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Revision: 1.6
Committed: Wed Aug 30 06:06:27 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +4 -1 lines
Log Message:
improve thawer interface, implement some monster event support

File Contents

# Content
1 /*
2 * static char *rcsid_skill_util_c =
3 * "$Id: skill_util.C,v 1.5 2006-08-29 08:01:38 root Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The author can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 /* Created July 95 to separate skill utilities from actual skills -b.t. */
29
30 /* Reconfigured skills code to allow linking of skills to experience
31 * categories. This is done solely through the init_new_exp_system() fctn.
32 * June/July 1995 -b.t. thomas@astro.psu.edu
33 */
34
35 /* July 1995 - Initial associated skills coding. Experience gains
36 * come solely from the use of skills. Overcoming an opponent (in combat,
37 * finding/disarming a trap, stealing from somebeing, etc) gains
38 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t.
40 */
41
42 /* define the following for skills utility debuging */
43 /* #define SKILL_UTIL_DEBUG */
44
45 #define WANT_UNARMED_SKILLS
46
47 #include <global.h>
48 #include <object.h>
49 #ifndef __CEXTRACT__
50 #include <sproto.h>
51 #endif
52 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/
53 #include <spells.h>
54
55 static int attack_hth(object *pl, int dir, const char *string, object *skill);
56 static int attack_melee_weapon(object *op, int dir, const char *string, object *skill);
57
58 const char *skill_names[NUM_SKILLS];
59
60 /* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the
62 * subtypes.
63 */
64 void init_skills(void) {
65 int i;
66 archetype *at;
67
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) {
72 if (at->clone.type == SKILL) {
73 if (skill_names[at->clone.subtype] != NULL) {
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill);
76 } else {
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill);
78 }
79 }
80 }
81
82 /* This isn't really an error if there is no skill subtype set, but
83 * checking for this may catch some user errors.
84 */
85 for (i=1; i<NUM_SKILLS; i++) {
86 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n",
88 i);
89 }
90 }
91
92
93 /* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp.
97 */
98 void link_player_skills(object *op)
99 {
100 object *tmp;
101
102 for (tmp=op->inv; tmp; tmp=tmp->below) {
103 if (tmp->type == SKILL) {
104 /* This is really a warning, hence no else below */
105 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) {
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill);
108 }
109 if (tmp->subtype >= NUM_SKILLS) {
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n",
111 tmp->subtype, NUM_SKILLS);
112 } else {
113 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1;
115 }
116 }
117 }
118 }
119
120 /* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc).
122 *
123 * It is presumed that the player will be needing to actually
124 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it.
126 */
127 object *find_skill_by_name(object *who, const char *name)
128 {
129 object *skill=NULL, *skill_tool=NULL, *tmp;
130
131 if (!name) return NULL;
132
133 /* We make sure the length of the string in the object is greater
134 * in length than the passed string. Eg, if we have a skill called
135 * 'hi', we don't want to match if the user passed 'high'
136 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) &&
139 strlen(tmp->skill) >= strlen(name)) skill = tmp;
140
141 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one.
143 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) &&
145 strlen(tmp->skill) >= strlen(name)) {
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
148 skill_tool = tmp;
149 }
150 }
151 /* If this is a skill that can be used without a tool, return it */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
153
154 /* Player has a tool to use the skill. IF not applied, apply it -
155 * if not successful, return null. If they do have the skill tool
156 * but not the skill itself, give it to them.
157 */
158 if (skill_tool) {
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
160 if (apply_special(who, skill_tool, 0)) return NULL;
161 }
162 if (!skill) {
163 skill = give_skill_by_name(who, skill_tool->skill);
164 link_player_skills(who);
165 }
166 return skill;
167 }
168 return NULL;
169 }
170
171
172 /* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc).
174 *
175 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it.
178 *
179 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number.
181 * this replaces find_skill.
182 */
183 object *find_skill_by_number(object *who, int skillno)
184 {
185 object *skill=NULL, *skill_tool=NULL, *tmp;
186
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
191
192 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one.
