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/cvs/deliantra/server/server/skill_util.c
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Feb 22 18:03:24 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_22
Changes since 1.1.1.1: +2 -2 lines
Log Message:
cvs -z7 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_02_22

File Contents

# Content
1 /*
2 * static char *rcsid_skill_util_c =
3 * "$Id: skill_util.c,v 1.63 2006/02/17 21:29:48 akirschbaum 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 const char *skill_names[NUM_SKILLS];
56
57 /* init_skills basically just sets up the skill_names table
58 * above. The index into the array is set up by the
59 * subtypes.
60 */
61 void init_skills(void) {
62 int i;
63 archetype *at;
64
65 for (i=0; i<NUM_SKILLS; i++)
66 skill_names[i] = NULL;
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] = add_refcount(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 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 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 = 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 switch(skill->subtype) {
308 case SK_LEVITATION:
309 /* Not 100% sure if this will work with new movement code -
310 * the levitation skill has move_type for flying, so when
311 * equipped, that should transfer to player, when not,
312 * shouldn't.
313 */
314 if(QUERY_FLAG(skill,FLAG_APPLIED)) {
315 CLEAR_FLAG(skill,FLAG_APPLIED);
316 new_draw_info(NDI_UNIQUE,0,op,"You come to earth.");
317 }
318 else {
319 SET_FLAG(skill,FLAG_APPLIED);
320 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!.");
321 }
322 fix_player(op);
323 success=1;
324 break;
325
326 case SK_STEALING:
327 exp = success = steal(op, dir, skill);
328 break;
329
330 case SK_LOCKPICKING:
331 exp = success = pick_lock(op, dir, skill);
332 break;
333
334 case SK_HIDING:
335 exp = success = hide(op, skill);
336 break;
337
338 case SK_JUMPING:
339 success = jump(op, dir, skill);
340 break;
341
342 case SK_INSCRIPTION:
343 exp = success = write_on_item(op,string, skill);
344 break;
345
346 case SK_MEDITATION:
347 meditate(op, skill);
348 success=1;
349 break;
350 /* note that the following 'attack' skills gain exp through hit_player() */
351
352 case SK_KARATE:
353 (void) attack_hth(op,dir,"karate-chopped", skill);
354 break;
355
356 case SK_PUNCHING:
357 (void) attack_hth(op,dir,"punched", skill);
358 break;
359
360 case SK_FLAME_TOUCH:
361 (void) attack_hth(op,dir,"flamed", skill);
362 break;
363
364 case SK_CLAWING:
365 (void) attack_hth(op,dir,"clawed", skill);
366 break;
367
368 case SK_ONE_HANDED_WEAPON:
369 case SK_TWO_HANDED_WEAPON:
370 (void) attack_melee_weapon(op,dir,NULL, skill);
371 break;
372
373 case SK_FIND_TRAPS:
374 exp = success = find_traps(op, skill);
375 break;
376
377 case SK_SINGING:
378 exp = success = singing(op,dir, skill);
379 break;
380
381 case SK_ORATORY:
382 exp = success = use_oratory(op,dir, skill);
383 break;
384
385 case SK_SMITHERY:
386 case SK_BOWYER:
387 case SK_JEWELER:
388 case SK_ALCHEMY:
389 case SK_THAUMATURGY:
390 case SK_LITERACY:
391 case SK_WOODSMAN:
392 /* first, we try to find a cauldron, and do the alchemy thing.
393 * failing that, we go and identify stuff.
394 */
395 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) {
396 next=tmp->above;
397 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
398 attempt_do_alchemy(op, tmp);
399 if (QUERY_FLAG(tmp, FLAG_APPLIED))
400 esrv_send_inventory(op, tmp);
401 did_alc=1;
402 }
403 }
404 if (did_alc == 0)
405 exp = success = skill_ident(op,skill);
406 break;
407
408 case SK_DET_MAGIC:
409 case SK_DET_CURSE:
410 exp = success = skill_ident(op,skill);
411 break;
412
413 case SK_DISARM_TRAPS:
414 exp = success = remove_trap(op,dir, skill);
415 break;
416
417 case SK_THROWING:
418 success = skill_throw(op,part,dir,string, skill);
419 break;
420
421 case SK_SET_TRAP:
422 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented.");
423 break;
424
425 case SK_USE_MAGIC_ITEM:
426 case SK_MISSILE_WEAPON:
427 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill.");
428 break;
429
430 case SK_PRAYING:
431 success = pray(op, skill);
432 break;
433
434 case SK_BARGAINING:
435 success = describe_shop(op);
436 break;
437
438 case SK_SORCERY:
439 case SK_EVOCATION:
440 case SK_PYROMANCY:
441 case SK_SUMMONING:
442 case SK_CLIMBING:
443 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect.");
444 break;
445
446 default:
447 LOG(llevDebug,"%s attempted to use unknown skill: %d\n"
448 ,query_name(op), op->chosen_skill->stats.sp);
449 break;
450 }
451
452 /* For players we now update the speed_left from using the skill.
