ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
Revision: 1.8
Committed: Thu Sep 7 10:01:58 2006 UTC (17 years, 8 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.7: +7 -7 lines
Log Message:
Some cleanups.

File Contents

# Content
1 /*
2 * static char *rcsid_skill_util_c =
3 * "$Id: skill_util.C,v 1.7 2006-09-03 00:18:42 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 shstr 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(at = first_archetype;at!=NULL;at=at->next) {
69 if (at->clone.type == SKILL) {
70 if (skill_names[at->clone.subtype] != NULL) {
71 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
72 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
73 } else {
74 skill_names[at->clone.subtype] = at->clone.skill;
75 }
76 }
77 }
78
79 /* This isn't really an error if there is no skill subtype set, but
80 * checking for this may catch some user errors.
81 */
82 for (i=1; i<NUM_SKILLS; i++) {
83 if (!skill_names[i])
84 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n",
85 i);
86 }
87 }
88
89
90 /* This function goes through the player inventory and sets
91 * up the last_skills[] array in the player object.
92 * the last_skills[] is used to more quickly lookup skills -
93 * mostly used for sending exp.
94 */
95 void link_player_skills(object *op)
96 {
97 object *tmp;
98
99 for (tmp=op->inv; tmp; tmp=tmp->below) {
100 if (tmp->type == SKILL) {
101 /* This is really a warning, hence no else below */
102 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) {
103 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n",
104 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
105 }
106 if (tmp->subtype >= NUM_SKILLS) {
107 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n",
108 tmp->subtype, NUM_SKILLS);
109 } else {
110 op->contr->last_skill_ob[tmp->subtype] = tmp;
111 op->contr->last_skill_exp[tmp->subtype] = -1;
112 }
113 }
114 }
115 }
116
117 /* This returns the skill pointer of the given name (the
118 * one that accumlates exp, has the level, etc).
119 *
120 * It is presumed that the player will be needing to actually
121 * use the skill, so thus if use of the skill requires a skill
122 * tool, this code will equip it.
123 */
124 object *find_skill_by_name(object *who, const char *name)
125 {
126 object *skill = NULL, *skill_tool = NULL, *tmp;
127
128 if (!name) return NULL;
129
130 /* We make sure the length of the string in the object is greater
131 * in length than the passed string. Eg, if we have a skill called
132 * 'hi', we don't want to match if the user passed 'high'
133 */
134 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) {
135 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) &&
136 (size_t) strlen(tmp->skill) >= strlen(name)) skill = tmp;
137
138 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one.
140 */
141 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) &&
142 (size_t) strlen(tmp->skill) >= strlen(name)) {
143 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
144 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
145 skill_tool = tmp;
146 }
147 }
148 /* If this is a skill that can be used without a tool, return it */
149 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
150
151 /* Player has a tool to use the skill. IF not applied, apply it -
152 * if not successful, return null. If they do have the skill tool
153 * but not the skill itself, give it to them.
154 */
155 if (skill_tool) {
156 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
157 if (apply_special(who, skill_tool, 0)) return NULL;
158 }
159 if (!skill) {
160 skill = give_skill_by_name(who, skill_tool->skill);
161 link_player_skills(who);
162 }
163 return skill;
164 }
165 return NULL;
166 }
167
168
169 /* This returns the skill pointer of the given name (the
170 * one that accumlates exp, has the level, etc).
171 *
172 * It is presumed that the player will be needing to actually
173 * use the skill, so thus if use of the skill requires a skill
174 * tool, this code will equip it.
175 *
176 * This code is basically the same as find_skill_by_name() above,
177 * but instead a skill name, we search by matching number.
178 * this replaces find_skill.
179 */
180 object *find_skill_by_number(object *who, int skillno)
181 {
182 object *skill=NULL, *skill_tool=NULL, *tmp;
183
184 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
185
186 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
187 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
188
189 /* Try to find appropriate skilltool. If the player has one already
190 * applied, we try to keep using that one.
191 */
192 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) {
193 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
194 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
195 skill_tool = tmp;
196 }
197 }
198 /* If this is a skill that can be used without a tool, return it */
199 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
200
201 /* Player has a tool to use the skill. IF not applied, apply it -
202 * if not successful, return null. If they do have the skill tool
203 * but not the skill itself, give it to them.