194 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) {
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
198 skill_tool = tmp;
199 }
200 }
201 /* If this is a skill that can be used without a tool, return it */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
203
204 /* Player has a tool to use the skill. IF not applied, apply it -
205 * if not successful, return null. If they do have the skill tool
206 * but not the skill itself, give it to them.
207 */
208 if (skill_tool) {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
210 if (apply_special(who, skill_tool, 0)) return NULL;
211 }
212 if (!skill) {
213 skill = give_skill_by_name(who, skill_tool->skill);
214 link_player_skills(who);
215 }
216 return skill;
217 }
218 return NULL;
219 }
220
221 /* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used -
223 * you can now add skill exp to the player without the chosen_skill being
224 * set. This function is of most interest to players to update
225 * the various range information.
226 * if new_skill is null, this just unapplies the skill.
227 * flag has the current meaning:
228 * 0x1: If set, don't update the range pointer. This is useful when we
229 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error
231 */
232
233 int change_skill (object *who, object *new_skill, int flag)
234 {
235 int old_range;
236
237 if ( who->type != PLAYER )
238 return 0;
239
240 old_range = who->contr->shoottype;
241
242 if (who->chosen_skill && who->chosen_skill == new_skill)
243 {
244 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill;
247 return 1;
248 }
249
250 if (!new_skill || who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
252
253 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0;
255
256 if (apply_special (who, new_skill, AP_APPLY)) {
257 return 0;
258 }
259 if (flag & 0x1)
260 who->contr->shoottype = (rangetype) old_range;
261
262 return 1;
263 }
264
265 /* This function just clears the chosen_skill and range_skill values
266 * inthe player.
267 */
268 void clear_skill(object *who)
269 {
270 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) {
273 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none;
276 }
277 }
278
279 /* do_skill() - Main skills use function-similar in scope to cast_spell().
280 * We handle all requests for skill use outside of some combat here.
281 * We require a separate routine outside of fire() so as to allow monsters
282 * to utilize skills. Returns 1 on use of skill, otherwise 0.
283 * This is changed (2002-11-30) from the old method that returned
284 * exp - no caller needed that info, but it also prevented the callers
285 * from know if a skill was actually used, as many skills don't
286 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used.
288 */
289
290 int do_skill (object *op, object *part, object *skill, int dir, const char *string) {
291 int success=0, exp=0;
292 int did_alc = 0;
293 object *tmp, *next;
294
295 if (!skill) return 0;
296
297 /* The code below presumes that the skill points to the object that
298 * holds the exp, level, etc of the skill. So if this is a player
299 * go and try to find the actual real skill pointer, and if the
300 * the player doesn't have a bucket for that, create one.
301 */
302 if (skill->type != SKILL && op->type == PLAYER) {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) {
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break;
305 }
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill);
307 skill = tmp;
308 }
309
310 // skill, by_whom, on_which_object, which direction, skill_argument
311 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
312 return 0;
313
314 switch(skill->subtype) {
315 case SK_LEVITATION:
316 /* Not 100% sure if this will work with new movement code -
317 * the levitation skill has move_type for flying, so when
318 * equipped, that should transfer to player, when not,
319 * shouldn't.
