/* * static char *rcsid_skill_util_c = * "$Id: skill_util.c,v 1.7 2006/07/16 17:55:35 elmex Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copryight (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The author can be reached via e-mail to crossfire-devel@real-time.com */ /* Created July 95 to separate skill utilities from actual skills -b.t. */ /* Reconfigured skills code to allow linking of skills to experience * categories. This is done solely through the init_new_exp_system() fctn. * June/July 1995 -b.t. thomas@astro.psu.edu */ /* July 1995 - Initial associated skills coding. Experience gains * come solely from the use of skills. Overcoming an opponent (in combat, * finding/disarming a trap, stealing from somebeing, etc) gains * experience. Calc_skill_exp() handles the gained experience using * modifications in the skills[] table. - b.t. */ /* define the following for skills utility debuging */ /* #define SKILL_UTIL_DEBUG */ #define WANT_UNARMED_SKILLS #include #include #ifndef __CEXTRACT__ #include #endif #include /* for defs of STR,CON,DEX,etc. -b.t.*/ #include static int attack_hth(object *pl, int dir, const char *string, object *skill); static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); const char *skill_names[NUM_SKILLS]; /* init_skills basically just sets up the skill_names table * above. The index into the array is set up by the * subtypes. */ void init_skills(void) { int i; archetype *at; for (i=0; inext) { if (at->clone.type == SKILL) { if (skill_names[at->clone.subtype] != NULL) { LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); } else { skill_names[at->clone.subtype] = add_refcount(at->clone.skill); } } } /* This isn't really an error if there is no skill subtype set, but * checking for this may catch some user errors. */ for (i=1; iinv; tmp; tmp=tmp->below) { if (tmp->type == SKILL) { /* This is really a warning, hence no else below */ if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); } if (tmp->subtype >= NUM_SKILLS) { LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); } else { op->contr->last_skill_ob[tmp->subtype] = tmp; op->contr->last_skill_exp[tmp->subtype] = -1; } } } } /* This returns the skill pointer of the given name (the * one that accumlates exp, has the level, etc). * * It is presumed that the player will be needing to actually * use the skill, so thus if use of the skill requires a skill * tool, this code will equip it. */ object *find_skill_by_name(object *who, const char *name) { object *skill=NULL, *skill_tool=NULL, *tmp; if (!name) return NULL; /* We make sure the length of the string in the object is greater * in length than the passed string. Eg, if we have a skill called * 'hi', we don't want to match if the user passed 'high' */ for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && strlen(tmp->skill) >= strlen(name)) skill = tmp; /* Try to find appropriate skilltool. If the player has one already * applied, we try to keep using that one. */ else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && strlen(tmp->skill) >= strlen(name)) { if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) skill_tool = tmp; } } /* If this is a skill that can be used without a tool, return it */ if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; /* Player has a tool to use the skill. IF not applied, apply it - * if not successful, return null. If they do have the skill tool * but not the skill itself, give it to them. */ if (skill_tool) { if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { if (apply_special(who, skill_tool, 0)) return NULL; } if (!skill) { skill = give_skill_by_name(who, skill_tool->skill); link_player_skills(who); } return skill; } return NULL; } /* This returns the skill pointer of the given name (the * one that accumlates exp, has the level, etc). * * It is presumed that the player will be needing to actually * use the skill, so thus if use of the skill requires a skill * tool, this code will equip it. * * This code is basically the same as find_skill_by_name() above, * but instead a skill name, we search by matching number. * this replaces find_skill. */ object *find_skill_by_number(object *who, int skillno) { object *skill=NULL, *skill_tool=NULL, *tmp; if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; /* Try to find appropriate skilltool. If the player has one already * applied, we try to keep using that one. */ else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) skill_tool = tmp; } } /* If this is a skill that can be used without a tool, return it */ if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; /* Player