ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.c
Revision: 1.8
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.7: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_skill_util_c =
3 * "$Id$";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copryight (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The author can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 /* Created July 95 to separate skill utilities from actual skills -b.t. */
29
30 /* Reconfigured skills code to allow linking of skills to experience
31 * categories. This is done solely through the init_new_exp_system() fctn.
32 * June/July 1995 -b.t. thomas@astro.psu.edu
33 */
34
35 /* July 1995 - Initial associated skills coding. Experience gains
36 * come solely from the use of skills. Overcoming an opponent (in combat,
37 * finding/disarming a trap, stealing from somebeing, etc) gains
38 * experience. Calc_skill_exp() handles the gained experience using
39 * modifications in the skills[] table. - b.t.
40 */
41
42 /* define the following for skills utility debuging */
43 /* #define SKILL_UTIL_DEBUG */
44
45 #define WANT_UNARMED_SKILLS
46
47 #include <global.h>
48 #include <object.h>
49 #ifndef __CEXTRACT__
50 #include <sproto.h>
51 #endif
52 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/
53 #include <spells.h>
54
55 static int attack_hth(object *pl, int dir, const char *string, object *skill);
56 static int attack_melee_weapon(object *op, int dir, const char *string, object *skill);
57
58 const char *skill_names[NUM_SKILLS];
59
60 /* init_skills basically just sets up the skill_names table
61 * above. The index into the array is set up by the
62 * subtypes.
63 */
64 void init_skills(void) {
65 int i;
66 archetype *at;
67
68 for (i=0; i<NUM_SKILLS; i++)
69 skill_names[i] = NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) {
72 if (at->clone.type == SKILL) {
73 if (skill_names[at->clone.subtype] != NULL) {
74 LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
75 at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill);
76 } else {
77 skill_names[at->clone.subtype] = add_refcount(at->clone.skill);
78 }
79 }
80 }
81
82 /* This isn't really an error if there is no skill subtype set, but
83 * checking for this may catch some user errors.
84 */
85 for (i=1; i<NUM_SKILLS; i++) {
86 if (!skill_names[i])
87 LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n",
88 i);
89 }
90 }
91
92
93 /* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp.
97 */
98 void link_player_skills(object *op)
99 {
100 object *tmp;
101
102 for (tmp=op->inv; tmp; tmp=tmp->below) {
103 if (tmp->type == SKILL) {
104 /* This is really a warning, hence no else below */
105 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) {
106 LOG(llevError,"Multiple skills with the same subtype? %s, %s\n",
107 op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill);
108 }
109 if (tmp->subtype >= NUM_SKILLS) {
110 LOG(llevError,"Invalid subtype number %d (range 0-%d)\n",
111 tmp->subtype, NUM_SKILLS);
112 } else {
113 op->contr->last_skill_ob[tmp->subtype] = tmp;
114 op->contr->last_skill_exp[tmp->subtype] = -1;
115 }
116 }
117 }
118 }
119
120 /* This returns the skill pointer of the given name (the
121 * one that accumlates exp, has the level, etc).
122 *
123 * It is presumed that the player will be needing to actually
124 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it.
126 */
127 object *find_skill_by_name(object *who, const char *name)
128 {
129 object *skill=NULL, *skill_tool=NULL, *tmp;
130
131 if (!name) return NULL;
132
133 /* We make sure the length of the string in the object is greater
134 * in length than the passed string. Eg, if we have a skill called
135 * 'hi', we don't want to match if the user passed 'high'
136 */
137 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
138 if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) &&
139 strlen(tmp->skill) >= strlen(name)) skill = tmp;
140
141 /* Try to find appropriate skilltool. If the player has one already
142 * applied, we try to keep using that one.
143 */
144 else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) &&
145 strlen(tmp->skill) >= strlen(name)) {
146 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
147 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
148 skill_tool = tmp;
149 }
150 }
151 /* If this is a skill that can be used without a tool, return it */
152 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
153
154 /* Player has a tool to use the skill. IF not applied, apply it -
155 * if not successful, return null. If they do have the skill tool
156 * but not the skill itself, give it to them.