320 */
321 if(QUERY_FLAG(skill,FLAG_APPLIED)) {
322 CLEAR_FLAG(skill,FLAG_APPLIED);
323 new_draw_info(NDI_UNIQUE,0,op,"You come to earth.");
324 }
325 else {
326 SET_FLAG(skill,FLAG_APPLIED);
327 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!.");
328 }
329 fix_player(op);
330 success=1;
331 break;
332
333 case SK_STEALING:
334 exp = success = steal(op, dir, skill);
335 break;
336
337 case SK_LOCKPICKING:
338 exp = success = pick_lock(op, dir, skill);
339 break;
340
341 case SK_HIDING:
342 exp = success = hide(op, skill);
343 break;
344
345 case SK_JUMPING:
346 success = jump(op, dir, skill);
347 break;
348
349 case SK_INSCRIPTION:
350 exp = success = write_on_item(op,string, skill);
351 break;
352
353 case SK_MEDITATION:
354 meditate(op, skill);
355 success=1;
356 break;
357 /* note that the following 'attack' skills gain exp through hit_player() */
358
359 case SK_KARATE:
360 (void) attack_hth(op,dir,"karate-chopped", skill);
361 break;
362
363 case SK_PUNCHING:
364 (void) attack_hth(op,dir,"punched", skill);
365 break;
366
367 case SK_FLAME_TOUCH:
368 (void) attack_hth(op,dir,"flamed", skill);
369 break;
370
371 case SK_SPARK_TOUCH:
372 (void) attack_hth(op,dir,"zapped", skill);
373 break;
374
375 case SK_SHIVER:
376 (void) attack_hth(op,dir,"froze", skill);
377 break;
378
379 case SK_ACID_SPLASH:
380 (void) attack_hth(op,dir,"dissolved", skill);
381 break;
382
383 case SK_POISON_NAIL:
384 (void) attack_hth(op,dir,"injected poison into", skill);
385 break;
386
387 case SK_CLAWING:
388 (void) attack_hth(op,dir,"clawed", skill);
389 break;
390
391 case SK_ONE_HANDED_WEAPON:
392 case SK_TWO_HANDED_WEAPON:
393 (void) attack_melee_weapon(op,dir,NULL, skill);
394 break;
395
396 case SK_FIND_TRAPS:
397 exp = success = find_traps(op, skill);
398 break;
399
400 case SK_SINGING:
401 exp = success = singing(op,dir, skill);
402 break;
403
404 case SK_ORATORY:
405 exp = success = use_oratory(op,dir, skill);
406 break;
407
408 case SK_SMITHERY:
409 case SK_BOWYER:
410 case SK_JEWELER:
411 case SK_ALCHEMY:
412 case SK_THAUMATURGY:
413 case SK_LITERACY:
414 case SK_WOODSMAN:
415 /* first, we try to find a cauldron, and do the alchemy thing.
416 * failing that, we go and identify stuff.
417 */
418 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) {
419 next=tmp->above;
420 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
421 attempt_do_alchemy(op, tmp);
422 if (QUERY_FLAG(tmp, FLAG_APPLIED))
423 esrv_send_inventory(op, tmp);
424 did_alc=1;
425 }
426 }
427 if (did_alc == 0)
428 exp = success = skill_ident(op,skill);
429 break;
430
431 case SK_DET_MAGIC:
432 case SK_DET_CURSE:
433 exp = success = skill_ident(op,skill);
434 break;
435
436 case SK_DISARM_TRAPS:
437 exp = success = remove_trap(op,dir, skill);
438 break;
439
440 case SK_THROWING:
441 success = skill_throw(op,part,dir,string, skill);
442 break;
443
444 case SK_SET_TRAP:
445 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented.");
446 break;
447
448 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON:
450 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill.");
451 break;
452
453 case SK_PRAYING:
454 success = pray(op, skill);
455 break;
456
457 case SK_BARGAINING:
458 success = describe_shop(op);
459 break;
460
461 case SK_SORCERY:
462 case SK_EVOCATION:
463 case SK_PYROMANCY:
464 case SK_SUMMONING:
465 case SK_CLIMBING:
466 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect.");
467 break;
468
469 default:
470 LOG(llevDebug,"%s attempted to use unknown skill: %d\n"
471 ,query_name(op), op->chosen_skill->stats.sp);
472 break;
473 }
474
475 /* For players we now update the speed_left from using the skill.
476 * Monsters have no skill use time because of the random nature in
477 * which use_monster_skill is called already simulates this.
478 * If certain skills should take more/less time, that should be
479 * in the code for the skill itself.
480 */
481
482 if(op->type==PLAYER) op->speed_left -= 1.0;
483
484 /* this is a good place to add experience for successfull use of skills.
485 * Note that add_exp() will figure out player/monster experience
486 * gain problems.
487 */
488
489 if(success && exp) change_exp(op,exp, skill->skill, 0);
490
491 return success;
492 }
493
494 /* calc_skill_exp() - calculates amount of experience can be gained for
495 * successfull use of a skill. Returns value of experience gain.
496 * Here we take the view that a player must 'overcome an opponent'
497 * in order to gain experience. Examples include foes killed combat,
498 * finding/disarming a trap, stealing from somebeing, etc.
