill_by_number (object *who, int skillno)
204 {
205 object *skill = NULL, *skill_tool = NULL, *tmp;
206
207 if (skillno < 1 || skillno >= NUM_SKILLS)
208 return NULL;
209
210 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
211 {
212 if (tmp->type == SKILL && tmp->subtype == skillno)
213 skill = tmp;
214
215 /* Try to find appropriate skilltool. If the player has one already
216 * applied, we try to keep using that one.
217 */
218 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
219 {
220 if (QUERY_FLAG (tmp, FLAG_APPLIED))
221 skill_tool = tmp;
222 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
223 skill_tool = tmp;
224 }
225 }
226 /* If this is a skill that can be used without a tool, return it */
227 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
228 return skill;
229
230 /* Player has a tool to use the skill. IF not applied, apply it -
231 * if not successful, return null. If they do have the skill tool
232 * but not the skill itself, give it to them.
233 */
234 if (skill_tool)
235 {
236 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
237 {
238 if (apply_special (who, skill_tool, 0))
239 return NULL;
240 }
241
242 if (!skill)
243 {
244 skill = give_skill_by_name (who, skill_tool->skill);
245 link_player_skills (who);
246 }
247
248 return skill;
249 }
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
282 return 1;
283 }
284
285 // move skill to front, so it will be preferred next time
286 new_skill->remove ();
287 who->insert (new_skill);
288
289 if (!new_skill || who->chosen_skill)
290 if (who->chosen_skill)
291 apply_special (who, who->chosen_skill, AP_UNAPPLY);
292
293 /* Only goal in this case was to unapply a skill */
294 if (!new_skill)
295 return 0;
296
297 if (apply_special (who, new_skill, AP_APPLY))
298 return 0;
299
300 if (flag & 0x1)
301 who->contr->shoottype = (rangetype)old_range;
302
303 return 1;
304 }
305
306 /* This function just clears the chosen_skill and range_skill values
307 * inthe player.
308 */
309 void
310 clear_skill (object *who)
311 {
312 who->chosen_skill = NULL;
313 CLEAR_FLAG (who, FLAG_READY_SKILL);
314 if (who->type == PLAYER)
315 {
316 who->contr->ranges[range_skill] = NULL;
317 if (who->contr->shoottype == range_skill)
318 who->contr->shoottype = range_none;
319 }
320 }
321
322 /* do_skill() - Main skills use function-similar in scope to cast_spell().
323 * We handle all requests for skill use outside of some combat here.
324 * We require a separate routine outside of fire() so as to allow monsters
325 * to utilize skills. Returns 1 on use of skill, otherwise 0.
326 * This is changed (2002-11-30) from the old method that returned
327 * exp - no caller needed that info, but it also prevented the callers
328 * from know if a skill was actually used, as many skills don't
329 * give any exp for their direct use (eg, throwing).
330 * It returns 0 if no skill was used.
331 */
332
333 int
334 do_skill (object *op, object *part, object *skill, int dir, const char *string)
335 {
336 int success = 0, exp = 0;
337 int did_alc = 0;
338 object *tmp, *next;
339
340 if (!skill)
341 return 0;
342
343 /* The code below presumes that the skill points to the object that
344 * holds the exp, level, etc of the skill. So if this is a player
345 * go and try to find the actual real skill pointer, and if the
346 * the player doesn't have a bucket for that, create one.
347 */
348 if (skill->type != SKILL && op->type == PLAYER)
349 {
350 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
351 {
352 if (tmp->type == SKILL && tmp->skill == skill->skill)
353 break;
354 }
355 if (!tmp)
356 tmp = give_skill_by_name (op, skill->skill);
357 skill = tmp;
358 }
359
360 // skill, by_whom, on_which_object, which direction, skill_argument
361 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
362 return 0;
363
364 switch (skill->subtype)
365 {
366 case SK_LEVITATION:
367 /* Not 100% sure if this will work with new movement code -
368 * the levitation skill has move_type for flying, so when
369 * equipped, that should transfer to player, when not,
370 * shouldn't.
