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Revision: 1.24
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.23: +1 -0 lines
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added some copyrights

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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 /* Created July 95 to separate skill utilities from actual skills -b.t. */
26
27 /* Reconfigured skills code to allow linking of skills to experience
28 * categories. This is done solely through the init_new_exp_system() fctn.
29 * June/July 1995 -b.t. thomas@astro.psu.edu
30 */
31
32 /* July 1995 - Initial associated skills coding. Experience gains
33 * come solely from the use of skills. Overcoming an opponent (in combat,
34 * finding/disarming a trap, stealing from somebeing, etc) gains
35 * experience. Calc_skill_exp() handles the gained experience using
36 * modifications in the skills[] table. - b.t.
37 */
38
39 /* define the following for skills utility debuging */
40
41 /* #define SKILL_UTIL_DEBUG */
42
43 #include <global.h>
44 #include <object.h>
45 #include <sproto.h>
46 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47 #include <spells.h>
48
49 /* Table of unarmed attack skills. Terminated by -1. This
50 * is also the list that we should try to use skills when
51 * automatically applying one for the player.
52 */
53 static uint8 unarmed_skills[] = {
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63 };
64
65 static int attack_hth (object *pl, int dir, const char *string, object *skill);
66 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
67
68 /* init_skills basically just sets up the skill_names table
69 * above. The index into the array is set up by the
70 * subtypes.
71 */
72 void
73 init_skills (void)
74 {
75 int i;
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL)
80 {
81 if (skill_names[at->clone.subtype] != NULL)
82 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
84 else
85 skill_names[at->clone.subtype] = at->clone.skill;
86 }
87
88 /* This isn't really an error if there is no skill subtype set, but
89 * checking for this may catch some user errors.
90 */
91 for (i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96 }
97
98 /* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp.
102 */
103 void
104 link_player_skills (object *op)
105 {
106 object *tmp;
107
108 for (tmp = op->inv; tmp; tmp = tmp->below)
109 {
110 if (tmp->type == SKILL)
111 {
112 /* This is really a warning, hence no else below */
113 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
114 {
115 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
116 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
117 }
118 if (tmp->subtype >= NUM_SKILLS)
119 {
120 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
121 }
122 else
123 {
124 op->contr->last_skill_ob[tmp->subtype] = tmp;
125 op->contr->last_skill_exp[tmp->subtype] = -1;
126 }
127 }
128 }
129 }
130
131 /* This returns the skill pointer of the given name (the
132 * one that accumlates exp, has the level, etc).
133 *
134 * It is presumed that the player will be needing to actually
135 * use the skill, so thus if use of the skill requires a skill
136 * tool, this code will equip it.
137 */
138 object *
139 find_skill_by_name (object *who, const char *name)
140 {
141 object *skill = NULL, *skill_tool = NULL, *tmp;
142
143 if (!name)
144 return NULL;
145
146 /* We make sure the length of the string in the object is greater
147 * in length than the passed string. Eg, if we have a skill called
148 * 'hi', we don't want to match if the user passed 'high'
149 */
150 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
151 {
152 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
153 skill = tmp;
154
155 /* Try to find appropriate skilltool. If the player has one already
156 * applied, we try to keep using that one.
157 */
158 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name))
159 {
160 if (QUERY_FLAG (tmp, FLAG_APPLIED))
161 skill_tool = tmp;
162 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 skill_tool = tmp;
164 }
165 }
166 /* If this is a skill that can be used without a tool, return it */
167 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
168 return skill;
169
170 /* Player has a tool to use the skill. IF not applied, apply it -
171 * if not successful, return null. If they do have the skill tool
172 * but not the skill itself, give it to them.
173 */
174 if (skill_tool)
175 {
176 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
177 {
178 if (apply_special (who, skill_tool, 0))
179 return NULL;
180 }
181 if (!skill)
182 {
183 skill = give_skill_by_name (who, skill_tool->skill);
184 link_player_skills (who);
185 }
186 return skill;
187 }
188 return NULL;
189 }
190
191
192 /* This returns the skill pointer of the given name (the
193 * one that accumlates exp, has the level, etc).