157 */
158 if (skill_tool) {
159 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
160 if (apply_special(who, skill_tool, 0)) return NULL;
161 }
162 if (!skill) {
163 skill = give_skill_by_name(who, skill_tool->skill);
164 link_player_skills(who);
165 }
166 return skill;
167 }
168 return NULL;
169 }
170
171
172 /* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc).
174 *
175 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it.
178 *
179 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number.
181 * this replaces find_skill.
182 */
183 object *find_skill_by_number(object *who, int skillno)
184 {
185 object *skill=NULL, *skill_tool=NULL, *tmp;
186
187 if (skillno < 1 || skillno >= NUM_SKILLS) return NULL;
188
189 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
190 if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp;
191
192 /* Try to find appropriate skilltool. If the player has one already
193 * applied, we try to keep using that one.
194 */
195 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) {
196 if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp;
197 else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED))
198 skill_tool = tmp;
199 }
200 }
201 /* If this is a skill that can be used without a tool, return it */
202 if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill;
203
204 /* Player has a tool to use the skill. IF not applied, apply it -
205 * if not successful, return null. If they do have the skill tool
206 * but not the skill itself, give it to them.
207 */
208 if (skill_tool) {
209 if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) {
210 if (apply_special(who, skill_tool, 0)) return NULL;
211 }
212 if (!skill) {
213 skill = give_skill_by_name(who, skill_tool->skill);
214 link_player_skills(who);
215 }
216 return skill;
217 }
218 return NULL;
219 }
220
221 /* This changes the objects skill to new_skill.
222 * note that this function doesn't always need to get used -
223 * you can now add skill exp to the player without the chosen_skill being
224 * set. This function is of most interest to players to update
225 * the various range information.
226 * if new_skill is null, this just unapplies the skill.
227 * flag has the current meaning:
228 * 0x1: If set, don't update the range pointer. This is useful when we
229 * need to ready a new skill, but don't want to clobber range.
230 * return 1 on success, 0 on error
231 */
232
233 int change_skill (object *who, object *new_skill, int flag)
234 {
235 int old_range;
236
237 if ( who->type != PLAYER )
238 return 0;
239
240 old_range = who->contr->shoottype;
241
242 if (who->chosen_skill && who->chosen_skill == new_skill)
243 {
244 /* optimization for changing skill to current skill */
245 if (who->type == PLAYER && !(flag & 0x1))
246 who->contr->shoottype = range_skill;
247 return 1;
248 }
249
250 if (!new_skill || who->chosen_skill)
251 if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY);
252
253 /* Only goal in this case was to unapply a skill */
254 if (!new_skill) return 0;
255
256 if (apply_special (who, new_skill, AP_APPLY)) {
257 return 0;
258 }
259 if (flag & 0x1)
260 who->contr->shoottype = old_range;
261
262 return 1;
263 }
264
265 /* This function just clears the chosen_skill and range_skill values
266 * inthe player.
267 */
268 void clear_skill(object *who)
269 {
270 who->chosen_skill = NULL;
271 CLEAR_FLAG(who, FLAG_READY_SKILL);
272 if (who->type == PLAYER) {
273 who->contr->ranges[range_skill] = NULL;
274 if (who->contr->shoottype == range_skill)
275 who->contr->shoottype = range_none;
276 }
277 }
278
279 /* do_skill() - Main skills use function-similar in scope to cast_spell().
280 * We handle all requests for skill use outside of some combat here.
281 * We require a separate routine outside of fire() so as to allow monsters
282 * to utilize skills. Returns 1 on use of skill, otherwise 0.
283 * This is changed (2002-11-30) from the old method that returned
284 * exp - no caller needed that info, but it also prevented the callers
285 * from know if a skill was actually used, as many skills don't
286 * give any exp for their direct use (eg, throwing).
287 * It returns 0 if no skill was used.