371 */
372 if (QUERY_FLAG (skill, FLAG_APPLIED))
373 {
374 CLEAR_FLAG (skill, FLAG_APPLIED);
375 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
376 }
377 else
378 {
379 SET_FLAG (skill, FLAG_APPLIED);
380 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
381 }
382 op->update_stats ();
383 success = 1;
384 break;
385
386 case SK_STEALING:
387 exp = success = steal (op, dir, skill);
388 break;
389
390 case SK_LOCKPICKING:
391 exp = success = pick_lock (op, dir, skill);
392 break;
393
394 case SK_HIDING:
395 exp = success = hide (op, skill);
396 break;
397
398 case SK_JUMPING:
399 success = jump (op, dir, skill);
400 break;
401
402 case SK_INSCRIPTION:
403 exp = success = write_on_item (op, string, skill);
404 break;
405
406 case SK_MEDITATION:
407 meditate (op, skill);
408 success = 1;
409 break;
410 /* note that the following 'attack' skills gain exp through hit_player() */
411
412 case SK_KARATE:
413 (void) attack_hth (op, dir, "karate-chopped", skill);
414 break;
415
416 case SK_PUNCHING:
417 (void) attack_hth (op, dir, "punched", skill);
418 break;
419
420 case SK_FLAME_TOUCH:
421 (void) attack_hth (op, dir, "flamed", skill);
422 break;
423
424 case SK_SPARK_TOUCH:
425 (void) attack_hth (op, dir, "zapped", skill);
426 break;
427
428 case SK_SHIVER:
429 (void) attack_hth (op, dir, "froze", skill);
430 break;
431
432 case SK_ACID_SPLASH:
433 (void) attack_hth (op, dir, "dissolved", skill);
434 break;
435
436 case SK_POISON_NAIL:
437 (void) attack_hth (op, dir, "injected poison into", skill);
438 break;
439
440 case SK_CLAWING:
441 (void) attack_hth (op, dir, "clawed", skill);
442 break;
443
444 case SK_ONE_HANDED_WEAPON:
445 case SK_TWO_HANDED_WEAPON:
446 (void) attack_melee_weapon (op, dir, NULL, skill);
447 break;
448
449 case SK_FIND_TRAPS:
450 exp = success = find_traps (op, skill);
451 break;
452
453 case SK_SINGING:
454 exp = success = singing (op, dir, skill);
455 break;
456
457 case SK_ORATORY:
458 exp = success = use_oratory (op, dir, skill);
459 break;
460
461 case SK_SMITHERY:
462 case SK_BOWYER:
463 case SK_JEWELER:
464 case SK_ALCHEMY:
465 case SK_THAUMATURGY:
466 case SK_LITERACY:
467 case SK_WOODSMAN:
468 /* first, we try to find a cauldron, and do the alchemy thing.
469 * failing that, we go and identify stuff.
470 */
471 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
472 {
473 next = tmp->above;
474
475 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
476 {
477 attempt_do_alchemy (op, tmp);
478
479 if (QUERY_FLAG (tmp, FLAG_APPLIED))
480 esrv_send_inventory (op, tmp);
481
482 did_alc = 1;
483 }
484 }
485
486 if (did_alc == 0)
487 exp = success = skill_ident (op, skill);
488
489 break;
490
491 case SK_DET_MAGIC:
492 case SK_DET_CURSE:
493 exp = success = skill_ident (op, skill);
494 break;
495
496 case SK_DISARM_TRAPS:
497 exp = success = remove_trap (op, dir, skill);
498 break;
499
500 case SK_THROWING:
501 success = skill_throw (op, part, dir, string, skill);
502 break;
503
504 case SK_SET_TRAP:
505 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
506 break;
507
508 case SK_USE_MAGIC_ITEM:
509 case SK_MISSILE_WEAPON:
510 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
511 break;
512
513 case SK_PRAYING:
514 success = pray (op, skill);
515 break;
516
517 case SK_BARGAINING:
518 success = describe_shop (op);
519 break;
520
521 case SK_SORCERY:
522 case SK_EVOCATION:
523 case SK_PYROMANCY:
524 case SK_SUMMONING:
525 case SK_CLIMBING:
526 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
527 break;
528
529 default:
530 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
531 break;
532 }
533
534 /* For players we now update the speed_left from using the skill.