194 *
195 * It is presumed that the player will be needing to actually
196 * use the skill, so thus if use of the skill requires a skill
197 * tool, this code will equip it.
198 *
199 * This code is basically the same as find_skill_by_name() above,
200 * but instead a skill name, we search by matching number.
201 * this replaces find_skill.
202 */
203 object *
204 find_skill_by_number (object *who, int skillno)
205 {
206 object *skill = NULL, *skill_tool = NULL, *tmp;
207
208 if (skillno < 1 || skillno >= NUM_SKILLS)
209 return NULL;
210
211 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
212 {
213 if (tmp->type == SKILL && tmp->subtype == skillno)
214 skill = tmp;
215
216 /* Try to find appropriate skilltool. If the player has one already
217 * applied, we try to keep using that one.
218 */
219 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
220 {
221 if (QUERY_FLAG (tmp, FLAG_APPLIED))
222 skill_tool = tmp;
223 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
224 skill_tool = tmp;
225 }
226 }
227 /* If this is a skill that can be used without a tool, return it */
228 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
229 return skill;
230
231 /* Player has a tool to use the skill. IF not applied, apply it -
232 * if not successful, return null. If they do have the skill tool
233 * but not the skill itself, give it to them.
234 */
235 if (skill_tool)
236 {
237 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
238 {
239 if (apply_special (who, skill_tool, 0))
240 return NULL;
241 }
242
243 if (!skill)
244 {
245 skill = give_skill_by_name (who, skill_tool->skill);
246 link_player_skills (who);
247 }
248
249 return skill;
250 }
251
252 return NULL;
253 }
254
255 /* This changes the objects skill to new_skill.
256 * note that this function doesn't always need to get used -
257 * you can now add skill exp to the player without the chosen_skill being
258 * set. This function is of most interest to players to update
259 * the various range information.
260 * if new_skill is null, this just unapplies the skill.
261 * flag has the current meaning:
262 * 0x1: If set, don't update the range pointer. This is useful when we
263 * need to ready a new skill, but don't want to clobber range.
264 * return 1 on success, 0 on error
265 */
266
267 int
268 change_skill (object *who, object *new_skill, int flag)
269 {
270 int old_range;
271
272 if (who->type != PLAYER)
273 return 0;
274
275 old_range = who->contr->shoottype;
276
277 if (who->chosen_skill && who->chosen_skill == new_skill)
278 {
279 /* optimization for changing skill to current skill */
280 if (who->type == PLAYER && !(flag & 0x1))
281 who->contr->shoottype = range_skill;
282
283 return 1;
284 }
285
286 // move skill to front, so it will be preferred next time
287 new_skill->remove ();
288 who->insert (new_skill);
289
290 if (!new_skill || who->chosen_skill)
291 if (who->chosen_skill)
292 apply_special (who, who->chosen_skill, AP_UNAPPLY);
293
294 /* Only goal in this case was to unapply a skill */
295 if (!new_skill)
296 return 0;
297
298 if (apply_special (who, new_skill, AP_APPLY))
299 return 0;
300
301 if (flag & 0x1)
302 who->contr->shoottype = (rangetype)old_range;
303
304 return 1;
305 }
306
307 /* This function just clears the chosen_skill and range_skill values
308 * inthe player.
309 */
310 void
311 clear_skill (object *who)
312 {
313 who->chosen_skill = NULL;
314 CLEAR_FLAG (who, FLAG_READY_SKILL);
315 if (who->type == PLAYER)
316 {
317 who->contr->ranges[range_skill] = NULL;
318 if (who->contr->shoottype == range_skill)
319 who->contr->shoottype = range_none;
320 }
321 }
322
323 /* do_skill() - Main skills use function-similar in scope to cast_spell().
324 * We handle all requests for skill use outside of some combat here.
325 * We require a separate routine outside of fire() so as to allow monsters
326 * to utilize skills. Returns 1 on use of skill, otherwise 0.
327 * This is changed (2002-11-30) from the old method that returned
328 * exp - no caller needed that info, but it also prevented the callers
329 * from know if a skill was actually used, as many skills don't
330 * give any exp for their direct use (eg, throwing).
331 * It returns 0 if no skill was used.