has a tool to use the skill. IF not applied, apply it - * if not successful, return null. If they do have the skill tool * but not the skill itself, give it to them. */ if (skill_tool) { if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { if (apply_special(who, skill_tool, 0)) return NULL; } if (!skill) { skill = give_skill_by_name(who, skill_tool->skill); link_player_skills(who); } return skill; } return NULL; } /* This changes the objects skill to new_skill. * note that this function doesn't always need to get used - * you can now add skill exp to the player without the chosen_skill being * set. This function is of most interest to players to update * the various range information. * if new_skill is null, this just unapplies the skill. * flag has the current meaning: * 0x1: If set, don't update the range pointer. This is useful when we * need to ready a new skill, but don't want to clobber range. * return 1 on success, 0 on error */ int change_skill (object *who, object *new_skill, int flag) { int old_range; if ( who->type != PLAYER ) return 0; old_range = who->contr->shoottype; if (who->chosen_skill && who->chosen_skill == new_skill) { /* optimization for changing skill to current skill */ if (who->type == PLAYER && !(flag & 0x1)) who->contr->shoottype = range_skill; return 1; } if (!new_skill || who->chosen_skill) if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); /* Only goal in this case was to unapply a skill */ if (!new_skill) return 0; if (apply_special (who, new_skill, AP_APPLY)) { return 0; } if (flag & 0x1) who->contr->shoottype = old_range; return 1; } /* This function just clears the chosen_skill and range_skill values * inthe player. */ void clear_skill(object *who) { who->chosen_skill = NULL; CLEAR_FLAG(who, FLAG_READY_SKILL); if (who->type == PLAYER) { who->contr->ranges[range_skill] = NULL; if (who->contr->shoottype == range_skill) who->contr->shoottype = range_none; } } /* do_skill() - Main skills use function-similar in scope to cast_spell(). * We handle all requests for skill use outside of some combat here. * We require a separate routine outside of fire() so as to allow monsters * to utilize skills. Returns 1 on use of skill, otherwise 0. * This is changed (2002-11-30) from the old method that returned * exp - no caller needed that info, but it also prevented the callers * from know if a skill was actually used, as many skills don't * give any exp for their direct use (eg, throwing). * It returns 0 if no skill was used. */ int do_skill (object *op, object *part, object *skill, int dir, const char *string) { int success=0, exp=0, ev=0; int did_alc = 0; object *tmp, *next; if (!skill) return 0; /* The code below presumes that the skill points to the object that * holds the exp, level, etc of the skill. So if this is a player * go and try to find the actual real skill pointer, and if the * the player doesn't have a bucket for that, create one. */ if (skill->type != SKILL && op->type == PLAYER) { for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { if (tmp->type == SKILL && tmp->skill == skill->skill) break; } if (!tmp) tmp=give_skill_by_name(op, skill->skill); skill = tmp; } // elmex: do a special case here. most times we only want to capture player skills? if (op->type==PLAYER) ev = execute_global_event(EVENT_PLAYER_USE_SKILL, op, part, skill, dir, string); else ev = execute_global_event(EVENT_MONSTER_USE_SKILL, op, part, skill, dir, string); if (ev) return 0; switch(skill->subtype) { case SK_LEVITATION: /* Not 100% sure if this will work with new movement code - * the levitation skill has move_type for flying, so when * equipped, that should transfer to player, when not, * shouldn't. */ if(QUERY_FLAG(skill,FLAG_APPLIED)) { CLEAR_FLAG(skill,FLAG_APPLIED); new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); } else { SET_FLAG(skill,FLAG_APPLIED); new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); } fix_player(op); success=1; break; case SK_STEALING: exp = success = steal(op, dir, skill); break; case SK_LOCKPICKING: exp = success = pick_lock(op, dir, skill); break; case SK_HIDING: exp = success = hide(op, skill); break; case SK_JUMPING: success = jump(op, dir, skill); break; case SK_INSCRIPTION: exp = success = write_on_item(op,string, skill); break; case SK_MEDITATION: meditate(op, skill); success=1; break; /* note that the following 'attack' skills gain exp through hit_player() */ case SK_KARATE: (void) attack_hth(op,dir,"karate-chopped", skill); break; case SK_PUNCHING: (void) attack_hth(op,dir,"punched", skill); break; case