204 */
205 if (skill_tool) {
206 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
207 if (apply_special(who, skill_tool, 0)) return NULL;
208 }
209 if (!skill) {
210 skill = give_skill_by_name(who, skill_tool->skill);
211 link_player_skills(who);
212 }
213 return skill;
214 }
215 return NULL;
216 }
217
218 /* This changes the objects skill to new_skill.
219 * note that this function doesn't always need to get used -
220 * you can now add skill exp to the player without the chosen_skill being
221 * set. This function is of most interest to players to update
222 * the various range information.
223 * if new_skill is null, this just unapplies the skill.
224 * flag has the current meaning:
225 * 0x1: If set, don't update the range pointer. This is useful when we
226 * need to ready a new skill, but don't want to clobber range.
227 * return 1 on success, 0 on error
228 */
229
230 int change_skill (object *who, object *new_skill, int flag)
231 {
232 int old_range;
233
234 if ( who->type != PLAYER )
235 return 0;
236
237 old_range = who->contr->shoottype;
238
239 if (who->chosen_skill && who->chosen_skill == new_skill)
240 {
241 /* optimization for changing skill to current skill */
242 if (who->type == PLAYER && !(flag & 0x1))
243 who->contr->shoottype = range_skill;
244 return 1;
245 }
246
247 if (!new_skill || who->chosen_skill)
248 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
249
250 /* Only goal in this case was to unapply a skill */
251 if (!new_skill) return 0;
252
253 if (apply_special (who, new_skill, AP_APPLY)) {
254 return 0;
255 }
256 if (flag & 0x1)
257 who->contr->shoottype = (rangetype) old_range;
258
259 return 1;
260 }
261
262 /* This function just clears the chosen_skill and range_skill values
263 * inthe player.
264 */
265 void clear_skill(object *who)
266 {
267 who->chosen_skill = NULL;
268 CLEAR_FLAG(who, FLAG_READY_SKILL);
269 if (who->type == PLAYER) {
270 who->contr->ranges[range_skill] = NULL;
271 if (who->contr->shoottype == range_skill)
272 who->contr->shoottype = range_none;
273 }
274 }
275
276 /* do_skill() - Main skills use function-similar in scope to cast_spell().
277 * We handle all requests for skill use outside of some combat here.
278 * We require a separate routine outside of fire() so as to allow monsters
279 * to utilize skills. Returns 1 on use of skill, otherwise 0.
280 * This is changed (2002-11-30) from the old method that returned
281 * exp - no caller needed that info, but it also prevented the callers
282 * from know if a skill was actually used, as many skills don't
283 * give any exp for their direct use (eg, throwing).
284 * It returns 0 if no skill was used.
285 */
286
287 int do_skill (object *op, object *part, object *skill, int dir, const char *string) {
288 int success=0, exp=0;
289 int did_alc = 0;
290 object *tmp, *next;
291
292 if (!skill) return 0;
293
294 /* The code below presumes that the skill points to the object that
295 * holds the exp, level, etc of the skill. So if this is a player
296 * go and try to find the actual real skill pointer, and if the
297 * the player doesn't have a bucket for that, create one.
298 */
299 if (skill->type != SKILL && op->type == PLAYER) {
300 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) {
301 if (tmp->type == SKILL && tmp->skill == skill->skill) break;
302 }
303 if (!tmp) tmp=give_skill_by_name(op, skill->skill);
304 skill = tmp;
305 }
306
307 // skill, by_whom, on_which_object, which direction, skill_argument
308 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
309 return 0;
310
311 switch(skill->subtype) {
312 case SK_LEVITATION:
313 /* Not 100% sure if this will work with new movement code -
314 * the levitation skill has move_type for flying, so when
315 * equipped, that should transfer to player, when not,
316 * shouldn't.