332 */
333
334 int
335 do_skill (object *op, object *part, object *skill, int dir, const char *string)
336 {
337 int success = 0, exp = 0;
338 int did_alc = 0;
339 object *tmp, *next;
340
341 if (!skill)
342 return 0;
343
344 /* The code below presumes that the skill points to the object that
345 * holds the exp, level, etc of the skill. So if this is a player
346 * go and try to find the actual real skill pointer, and if the
347 * the player doesn't have a bucket for that, create one.
348 */
349 if (skill->type != SKILL && op->type == PLAYER)
350 {
351 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
352 {
353 if (tmp->type == SKILL && tmp->skill == skill->skill)
354 break;
355 }
356 if (!tmp)
357 tmp = give_skill_by_name (op, skill->skill);
358 skill = tmp;
359 }
360
361 // skill, by_whom, on_which_object, which direction, skill_argument
362 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
363 return 0;
364
365 switch (skill->subtype)
366 {
367 case SK_LEVITATION:
368 /* Not 100% sure if this will work with new movement code -
369 * the levitation skill has move_type for flying, so when
370 * equipped, that should transfer to player, when not,
371 * shouldn't.
372 */
373 if (QUERY_FLAG (skill, FLAG_APPLIED))
374 {
375 CLEAR_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
377 }
378 else
379 {
380 SET_FLAG (skill, FLAG_APPLIED);
381 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
382 }
383 op->update_stats ();
384 success = 1;
385 break;
386
387 case SK_STEALING:
388 exp = success = steal (op, dir, skill);
389 break;
390
391 case SK_LOCKPICKING:
392 exp = success = pick_lock (op, dir, skill);
393 break;
394
395 case SK_HIDING:
396 exp = success = hide (op, skill);
397 break;
398
399 case SK_JUMPING:
400 success = jump (op, dir, skill);
401 break;
402
403 case SK_INSCRIPTION:
404 exp = success = write_on_item (op, string, skill);
405 break;
406
407 case SK_MEDITATION:
408 meditate (op, skill);
409 success = 1;
410 break;
411 /* note that the following 'attack' skills gain exp through hit_player() */
412
413 case SK_KARATE:
414 (void) attack_hth (op, dir, "karate-chopped", skill);
415 break;
416
417 case SK_PUNCHING:
418 (void) attack_hth (op, dir, "punched", skill);
419 break;
420
421 case SK_FLAME_TOUCH:
422 (void) attack_hth (op, dir, "flamed", skill);
423 break;
424
425 case SK_SPARK_TOUCH:
426 (void) attack_hth (op, dir, "zapped", skill);
427 break;
428
429 case SK_SHIVER:
430 (void) attack_hth (op, dir, "froze", skill);
431 break;
432
433 case SK_ACID_SPLASH:
434 (void) attack_hth (op, dir, "dissolved", skill);
435 break;
436
437 case SK_POISON_NAIL:
438 (void) attack_hth (op, dir, "injected poison into", skill);
439 break;
440
441 case SK_CLAWING:
442 (void) attack_hth (op, dir, "clawed", skill);
443 break;
444
445 case SK_ONE_HANDED_WEAPON:
446 case SK_TWO_HANDED_WEAPON:
447 (void) attack_melee_weapon (op, dir, NULL, skill);
448 break;
449
450 case SK_FIND_TRAPS:
451 exp = success = find_traps (op, skill);
452 break;
453
454 case SK_SINGING:
455 exp = success = singing (op, dir, skill);
456 break;
457
458 case SK_ORATORY:
459 exp = success = use_oratory (op, dir, skill);
460 break;
461
462 case SK_SMITHERY:
463 case SK_BOWYER:
464 case SK_JEWELER:
465 case SK_ALCHEMY:
466 case SK_THAUMATURGY:
467 case SK_LITERACY:
468 case SK_WOODSMAN:
469 /* first, we try to find a cauldron, and do the alchemy thing.
470 * failing that, we go and identify stuff.