SK_FLAME_TOUCH: (void) attack_hth(op,dir,"flamed", skill); break; case SK_SPARK_TOUCH: (void) attack_hth(op,dir,"zapped", skill); break; case SK_SHIVER: (void) attack_hth(op,dir,"froze", skill); break; case SK_ACID_SPLASH: (void) attack_hth(op,dir,"dissolved", skill); break; case SK_POISON_NAIL: (void) attack_hth(op,dir,"injected poison into", skill); break; case SK_CLAWING: (void) attack_hth(op,dir,"clawed", skill); break; case SK_ONE_HANDED_WEAPON: case SK_TWO_HANDED_WEAPON: (void) attack_melee_weapon(op,dir,NULL, skill); break; case SK_FIND_TRAPS: exp = success = find_traps(op, skill); break; case SK_SINGING: exp = success = singing(op,dir, skill); break; case SK_ORATORY: exp = success = use_oratory(op,dir, skill); break; case SK_SMITHERY: case SK_BOWYER: case SK_JEWELER: case SK_ALCHEMY: case SK_THAUMATURGY: case SK_LITERACY: case SK_WOODSMAN: /* first, we try to find a cauldron, and do the alchemy thing. * failing that, we go and identify stuff. */ for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { next=tmp->above; if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { attempt_do_alchemy(op, tmp); if (QUERY_FLAG(tmp, FLAG_APPLIED)) esrv_send_inventory(op, tmp); did_alc=1; } } if (did_alc == 0) exp = success = skill_ident(op,skill); break; case SK_DET_MAGIC: case SK_DET_CURSE: exp = success = skill_ident(op,skill); break; case SK_DISARM_TRAPS: exp = success = remove_trap(op,dir, skill); break; case SK_THROWING: success = skill_throw(op,part,dir,string, skill); break; case SK_SET_TRAP: new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); break; case SK_USE_MAGIC_ITEM: case SK_MISSILE_WEAPON: new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); break; case SK_PRAYING: success = pray(op, skill); break; case SK_BARGAINING: success = describe_shop(op); break; case SK_SORCERY: case SK_EVOCATION: case SK_PYROMANCY: case SK_SUMMONING: case SK_CLIMBING: new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); break; default: LOG(llevDebug,"%s attempted to use unknown skill: %d\n" ,query_name(op), op->chosen_skill->stats.sp); break; } /* For players we now update the speed_left from using the skill. * Monsters have no skill use time because of the random nature in * which use_monster_skill is called already simulates this. * If certain skills should take more/less time, that should be * in the code for the skill itself. */ if(op->type==PLAYER) op->speed_left -= 1.0; /* this is a good place to add experience for successfull use of skills. * Note that add_exp() will figure out player/monster experience * gain problems. */ if(success && exp) change_exp(op,exp, skill->skill, 0); return success; } /* calc_skill_exp() - calculates amount of experience can be gained for * successfull use of a skill. Returns value of experience gain. * Here we take the view that a player must 'overcome an opponent' * in order to gain experience. Examples include foes killed combat, * finding/disarming a trap, stealing from somebeing, etc. * The gained experience is based primarily on the difference in levels, * exp point value of vanquished foe, the relevent stats of the skill being * used and modifications in the skills[] table. * * For now, monsters and players will be treated differently. Below I give * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. * Monsters just get 10% of the exp of the opponent. * * players get a ratio, eg, opponent lvl / player level. This is then * multiplied by various things. If simple exp is true, then * this multiplier, include the level difference, is always 1. * This revised method prevents some cases where there are big gaps * in the amount you get just because you are now equal level vs lower * level * who is player/creature that used the skill. * op is the object that was 'defeated'. * skill is the skill used. If no skill is used, it should just * point back to who. * */ int calc_skill_exp(object *who, object *op, object *skill) { int op_exp=0,op_lvl= 0; float base,value,lvl_mult=0.0; if (!skill) skill = who; /* Oct 95 - where we have an object, I expanded our treatment * to 3 cases: * non-living magic obj, runes and everything else. * * If an object is not alive and magical we set the base exp higher to * help out exp awards for skill_ident skills. Also, if * an item is type RUNE, we give out exp based on stats.Cha * and level (this was the old system) -b.t. */ if(!op) { /* no item/creature */ op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; op_exp = 0; } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that * for the amount of experience */ op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; op_lvl = op->level; } else { /* all other items/living creatures */ op_exp = op->stats.exp; op_lvl = op->level; if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ op_lvl += 5 * abs(op->magic); } } if(op_lvl<1) op_lvl = 1; if(who->type!