317 */
318 if(QUERY_FLAG(skill,FLAG_APPLIED)) {
319 CLEAR_FLAG(skill,FLAG_APPLIED);
320 new_draw_info(NDI_UNIQUE,0,op,"You come to earth.");
321 }
322 else {
323 SET_FLAG(skill,FLAG_APPLIED);
324 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!.");
325 }
326 fix_player(op);
327 success=1;
328 break;
329
330 case SK_STEALING:
331 exp = success = steal(op, dir, skill);
332 break;
333
334 case SK_LOCKPICKING:
335 exp = success = pick_lock(op, dir, skill);
336 break;
337
338 case SK_HIDING:
339 exp = success = hide(op, skill);
340 break;
341
342 case SK_JUMPING:
343 success = jump(op, dir, skill);
344 break;
345
346 case SK_INSCRIPTION:
347 exp = success = write_on_item(op,string, skill);
348 break;
349
350 case SK_MEDITATION:
351 meditate(op, skill);
352 success=1;
353 break;
354 /* note that the following 'attack' skills gain exp through hit_player() */
355
356 case SK_KARATE:
357 (void) attack_hth(op,dir,"karate-chopped", skill);
358 break;
359
360 case SK_PUNCHING:
361 (void) attack_hth(op,dir,"punched", skill);
362 break;
363
364 case SK_FLAME_TOUCH:
365 (void) attack_hth(op,dir,"flamed", skill);
366 break;
367
368 case SK_SPARK_TOUCH:
369 (void) attack_hth(op,dir,"zapped", skill);
370 break;
371
372 case SK_SHIVER:
373 (void) attack_hth(op,dir,"froze", skill);
374 break;
375
376 case SK_ACID_SPLASH:
377 (void) attack_hth(op,dir,"dissolved", skill);
378 break;
379
380 case SK_POISON_NAIL:
381 (void) attack_hth(op,dir,"injected poison into", skill);
382 break;
383
384 case SK_CLAWING:
385 (void) attack_hth(op,dir,"clawed", skill);
386 break;
387
388 case SK_ONE_HANDED_WEAPON:
389 case SK_TWO_HANDED_WEAPON:
390 (void) attack_melee_weapon(op,dir,NULL, skill);
391 break;
392
393 case SK_FIND_TRAPS:
394 exp = success = find_traps(op, skill);
395 break;
396
397 case SK_SINGING:
398 exp = success = singing(op,dir, skill);
399 break;
400
401 case SK_ORATORY:
402 exp = success = use_oratory(op,dir, skill);
403 break;
404
405 case SK_SMITHERY:
406 case SK_BOWYER:
407 case SK_JEWELER:
408 case SK_ALCHEMY:
409 case SK_THAUMATURGY:
410 case SK_LITERACY:
411 case SK_WOODSMAN:
412 /* first, we try to find a cauldron, and do the alchemy thing.
413 * failing that, we go and identify stuff.
414 */
415 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) {
416 next=tmp->above;
417 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
418 attempt_do_alchemy(op, tmp);
419 if (QUERY_FLAG(tmp, FLAG_APPLIED))
420 esrv_send_inventory(op, tmp);
421 did_alc=1;
422 }
423 }
424 if (did_alc == 0)
425 exp = success = skill_ident(op,skill);
426 break;
427
428 case SK_DET_MAGIC:
429 case SK_DET_CURSE:
430 exp = success = skill_ident(op,skill);
431 break;
432
433 case SK_DISARM_TRAPS:
434 exp = success = remove_trap(op,dir, skill);
435 break;
436
437 case SK_THROWING:
438 success = skill_throw(op,part,dir,string, skill);
439 break;
440
441 case SK_SET_TRAP:
442 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented.");
443 break;
444
445 case SK_USE_MAGIC_ITEM:
446 case SK_MISSILE_WEAPON:
447 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill.");
448 break;
449
450 case SK_PRAYING:
451 success = pray(op, skill);
452 break;
453
454 case SK_BARGAINING:
455 success = describe_shop(op);
456 break;
457
458 case SK_SORCERY:
459 case SK_EVOCATION:
460 case SK_PYROMANCY:
461 case SK_SUMMONING:
462 case SK_CLIMBING:
463 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect.");
464 break;
465
466 default:
467 LOG(llevDebug,"%s attempted to use unknown skill: %d\n"
468 ,query_name(op), op->chosen_skill->stats.sp);
469 break;
470 }
471
472 /* For players we now update the speed_left from using the skill.
473 * Monsters have no skill use time because of the random nature in
474 * which use_monster_skill is called already simulates this.
475 * If certain skills should take more/less time, that should be
476 * in the code for the skill itself.
477 */
478
479 if(op->type==PLAYER) op->speed_left -= 1.0;
480
481 /* this is a good place to add experience for successfull use of skills.
482 * Note that add_exp() will figure out player/monster experience
483 * gain problems.