453 * Monsters have no skill use time because of the random nature in
454 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself.
457 */
458
459 if(op->type==PLAYER) op->speed_left -= 1.0;
460
461 /* this is a good place to add experience for successfull use of skills.
462 * Note that add_exp() will figure out player/monster experience
463 * gain problems.
464 */
465
466 if(success && exp) change_exp(op,exp, skill->skill, 0);
467
468 return success;
469 }
470
471 /* calc_skill_exp() - calculates amount of experience can be gained for
472 * successfull use of a skill. Returns value of experience gain.
473 * Here we take the view that a player must 'overcome an opponent'
474 * in order to gain experience. Examples include foes killed combat,
475 * finding/disarming a trap, stealing from somebeing, etc.
476 * The gained experience is based primarily on the difference in levels,
477 * exp point value of vanquished foe, the relevent stats of the skill being
478 * used and modifications in the skills[] table.
479 *
480 * For now, monsters and players will be treated differently. Below I give
481 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
482 * Monsters just get 10% of the exp of the opponent.
483 *
484 * players get a ratio, eg, opponent lvl / player level. This is then
485 * multiplied by various things. If simple exp is true, then
486 * this multiplier, include the level difference, is always 1.
487 * This revised method prevents some cases where there are big gaps
488 * in the amount you get just because you are now equal level vs lower
489 * level
490 * who is player/creature that used the skill.
491 * op is the object that was 'defeated'.
492 * skill is the skill used. If no skill is used, it should just
493 * point back to who.
494 *
495 */
496
497 int calc_skill_exp(object *who, object *op, object *skill) {
498 int op_exp=0,op_lvl= 0;
499 float base,value,lvl_mult=0.0;
500
501 if (!skill) skill = who;
502
503 /* Oct 95 - where we have an object, I expanded our treatment
504 * to 3 cases:
505 * non-living magic obj, runes and everything else.
506 *
507 * If an object is not alive and magical we set the base exp higher to
508 * help out exp awards for skill_ident skills. Also, if
509 * an item is type RUNE, we give out exp based on stats.Cha
510 * and level (this was the old system) -b.t.
511 */
512
513 if(!op) { /* no item/creature */
514 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty;
515 op_exp = 0;
516 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that
517 * for the amount of experience */
518 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp;
519 op_lvl = op->level;
520 } else { /* all other items/living creatures */
521 op_exp = op->stats.exp;
522 op_lvl = op->level;
523 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */
524 op_lvl += 5 * abs(op->magic);
525 }
526 }
527
528 if(op_lvl<1) op_lvl = 1;
529
530 if(who->type!=PLAYER) { /* for monsters only */
531 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */
532 } else { /* for players */
533 base = op_exp;
534 /* if skill really is a skill, then we can look at the skill archetype for
535 * bse reward value (exp) and level multiplier factor.
536 */
537 if (skill->type == SKILL) {
538 base += skill->arch->clone.stats.exp;
539 if (settings.simple_exp) {
540 if (skill->arch->clone.level)
541 lvl_mult = (float) skill->arch->clone.level / 100.0;
542 else
543 lvl_mult = 1.0; /* no adjustment */
544 }
545 else {
546 if (skill->level)
547 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
548 else
549 lvl_mult = 1.0;
550 }
551 } else {
552 /* Don't divide by zero here! */
553 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1);
554 }
555 }
556
557 /* assemble the exp total, and return value */
558
559 value = base * lvl_mult;
560 if (value < 1) value=1; /* Always give at least 1 exp point */
561
562 #ifdef SKILL_UTIL_DEBUG
563 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n",
564 who->name,skill->level,op->name,op_lvl);
565 #endif
566 return ( (int) value);
567 }
568
569 /* Learn skill. This inserts the requested skill in the player's
570 * inventory. The skill field of the scroll should have the
571 * exact name of the requested skill.
572 * This one actually teaches the player the skill as something
573 * they can equip.
574 * Return 0 if the player knows the skill, 1 if the
575 * player learns the skill, 2 otherwise.