535 * Monsters have no skill use time because of the random nature in
536 * which use_monster_skill is called already simulates this.
537 * If certain skills should take more/less time, that should be
538 * in the code for the skill itself.
539 */
540
541 if (op->type == PLAYER)
542 op->speed_left -= 1.0;
543
544 /* this is a good place to add experience for successfull use of skills.
545 * Note that add_exp() will figure out player/monster experience
546 * gain problems.
547 */
548
549 if (success && exp)
550 change_exp (op, exp, skill->skill, 0);
551
552 return success;
553 }
554
555 /* calc_skill_exp() - calculates amount of experience can be gained for
556 * successfull use of a skill. Returns value of experience gain.
557 * Here we take the view that a player must 'overcome an opponent'
558 * in order to gain experience. Examples include foes killed combat,
559 * finding/disarming a trap, stealing from somebeing, etc.
560 * The gained experience is based primarily on the difference in levels,
561 * exp point value of vanquished foe, the relevent stats of the skill being
562 * used and modifications in the skills[] table.
563 *
564 * For now, monsters and players will be treated differently. Below I give
565 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
566 * Monsters just get 10% of the exp of the opponent.
567 *
568 * players get a ratio, eg, opponent lvl / player level. This is then
569 * multiplied by various things. If simple exp is true, then
570 * this multiplier, include the level difference, is always 1.
571 * This revised method prevents some cases where there are big gaps
572 * in the amount you get just because you are now equal level vs lower
573 * level
574 * who is player/creature that used the skill.
575 * op is the object that was 'defeated'.
576 * skill is the skill used. If no skill is used, it should just
577 * point back to who.
578 *
579 */
580
581 int
582 calc_skill_exp (object *who, object *op, object *skill)
583 {
584 int op_exp = 0, op_lvl = 0;
585 float base, value, lvl_mult = 0.0;
586
587 if (!skill)
588 skill = who;
589
590 /* Oct 95 - where we have an object, I expanded our treatment
591 * to 3 cases:
592 * non-living magic obj, runes and everything else.
593 *
594 * If an object is not alive and magical we set the base exp higher to
595 * help out exp awards for skill_ident skills. Also, if
596 * an item is type RUNE, we give out exp based on stats.Cha
597 * and level (this was the old system) -b.t.
598 */
599
600 if (!op)
601 { /* no item/creature */
602 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
603 op_exp = 0;
604 }
605 else if (op->type == RUNE || op->type == TRAP)
606 { /* all traps. If stats.Cha > 1 we use that
607 * for the amount of experience */
608 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
609 op_lvl = op->level;
610 }
611 else
612 { /* all other items/living creatures */
613 op_exp = op->stats.exp;
614 op_lvl = op->level;
615 if (!QUERY_FLAG (op, FLAG_ALIVE))
616 { /* for ident/make items */
617 op_lvl += 5 * abs (op->magic);
618 }
619 }
620
621 if (op_lvl < 1)
622 op_lvl = 1;
623
624 if (who->type != PLAYER)
625 { /* for monsters only */
626 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
627 }
628 else
629 { /* for players */
630 base = op_exp;
631 /* if skill really is a skill, then we can look at the skill archetype for
632 * bse reward value (exp) and level multiplier factor.