484 */
485
486 if(success && exp) change_exp(op,exp, skill->skill, 0);
487
488 return success;
489 }
490
491 /* calc_skill_exp() - calculates amount of experience can be gained for
492 * successfull use of a skill. Returns value of experience gain.
493 * Here we take the view that a player must 'overcome an opponent'
494 * in order to gain experience. Examples include foes killed combat,
495 * finding/disarming a trap, stealing from somebeing, etc.
496 * The gained experience is based primarily on the difference in levels,
497 * exp point value of vanquished foe, the relevent stats of the skill being
498 * used and modifications in the skills[] table.
499 *
500 * For now, monsters and players will be treated differently. Below I give
501 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
502 * Monsters just get 10% of the exp of the opponent.
503 *
504 * players get a ratio, eg, opponent lvl / player level. This is then
505 * multiplied by various things. If simple exp is true, then
506 * this multiplier, include the level difference, is always 1.
507 * This revised method prevents some cases where there are big gaps
508 * in the amount you get just because you are now equal level vs lower
509 * level
510 * who is player/creature that used the skill.
511 * op is the object that was 'defeated'.
512 * skill is the skill used. If no skill is used, it should just
513 * point back to who.
514 *
515 */
516
517 int calc_skill_exp(object *who, object *op, object *skill) {
518 int op_exp=0,op_lvl= 0;
519 float base,value,lvl_mult=0.0;
520
521 if (!skill) skill = who;
522
523 /* Oct 95 - where we have an object, I expanded our treatment
524 * to 3 cases:
525 * non-living magic obj, runes and everything else.
526 *
527 * If an object is not alive and magical we set the base exp higher to
528 * help out exp awards for skill_ident skills. Also, if
529 * an item is type RUNE, we give out exp based on stats.Cha
530 * and level (this was the old system) -b.t.
531 */
532
533 if(!op) { /* no item/creature */
534 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty;
535 op_exp = 0;
536 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that
537 * for the amount of experience */
538 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp;
539 op_lvl = op->level;
540 } else { /* all other items/living creatures */
541 op_exp = op->stats.exp;
542 op_lvl = op->level;
543 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */
544 op_lvl += 5 * abs(op->magic);
545 }
546 }
547
548 if(op_lvl<1) op_lvl = 1;
549
550 if(who->type!=PLAYER) { /* for monsters only */
551 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */
552 } else { /* for players */
553 base = op_exp;
554 /* if skill really is a skill, then we can look at the skill archetype for
555 * bse reward value (exp) and level multiplier factor.
556 */
557 if (skill->type == SKILL) {
558 base += skill->arch->clone.stats.exp;
559 if (settings.simple_exp) {
560 if (skill->arch->clone.level)
561 lvl_mult = (float) skill->arch->clone.level / 100.0;
562 else
563 lvl_mult = 1.0; /* no adjustment */
564 }
565 else {
566 if (skill->level)
567 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
568 else
569 lvl_mult = 1.0;
570 }
571 } else {
572 /* Don't divide by zero here! */
573 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1);
574 }
575 }
576
577 /* assemble the exp total, and return value */
578
579 value = base * lvl_mult;
580 if (value < 1) value=1; /* Always give at least 1 exp point */
581
582 #ifdef SKILL_UTIL_DEBUG
583 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n",
584 who->name,skill->level,op->name,op_lvl);
585 #endif
586 return ( (int) value);
587 }
588
589 /* Learn skill. This inserts the requested skill in the player's
590 * inventory. The skill field of the scroll should have the
591 * exact name of the requested skill.
592 * This one actually teaches the player the skill as something
593 * they can equip.
594 * Return 0 if the player knows the skill, 1 if the
595 * player learns the skill, 2 otherwise.
596 */
597
598 int
599 learn_skill (object *pl, object *scroll) {
600 object *tmp;
601
602 if (!scroll->skill) {
603 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", &scroll->name);
604 return 2;
605 }
606
607 /* can't use find_skill_by_name because we want skills the player knows
608 * but can't use natively.
609 */
610
611 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
612 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
613
614 /* player already knows it */
615 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0;
616
617
618
619 /* now a random change to learn, based on player Int.
620 * give bonus based on level - otherwise stupid characters
621 * might never be able to learn anything.