576 */
577
578 int
579 learn_skill (object *pl, object *scroll) {
580 object *tmp;
581
582 if (!scroll->skill) {
583 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name);
584 return 2;
585 }
586
587 /* can't use find_skill_by_name because we want skills the player knows
588 * but can't use natively.
589 */
590
591 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
592 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
593
594 /* player already knows it */
595 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0;
596
597
598
599 /* now a random change to learn, based on player Int.
600 * give bonus based on level - otherwise stupid characters
601 * might never be able to learn anything.
602 */
603 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5)))
604 return 2; /* failure :< */
605
606 if (!tmp)
607 tmp = give_skill_by_name(pl, scroll->skill);
608
609 if (!tmp) {
610 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill);
611 return 2;
612 }
613
614 SET_FLAG(tmp, FLAG_CAN_USE_SKILL);
615 link_player_skills(pl);
616 return 1;
617 }
618
619 /* Gives a percentage clipped to 0% -> 100% of a/b. */
620 /* Probably belongs in some global utils-type file? */
621 static int clipped_percent(sint64 a, sint64 b)
622 {
623 int rv;
624
625 if (b <= 0)
626 return 0;
627
628 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f);
629
630 if (rv < 0)
631 return 0;
632 else if (rv > 100)
633 return 100;
634
635 return rv;
636 }
637
638 /* show_skills() - Meant to allow players to examine
639 * their current skill list.
640 * This shows the amount of exp they have in the skills.
641 * we also include some other non skill related info (god,
642 * max weapon improvments, item power).
643 * Note this function is a bit more complicated becauase we
644 * we want ot sort the skills before printing them. If we
645 * just dumped this as we found it, this would be a bit
646 * simpler.
647 */
648
649 void show_skills(object *op, const char* search) {
650 object *tmp=NULL;
651 char buf[MAX_BUF];
652 const char *cp;
653 int i,num_skills_found=0;
654 static const char *const periods = "........................................";
655 /* Need to have a pointer and use strdup for qsort to work properly */
656 char skills[NUM_SKILLS][MAX_BUF];
657
658
659 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
660 if (tmp->type == SKILL) {
661 if ( search && strstr(tmp->name,search)==NULL ) continue;
662 /* Basically want to fill this out to 40 spaces with periods */
663 sprintf(buf,"%s%s", tmp->name, periods);
664 buf[40] = 0;
665
666 if (settings.use_permanent_experience) {
667 #ifdef WIN32
668 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)",
669 buf,tmp->level,
670 tmp->stats.exp,
671 level_exp(tmp->level+1, op->expmul),
672 clipped_percent(tmp->perm_exp,tmp->stats.exp));
673 #else
674 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
675 buf,tmp->level,
676 tmp->stats.exp,
677 level_exp(tmp->level+1, op->expmul),
678 clipped_percent(tmp->perm_exp,tmp->stats.exp));
679 #endif
680 } else {
681 #ifdef WIN32
682 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)",
683 buf,tmp->level,
684 tmp->stats.exp,
685 level_exp(tmp->level+1, op->expmul));
686 #else
687 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
688 buf,tmp->level,
689 tmp->stats.exp,
690 level_exp(tmp->level+1, op->expmul));
691 #endif
692 }
693 /* I don't know why some characters get a bunch of skills, but
694 * it sometimes happens (maybe a leftover from bugier earlier code
695 * and those character are still about). In any case, lets handle
696 * it so it doesn't crash the server - otherwise, one character may
697 * crash the server numerous times.
698 */
699 if (num_skills_found >= NUM_SKILLS) {
700 new_draw_info(NDI_RED, 0, op, "Your character has too many skills.");
701 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin");
702 break;
703 }
704 }
705 }
706
707 clear_win_info(op);
708 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
709 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
710
711 for (i=0; i<num_skills_found; i++) {
712 new_draw_info(NDI_UNIQUE, 0, op, skills[i]);
713 }
714
715 new_draw_info_format(NDI_UNIQUE, 0, op,
716 "You can handle %d weapon improvements.",op->level/5+5);
717
718 cp = determine_god(op);
719 new_draw_info_format(NDI_UNIQUE, 0, op,
720 "You worship %s.", cp?cp:"no god at current time");
721
722 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n",
723 op->contr->item_power, op->level);
724 }
725
726 /* use_skill() - similar to invoke command, it executes the skill in the
727 * direction that the user is facing. Returns false if we are unable to
728 * change to the requested skill, or were unable to use the skill properly.
729 * This is tricky because skills can have spaces. We basically roll
730 * our own find_skill_by_name so we can try to do better string matching.