633 */
634 if (skill->type == SKILL)
635 {
636 base += skill->arch->clone.stats.exp;
637 if (settings.simple_exp)
638 {
639 if (skill->arch->clone.level)
640 lvl_mult = (float) skill->arch->clone.level / 100.0;
641 else
642 lvl_mult = 1.0; /* no adjustment */
643 }
644 else
645 {
646 if (skill->level)
647 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
648 else
649 lvl_mult = 1.0;
650 }
651 }
652 else
653 {
654 /* Don't divide by zero here! */
655 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
656 }
657 }
658
659 /* assemble the exp total, and return value */
660
661 value = base * lvl_mult;
662 if (value < 1)
663 value = 1; /* Always give at least 1 exp point */
664
665 #ifdef SKILL_UTIL_DEBUG
666 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
667 #endif
668 return ((int) value);
669 }
670
671 /* Learn skill. This inserts the requested skill in the player's
672 * inventory. The skill field of the scroll should have the
673 * exact name of the requested skill.
674 * This one actually teaches the player the skill as something
675 * they can equip.
676 * Return 0 if the player knows the skill, 1 if the
677 * player learns the skill, 2 otherwise.
678 */
679
680 int
681 learn_skill (object *pl, object *scroll)
682 {
683 object *tmp;
684
685 if (!scroll->skill)
686 {
687 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
688 return 2;
689 }
690
691 /* can't use find_skill_by_name because we want skills the player knows
692 * but can't use natively.
693 */
694
695 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
696 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
697 break;
698
699 /* player already knows it */
700 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
701 return 0;
702
703 /* now a random change to learn, based on player Int.
704 * give bonus based on level - otherwise stupid characters
705 * might never be able to learn anything.
706 */
707 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
708 return 2; /* failure :< */
709
710 if (!tmp)
711 tmp = give_skill_by_name (pl, scroll->skill);
712
713 if (!tmp)
714 {
715 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
716 return 2;
717 }
718
719 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
720 link_player_skills (pl);
721 return 1;
722 }
723
724 /* Gives a percentage clipped to 0% -> 100% of a/b. */
725
726 /* Probably belongs in some global utils-type file? */
727 static int
728 clipped_percent (sint64 a, sint64 b)
729 {
730 int rv;
731
732 if (b <= 0)
733 return 0;
734
735 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
736
737 if (rv < 0)
738 return 0;
739 else if (rv > 100)
740 return 100;
741
742 return rv;
743 }
744
745 /* show_skills() - Meant to allow players to examine
746 * their current skill list.
747 * This shows the amount of exp they have in the skills.
748 * we also include some other non skill related info (god,
749 * max weapon improvments, item power).
750 * Note this function is a bit more complicated becauase we
751 * we want ot sort the skills before printing them. If we
752 * just dumped this as we found it, this would be a bit
753 * simpler.
754 */
755
756 void
757 show_skills (object *op, const char *search)
758 {
759 object *tmp = NULL;
760 char buf[MAX_BUF];
761 const char *cp;
762 int i, num_skills_found = 0;
763 static const char *const periods = "........................................";
764
765 /* Need to have a pointer and use strdup for qsort to work properly */
766 char skills[NUM_SKILLS][MAX_BUF];
767
768
769 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
770 {
771 if (tmp->type == SKILL)
772 {
773 if (search && strstr (tmp->name, search) == NULL)
774 continue;
775 /* Basically want to fill this out to 40 spaces with periods */
776 sprintf (buf, "%s%s", &tmp->name, periods);
777 buf[40] = 0;
778
779 if (settings.permanent_exp_ratio)
780 {
781 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
782 buf, tmp->level, tmp->stats.exp,
783 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
784 }
785 else
786 {
787 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
788 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
789 }
790 /* I don't know why some characters get a bunch of skills, but
791 * it sometimes happens (maybe a leftover from bugier earlier code
792 * and those character are still about). In any case, lets handle
793 * it so it doesn't crash the server - otherwise, one character may
794 * crash the server numerous times.