622 */
623 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5)))
624 return 2; /* failure :< */
625
626 if (!tmp)
627 tmp = give_skill_by_name(pl, scroll->skill);
628
629 if (!tmp) {
630 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
631 return 2;
632 }
633
634 SET_FLAG(tmp, FLAG_CAN_USE_SKILL);
635 link_player_skills(pl);
636 return 1;
637 }
638
639 /* Gives a percentage clipped to 0% -> 100% of a/b. */
640 /* Probably belongs in some global utils-type file? */
641 static int clipped_percent(sint64 a, sint64 b)
642 {
643 int rv;
644
645 if (b <= 0)
646 return 0;
647
648 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f);
649
650 if (rv < 0)
651 return 0;
652 else if (rv > 100)
653 return 100;
654
655 return rv;
656 }
657
658 /* show_skills() - Meant to allow players to examine
659 * their current skill list.
660 * This shows the amount of exp they have in the skills.
661 * we also include some other non skill related info (god,
662 * max weapon improvments, item power).
663 * Note this function is a bit more complicated becauase we
664 * we want ot sort the skills before printing them. If we
665 * just dumped this as we found it, this would be a bit
666 * simpler.
667 */
668
669 void show_skills(object *op, const char* search) {
670 object *tmp=NULL;
671 char buf[MAX_BUF];
672 const char *cp;
673 int i,num_skills_found=0;
674 static const char *const periods = "........................................";
675 /* Need to have a pointer and use strdup for qsort to work properly */
676 char skills[NUM_SKILLS][MAX_BUF];
677
678
679 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
680 if (tmp->type == SKILL) {
681 if ( search && strstr(tmp->name,search)==NULL ) continue;
682 /* Basically want to fill this out to 40 spaces with periods */
683 sprintf(buf,"%s%s", &tmp->name, periods);
684 buf[40] = 0;
685
686 if (settings.permanent_exp_ratio) {
687 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
688 buf,tmp->level,
689 (long long)tmp->stats.exp,
690 (long long)level_exp(tmp->level+1, op->expmul),
691 clipped_percent(tmp->perm_exp,tmp->stats.exp));
692 } else {
693 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
694 buf,tmp->level,
695 (long long)tmp->stats.exp,
696 (long long)level_exp(tmp->level+1, op->expmul));
697 }
698 /* I don't know why some characters get a bunch of skills, but
699 * it sometimes happens (maybe a leftover from bugier earlier code
700 * and those character are still about). In any case, lets handle
701 * it so it doesn't crash the server - otherwise, one character may
702 * crash the server numerous times.
703 */
704 if (num_skills_found >= NUM_SKILLS) {
705 new_draw_info(NDI_RED, 0, op, "Your character has too many skills.");
706 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin");
707 break;
708 }
709 }
710 }
711
712 clear_win_info(op);
713 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
714 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
715
716 for (i=0; i<num_skills_found; i++) {
717 new_draw_info(NDI_UNIQUE, 0, op, skills[i]);
718 }
719
720 new_draw_info_format(NDI_UNIQUE, 0, op,
721 "You can handle %d weapon improvements.",op->level/5+5);
722
723 cp = determine_god(op);
724 new_draw_info_format(NDI_UNIQUE, 0, op,
725 "You worship %s.", cp?cp:"no god at current time");
726
727 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n",
728 op->contr->item_power, (int) (op->level * settings.item_power_factor));
729 }
730
731 /* use_skill() - similar to invoke command, it executes the skill in the
732 * direction that the user is facing. Returns false if we are unable to
733 * change to the requested skill, or were unable to use the skill properly.
734 * This is tricky because skills can have spaces. We basically roll
735 * our own find_skill_by_name so we can try to do better string matching.
736 */
737
738 int use_skill(object *op, const char *string) {
739 object *skop;
740 size_t len;
741
742 if (!string) return 0;
743
744 for (skop = op->inv; skop != NULL; skop=skop->below) {
745 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) &&
746 !strncasecmp(string, skop->skill, MIN(strlen(string), (size_t) strlen(skop->skill))))
747 break;
748 else if (skop->type == SKILL_TOOL &&
749 !strncasecmp(string, skop->skill, MIN(strlen(string), (size_t) strlen(skop->skill))))
750 break;
751 }
752 if (!skop) {
753 new_draw_info_format(NDI_UNIQUE, 0, op,
754 "Unable to find skill %s", string);
755 return 0;
756 }
757
758 len=strlen(skop->skill);
759
760 /* All this logic goes and skips over the skill name to find any
761 * options given to the skill. Its pretty simple - if there
762 * are extra parameters (as deteremined by string length), we
763 * want to skip over any leading spaces.
