/* * static char *rcsid_skill_util_c = * "$Id: skill_util.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2006 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 */ /** * @file * Various skill-related functions. * * 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); /** * Will contain a number-name mapping for skills, initialized by init_skills(). */ const char *skill_names[NUM_SKILLS]; /** * This 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; i < NUM_SKILLS; i++) skill_names[i] = NULL; for (at = first_archetype; at != NULL; at = at->next) { if (at->clone.type == SKILL) { if (at->clone.subtype >= sizeof(skill_names)/sizeof(*skill_names)) { LOG(llevError, "init_skills: invalid skill subtype %d for skill %s\n", at->clone.subtype, at->clone.skill); } else 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. * On the other hand, it'll crash later on, which is not nice. Thus giving a dummy name. */ for (i = 1; i < NUM_SKILLS; i++) { if (!skill_names[i]) { LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); skill_names[i] = add_string("dummy skill"); } } } /** * This function goes through the player inventory and sets * up the last_skills[] array in the player object. * The last_skills[] is used to more quickly lookup skills - * mostly used for sending exp. * * @param op * player to link skills for. Must be a player. */ void link_player_skills(object *op) { object *tmp; for (tmp = op->inv; 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 specified skill if it can be used, potentially using tool to help. * * Skill and tool can't be NULL at the same time. * * Factored from find_skill_by_name() and find_skill_by_number(). * * The skill tool will be applied if not NULL, so the player can benefit from its bonuses. * * @param who * player trying to ready a skill. * @param skill * skill to ready. Can be NULL. * @param skill_tool * skill tool. Can be NULL. * @return * skill object if it can be used, NULL else. * @note * clawing skill is special, as claws are declared as SKILLTOOL but shouldn't be applied. * @todo * rewrite some. */ static object *adjust_skill_tool(object *who, object *skill, object *skill_tool) { if (!skill && !skill_tool) return NULL; /* If this is a skill that can be used without a tool and no tool found, return it */ if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL) && (!skill_tool || QUERY_FLAG(skill_tool, FLAG_APPLIED) || strcmp(skill->skill, "clawing") == 0)) return skill; /* Player has a tool to use the skill. If not applied, apply it - * if not successful, return skill if can be used. 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)) { if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; else return NULL; } } if (!skill) { skill = give_skill_by_name(who, skill_tool->skill); link_player_skills(who); } return skill; } if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; else 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 a skill tool will be equipped if one if found * to benefit from its bonuses. * * This code is basically the same as find_skill_by_number() below, * but instead of a skill number, we search by the name. * * @param who * Player to get skill. * @param name * skill to find. Needs not to be a shared string. * @return * pointer to skill object, or NULL if player doesn't have it. * * @todo * check if name shouldn't be made a shared string. */ 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; } } return adjust_skill_tool(who, skill, skill_tool); } /** * 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 a skill tool will be equipped if one if found * to benefit from its bonuses. * * This code is basically the same as find_skill_by_name() above, * but instead of a skill name, we search by matching number. * * @param who * player applying a skill. * @param skillno * skill subtype. * @return * skill object if player can use it, NULL else. */ 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; } } return adjust_skill_tool(who, skill, skill_tool); } /** * 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. * * @param who * living to change skill for. * @param new_skill * skill to use. If NULL, this just unapplies the current skill. * @param 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. * @retval 0 * change failure. * @retval 1 * success */ 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|(flag&AP_NOPRINT)); /* Only goal in this case was to unapply a skill */ if (!new_skill) return 0; if (apply_special(who, new_skill, AP_APPLY|(flag&AP_NOPRINT))) { return 0; } if (flag&0x1) who->contr->shoottype = old_range; return 1; } /** * This function just clears the chosen_skill and range_skill values * in the player. * * @param who * living to clear. */ 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; } } /** * 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. * * 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). * * Gives experience if appropriate. * * @param op The object actually using the skill * @param part actual part using the skill, used by throwing for monsters * @param skill The skill used by op * @param dir The direction in which the skill is used * @param string A parameter string, necessary to use some skills * @retval 0 * skill failure. * @retval 1 * use of the skill was successful. */ int do_skill(object *op, object *part, object *skill, int dir, const char *string) { int success = 0, exp = 0; object *tmp; 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; } if (skill->anim_suffix) apply_anim_suffix(op, skill->anim_suffix); 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); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_SUCCESS, "You come to earth.", NULL); } else { SET_FLAG(skill, FLAG_APPLIED); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_SUCCESS, "You rise into the air!.", NULL); } fix_object(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_CLAWING: (void)attack_hth(op, dir, "clawed", skill); break; case SK_WRAITH_FEED: (void)attack_hth(op, dir, "fed upon", 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: if (use_alchemy(op) == 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, skill); break; case SK_THROWING: success = skill_throw(op, part, dir, string, skill); break; case SK_SET_TRAP: draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR, "This skill is not currently implemented.", NULL); break; case SK_USE_MAGIC_ITEM: case SK_MISSILE_WEAPON: draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR, "There is no special attack for this skill.", NULL); 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: draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR, "This skill is already in effect.", NULL); break; case SK_HARVESTING: success = do_harvest(op, dir, skill); break; default: { char name[MAX_BUF]; query_name(op, name, MAX_BUF); LOG(llevDebug, "%s attempted to use unknown skill: %d\n", name, 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, SK_SUBTRACT_SKILL_EXP); return success; } /** * Calculates amount of experience can be gained for * successfull use of a skill. * * 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 * * @param who * player/creature that used the skill. * @param op * object that was 'defeated'. * @param skill * used skill. If none, it should just point back to who. * @return * experience for the skill use. */ sint64 calc_skill_exp(object *who, object *op, object *skill) { sint64 op_exp = 0; int 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 = MAX(who->map->difficulty, 1); 