731 */
732
733 int use_skill(object *op, const char *string) {
734 object *skop;
735 size_t len;
736
737 if (!string) return 0;
738
739 for (skop = op->inv; skop != NULL; skop=skop->below) {
740 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) &&
741 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
742 break;
743 else if (skop->type == SKILL_TOOL &&
744 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
745 break;
746 }
747 if (!skop) {
748 new_draw_info_format(NDI_UNIQUE, 0, op,
749 "Unable to find skill %s", string);
750 return 0;
751 }
752
753 len=strlen(skop->skill);
754
755 /* All this logic goes and skips over the skill name to find any
756 * options given to the skill. Its pretty simple - if there
757 * are extra parameters (as deteremined by string length), we
758 * want to skip over any leading spaces.
759 */
760 if(len>=strlen(string)) {
761 string=NULL;
762 } else {
763 string += len;
764 while(*string==0x20) string++;
765 if(strlen(string)==0) string = NULL;
766 }
767
768 #ifdef SKILL_UTIL_DEBUG
769 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none");
770 #endif
771
772 /* Change to the new skill, then execute it. */
773 if(do_skill(op,op,skop, op->facing,string)) return 1;
774
775 return 0;
776 }
777
778
779
780 /* This finds the best unarmed skill the player has, and returns
781 * it. Best can vary a little - we consider clawing to always
782 * be the best for dragons.
783 * This could be more intelligent, eg, look at the skill level
784 * of the skill and go from there (eg, a level 40 puncher is
785 * is probably better than level 1 karate). OTOH, if you
786 * don't bother to set up your skill properly, that is the players
787 * problem (although, it might be nice to have a preferred skill
788 * field the player can set.
789 * Unlike the old code, we don't give out any skills - it is
790 * possible you just don't have any ability to get into unarmed
791 * combat. If everyone race/class should have one, this should
792 * be handled in the starting treasurelists, not in the code.
793 */
794 static object *find_best_player_hth_skill(object *op)
795 {
796 object *tmp, *best_skill=NULL;
797 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
798
799 for (tmp=op->inv; tmp; tmp=tmp->below) {
800 if (tmp->type == SKILL) {
801 if (dragon && tmp->subtype == SK_CLAWING) return tmp;
802
803 /* The order in the array is preferred order. So basically,
804 * we just cut down the number to search - eg, if we find a skill
805 * early on in flame touch, then we only need to look into the unarmed_array
806 * to the entry before flame touch - don't care about the entries afterward,
807 * because they are infrerior skills.
808 * if we end up finding the best skill (i==0) might as well return
809 * right away - can't get any better than that.
810 */
811 for (i=0; i<last_skill; i++) {
812 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
813 best_skill = tmp;
814 last_skill = i;
815 if (i==0) return best_skill;
816 }
817 }
818 }
819 }
820 return best_skill;
821 }
822
823 /* do_skill_attack() - We have got an appropriate opponent from either
824 * move_player_attack() or skill_attack(). In this part we get on with
825 * attacking, take care of messages from the attack and changes in invisible.
826 * Returns true if the attack damaged the opponent.
827 * tmp is the targetted monster.
828 * op is what is attacking
829 * string is passed along to describe what messages to describe
830 * the damage.
831 */
832
833 static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) {
834 int success;
835
836 /* For Players only: if there is no ready weapon, and no "attack" skill
837 * is readied either then try to find a skill for the player to use.
838 * it is presumed that if skill is set, it is a valid attack skill (eg,
839 * the caller should have set it appropriately). We still want to pass
840 * through that code if skill is set to change to the skill.
841 */
842 if(op->type==PLAYER) {
843 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) {
844 size_t i;
845
846 if (!skill) {
847 /* See if the players chosen skill is a combat skill, and use
848 * it if appropriate.
849 */
850 if (op->chosen_skill) {
851 for (i=0; i<sizeof(unarmed_skills); i++)
852 if (op->chosen_skill->subtype == unarmed_skills[i]) {
853 skill = op->chosen_skill;
854 break;
855 }
856 }
857 /* If we didn't find a skill above, look harder for a good skill */
858 if (!skill) {
859 skill = find_best_player_hth_skill(op);
860
861 if (!skill) {
862 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!");
863 return 0;
864 }
865 }
866 }
867 if (skill != op->chosen_skill) {
868 /* now try to ready the new skill */
869 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
870 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name);
871 return 0;
872 }
873 }
874 } else {
875 /* Seen some crashes below where current_weapon is not set,
876 * even though the flag says it is. So if current weapon isn't set,
877 * do some work in trying to find the object to use.