764 */
765 if(len>=strlen(string)) {
766 string=NULL;
767 } else {
768 string += len;
769 while(*string==0x20) string++;
770 if(strlen(string)==0) string = NULL;
771 }
772
773 #ifdef SKILL_UTIL_DEBUG
774 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none");
775 #endif
776
777 /* Change to the new skill, then execute it. */
778 if(do_skill(op,op,skop, op->facing,string)) return 1;
779
780 return 0;
781 }
782
783
784
785 /* This finds the best unarmed skill the player has, and returns
786 * it. Best can vary a little - we consider clawing to always
787 * be the best for dragons.
788 * This could be more intelligent, eg, look at the skill level
789 * of the skill and go from there (eg, a level 40 puncher is
790 * is probably better than level 1 karate). OTOH, if you
791 * don't bother to set up your skill properly, that is the players
792 * problem (although, it might be nice to have a preferred skill
793 * field the player can set.
794 * Unlike the old code, we don't give out any skills - it is
795 * possible you just don't have any ability to get into unarmed
796 * combat. If everyone race/class should have one, this should
797 * be handled in the starting treasurelists, not in the code.
798 */
799 static object *find_best_player_hth_skill(object *op)
800 {
801 object *tmp, *best_skill=NULL;
802 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
803
804 for (tmp=op->inv; tmp; tmp=tmp->below) {
805 if (tmp->type == SKILL) {
806 if (dragon && tmp->subtype == SK_CLAWING) return tmp;
807
808 /* The order in the array is preferred order. So basically,
809 * we just cut down the number to search - eg, if we find a skill
810 * early on in flame touch, then we only need to look into the unarmed_array
811 * to the entry before flame touch - don't care about the entries afterward,
812 * because they are infrerior skills.
813 * if we end up finding the best skill (i==0) might as well return
814 * right away - can't get any better than that.
815 */
816 for (i=0; i<last_skill; i++) {
817 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
818 best_skill = tmp;
819 last_skill = i;
820 if (i==0) return best_skill;
821 }
822 }
823 }
824 }
825 return best_skill;
826 }
827
828 /* do_skill_attack() - We have got an appropriate opponent from either
829 * move_player_attack() or skill_attack(). In this part we get on with
830 * attacking, take care of messages from the attack and changes in invisible.
831 * Returns true if the attack damaged the opponent.
832 * tmp is the targetted monster.
833 * op is what is attacking
834 * string is passed along to describe what messages to describe
835 * the damage.
836 */
837
838 static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) {
839 int success;
840
841 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
842 return RESULT_INT (0);
843
844 /* For Players only: if there is no ready weapon, and no "attack" skill
845 * is readied either then try to find a skill for the player to use.
846 * it is presumed that if skill is set, it is a valid attack skill (eg,
847 * the caller should have set it appropriately). We still want to pass
848 * through that code if skill is set to change to the skill.
849 */
850 if(op->type==PLAYER) {
851 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) {
852 size_t i;
853
854 if (!skill) {
855 /* See if the players chosen skill is a combat skill, and use
856 * it if appropriate.
857 */
858 if (op->chosen_skill) {
859 for (i=0; i<sizeof(unarmed_skills); i++)
860 if (op->chosen_skill->subtype == unarmed_skills[i]) {
861 skill = op->chosen_skill;
862 break;
863 }
864 }
865 /* If we didn't find a skill above, look harder for a good skill */
866 if (!skill) {
867 skill = find_best_player_hth_skill(op);
868
869 if (!skill) {
870 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 return 0;
872 }
873 }
874 }
875 if (skill != op->chosen_skill) {
876 /* now try to ready the new skill */
877 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
878 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
879 return 0;
880 }
881 }
882 } else {
883 /* Seen some crashes below where current_weapon is not set,
884 * even though the flag says it is. So if current weapon isn't set,
885 * do some work in trying to find the object to use.