499 * The gained experience is based primarily on the difference in levels,
500 * exp point value of vanquished foe, the relevent stats of the skill being
501 * used and modifications in the skills[] table.
502 *
503 * For now, monsters and players will be treated differently. Below I give
504 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
505 * Monsters just get 10% of the exp of the opponent.
506 *
507 * players get a ratio, eg, opponent lvl / player level. This is then
508 * multiplied by various things. If simple exp is true, then
509 * this multiplier, include the level difference, is always 1.
510 * This revised method prevents some cases where there are big gaps
511 * in the amount you get just because you are now equal level vs lower
512 * level
513 * who is player/creature that used the skill.
514 * op is the object that was 'defeated'.
515 * skill is the skill used. If no skill is used, it should just
516 * point back to who.
517 *
518 */
519
520 int calc_skill_exp(object *who, object *op, object *skill) {
521 int op_exp=0,op_lvl= 0;
522 float base,value,lvl_mult=0.0;
523
524 if (!skill) skill = who;
525
526 /* Oct 95 - where we have an object, I expanded our treatment
527 * to 3 cases:
528 * non-living magic obj, runes and everything else.
529 *
530 * If an object is not alive and magical we set the base exp higher to
531 * help out exp awards for skill_ident skills. Also, if
532 * an item is type RUNE, we give out exp based on stats.Cha
533 * and level (this was the old system) -b.t.
534 */
535
536 if(!op) { /* no item/creature */
537 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty;
538 op_exp = 0;
539 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that
540 * for the amount of experience */
541 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp;
542 op_lvl = op->level;
543 } else { /* all other items/living creatures */
544 op_exp = op->stats.exp;
545 op_lvl = op->level;
546 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */
547 op_lvl += 5 * abs(op->magic);
548 }
549 }
550
551 if(op_lvl<1) op_lvl = 1;
552
553 if(who->type!=PLAYER) { /* for monsters only */
554 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */
555 } else { /* for players */
556 base = op_exp;
557 /* if skill really is a skill, then we can look at the skill archetype for
558 * bse reward value (exp) and level multiplier factor.
559 */
560 if (skill->type == SKILL) {
561 base += skill->arch->clone.stats.exp;
562 if (settings.simple_exp) {
563 if (skill->arch->clone.level)
564 lvl_mult = (float) skill->arch->clone.level / 100.0;
565 else
566 lvl_mult = 1.0; /* no adjustment */
567 }
568 else {
569 if (skill->level)
570 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
571 else
572 lvl_mult = 1.0;
573 }
574 } else {
575 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1);
577 }
578 }
579
580 /* assemble the exp total, and return value */
581
582 value = base * lvl_mult;
583 if (value < 1) value=1; /* Always give at least 1 exp point */
584
585 #ifdef SKILL_UTIL_DEBUG
586 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n",
587 who->name,skill->level,op->name,op_lvl);
588 #endif
589 return ( (int) value);
590 }
591
592 /* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something
596 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise.
599 */
600
601 int
602 learn_skill (object *pl, object *scroll) {
603 object *tmp;
604
605 if (!scroll->skill) {
606 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name);
607 return 2;
608 }
609
610 /* can't use find_skill_by_name because we want skills the player knows
611 * but can't use natively.
612 */
613
614 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
615 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
616
617 /* player already knows it */
618 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0;
619
620
621
622 /* now a random change to learn, based on player Int.
623 * give bonus based on level - otherwise stupid characters
624 * might never be able to learn anything.
625 */
626 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5)))
627 return 2; /* failure :< */
628
629 if (!tmp)
630 tmp = give_skill_by_name(pl, scroll->skill);
631
632 if (!tmp) {
633 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill);
634 return 2;
635 }
636
637 SET_FLAG(tmp, FLAG_CAN_USE_SKILL);
638 link_player_skills(pl);
639 return 1;
640 }
641
642 /* Gives a percentage clipped to 0% -> 100% of a/b. */
643 /* Probably belongs in some global utils-type file? */
644 static int clipped_percent(sint64 a, sint64 b)
645 {
646 int rv;
647
648 if (b <= 0)
649 return 0;
650
651 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f);
652
653 if (rv < 0)
654 return 0;
655 else if (rv > 100)
656 return 100;
657
658 return rv;
659 }
660
661 /* show_skills() - Meant to allow players to examine
662 * their current skill list.