288 */
289
290 int do_skill (object *op, object *part, object *skill, int dir, const char *string) {
291 int success=0, exp=0, ev=0;
292 int did_alc = 0;
293 object *tmp, *next;
294
295 if (!skill) return 0;
296
297 /* The code below presumes that the skill points to the object that
298 * holds the exp, level, etc of the skill. So if this is a player
299 * go and try to find the actual real skill pointer, and if the
300 * the player doesn't have a bucket for that, create one.
301 */
302 if (skill->type != SKILL && op->type == PLAYER) {
303 for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) {
304 if (tmp->type == SKILL && tmp->skill == skill->skill) break;
305 }
306 if (!tmp) tmp=give_skill_by_name(op, skill->skill);
307 skill = tmp;
308 }
309
310 // elmex: do a special case here. most times we only want to capture player skills?
311 if (op->type==PLAYER)
312 ev = execute_global_event(EVENT_PLAYER_USE_SKILL, op, part, skill, dir, string);
313 else
314 ev = execute_global_event(EVENT_MONSTER_USE_SKILL, op, part, skill, dir, string);
315
316 if (ev)
317 return 0;
318
319 switch(skill->subtype) {
320 case SK_LEVITATION:
321 /* Not 100% sure if this will work with new movement code -
322 * the levitation skill has move_type for flying, so when
323 * equipped, that should transfer to player, when not,
324 * shouldn't.
325 */
326 if(QUERY_FLAG(skill,FLAG_APPLIED)) {
327 CLEAR_FLAG(skill,FLAG_APPLIED);
328 new_draw_info(NDI_UNIQUE,0,op,"You come to earth.");
329 }
330 else {
331 SET_FLAG(skill,FLAG_APPLIED);
332 new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!.");
333 }
334 fix_player(op);
335 success=1;
336 break;
337
338 case SK_STEALING:
339 exp = success = steal(op, dir, skill);
340 break;
341
342 case SK_LOCKPICKING:
343 exp = success = pick_lock(op, dir, skill);
344 break;
345
346 case SK_HIDING:
347 exp = success = hide(op, skill);
348 break;
349
350 case SK_JUMPING:
351 success = jump(op, dir, skill);
352 break;
353
354 case SK_INSCRIPTION:
355 exp = success = write_on_item(op,string, skill);
356 break;
357
358 case SK_MEDITATION:
359 meditate(op, skill);
360 success=1;
361 break;
362 /* note that the following 'attack' skills gain exp through hit_player() */
363
364 case SK_KARATE:
365 (void) attack_hth(op,dir,"karate-chopped", skill);
366 break;
367
368 case SK_PUNCHING:
369 (void) attack_hth(op,dir,"punched", skill);
370 break;
371
372 case SK_FLAME_TOUCH:
373 (void) attack_hth(op,dir,"flamed", skill);
374 break;
375
376 case SK_SPARK_TOUCH:
377 (void) attack_hth(op,dir,"zapped", skill);
378 break;
379
380 case SK_SHIVER:
381 (void) attack_hth(op,dir,"froze", skill);
382 break;
383
384 case SK_ACID_SPLASH:
385 (void) attack_hth(op,dir,"dissolved", skill);
386 break;
387
388 case SK_POISON_NAIL:
389 (void) attack_hth(op,dir,"injected poison into", skill);
390 break;
391
392 case SK_CLAWING:
393 (void) attack_hth(op,dir,"clawed", skill);
394 break;
395
396 case SK_ONE_HANDED_WEAPON:
397 case SK_TWO_HANDED_WEAPON:
398 (void) attack_melee_weapon(op,dir,NULL, skill);
399 break;
400
401 case SK_FIND_TRAPS:
402 exp = success = find_traps(op, skill);
403 break;
404
405 case SK_SINGING:
406 exp = success = singing(op,dir, skill);
407 break;
408
409 case SK_ORATORY:
410 exp = success = use_oratory(op,dir, skill);
411 break;
412
413 case SK_SMITHERY:
414 case SK_BOWYER:
415 case SK_JEWELER:
416 case SK_ALCHEMY:
417 case SK_THAUMATURGY:
418 case SK_LITERACY:
419 case SK_WOODSMAN:
420 /* first, we try to find a cauldron, and do the alchemy thing.