=PLAYER) { /* for monsters only */ return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ } else { /* for players */ base = op_exp; /* if skill really is a skill, then we can look at the skill archetype for * bse reward value (exp) and level multiplier factor. */ if (skill->type == SKILL) { base += skill->arch->clone.stats.exp; if (settings.simple_exp) { if (skill->arch->clone.level) lvl_mult = (float) skill->arch->clone.level / 100.0; else lvl_mult = 1.0; /* no adjustment */ } else { if (skill->level) lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); else lvl_mult = 1.0; } } else { /* Don't divide by zero here! */ lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); } } /* assemble the exp total, and return value */ value = base * lvl_mult; if (value < 1) value=1; /* Always give at least 1 exp point */ #ifdef SKILL_UTIL_DEBUG LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name,skill->level,op->name,op_lvl); #endif return ( (int) value); } /* Learn skill. This inserts the requested skill in the player's * inventory. The skill field of the scroll should have the * exact name of the requested skill. * This one actually teaches the player the skill as something * they can equip. * Return 0 if the player knows the skill, 1 if the * player learns the skill, 2 otherwise. */ int learn_skill (object *pl, object *scroll) { object *tmp; if (!scroll->skill) { LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); return 2; } /* can't use find_skill_by_name because we want skills the player knows * but can't use natively. */ for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; /* player already knows it */ if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; /* now a random change to learn, based on player Int. * give bonus based on level - otherwise stupid characters * might never be able to learn anything. */ if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) return 2; /* failure :< */ if (!tmp) tmp = give_skill_by_name(pl, scroll->skill); if (!tmp) { LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); return 2; } SET_FLAG(tmp, FLAG_CAN_USE_SKILL); link_player_skills(pl); return 1; } /* Gives a percentage clipped to 0% -> 100% of a/b. */ /* Probably belongs in some global utils-type file? */ static int clipped_percent(sint64 a, sint64 b) { int rv; if (b <= 0) return 0; rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); if (rv < 0) return 0; else if (rv > 100) return 100; return rv; } /* show_skills() - Meant to allow players to examine * their current skill list. * This shows the amount of exp they have in the skills. * we also include some other non skill related info (god, * max weapon improvments, item power). * Note this function is a bit more complicated becauase we * we want ot sort the skills before printing them. If we * just dumped this as we found it, this would be a bit * simpler. */ void show_skills(object *op, const char* search) { object *tmp=NULL; char buf[MAX_BUF]; const char *cp; int i,num_skills_found=0; static const char *const periods = "........................................"; /* Need to have a pointer and use strdup for qsort to work properly */ char skills[NUM_SKILLS][MAX_BUF]; for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { if (tmp->type == SKILL) { if ( search && strstr(tmp->name,search)==NULL ) continue; /* Basically want to fill this out to 40 spaces with periods */ sprintf(buf,"%s%s", tmp->name, periods); buf[40] = 0; if (settings.permanent_exp_ratio) { #ifdef WIN32 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", buf,tmp->level, tmp->stats.exp, level_exp(tmp->level+1, op->expmul), clipped_percent(tmp->perm_exp,tmp->stats.exp)); #else sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", buf,tmp->level, tmp->stats.exp, level_exp(tmp->level+1, op->expmul), clipped_percent(tmp->perm_exp,tmp->stats.exp)); #endif } else { #ifdef WIN32 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)", buf,tmp->level, tmp->stats.exp, level_exp(tmp->level+1, op->expmul)); #else sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", buf,tmp->level, tmp->stats.exp, level_exp(tmp->level+1, op->expmul)); #endif } /* I don't know why some characters get a bunch of skills, but * it sometimes happens (maybe a leftover from bugier earlier code * and those character are still