server-1.12/server/skill_util.c

1253 lines
41 KiB
C

/*
* 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 <global.h>
#include <object.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/
#include <spells.h>
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);
}