421 * failing that, we go and identify stuff.
422 */
423 for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) {
424 next=tmp->above;
425 if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
426 attempt_do_alchemy(op, tmp);
427 if (QUERY_FLAG(tmp, FLAG_APPLIED))
428 esrv_send_inventory(op, tmp);
429 did_alc=1;
430 }
431 }
432 if (did_alc == 0)
433 exp = success = skill_ident(op,skill);
434 break;
435
436 case SK_DET_MAGIC:
437 case SK_DET_CURSE:
438 exp = success = skill_ident(op,skill);
439 break;
440
441 case SK_DISARM_TRAPS:
442 exp = success = remove_trap(op,dir, skill);
443 break;
444
445 case SK_THROWING:
446 success = skill_throw(op,part,dir,string, skill);
447 break;
448
449 case SK_SET_TRAP:
450 new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented.");
451 break;
452
453 case SK_USE_MAGIC_ITEM:
454 case SK_MISSILE_WEAPON:
455 new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill.");
456 break;
457
458 case SK_PRAYING:
459 success = pray(op, skill);
460 break;
461
462 case SK_BARGAINING:
463 success = describe_shop(op);
464 break;
465
466 case SK_SORCERY:
467 case SK_EVOCATION:
468 case SK_PYROMANCY:
469 case SK_SUMMONING:
470 case SK_CLIMBING:
471 new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect.");
472 break;
473
474 default:
475 LOG(llevDebug,"%s attempted to use unknown skill: %d\n"
476 ,query_name(op), op->chosen_skill->stats.sp);
477 break;
478 }
479
480 /* For players we now update the speed_left from using the skill.
481 * Monsters have no skill use time because of the random nature in
482 * which use_monster_skill is called already simulates this.
483 * If certain skills should take more/less time, that should be
484 * in the code for the skill itself.
485 */
486
487 if(op->type==PLAYER) op->speed_left -= 1.0;
488
489 /* this is a good place to add experience for successfull use of skills.
490 * Note that add_exp() will figure out player/monster experience
491 * gain problems.
492 */
493
494 if(success && exp) change_exp(op,exp, skill->skill, 0);
495
496 return success;
497 }
498
499 /* calc_skill_exp() - calculates amount of experience can be gained for
500 * successfull use of a skill. Returns value of experience gain.
501 * Here we take the view that a player must 'overcome an opponent'
502 * in order to gain experience. Examples include foes killed combat,
503 * finding/disarming a trap, stealing from somebeing, etc.
504 * The gained experience is based primarily on the difference in levels,
505 * exp point value of vanquished foe, the relevent stats of the skill being
506 * used and modifications in the skills[] table.
507 *
508 * For now, monsters and players will be treated differently. Below I give
509 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
510 * Monsters just get 10% of the exp of the opponent.
511 *
512 * players get a ratio, eg, opponent lvl / player level. This is then
513 * multiplied by various things. If simple exp is true, then
514 * this multiplier, include the level difference, is always 1.
515 * This revised method prevents some cases where there are big gaps
516 * in the amount you get just because you are now equal level vs lower
517 * level
518 * who is player/creature that used the skill.
519 * op is the object that was 'defeated'.
520 * skill is the skill used. If no skill is used, it should just
521 * point back to who.
522 *
523 */
524
525 int calc_skill_exp(object *who, object *op, object *skill) {
526 int op_exp=0,op_lvl= 0;
527 float base,value,lvl_mult=0.0;
528
529 if (!skill) skill = who;
530
531 /* Oct 95 - where we have an object, I expanded our treatment
532 * to 3 cases:
533 * non-living magic obj, runes and everything else.
534 *
535 * If an object is not alive and magical we set the base exp higher to
536 * help out exp awards for skill_ident skills. Also, if
537 * an item is type RUNE, we give out exp based on stats.Cha
538 * and level (this was the old system) -b.t.