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 ((sint64)(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 ((sint64)value); } /** * Player is trying to learn a skill. Success is based on Int. * * 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. * * @retval 0 * player already knows the skill. * @retval 1 * the player learns the skill. * @retval 2 * some failure. */ 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. * * @param a * current value * @param b * max value * @return * value between 0 and 100. * @todo 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; } /** * Displays a player's skill list, and some other non skill related info (god, * max weapon improvments, item power). * * This shows the amount of exp they have in the skills. * * Note this function is a bit more complicated because 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. * * @param op * player wanting to examine skills. * @param search * optional string to restrict skills to show. */ 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 */ snprintf(buf, sizeof(buf), "%s%s", tmp->name, periods); buf[40] = 0; if (settings.permanent_exp_ratio) { snprintf(skills[num_skills_found++], MAX_BUF, "%slvl:%3d (xp:%"FMT64"/%"FMT64"/%d%%)", buf, tmp->level, tmp->stats.exp, level_exp(tmp->level+1, op->expmul), clipped_percent(tmp->perm_exp, tmp->stats.exp)); } else { snprintf(skills[num_skills_found++], MAX_BUF, "%slvl:%3d (xp:%"FMT64"/%"FMT64")", buf, tmp->level, tmp->stats.exp, level_exp(tmp->level+1, op->expmul)); } /* 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) { draw_ext_info(NDI_RED, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR, "Your character has too many skills. " "Something isn't right - contact the server admin", NULL); break; } } } draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_LIST, "Player skills:", NULL); if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *))strcmp); for (i = 0; i < num_skills_found; i++) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_LIST, skills[i], skills[i]); } draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_LIST, "You can handle %d weapon improvements.", "You can handle %d weapon improvements.", op->level/5+5); cp = determine_god(op); if (strcmp(cp, "none") == 0) cp = NULL; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_LIST, "You worship %s.", "You worship %s.", cp ? cp : "no god at current time"); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_LIST, "Your equipped item power is %d out of %d\n", "Your equipped item power is %d out of %d\n", op->contr->item_power, op->level); } /** * Similar to invoke command, it executes the skill in the * direction that the user is facing. * * 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. * * @param op * player trying to use a skill. * @param string * parameter for the skill to use. * @retval 0 * unable to change to the requested skill, or unable to use the skill properly. * @retval 1 * skill correctly used. */ 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) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_MISSING, "Unable to find skill %s", "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; } /** * 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. * * @param op * player to get skill for. * @return * attack skill, NULL if no suitable found. */ 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; /* Dragons are a special case - gros 25th July 2006 */ if (dragon) { tmp = find_skill_by_number(op, SK_CLAWING); if (tmp) /* I suppose it should always be true - but maybe there's * draconic toothache ? :) */ return tmp; } for (tmp = op->inv; tmp; tmp = tmp->below) { if (tmp->type == SKILL) { /* 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; i < last_skill; i++) { if (tmp->subtype == 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; } /** * 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. * @param tmp * targetted monster. * @param op * what is attacking. * @param string * describes the damage ("claw", "punch", ...). * @param skill * skill used to damage. * @return * true if the attack damaged the opponent. */ 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; i < sizeof(unarmed_skills); i++) if (op->chosen_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) { draw_ext_info(NDI_BLACK, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_MISSING, "You have no unarmed combat skills!", NULL); return 0; } } } if (skill != op->chosen_skill) { /* now try to ready the new skill */ if (!change_skill(op, skill, 1)) { /* oh oh, trouble! */ draw_ext_info_format(NDI_UNIQUE, 0, tmp, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR, "Couldn't change to skill %s", "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 (!tmp) { LOG(llevError, "Could not find applied weapon on %s\n", op->name); op->current_weapon = NULL; return 0; } else { char weapon[MAX_BUF]; query_name(tmp, weapon, MAX_BUF); op->current_weapon = 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)) { char op_name[MAX_BUF]; if(op->type==PLAYER) { query_name(tmp, op_name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0,op, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_HIT, "You %s %s!", "You %s %s!", string,op_name); } else if(tmp->type==PLAYER) { query_name(op, op_name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0,tmp, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, "%s %s you!", "%s %s you!", op_name,string); } } return success; } /** * 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 * * @param tmp * victim. Can be NULL. * @param pl * who is attacking. * @param dir * direction to attack. * @param string * describes the damage ("claw", "punch", ...). * @param skill * attack skill. * @return * 0 if no attack, non zero if an attack was done. */ 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 (!(mflags&P_IS_ALIVE) && !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) draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE, "There is nothing to attack!", NULL); return 0; } return do_skill_attack(tmp, pl, string, skill); } /** * This handles all hand-to-hand attacks. * * Will unapply equipped weapons if needed. * * 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. * * @param pl * object attacking. * @param dir * attack direction. * @param string * describes the attack ("claw", "punch", ...). * @param skill * attack skill used. * @return * 0 if no attack was done, non zero else. */ 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)) { if (apply_special(pl, weapon, AP_UNAPPLY|AP_NOPRINT)) { char weaponname[MAX_BUF]; query_name(weapon, weaponname, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR, "You are unable to unwield %s in order to attack with %s.", "You are unable to unwield %s in order to attack with %s.", weaponname, skill->name); return 0; } else { draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR, "You unwield your weapon in order to attack.", NULL); break; } } } return skill_attack(enemy, pl, dir, string, skill); } /** * 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. * * @param op * living thing attacking. * @param dir * attack direction. * @param string * describes the attack ("claw", "punch", ...). * @param skill * attack skill used. * @return * 0 if no attack was done, non zero else. */ 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) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR, "You have no ready weapon to attack with!", NULL); return 0; } return skill_attack(NULL, op, dir, string, skill); }