471 */
472 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
473 {
474 next = tmp->above;
475
476 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
477 {
478 attempt_do_alchemy (op, tmp);
479
480 if (QUERY_FLAG (tmp, FLAG_APPLIED))
481 esrv_send_inventory (op, tmp);
482
483 did_alc = 1;
484 }
485 }
486
487 if (did_alc == 0)
488 exp = success = skill_ident (op, skill);
489
490 break;
491
492 case SK_DET_MAGIC:
493 case SK_DET_CURSE:
494 exp = success = skill_ident (op, skill);
495 break;
496
497 case SK_DISARM_TRAPS:
498 exp = success = remove_trap (op, dir, skill);
499 break;
500
501 case SK_THROWING:
502 success = skill_throw (op, part, dir, string, skill);
503 break;
504
505 case SK_SET_TRAP:
506 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
507 break;
508
509 case SK_USE_MAGIC_ITEM:
510 case SK_MISSILE_WEAPON:
511 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
512 break;
513
514 case SK_PRAYING:
515 success = pray (op, skill);
516 break;
517
518 case SK_BARGAINING:
519 success = describe_shop (op);
520 break;
521
522 case SK_SORCERY:
523 case SK_EVOCATION:
524 case SK_PYROMANCY:
525 case SK_SUMMONING:
526 case SK_CLIMBING:
527 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
528 break;
529
530 default:
531 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
532 break;
533 }
534
535 /* For players we now update the speed_left from using the skill.
536 * Monsters have no skill use time because of the random nature in
537 * which use_monster_skill is called already simulates this.
538 * If certain skills should take more/less time, that should be
539 * in the code for the skill itself.
540 */
541
542 if (op->type == PLAYER)
543 op->speed_left -= 1.0;
544
545 /* this is a good place to add experience for successfull use of skills.
546 * Note that add_exp() will figure out player/monster experience
547 * gain problems.
548 */
549
550 if (success && exp)
551 change_exp (op, exp, skill->skill, 0);
552
553 return success;
554 }
555
556 /* calc_skill_exp() - calculates amount of experience can be gained for
557 * successfull use of a skill. Returns value of experience gain.
558 * Here we take the view that a player must 'overcome an opponent'
559 * in order to gain experience. Examples include foes killed combat,
560 * finding/disarming a trap, stealing from somebeing, etc.
561 * The gained experience is based primarily on the difference in levels,
562 * exp point value of vanquished foe, the relevent stats of the skill being
563 * used and modifications in the skills[] table.
564 *
565 * For now, monsters and players will be treated differently. Below I give
566 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
567 * Monsters just get 10% of the exp of the opponent.
568 *
569 * players get a ratio, eg, opponent lvl / player level. This is then
570 * multiplied by various things. If simple exp is true, then
571 * this multiplier, include the level difference, is always 1.
572 * This revised method prevents some cases where there are big gaps
573 * in the amount you get just because you are now equal level vs lower
574 * level
575 * who is player/creature that used the skill.
576 * op is the object that was 'defeated'.
577 * skill is the skill used. If no skill is used, it should just
578 * point back to who.
579 *
580 */
581
582 int
583 calc_skill_exp (object *who, object *op, object *skill)
584 {
585 int op_exp = 0, op_lvl = 0;
586 float base, value, lvl_mult = 0.0;
587
588 if (!skill)
589 skill = who;
590
591 /* Oct 95 - where we have an object, I expanded our treatment
592 * to 3 cases:
593 * non-living magic obj, runes and everything else.
594 *
595 * If an object is not alive and magical we set the base exp higher to
596 * help out exp awards for skill_ident skills. Also, if
597 * an item is type RUNE, we give out exp based on stats.Cha
598 * and level (this was the old system) -b.t.
599 */
600
601 if (!op)
602 { /* no item/creature */
603 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
604 op_exp = 0;
605 }
606 else if (op->type == RUNE || op->type == TRAP)
607 { /* all traps. If stats.Cha > 1 we use that
608 * for the amount of experience */
609 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
610 op_lvl = op->level;
611 }
612 else
613 { /* all other items/living creatures */
614 op_exp = op->stats.exp;
615 op_lvl = op->level;
616 if (!QUERY_FLAG (op, FLAG_ALIVE))
617 { /* for ident/make items */
618 op_lvl += 5 * abs (op->magic);
619 }
620 }
621
622 if (op_lvl < 1)
623 op_lvl = 1;
624
625 if (who->type != PLAYER)
626 { /* for monsters only */
627 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
628 }
629 else
630 { /* for players */
631 base = op_exp;
632 /* if skill really is a skill, then we can look at the skill archetype for
633 * bse reward value (exp) and level multiplier factor.