795 */
796 if (num_skills_found >= NUM_SKILLS)
797 {
798 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
799 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
800 break;
801 }
802 }
803 }
804
805 clear_win_info (op);
806 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
807 if (num_skills_found > 1)
808 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
809
810 for (i = 0; i < num_skills_found; i++)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
813 }
814
815 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
816
817 cp = determine_god (op);
818 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
819
820 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
821 op->contr->item_power, (int) (op->level * settings.item_power_factor));
822 }
823
824 /* use_skill() - similar to invoke command, it executes the skill in the
825 * direction that the user is facing. Returns false if we are unable to
826 * change to the requested skill, or were unable to use the skill properly.
827 * This is tricky because skills can have spaces. We basically roll
828 * our own find_skill_by_name so we can try to do better string matching.
829 */
830
831 int
832 use_skill (object *op, const char *string)
833 {
834 object *skop;
835 size_t len;
836
837 if (!string)
838 return 0;
839
840 for (skop = op->inv; skop != NULL; skop = skop->below)
841 {
842 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
843 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
844 break;
845 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
846 break;
847 }
848 if (!skop)
849 {
850 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
851 return 0;
852 }
853
854 len = strlen (skop->skill);
855
856 /* All this logic goes and skips over the skill name to find any
857 * options given to the skill. Its pretty simple - if there
858 * are extra parameters (as deteremined by string length), we
859 * want to skip over any leading spaces.
860 */
861 if (len >= strlen (string))
862 {
863 string = NULL;
864 }
865 else
866 {
867 string += len;
868 while (*string == 0x20)
869 string++;
870 if (strlen (string) == 0)
871 string = NULL;
872 }
873
874 #ifdef SKILL_UTIL_DEBUG
875 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
876 #endif
877
878 /* Change to the new skill, then execute it. */
879 if (do_skill (op, op, skop, op->facing, string))
880 return 1;
881
882 return 0;
883 }
884
885 static bool
886 hth_skill_p (object *skill)
887 {
888 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
889 if (skill->subtype == unarmed_skills[i])
890 return 1;
891
892 return 0;
893 }
894
895 /* This finds the first unarmed skill the player has, and returns it.
896 */
897 static object *
898 find_player_hth_skill (object *op)
899 {
900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
901 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
902 return tmp;
903
904 return 0;
905 }
906
907 /* do_skill_attack() - We have got an appropriate opponent from either
908 * move_player_attack() or skill_attack(). In this part we get on with
909 * attacking, take care of messages from the attack and changes in invisible.
910 * Returns true if the attack damaged the opponent.
911 * tmp is the targetted monster.
912 * op is what is attacking
913 * string is passed along to describe what messages to describe
914 * the damage.
915 */
916
917 static int
918 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
919 {
920 int success;
921
922 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
923 return RESULT_INT (0);
924
925 /* For Players only: if there is no ready weapon, and no "attack" skill
926 * is readied either then try to find a skill for the player to use.
927 * it is presumed that if skill is set, it is a valid attack skill (eg,
928 * the caller should have set it appropriately). We still want to pass
929 * through that code if skill is set to change to the skill.
930 */
931 if (op->type == PLAYER)
932 {
933 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
934 {
935 if (!skill)
936 {
937 /* See if the players chosen skill is a combat skill, and use
938 * it if appropriate.
939 */
940 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
941 skill = op->chosen_skill;
942 else
943 {
944 skill = find_player_hth_skill (op);
945
946 if (!skill)
947 {
948 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
949 return 0;
950 }
951 }
952 }
953
954 /* now try to ready the new skill */
955 if (!change_skill (op, skill, 0))
956 { /* oh oh, trouble! */
957 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
958 return 0;
959 }
960 }
961 else
962 {
963 /* Seen some crashes below where current_weapon is not set,
964 * even though the flag says it is. So if current weapon isn't set,
965 * do some work in trying to find the object to use.