886 */
887 if (!op->current_weapon) {
888 object *tmp;
889
890 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
891 &op->name);
892 for (tmp=op->inv; tmp; tmp=tmp->below)
893 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
894
895 if (!tmp) {
896 LOG(llevError,"Could not find applied weapon on %s\n",
897 &op->name);
898 op->current_weapon=NULL;
899 return 0;
900 } else {
901 op->current_weapon = tmp;
902 }
903 }
904
905 /* Has ready weapon - make sure chosen_skill is set up properly */
906 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
907 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
908 }
909 }
910 }
911
912 /* lose invisiblity/hiding status for running attacks */
913
914 if(op->type==PLAYER && op->contr->tmp_invis) {
915 op->contr->tmp_invis=0;
916 op->invisible=0;
917 op->hide=0;
918 update_object(op,UP_OBJ_FACE);
919 }
920
921 success = attack_ob(tmp,op);
922
923 /* print appropriate messages to the player */
924
925 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) {
926 if(op->type==PLAYER)
927 new_draw_info_format(NDI_UNIQUE, 0,op,
928 "You %s %s!",string,query_name(tmp));
929 else if(tmp->type==PLAYER)
930 new_draw_info_format(NDI_UNIQUE, 0,tmp,
931 "%s %s you!",query_name(op),string);
932 }
933 return success;
934 }
935
936
937 /* skill_attack() - Core routine for use when we attack using a skills
938 * system. In essence, this code handles
939 * all skill-based attacks, ie hth, missile and melee weapons should be
940 * treated here. If an opponent is already supplied by move_player(),
941 * we move right onto do_skill_attack(), otherwise we find if an
942 * appropriate opponent exists.
943 *
944 * This is called by move_player() and attack_hth()
945 *
946 * Initial implementation by -bt thomas@astro.psu.edu
947 */
948
949 int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) {
950 sint16 tx,ty;
951 mapstruct *m;
952 int mflags;
953
954 if(!dir) dir=pl->facing;
955 tx=freearr_x[dir];
956 ty=freearr_y[dir];
957
958 /* If we don't yet have an opponent, find if one exists, and attack.
959 * Legal opponents are the same as outlined in move_player_attack()
960 */
961
962 if(tmp==NULL) {
963 m = pl->map;
964 tx = pl->x + freearr_x[dir];
965 ty = pl->y + freearr_y[dir];
966
967 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty);
968 if (mflags & P_OUT_OF_MAP) return 0;
969
970 /* space must be blocked for there to be anything interesting to do */
971 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0;
972
973 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
974 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
975 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
976 || tmp->type==LOCKED_DOOR ) {
977 /* Don't attack party members */
978 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
979 && pl->contr->party==tmp->contr->party))
980 return 0;
981 break;
982 }
983 }
984 if (!tmp) {
985 if(pl->type==PLAYER)
986 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
987 return 0;
988 }
989
990 return do_skill_attack(tmp,pl,string, skill);
991 }
992
993
994 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
995 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
996 * (attack_hth) we check for weapon use, etc in the second (the new
997 * function skill_attack() we actually attack.
998 */
999
1000 static int attack_hth(object *pl, int dir, const char *string, object *skill) {
1001 object *enemy=NULL,*weapon;
1002
1003 if(QUERY_FLAG(pl, FLAG_READY_WEAPON))
1004 for(weapon=pl->inv;weapon;weapon=weapon->below) {
1005 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) {
1006 CLEAR_FLAG(weapon,FLAG_APPLIED);
1007 CLEAR_FLAG(pl,FLAG_READY_WEAPON);
1008 fix_player(pl);
1009 if(pl->type==PLAYER) {
1010 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack.");
1011 esrv_update_item(UPD_FLAGS, pl, weapon);
1012 }
1013 break;
1014 }
1015 }
1016 return skill_attack(enemy,pl,dir,string, skill);
1017 }
1018
1019
1020 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1021 * For now we are just checking to see if we have a ready weapon here.
1022 * But there is a real neato possible feature of this scheme which
1023 * bears mentioning:
1024 * Since we are only calling this from do_skill() in the future
1025 * we may make this routine handle 'special' melee weapons attacks
1026 * (like disarming manuever with sai) based on player SK_level and
1027 * weapon type.
1028 */
1029
1030 static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) {
1031
1032 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) {
1033 if(op->type==PLAYER)
1034 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!");
1035 return 0;
1036 }
1037 return skill_attack(NULL,op,dir,string, skill);
1038
1039 }