about). In any case, lets handle * it so it doesn't crash the server - otherwise, one character may * crash the server numerous times. */ if (num_skills_found >= NUM_SKILLS) { new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); break; } } } clear_win_info(op); new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); for (i=0; ilevel/5+5); cp = determine_god(op); new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s.", cp?cp:"no god at current time"); new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", op->contr->item_power, (int) (op->level * settings.item_power_factor)); } /* use_skill() - similar to invoke command, it executes the skill in the * direction that the user is facing. Returns false if we are unable to * change to the requested skill, or were unable to use the skill properly. * This is tricky because skills can have spaces. We basically roll * our own find_skill_by_name so we can try to do better string matching. */ int use_skill(object *op, const char *string) { object *skop; size_t len; if (!string) return 0; for (skop = op->inv; skop != NULL; skop=skop->below) { if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) break; else if (skop->type == SKILL_TOOL && !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) break; } if (!skop) { new_draw_info_format(NDI_UNIQUE, 0, op, "Unable to find skill %s", string); return 0; } len=strlen(skop->skill); /* All this logic goes and skips over the skill name to find any * options given to the skill. Its pretty simple - if there * are extra parameters (as deteremined by string length), we * want to skip over any leading spaces. */ if(len>=strlen(string)) { string=NULL; } else { string += len; while(*string==0x20) string++; if(strlen(string)==0) string = NULL; } #ifdef SKILL_UTIL_DEBUG LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); #endif /* Change to the new skill, then execute it. */ if(do_skill(op,op,skop, op->facing,string)) return 1; return 0; } /* This finds the best unarmed skill the player has, and returns * it. Best can vary a little - we consider clawing to always * be the best for dragons. * This could be more intelligent, eg, look at the skill level * of the skill and go from there (eg, a level 40 puncher is * is probably better than level 1 karate). OTOH, if you * don't bother to set up your skill properly, that is the players * problem (although, it might be nice to have a preferred skill * field the player can set. * Unlike the old code, we don't give out any skills - it is * possible you just don't have any ability to get into unarmed * combat. If everyone race/class should have one, this should * be handled in the starting treasurelists, not in the code. */ static object *find_best_player_hth_skill(object *op) { object *tmp, *best_skill=NULL; int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; for (tmp=op->inv; tmp; tmp=tmp->below) { if (tmp->type == SKILL) { if (dragon && tmp->subtype == SK_CLAWING) return tmp; /* The order in the array is preferred order. So basically, * we just cut down the number to search - eg, if we find a skill * early on in flame touch, then we only need to look into the unarmed_array * to the entry before flame touch - don't care about the entries afterward, * because they are infrerior skills. * if we end up finding the best skill (i==0) might as well return * right away - can't get any better than that. */ for (i=0; isubtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { best_skill = tmp; last_skill = i; if (i==0) return best_skill; } } } } return best_skill; } /* do_skill_attack() - We have got an appropriate opponent from either * move_player_attack() or skill_attack(). In this part we get on with * attacking, take care of messages from the attack and changes in invisible. * Returns true if the attack damaged the opponent. * tmp is the targetted monster. * op is what is attacking * string is passed along to describe what messages to describe * the damage. */ static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { int success; /* For Players only: if there is no ready weapon, and no "attack" skill * is readied either then try to find a skill for the player to use. * it is presumed that if skill is set, it is a valid attack skill (eg, * the caller should have set it appropriately). We still want to pass * through that code if skill is set to change to the skill. */ if(op->type==PLAYER) { if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { size_t i; if (!skill) { /* See if the players chosen skill is a combat skill, and use * it if appropriate. */ if (op->chosen_skill) { for (i=0; ichosen_skill->subtype == unarmed_skills[i]) { skill = op->chosen_skill; break; } } /* If we didn't find a skill above, look harder for a good skill */ if (!skill) { skill = find_best_player_hth_skill(op); // if ((skill = execute_global_event(EVENT_FIND_UNARMED_SKILL, op)) <= 0) { // } if (!skill) { new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); return 0; } } } if (skill != op->chosen_skill) { /* now try to ready the new skill */ if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); return 0; } } } else { /* Seen some crashes below where current_weapon is not set, * even though the flag says it is. So if current weapon isn't set, * do some work in trying to find the object to use. */ if (!op->current_weapon) { object *tmp; LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", op->name); for (tmp=op->inv; tmp; tmp=tmp->below) if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; if (op->current_weapon_script) FREE_AND_CLEAR_STR(op->current_weapon_script); if (!tmp) { LOG(llevError,"Could not find applied weapon on %s\n", op->name); op->current_weapon=NULL; return 0; } else { op->current_weapon = tmp; op->current_weapon_script=add_string(query_name(tmp)); } } /* Has ready weapon - make sure chosen_skill is set up properly */ if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); } } } /* lose invisiblity/hiding status for running attacks */ if(op->type==PLAYER && op->contr->tmp_invis) { op->contr->tmp_invis=0; op->invisible=0; op->hide=0; update_object(op,UP_OBJ_FACE); } success = attack_ob(tmp,op); /* print appropriate messages to the player */ if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { if(op->type==PLAYER) new_draw_info_format(NDI_UNIQUE, 0,op, "You %s %s!",string,query_name(tmp)); else if(tmp->type==PLAYER) new_draw_info_format(NDI_UNIQUE, 0,tmp, "%s %s you!",query_name(op),string); } return success; } /* skill_attack() - Core routine for use when we attack using a skills * system. In essence, this code handles * all skill-based attacks, ie hth, missile and melee weapons should be * treated here. If an opponent is already supplied by move_player(), * we move right onto do_skill_attack(), otherwise we find if an * appropriate opponent exists. * * This is called by move_player() and attack_hth() * * Initial implementation by -bt thomas@astro.psu.edu */ int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { sint16 tx,ty; mapstruct *m; int mflags; if(!dir) dir=pl->facing; tx=freearr_x[dir]; ty=freearr_y[dir]; /* If we don't yet have an opponent, find if one exists, and attack. * Legal opponents are the same as outlined in move_player_attack() */ if(tmp==NULL) { m = pl->map; tx = pl->x + freearr_x[dir]; ty = pl->y + freearr_y[dir]; mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); if (mflags & P_OUT_OF_MAP) return 0; /* space must be blocked for there to be anything interesting to do */ if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) || QUERY_FLAG(tmp, FLAG_CAN_ROLL) || tmp->type==LOCKED_DOOR ) { /* Don't attack party members */ if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL && pl->contr->party==tmp->contr->party)) return 0; break; } } if (!tmp) { if(pl->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); return 0; } return do_skill_attack(tmp,pl,string, skill); } /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first * (attack_hth) we check for weapon use, etc in the second (the new * function skill_attack() we actually attack. */ static int attack_hth(object *pl, int dir, const char *string, object *skill) { object *enemy=NULL,*weapon; if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) for(weapon=pl->inv;weapon;weapon=weapon->below) { if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { CLEAR_FLAG(weapon,FLAG_APPLIED); CLEAR_FLAG(pl,FLAG_READY_WEAPON); fix_player(pl); if(pl->type==PLAYER) { new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); esrv_update_item(UPD_FLAGS, pl, weapon); } break; } } return skill_attack(enemy,pl,dir,string, skill); } /* attack_melee_weapon() - this handles melee weapon attacks -b.t. * For now we are just checking to see if we have a ready weapon here. * But there is a real neato possible feature of this scheme which * bears mentioning: * Since we are only calling this from do_skill() in the future * we may make this routine handle 'special' melee weapons attacks * (like disarming manuever with sai) based on player SK_level and * weapon type. */ static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); return 0; } return skill_attack(NULL,op,dir,string, skill); }