539 */
540
541 if(!op) { /* no item/creature */
542 op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty;
543 op_exp = 0;
544 } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that
545 * for the amount of experience */
546 op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp;
547 op_lvl = op->level;
548 } else { /* all other items/living creatures */
549 op_exp = op->stats.exp;
550 op_lvl = op->level;
551 if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */
552 op_lvl += 5 * abs(op->magic);
553 }
554 }
555
556 if(op_lvl<1) op_lvl = 1;
557
558 if(who->type!=PLAYER) { /* for monsters only */
559 return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */
560 } else { /* for players */
561 base = op_exp;
562 /* if skill really is a skill, then we can look at the skill archetype for
563 * bse reward value (exp) and level multiplier factor.
564 */
565 if (skill->type == SKILL) {
566 base += skill->arch->clone.stats.exp;
567 if (settings.simple_exp) {
568 if (skill->arch->clone.level)
569 lvl_mult = (float) skill->arch->clone.level / 100.0;
570 else
571 lvl_mult = 1.0; /* no adjustment */
572 }
573 else {
574 if (skill->level)
575 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
576 else
577 lvl_mult = 1.0;
578 }
579 } else {
580 /* Don't divide by zero here! */
581 lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1);
582 }
583 }
584
585 /* assemble the exp total, and return value */
586
587 value = base * lvl_mult;
588 if (value < 1) value=1; /* Always give at least 1 exp point */
589
590 #ifdef SKILL_UTIL_DEBUG
591 LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n",
592 who->name,skill->level,op->name,op_lvl);
593 #endif
594 return ( (int) value);
595 }
596
597 /* Learn skill. This inserts the requested skill in the player's
598 * inventory. The skill field of the scroll should have the
599 * exact name of the requested skill.
600 * This one actually teaches the player the skill as something
601 * they can equip.
602 * Return 0 if the player knows the skill, 1 if the
603 * player learns the skill, 2 otherwise.
604 */
605
606 int
607 learn_skill (object *pl, object *scroll) {
608 object *tmp;
609
610 if (!scroll->skill) {
611 LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name);
612 return 2;
613 }
614
615 /* can't use find_skill_by_name because we want skills the player knows
616 * but can't use natively.
617 */
618
619 for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below)
620 if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break;
621
622 /* player already knows it */
623 if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0;
624
625
626
627 /* now a random change to learn, based on player Int.
628 * give bonus based on level - otherwise stupid characters
629 * might never be able to learn anything.
630 */
631 if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5)))
632 return 2; /* failure :< */
633
634 if (!tmp)
635 tmp = give_skill_by_name(pl, scroll->skill);
636
637 if (!tmp) {
638 LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill);
639 return 2;
640 }
641
642 SET_FLAG(tmp, FLAG_CAN_USE_SKILL);
643 link_player_skills(pl);
644 return 1;
645 }
646
647 /* Gives a percentage clipped to 0% -> 100% of a/b. */
648 /* Probably belongs in some global utils-type file? */
649 static int clipped_percent(sint64 a, sint64 b)
650 {
651 int rv;
652
653 if (b <= 0)
654 return 0;
655
656 rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f);
657
658 if (rv < 0)
659 return 0;
660 else if (rv > 100)
661 return 100;
662
663 return rv;
664 }
665
666 /* show_skills() - Meant to allow players to examine
667 * their current skill list.
668 * This shows the amount of exp they have in the skills.
669 * we also include some other non skill related info (god,
670 * max weapon improvments, item power).
671 * Note this function is a bit more complicated becauase we
672 * we want ot sort the skills before printing them. If we
673 * just dumped this as we found it, this would be a bit
674 * simpler.