634 */
635 if (skill->type == SKILL)
636 {
637 base += skill->arch->clone.stats.exp;
638 if (settings.simple_exp)
639 {
640 if (skill->arch->clone.level)
641 lvl_mult = (float) skill->arch->clone.level / 100.0;
642 else
643 lvl_mult = 1.0; /* no adjustment */
644 }
645 else
646 {
647 if (skill->level)
648 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
649 else
650 lvl_mult = 1.0;
651 }
652 }
653 else
654 {
655 /* Don't divide by zero here! */
656 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
657 }
658 }
659
660 /* assemble the exp total, and return value */
661
662 value = base * lvl_mult;
663 if (value < 1)
664 value = 1; /* Always give at least 1 exp point */
665
666 #ifdef SKILL_UTIL_DEBUG
667 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
668 #endif
669 return ((int) value);
670 }
671
672 /* Learn skill. This inserts the requested skill in the player's
673 * inventory. The skill field of the scroll should have the
674 * exact name of the requested skill.
675 * This one actually teaches the player the skill as something
676 * they can equip.
677 * Return 0 if the player knows the skill, 1 if the
678 * player learns the skill, 2 otherwise.
679 */
680
681 int
682 learn_skill (object *pl, object *scroll)
683 {
684 object *tmp;
685
686 if (!scroll->skill)
687 {
688 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
689 return 2;
690 }
691
692 /* can't use find_skill_by_name because we want skills the player knows
693 * but can't use natively.
694 */
695
696 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
697 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
698 break;
699
700 /* player already knows it */
701 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
702 return 0;
703
704 /* now a random change to learn, based on player Int.
705 * give bonus based on level - otherwise stupid characters
706 * might never be able to learn anything.
707 */
708 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
709 return 2; /* failure :< */
710
711 if (!tmp)
712 tmp = give_skill_by_name (pl, scroll->skill);
713
714 if (!tmp)
715 {
716 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
717 return 2;
718 }
719
720 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
721 link_player_skills (pl);
722 return 1;
723 }
724
725 /* Gives a percentage clipped to 0% -> 100% of a/b. */
726
727 /* Probably belongs in some global utils-type file? */
728 static int
729 clipped_percent (sint64 a, sint64 b)
730 {
731 int rv;
732
733 if (b <= 0)
734 return 0;
735
736 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
737
738 if (rv < 0)
739 return 0;
740 else if (rv > 100)
741 return 100;
742
743 return rv;
744 }
745
746 /* show_skills() - Meant to allow players to examine
747 * their current skill list.
748 * This shows the amount of exp they have in the skills.
749 * we also include some other non skill related info (god,
750 * max weapon improvments, item power).
751 * Note this function is a bit more complicated becauase we
752 * we want ot sort the skills before printing them. If we
753 * just dumped this as we found it, this would be a bit
754 * simpler.
755 */
756
757 void
758 show_skills (object *op, const char *search)
759 {
760 object *tmp = NULL;
761 char buf[MAX_BUF];
762 const char *cp;
763 int i, num_skills_found = 0;
764 static const char *const periods = "........................................";
765
766 /* Need to have a pointer and use strdup for qsort to work properly */
767 char skills[NUM_SKILLS][MAX_BUF];
768
769
770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
771 {
772 if (tmp->type == SKILL)
773 {
774 if (search && strstr (tmp->name, search) == NULL)
775 continue;
776 /* Basically want to fill this out to 40 spaces with periods */
777 sprintf (buf, "%s%s", &tmp->name, periods);
778 buf[40] = 0;
779
780 if (settings.permanent_exp_ratio)
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
783 buf, tmp->level, tmp->stats.exp,
784 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
785 }
786 else
787 {
788 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
789 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
790 }
791 /* I don't know why some characters get a bunch of skills, but
792 * it sometimes happens (maybe a leftover from bugier earlier code
793 * and those character are still about). In any case, lets handle
794 * it so it doesn't crash the server - otherwise, one character may
795 * crash the server numerous times.