966 */
967 if (!op->current_weapon)
968 {
969 object *tmp;
970
971 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
972 for (tmp = op->inv; tmp; tmp = tmp->below)
973 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
974 break;
975
976 if (!tmp)
977 {
978 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
979 op->current_weapon = NULL;
980 return 0;
981 }
982 else
983 {
984 op->current_weapon = tmp;
985 }
986 }
987
988 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
989 }
990 }
991
992 /* lose invisiblity/hiding status for running attacks */
993
994 if (op->type == PLAYER && op->contr->tmp_invis)
995 {
996 op->contr->tmp_invis = 0;
997 op->invisible = 0;
998 op->hide = 0;
999 update_object (op, UP_OBJ_FACE);
1000 }
1001
1002 success = attack_ob (tmp, op);
1003
1004 /* print appropriate messages to the player */
1005
1006 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1007 {
1008 if (op->type == PLAYER)
1009 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1010 else if (tmp->type == PLAYER)
1011 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1012 }
1013 return success;
1014 }
1015
1016
1017 /* skill_attack() - Core routine for use when we attack using a skills
1018 * system. In essence, this code handles
1019 * all skill-based attacks, ie hth, missile and melee weapons should be
1020 * treated here. If an opponent is already supplied by move_player(),
1021 * we move right onto do_skill_attack(), otherwise we find if an
1022 * appropriate opponent exists.
1023 *
1024 * This is called by move_player() and attack_hth()
1025 *
1026 * Initial implementation by -bt thomas@astro.psu.edu
1027 */
1028
1029 int
1030 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1031 {
1032 sint16 tx, ty;
1033 maptile *m;
1034 int mflags;
1035
1036 if (!dir)
1037 dir = pl->facing;
1038
1039 tx = freearr_x[dir];
1040 ty = freearr_y[dir];
1041
1042 /* If we don't yet have an opponent, find if one exists, and attack.
1043 * Legal opponents are the same as outlined in move_player_attack()
1044 */
1045
1046 if (tmp == NULL)
1047 {
1048 m = pl->map;
1049 tx = pl->x + freearr_x[dir];
1050 ty = pl->y + freearr_y[dir];
1051
1052 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1053 if (mflags & P_OUT_OF_MAP)
1054 return 0;
1055
1056 /* space must be blocked for there to be anything interesting to do */
1057 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1058 return 0;
1059
1060 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1061 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1062 {
1063 /* Don't attack party members */
1064 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1065 return 0;
1066 break;
1067 }
1068 }
1069 if (!tmp)
1070 {
1071 if (pl->type == PLAYER)
1072 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1073 return 0;
1074 }
1075
1076 return do_skill_attack (tmp, pl, string, skill);
1077 }
1078
1079
1080 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1081
1082 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1083 * (attack_hth) we check for weapon use, etc in the second (the new
1084 * function skill_attack() we actually attack.
1085 */
1086
1087 static int
1088 attack_hth (object *pl, int dir, const char *string, object *skill)
1089 {
1090 object *enemy = NULL, *weapon;
1091
1092 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1093 for (weapon = pl->inv; weapon; weapon = weapon->below)
1094 {
1095 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1096 {
1097 CLEAR_FLAG (weapon, FLAG_APPLIED);
1098 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1099 pl->update_stats ();
1100 if (pl->type == PLAYER)
1101 {
1102 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1103 esrv_update_item (UPD_FLAGS, pl, weapon);
1104 }
1105 break;
1106 }
1107 }
1108 return skill_attack (enemy, pl, dir, string, skill);
1109 }
1110
1111
1112 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1113 * For now we are just checking to see if we have a ready weapon here.
1114 * But there is a real neato possible feature of this scheme which
1115 * bears mentioning:
1116 * Since we are only calling this from do_skill() in the future
1117 * we may make this routine handle 'special' melee weapons attacks
1118 * (like disarming manuever with sai) based on player SK_level and
1119 * weapon type.
1120 */
1121
1122 static int
1123 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1124 {
1125
1126 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1127 {
1128 if (op->type == PLAYER)
1129 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1130 return 0;
1131 }
1132 return skill_attack (NULL, op, dir, string, skill);
1133
1134 }