663 * This shows the amount of exp they have in the skills.
664 * we also include some other non skill related info (god,
665 * max weapon improvments, item power).
666 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit
669 * simpler.
670 */
671
672 void show_skills(object *op, const char* search) {
673 object *tmp=NULL;
674 char buf[MAX_BUF];
675 const char *cp;
676 int i,num_skills_found=0;
677 static const char *const periods = "........................................";
678 /* Need to have a pointer and use strdup for qsort to work properly */
679 char skills[NUM_SKILLS][MAX_BUF];
680
681
682 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
683 if (tmp->type == SKILL) {
684 if ( search && strstr(tmp->name,search)==NULL ) continue;
685 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf(buf,"%s%s", tmp->name, periods);
687 buf[40] = 0;
688
689 if (settings.permanent_exp_ratio) {
690 #ifdef WIN32
691 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)",
692 buf,tmp->level,
693 tmp->stats.exp,
694 level_exp(tmp->level+1, op->expmul),
695 clipped_percent(tmp->perm_exp,tmp->stats.exp));
696 #else
697 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
698 buf,tmp->level,
699 tmp->stats.exp,
700 level_exp(tmp->level+1, op->expmul),
701 clipped_percent(tmp->perm_exp,tmp->stats.exp));
702 #endif
703 } else {
704 #ifdef WIN32
705 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)",
706 buf,tmp->level,
707 tmp->stats.exp,
708 level_exp(tmp->level+1, op->expmul));
709 #else
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
711 buf,tmp->level,
712 tmp->stats.exp,
713 level_exp(tmp->level+1, op->expmul));
714 #endif
715 }
716 /* I don't know why some characters get a bunch of skills, but
717 * it sometimes happens (maybe a leftover from bugier earlier code
718 * and those character are still about). In any case, lets handle
719 * it so it doesn't crash the server - otherwise, one character may
720 * crash the server numerous times.
721 */
722 if (num_skills_found >= NUM_SKILLS) {
723 new_draw_info(NDI_RED, 0, op, "Your character has too many skills.");
724 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin");
725 break;
726 }
727 }
728 }
729
730 clear_win_info(op);
731 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
732 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
733
734 for (i=0; i<num_skills_found; i++) {
735 new_draw_info(NDI_UNIQUE, 0, op, skills[i]);
736 }
737
738 new_draw_info_format(NDI_UNIQUE, 0, op,
739 "You can handle %d weapon improvements.",op->level/5+5);
740
741 cp = determine_god(op);
742 new_draw_info_format(NDI_UNIQUE, 0, op,
743 "You worship %s.", cp?cp:"no god at current time");
744
745 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n",
746 op->contr->item_power, (int) (op->level * settings.item_power_factor));
747 }
748
749 /* use_skill() - similar to invoke command, it executes the skill in the
750 * direction that the user is facing. Returns false if we are unable to
751 * change to the requested skill, or were unable to use the skill properly.
752 * This is tricky because skills can have spaces. We basically roll
753 * our own find_skill_by_name so we can try to do better string matching.
754 */
755
756 int use_skill(object *op, const char *string) {
757 object *skop;
758 size_t len;
759
760 if (!string) return 0;
761
762 for (skop = op->inv; skop != NULL; skop=skop->below) {
763 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) &&
764 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
765 break;
766 else if (skop->type == SKILL_TOOL &&
767 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
768 break;
769 }
770 if (!skop) {
771 new_draw_info_format(NDI_UNIQUE, 0, op,
772 "Unable to find skill %s", string);
773 return 0;
774 }
775
776 len=strlen(skop->skill);
777
778 /* All this logic goes and skips over the skill name to find any
779 * options given to the skill. Its pretty simple - if there
780 * are extra parameters (as deteremined by string length), we
781 * want to skip over any leading spaces.