878 */
879 if (!op->current_weapon) {
880 object *tmp;
881
882 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
883 op->name);
884 for (tmp=op->inv; tmp; tmp=tmp->below)
885 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
886
887 if (op->current_weapon_script)
888 FREE_AND_CLEAR_STR(op->current_weapon_script);
889 if (!tmp) {
890 LOG(llevError,"Could not find applied weapon on %s\n",
891 op->name);
892 op->current_weapon=NULL;
893 return 0;
894 } else {
895 op->current_weapon = tmp;
896 op->current_weapon_script=add_string(query_name(tmp));
897 }
898 }
899
900 /* Has ready weapon - make sure chosen_skill is set up properly */
901 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
902 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
903 }
904 }
905 }
906
907 /* lose invisiblity/hiding status for running attacks */
908
909 if(op->type==PLAYER && op->contr->tmp_invis) {
910 op->contr->tmp_invis=0;
911 op->invisible=0;
912 op->hide=0;
913 update_object(op,UP_OBJ_FACE);
914 }
915
916 success = attack_ob(tmp,op);
917
918 /* print appropriate messages to the player */
919
920 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) {
921 if(op->type==PLAYER)
922 new_draw_info_format(NDI_UNIQUE, 0,op,
923 "You %s %s!",string,query_name(tmp));
924 else if(tmp->type==PLAYER)
925 new_draw_info_format(NDI_UNIQUE, 0,tmp,
926 "%s %s you!",query_name(op),string);
927 }
928 return success;
929 }
930
931
932 /* skill_attack() - Core routine for use when we attack using a skills
933 * system. In essence, this code handles
934 * all skill-based attacks, ie hth, missile and melee weapons should be
935 * treated here. If an opponent is already supplied by move_player(),
936 * we move right onto do_skill_attack(), otherwise we find if an
937 * appropriate opponent exists.
938 *
939 * This is called by move_player() and attack_hth()
940 *
941 * Initial implementation by -bt thomas@astro.psu.edu
942 */
943
944 int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) {
945 sint16 tx,ty;
946 mapstruct *m;
947 int mflags;
948
949 if(!dir) dir=pl->facing;
950 tx=freearr_x[dir];
951 ty=freearr_y[dir];
952
953 /* If we don't yet have an opponent, find if one exists, and attack.
954 * Legal opponents are the same as outlined in move_player_attack()
955 */
956
957 if(tmp==NULL) {
958 m = pl->map;
959 tx = pl->x + freearr_x[dir];
960 ty = pl->y + freearr_y[dir];
961
962 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty);
963 if (mflags & P_OUT_OF_MAP) return 0;
964
965 /* space must be blocked for there to be anything interesting to do */
966 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0;
967
968 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
969 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
970 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
971 || tmp->type==LOCKED_DOOR ) {
972 /* Don't attack party members */
973 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
974 && pl->contr->party==tmp->contr->party))
975 return 0;
976 break;
977 }
978 }
979 if (!tmp) {
980 if(pl->type==PLAYER)
981 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
982 return 0;
983 }
984
985 return do_skill_attack(tmp,pl,string, skill);
986 }
987
988
989 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
990 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
991 * (attack_hth) we check for weapon use, etc in the second (the new
992 * function skill_attack() we actually attack.
993 */
994
995 int attack_hth(object *pl, int dir, const char *string, object *skill) {
996 object *enemy=NULL,*weapon;
997
998 if(QUERY_FLAG(pl, FLAG_READY_WEAPON))
999 for(weapon=pl->inv;weapon;weapon=weapon->below) {
1000 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) {
1001 CLEAR_FLAG(weapon,FLAG_APPLIED);
1002 CLEAR_FLAG(pl,FLAG_READY_WEAPON);
1003 fix_player(pl);
1004 if(pl->type==PLAYER) {
1005 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack.");
1006 esrv_update_item(UPD_FLAGS, pl, weapon);
1007 }
1008 break;
1009 }
1010 }
1011 return skill_attack(enemy,pl,dir,string, skill);
1012 }
1013
1014
1015 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1016 * For now we are just checking to see if we have a ready weapon here.
1017 * But there is a real neato possible feature of this scheme which
1018 * bears mentioning:
1019 * Since we are only calling this from do_skill() in the future
1020 * we may make this routine handle 'special' melee weapons attacks
1021 * (like disarming manuever with sai) based on player SK_level and
1022 * weapon type.
1023 */
1024
1025 int attack_melee_weapon(object *op, int dir, const char *string, object *skill) {
1026
1027 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) {
1028 if(op->type==PLAYER)
1029 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!");
1030 return 0;
1031 }
1032 return skill_attack(NULL,op,dir,string, skill);
1033
1034 }