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Revision: 1.18
Committed: Mon Dec 11 14:28:13 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.17: +1 -1 lines
Log Message:
- removed or commented out unused variables
- fixed one signedness issue (should work.. uint64 to sint64.. just
      what about the shopmax still being uint64?)

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