782 */
783 if(len>=strlen(string)) {
784 string=NULL;
785 } else {
786 string += len;
787 while(*string==0x20) string++;
788 if(strlen(string)==0) string = NULL;
789 }
790
791 #ifdef SKILL_UTIL_DEBUG
792 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none");
793 #endif
794
795 /* Change to the new skill, then execute it. */
796 if(do_skill(op,op,skop, op->facing,string)) return 1;
797
798 return 0;
799 }
800
801
802
803 /* This finds the best unarmed skill the player has, and returns
804 * it. Best can vary a little - we consider clawing to always
805 * be the best for dragons.
806 * This could be more intelligent, eg, look at the skill level
807 * of the skill and go from there (eg, a level 40 puncher is
808 * is probably better than level 1 karate). OTOH, if you
809 * don't bother to set up your skill properly, that is the players
810 * problem (although, it might be nice to have a preferred skill
811 * field the player can set.
812 * Unlike the old code, we don't give out any skills - it is
813 * possible you just don't have any ability to get into unarmed
814 * combat. If everyone race/class should have one, this should
815 * be handled in the starting treasurelists, not in the code.
816 */
817 static object *find_best_player_hth_skill(object *op)
818 {
819 object *tmp, *best_skill=NULL;
820 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
821
822 for (tmp=op->inv; tmp; tmp=tmp->below) {
823 if (tmp->type == SKILL) {
824 if (dragon && tmp->subtype == SK_CLAWING) return tmp;
825
826 /* The order in the array is preferred order. So basically,
827 * we just cut down the number to search - eg, if we find a skill
828 * early on in flame touch, then we only need to look into the unarmed_array
829 * to the entry before flame touch - don't care about the entries afterward,
830 * because they are infrerior skills.
831 * if we end up finding the best skill (i==0) might as well return
832 * right away - can't get any better than that.
833 */
834 for (i=0; i<last_skill; i++) {
835 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
836 best_skill = tmp;
837 last_skill = i;
838 if (i==0) return best_skill;
839 }
840 }
841 }
842 }
843 return best_skill;
844 }
845
846 /* do_skill_attack() - We have got an appropriate opponent from either
847 * move_player_attack() or skill_attack(). In this part we get on with
848 * attacking, take care of messages from the attack and changes in invisible.
849 * Returns true if the attack damaged the opponent.
850 * tmp is the targetted monster.
851 * op is what is attacking
852 * string is passed along to describe what messages to describe
853 * the damage.
854 */
855
856 static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) {
857 int success;
858
859 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
860 return RESULT_INT (0);
861
862 /* For Players only: if there is no ready weapon, and no "attack" skill
863 * is readied either then try to find a skill for the player to use.
864 * it is presumed that if skill is set, it is a valid attack skill (eg,
865 * the caller should have set it appropriately). We still want to pass
866 * through that code if skill is set to change to the skill.
867 */
868 if(op->type==PLAYER) {
869 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) {
870 size_t i;
871
872 if (!skill) {
873 /* See if the players chosen skill is a combat skill, and use
874 * it if appropriate.
875 */
876 if (op->chosen_skill) {
877 for (i=0; i<sizeof(unarmed_skills); i++)
878 if (op->chosen_skill->subtype == unarmed_skills[i]) {
879 skill = op->chosen_skill;
880 break;
881 }
882 }
883 /* If we didn't find a skill above, look harder for a good skill */
884 if (!skill) {
885 skill = find_best_player_hth_skill(op);
886
887 if (!skill) {
888 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!");
889 return 0;
890 }
891 }
892 }
893 if (skill != op->chosen_skill) {
894 /* now try to ready the new skill */
895 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
896 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name);
897 return 0;
898 }
899 }
900 } else {
901 /* Seen some crashes below where current_weapon is not set,
902 * even though the flag says it is. So if current weapon isn't set,
903 * do some work in trying to find the object to use.