675 */
676
677 void show_skills(object *op, const char* search) {
678 object *tmp=NULL;
679 char buf[MAX_BUF];
680 const char *cp;
681 int i,num_skills_found=0;
682 static const char *const periods = "........................................";
683 /* Need to have a pointer and use strdup for qsort to work properly */
684 char skills[NUM_SKILLS][MAX_BUF];
685
686
687 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
688 if (tmp->type == SKILL) {
689 if ( search && strstr(tmp->name,search)==NULL ) continue;
690 /* Basically want to fill this out to 40 spaces with periods */
691 sprintf(buf,"%s%s", tmp->name, periods);
692 buf[40] = 0;
693
694 if (settings.permanent_exp_ratio) {
695 #ifdef WIN32
696 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)",
697 buf,tmp->level,
698 tmp->stats.exp,
699 level_exp(tmp->level+1, op->expmul),
700 clipped_percent(tmp->perm_exp,tmp->stats.exp));
701 #else
702 sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)",
703 buf,tmp->level,
704 tmp->stats.exp,
705 level_exp(tmp->level+1, op->expmul),
706 clipped_percent(tmp->perm_exp,tmp->stats.exp));
707 #endif
708 } else {
709 #ifdef WIN32
710 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)",
711 buf,tmp->level,
712 tmp->stats.exp,
713 level_exp(tmp->level+1, op->expmul));
714 #else
715 sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)",
716 buf,tmp->level,
717 tmp->stats.exp,
718 level_exp(tmp->level+1, op->expmul));
719 #endif
720 }
721 /* I don't know why some characters get a bunch of skills, but
722 * it sometimes happens (maybe a leftover from bugier earlier code
723 * and those character are still about). In any case, lets handle
724 * it so it doesn't crash the server - otherwise, one character may
725 * crash the server numerous times.
726 */
727 if (num_skills_found >= NUM_SKILLS) {
728 new_draw_info(NDI_RED, 0, op, "Your character has too many skills.");
729 new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin");
730 break;
731 }
732 }
733 }
734
735 clear_win_info(op);
736 new_draw_info(NDI_UNIQUE, 0,op,"Player skills:");
737 if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
738
739 for (i=0; i<num_skills_found; i++) {
740 new_draw_info(NDI_UNIQUE, 0, op, skills[i]);
741 }
742
743 new_draw_info_format(NDI_UNIQUE, 0, op,
744 "You can handle %d weapon improvements.",op->level/5+5);
745
746 cp = determine_god(op);
747 new_draw_info_format(NDI_UNIQUE, 0, op,
748 "You worship %s.", cp?cp:"no god at current time");
749
750 new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n",
751 op->contr->item_power, (int) (op->level * settings.item_power_factor));
752 }
753
754 /* use_skill() - similar to invoke command, it executes the skill in the
755 * direction that the user is facing. Returns false if we are unable to
756 * change to the requested skill, or were unable to use the skill properly.
757 * This is tricky because skills can have spaces. We basically roll
758 * our own find_skill_by_name so we can try to do better string matching.
759 */
760
761 int use_skill(object *op, const char *string) {
762 object *skop;
763 size_t len;
764
765 if (!string) return 0;
766
767 for (skop = op->inv; skop != NULL; skop=skop->below) {
768 if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) &&
769 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
770 break;
771 else if (skop->type == SKILL_TOOL &&
772 !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill))))
773 break;
774 }
775 if (!skop) {
776 new_draw_info_format(NDI_UNIQUE, 0, op,
777 "Unable to find skill %s", string);
778 return 0;
779 }
780
781 len=strlen(skop->skill);
782
783 /* All this logic goes and skips over the skill name to find any
784 * options given to the skill. Its pretty simple - if there
785 * are extra parameters (as deteremined by string length), we
786 * want to skip over any leading spaces.
787 */
788 if(len>=strlen(string)) {
789 string=NULL;
790 } else {
791 string += len;
792 while(*string==0x20) string++;
793 if(strlen(string)==0) string = NULL;
794 }
795
796 #ifdef SKILL_UTIL_DEBUG
797 LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none");
798 #endif
799
800 /* Change to the new skill, then execute it. */
801 if(do_skill(op,op,skop, op->facing,string)) return 1;
802
803 return 0;
804 }
805
806
807
808 /* This finds the best unarmed skill the player has, and returns
809 * it. Best can vary a little - we consider clawing to always
810 * be the best for dragons.
811 * This could be more intelligent, eg, look at the skill level
812 * of the skill and go from there (eg, a level 40 puncher is
813 * is probably better than level 1 karate). OTOH, if you
814 * don't bother to set up your skill properly, that is the players
815 * problem (although, it might be nice to have a preferred skill
816 * field the player can set.