796 */
797 if (num_skills_found >= NUM_SKILLS)
798 {
799 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
800 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
801 break;
802 }
803 }
804 }
805
806 clear_win_info (op);
807 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
808 if (num_skills_found > 1)
809 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
810
811 for (i = 0; i < num_skills_found; i++)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
814 }
815
816 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
817
818 cp = determine_god (op);
819 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
820
821 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
822 op->contr->item_power, (int) (op->level * settings.item_power_factor));
823 }
824
825 /* use_skill() - similar to invoke command, it executes the skill in the
826 * direction that the user is facing. Returns false if we are unable to
827 * change to the requested skill, or were unable to use the skill properly.
828 * This is tricky because skills can have spaces. We basically roll
829 * our own find_skill_by_name so we can try to do better string matching.
830 */
831
832 int
833 use_skill (object *op, const char *string)
834 {
835 object *skop;
836 size_t len;
837
838 if (!string)
839 return 0;
840
841 for (skop = op->inv; skop != NULL; skop = skop->below)
842 {
843 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
844 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
845 break;
846 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
847 break;
848 }
849 if (!skop)
850 {
851 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
852 return 0;
853 }
854
855 len = strlen (skop->skill);
856
857 /* All this logic goes and skips over the skill name to find any
858 * options given to the skill. Its pretty simple - if there
859 * are extra parameters (as deteremined by string length), we
860 * want to skip over any leading spaces.
861 */
862 if (len >= strlen (string))
863 {
864 string = NULL;
865 }
866 else
867 {
868 string += len;
869 while (*string == 0x20)
870 string++;
871 if (strlen (string) == 0)
872 string = NULL;
873 }
874
875 #ifdef SKILL_UTIL_DEBUG
876 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
877 #endif
878
879 /* Change to the new skill, then execute it. */
880 if (do_skill (op, op, skop, op->facing, string))
881 return 1;
882
883 return 0;
884 }
885
886 static bool
887 hth_skill_p (object *skill)
888 {
889 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i)
890 if (skill->subtype == unarmed_skills[i])
891 return 1;
892
893 return 0;
894 }
895
896 /* This finds the first unarmed skill the player has, and returns it.
897 */
898 static object *
899 find_player_hth_skill (object *op)
900 {
901 for (object *tmp = op->inv; tmp; tmp = tmp->below)
902 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
903 return tmp;
904
905 return 0;
906 }
907
908 /* do_skill_attack() - We have got an appropriate opponent from either
909 * move_player_attack() or skill_attack(). In this part we get on with
910 * attacking, take care of messages from the attack and changes in invisible.
911 * Returns true if the attack damaged the opponent.
912 * tmp is the targetted monster.
913 * op is what is attacking
914 * string is passed along to describe what messages to describe
915 * the damage.
916 */
917
918 static int
919 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
920 {
921 int success;
922
923 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
924 return RESULT_INT (0);
925
926 /* For Players only: if there is no ready weapon, and no "attack" skill
927 * is readied either then try to find a skill for the player to use.
928 * it is presumed that if skill is set, it is a valid attack skill (eg,
929 * the caller should have set it appropriately). We still want to pass
930 * through that code if skill is set to change to the skill.
931 */
932 if (op->type == PLAYER)
933 {
934 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
935 {
936 if (!skill)
937 {
938 /* See if the players chosen skill is a combat skill, and use
939 * it if appropriate.
940 */
941 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
942 skill = op->chosen_skill;
943 else
944 {
945 skill = find_player_hth_skill (op);
946
947 if (!skill)
948 {
949 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
950 return 0;
951 }
952 }
953 }
954
955 /* now try to ready the new skill */
956 if (!change_skill (op, skill, 0))
957 { /* oh oh, trouble! */
958 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
959 return 0;
960 }
961 }
962 else
963 {
964 /* Seen some crashes below where current_weapon is not set,
965 * even though the flag says it is. So if current weapon isn't set,
966 * do some work in trying to find the object to use.