904 */
905 if (!op->current_weapon) {
906 object *tmp;
907
908 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
909 op->name);
910 for (tmp=op->inv; tmp; tmp=tmp->below)
911 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
912
913 if (!tmp) {
914 LOG(llevError,"Could not find applied weapon on %s\n",
915 op->name);
916 op->current_weapon=NULL;
917 return 0;
918 } else {
919 op->current_weapon = tmp;
920 }
921 }
922
923 /* Has ready weapon - make sure chosen_skill is set up properly */
924 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
925 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
926 }
927 }
928 }
929
930 /* lose invisiblity/hiding status for running attacks */
931
932 if(op->type==PLAYER && op->contr->tmp_invis) {
933 op->contr->tmp_invis=0;
934 op->invisible=0;
935 op->hide=0;
936 update_object(op,UP_OBJ_FACE);
937 }
938
939 success = attack_ob(tmp,op);
940
941 /* print appropriate messages to the player */
942
943 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) {
944 if(op->type==PLAYER)
945 new_draw_info_format(NDI_UNIQUE, 0,op,
946 "You %s %s!",string,query_name(tmp));
947 else if(tmp->type==PLAYER)
948 new_draw_info_format(NDI_UNIQUE, 0,tmp,
949 "%s %s you!",query_name(op),string);
950 }
951 return success;
952 }
953
954
955 /* skill_attack() - Core routine for use when we attack using a skills
956 * system. In essence, this code handles
957 * all skill-based attacks, ie hth, missile and melee weapons should be
958 * treated here. If an opponent is already supplied by move_player(),
959 * we move right onto do_skill_attack(), otherwise we find if an
960 * appropriate opponent exists.
961 *
962 * This is called by move_player() and attack_hth()
963 *
964 * Initial implementation by -bt thomas@astro.psu.edu
965 */
966
967 int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) {
968 sint16 tx,ty;
969 mapstruct *m;
970 int mflags;
971
972 if(!dir) dir=pl->facing;
973 tx=freearr_x[dir];
974 ty=freearr_y[dir];
975
976 /* If we don't yet have an opponent, find if one exists, and attack.
977 * Legal opponents are the same as outlined in move_player_attack()
978 */
979
980 if(tmp==NULL) {
981 m = pl->map;
982 tx = pl->x + freearr_x[dir];
983 ty = pl->y + freearr_y[dir];
984
985 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty);
986 if (mflags & P_OUT_OF_MAP) return 0;
987
988 /* space must be blocked for there to be anything interesting to do */
989 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0;
990
991 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
992 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
993 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
994 || tmp->type==LOCKED_DOOR ) {
995 /* Don't attack party members */
996 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
997 && pl->contr->party==tmp->contr->party))
998 return 0;
999 break;
1000 }
1001 }
1002 if (!tmp) {
1003 if(pl->type==PLAYER)
1004 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
1005 return 0;
1006 }
1007
1008 return do_skill_attack(tmp,pl,string, skill);
1009 }
1010
1011
1012 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1013 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1014 * (attack_hth) we check for weapon use, etc in the second (the new
1015 * function skill_attack() we actually attack.
1016 */
1017
1018 static int attack_hth(object *pl, int dir, const char *string, object *skill) {
1019 object *enemy=NULL,*weapon;
1020
1021 if(QUERY_FLAG(pl, FLAG_READY_WEAPON))
1022 for(weapon=pl->inv;weapon;weapon=weapon->below) {
1023 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) {
1024 CLEAR_FLAG(weapon,FLAG_APPLIED);
1025 CLEAR_FLAG(pl,FLAG_READY_WEAPON);
1026 fix_player(pl);
1027 if(pl->type==PLAYER) {
1028 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack.");
1029 esrv_update_item(UPD_FLAGS, pl, weapon);
1030 }
1031 break;
1032 }
1033 }
1034 return skill_attack(enemy,pl,dir,string, skill);
1035 }
1036
1037
1038 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1039 * For now we are just checking to see if we have a ready weapon here.
1040 * But there is a real neato possible feature of this scheme which
1041 * bears mentioning:
1042 * Since we are only calling this from do_skill() in the future
1043 * we may make this routine handle 'special' melee weapons attacks
1044 * (like disarming manuever with sai) based on player SK_level and
1045 * weapon type.
1046 */
1047
1048 static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) {
1049
1050 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) {
1051 if(op->type==PLAYER)
1052 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!");
1053 return 0;
1054 }
1055 return skill_attack(NULL,op,dir,string, skill);
1056
1057 }