817 * Unlike the old code, we don't give out any skills - it is
818 * possible you just don't have any ability to get into unarmed
819 * combat. If everyone race/class should have one, this should
820 * be handled in the starting treasurelists, not in the code.
821 */
822 static object *find_best_player_hth_skill(object *op)
823 {
824 object *tmp, *best_skill=NULL;
825 int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i;
826
827 for (tmp=op->inv; tmp; tmp=tmp->below) {
828 if (tmp->type == SKILL) {
829 if (dragon && tmp->subtype == SK_CLAWING) return tmp;
830
831 /* The order in the array is preferred order. So basically,
832 * we just cut down the number to search - eg, if we find a skill
833 * early on in flame touch, then we only need to look into the unarmed_array
834 * to the entry before flame touch - don't care about the entries afterward,
835 * because they are infrerior skills.
836 * if we end up finding the best skill (i==0) might as well return
837 * right away - can't get any better than that.
838 */
839 for (i=0; i<last_skill; i++) {
840 if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) {
841 best_skill = tmp;
842 last_skill = i;
843 if (i==0) return best_skill;
844 }
845 }
846 }
847 }
848 return best_skill;
849 }
850
851 /* do_skill_attack() - We have got an appropriate opponent from either
852 * move_player_attack() or skill_attack(). In this part we get on with
853 * attacking, take care of messages from the attack and changes in invisible.
854 * Returns true if the attack damaged the opponent.
855 * tmp is the targetted monster.
856 * op is what is attacking
857 * string is passed along to describe what messages to describe
858 * the damage.
859 */
860
861 static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) {
862 int success;
863
864 /* For Players only: if there is no ready weapon, and no "attack" skill
865 * is readied either then try to find a skill for the player to use.
866 * it is presumed that if skill is set, it is a valid attack skill (eg,
867 * the caller should have set it appropriately). We still want to pass
868 * through that code if skill is set to change to the skill.
869 */
870 if(op->type==PLAYER) {
871 if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) {
872 size_t i;
873
874 if (!skill) {
875 /* See if the players chosen skill is a combat skill, and use
876 * it if appropriate.
877 */
878 if (op->chosen_skill) {
879 for (i=0; i<sizeof(unarmed_skills); i++)
880 if (op->chosen_skill->subtype == unarmed_skills[i]) {
881 skill = op->chosen_skill;
882 break;
883 }
884 }
885 /* If we didn't find a skill above, look harder for a good skill */
886 if (!skill) {
887 skill = find_best_player_hth_skill(op);
888 // if ((skill = execute_global_event(EVENT_FIND_UNARMED_SKILL, op)) <= 0) {
889 // }
890
891 if (!skill) {
892 new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!");
893 return 0;
894 }
895 }
896 }
897 if (skill != op->chosen_skill) {
898 /* now try to ready the new skill */
899 if(!change_skill(op,skill,0)) { /* oh oh, trouble! */
900 new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name);
901 return 0;
902 }
903 }
904 } else {
905 /* Seen some crashes below where current_weapon is not set,
906 * even though the flag says it is. So if current weapon isn't set,
907 * do some work in trying to find the object to use.