967 */
968 if (!op->current_weapon)
969 {
970 object *tmp;
971
972 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
973 for (tmp = op->inv; tmp; tmp = tmp->below)
974 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
975 break;
976
977 if (!tmp)
978 {
979 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
980 op->current_weapon = NULL;
981 return 0;
982 }
983 else
984 {
985 op->current_weapon = tmp;
986 }
987 }
988
989 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
990 }
991 }
992
993 /* lose invisiblity/hiding status for running attacks */
994
995 if (op->type == PLAYER && op->contr->tmp_invis)
996 {
997 op->contr->tmp_invis = 0;
998 op->invisible = 0;
999 op->hide = 0;
1000 update_object (op, UP_OBJ_FACE);
1001 }
1002
1003 success = attack_ob (tmp, op);
1004
1005 /* print appropriate messages to the player */
1006
1007 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1008 {
1009 if (op->type == PLAYER)
1010 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1011 else if (tmp->type == PLAYER)
1012 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1013 }
1014 return success;
1015 }
1016
1017
1018 /* skill_attack() - Core routine for use when we attack using a skills
1019 * system. In essence, this code handles
1020 * all skill-based attacks, ie hth, missile and melee weapons should be
1021 * treated here. If an opponent is already supplied by move_player(),
1022 * we move right onto do_skill_attack(), otherwise we find if an
1023 * appropriate opponent exists.
1024 *
1025 * This is called by move_player() and attack_hth()
1026 *
1027 * Initial implementation by -bt thomas@astro.psu.edu
1028 */
1029
1030 int
1031 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1032 {
1033 sint16 tx, ty;
1034 maptile *m;
1035 int mflags;
1036
1037 if (!dir)
1038 dir = pl->facing;
1039
1040 tx = freearr_x[dir];
1041 ty = freearr_y[dir];
1042
1043 /* If we don't yet have an opponent, find if one exists, and attack.
1044 * Legal opponents are the same as outlined in move_player_attack()
1045 */
1046
1047 if (tmp == NULL)
1048 {
1049 m = pl->map;
1050 tx = pl->x + freearr_x[dir];
1051 ty = pl->y + freearr_y[dir];
1052
1053 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1054 if (mflags & P_OUT_OF_MAP)
1055 return 0;
1056
1057 /* space must be blocked for there to be anything interesting to do */
1058 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1059 return 0;
1060
1061 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1062 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1063 {
1064 /* Don't attack party members */
1065 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1066 return 0;
1067 break;
1068 }
1069 }
1070 if (!tmp)
1071 {
1072 if (pl->type == PLAYER)
1073 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1074 return 0;
1075 }
1076
1077 return do_skill_attack (tmp, pl, string, skill);
1078 }
1079
1080
1081 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1082
1083 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1084 * (attack_hth) we check for weapon use, etc in the second (the new
1085 * function skill_attack() we actually attack.
1086 */
1087
1088 static int
1089 attack_hth (object *pl, int dir, const char *string, object *skill)
1090 {
1091 object *enemy = NULL, *weapon;
1092
1093 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1094 for (weapon = pl->inv; weapon; weapon = weapon->below)
1095 {
1096 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1097 {
1098 CLEAR_FLAG (weapon, FLAG_APPLIED);
1099 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1100 pl->update_stats ();
1101 if (pl->type == PLAYER)
1102 {
1103 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1104 esrv_update_item (UPD_FLAGS, pl, weapon);
1105 }
1106 break;
1107 }
1108 }
1109 return skill_attack (enemy, pl, dir, string, skill);
1110 }
1111
1112
1113 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1114 * For now we are just checking to see if we have a ready weapon here.
1115 * But there is a real neato possible feature of this scheme which
1116 * bears mentioning:
1117 * Since we are only calling this from do_skill() in the future
1118 * we may make this routine handle 'special' melee weapons attacks
1119 * (like disarming manuever with sai) based on player SK_level and
1120 * weapon type.
1121 */
1122
1123 static int
1124 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1125 {
1126
1127 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1128 {
1129 if (op->type == PLAYER)
1130 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1131 return 0;
1132 }
1133 return skill_attack (NULL, op, dir, string, skill);
1134
1135 }