908 */
909 if (!op->current_weapon) {
910 object *tmp;
911
912 LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n",
913 op->name);
914 for (tmp=op->inv; tmp; tmp=tmp->below)
915 if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break;
916
917 if (op->current_weapon_script)
918 FREE_AND_CLEAR_STR(op->current_weapon_script);
919 if (!tmp) {
920 LOG(llevError,"Could not find applied weapon on %s\n",
921 op->name);
922 op->current_weapon=NULL;
923 return 0;
924 } else {
925 op->current_weapon = tmp;
926 op->current_weapon_script=add_string(query_name(tmp));
927 }
928 }
929
930 /* Has ready weapon - make sure chosen_skill is set up properly */
931 if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) {
932 change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1);
933 }
934 }
935 }
936
937 /* lose invisiblity/hiding status for running attacks */
938
939 if(op->type==PLAYER && op->contr->tmp_invis) {
940 op->contr->tmp_invis=0;
941 op->invisible=0;
942 op->hide=0;
943 update_object(op,UP_OBJ_FACE);
944 }
945
946 success = attack_ob(tmp,op);
947
948 /* print appropriate messages to the player */
949
950 if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) {
951 if(op->type==PLAYER)
952 new_draw_info_format(NDI_UNIQUE, 0,op,
953 "You %s %s!",string,query_name(tmp));
954 else if(tmp->type==PLAYER)
955 new_draw_info_format(NDI_UNIQUE, 0,tmp,
956 "%s %s you!",query_name(op),string);
957 }
958 return success;
959 }
960
961
962 /* skill_attack() - Core routine for use when we attack using a skills
963 * system. In essence, this code handles
964 * all skill-based attacks, ie hth, missile and melee weapons should be
965 * treated here. If an opponent is already supplied by move_player(),
966 * we move right onto do_skill_attack(), otherwise we find if an
967 * appropriate opponent exists.
968 *
969 * This is called by move_player() and attack_hth()
970 *
971 * Initial implementation by -bt thomas@astro.psu.edu
972 */
973
974 int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) {
975 sint16 tx,ty;
976 mapstruct *m;
977 int mflags;
978
979 if(!dir) dir=pl->facing;
980 tx=freearr_x[dir];
981 ty=freearr_y[dir];
982
983 /* If we don't yet have an opponent, find if one exists, and attack.
984 * Legal opponents are the same as outlined in move_player_attack()
985 */
986
987 if(tmp==NULL) {
988 m = pl->map;
989 tx = pl->x + freearr_x[dir];
990 ty = pl->y + freearr_y[dir];
991
992 mflags = get_map_flags(m, &m, tx, ty, &tx, &ty);
993 if (mflags & P_OUT_OF_MAP) return 0;
994
995 /* space must be blocked for there to be anything interesting to do */
996 if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0;
997
998 for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above)
999 if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0)
1000 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
1001 || tmp->type==LOCKED_DOOR ) {
1002 /* Don't attack party members */
1003 if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL
1004 && pl->contr->party==tmp->contr->party))
1005 return 0;
1006 break;
1007 }
1008 }
1009 if (!tmp) {
1010 if(pl->type==PLAYER)
1011 new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!");
1012 return 0;
1013 }
1014
1015 return do_skill_attack(tmp,pl,string, skill);
1016 }
1017
1018
1019 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1020 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1021 * (attack_hth) we check for weapon use, etc in the second (the new
1022 * function skill_attack() we actually attack.
1023 */
1024
1025 static int attack_hth(object *pl, int dir, const char *string, object *skill) {
1026 object *enemy=NULL,*weapon;
1027
1028 if(QUERY_FLAG(pl, FLAG_READY_WEAPON))
1029 for(weapon=pl->inv;weapon;weapon=weapon->below) {
1030 if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) {
1031 CLEAR_FLAG(weapon,FLAG_APPLIED);
1032 CLEAR_FLAG(pl,FLAG_READY_WEAPON);
1033 fix_player(pl);
1034 if(pl->type==PLAYER) {
1035 new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack.");
1036 esrv_update_item(UPD_FLAGS, pl, weapon);
1037 }
1038 break;
1039 }
1040 }
1041 return skill_attack(enemy,pl,dir,string, skill);
1042 }
1043
1044
1045 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1046 * For now we are just checking to see if we have a ready weapon here.
1047 * But there is a real neato possible feature of this scheme which
1048 * bears mentioning:
1049 * Since we are only calling this from do_skill() in the future
1050 * we may make this routine handle 'special' melee weapons attacks
1051 * (like disarming manuever with sai) based on player SK_level and
1052 * weapon type.
1053 */
1054
1055 static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) {
1056
1057 if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) {
1058 if(op->type==PLAYER)
1059 new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!");
1060 return 0;
1061 }
1062 return skill_attack(NULL,op,dir,string, skill);
1063
1064 }