Go to the documentation of this file.
35 #define WANT_UNARMED_SKILLS
53 static void attack_hth(
object *
pl,
int dir,
const char *
string,
object *skill);
84 LOG(
llevError,
"init_skills: too many skills, increase MAX_SKILLS and rebuild server!");
123 assert(
"invalid skill!");
150 if (!skill && !skill_tool)
215 int num_names, highest_level_skill=0, i;
221 if (!strchr(
name,
',')) {
223 skill_tools[0] = NULL;
229 ourname = strdup(
name);
231 if ((
skill_names[0] = strtok_r(ourname,
",", &lasts)) == NULL) {
233 LOG(
llevError,
"find_skill_by_name: strtok_r returned null, but strchr did not?\n");
237 skill_tools[0] = NULL;
241 while ((
skill_names[num_names] = strtok_r(NULL,
",", &lasts)) != NULL) {
247 skills[num_names] = NULL;
248 skill_tools[num_names] = NULL;
263 for (i = 0; i<num_names; i++) {
268 if (!skill ||
tmp->level > skill->
level) {
270 highest_level_skill=i;
279 skill_tools[i] =
tmp;
315 object *skill = NULL, *skill_tool = NULL;
365 old_range =
who->contr->shoottype;
368 if (new_skill &&
who->chosen_skill &&
who->chosen_skill->skill == new_skill->
skill) {
375 if (
who->chosen_skill)
386 who->contr->shoottype = old_range;
399 who->chosen_skill = NULL;
431 int do_skill(
object *
op,
object *part,
object *skill,
int dir,
const char *
string) {
432 int success = 0, exp = 0;
449 LOG(
llevError,
"do_skill: asked for skill %s but couldn't find matching SKILL archetype.\n", skill->
skill);
469 "You come to earth.");
473 "You rise into the air!.");
480 exp = success =
steal(
op, dir, skill);
488 exp = success =
hide(
op, skill);
492 success =
jump(
op, dir, skill);
568 "This skill is not currently implemented.");
574 "There is no special attack for this skill.");
578 success =
pray(
op, skill);
595 "This skill is already in effect.");
607 LOG(
llevDebug,
"%s attempted to use unknown skill: %d\n",
name,
op->chosen_skill->stats.sp);
620 op->speed_left -= 1.0;
670 float base,
value, lvl_mult;
686 op_lvl =
MAX(
who->map->difficulty, 1);
690 op_exp =
op->stats.Cha > 1 ?
op->stats.Cha :
op->stats.exp;
693 op_exp =
op->stats.exp;
696 op_lvl += 5*abs(
op->magic);
704 return ((int64_t)(op_exp*0.1)+1);
727 lvl_mult = (float)op_lvl/(
float)(skill->
level ? skill->
level : 1);
732 value = base*lvl_mult;
736 #ifdef SKILL_UTIL_DEBUG
737 LOG(
llevDebug,
"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n",
who->name, skill->
level,
op ?
op->name :
"", op_lvl);
739 return ((int64_t)
value);
762 if (!scroll->
skill) {
763 LOG(
llevError,
"skill scroll %s does not have skill pointer set.\n", scroll->
name);
794 LOG(
llevError,
"skill scroll %s does not have valid skill name (%s).\n", scroll->
name, scroll->
skill);
820 rv = (
int)((100.0f*((
float)
a)/((
float)
b))+0.5f);
841 return num == 0 ? 1 : floor( log10( labs(num) ) ) + 1;
862 int i, num_skills_found = 0;
865 const char *search =
parms;
866 bool long_format =
false;
871 while ( *search && *search !=
' ' ) ++search;
872 while ( *search ==
' ' ) ++search;
876 if (search && strstr(
tmp->name, search) == NULL)
882 snprintf(skills[num_skills_found++],
MAX_BUF,
"[fixed]%-20slvl:%3d (xp:%" FMT64 "/%" FMT64 ")%-*sperm lvl:%3d (xp:%" FMT64 "/%" FMT64 ") ",
892 snprintf(skills[num_skills_found++],
MAX_BUF,
"[fixed]%-20slvl:%3d (xp:%" FMT64 "/%" FMT64 "/%d%%)",
899 snprintf(skills[num_skills_found++],
MAX_BUF,
"[fixed]%-20slvl:%3d (xp:%" FMT64 "/%" FMT64 ")",
912 "Your character has too many skills.\n"
913 "Something isn't right - contact the server admin");
919 if ( search && *search ) {
921 "Player skills%s: (matching '%s')", long_format ?
" (long format)":
"",search);
924 "Player skills%s:", long_format ?
" (long format)":
"");
927 if (num_skills_found > 1)
928 qsort(skills, num_skills_found,
MAX_BUF, (
int (*)(
const void *,
const void *))strcmp);
930 for (i = 0; i < num_skills_found; i++) {
936 if (strcmp(cp,
"none") == 0)
940 "You can handle %d weapon improvements.\n"
942 "Your equipped item power is %d out of %d\n",
944 cp ? cp :
"no god at current time",
945 op->contr->item_power,
op->level);
975 && !strncasecmp(
string,
tmp->skill,
MIN(strlen(
string), strlen(
tmp->skill)))) {
980 && !strncasecmp(
string,
tmp->skill,
MIN(strlen(
string), strlen(
tmp->skill)))) {
987 "Unable to find skill %s",
992 len = strlen(skop->
skill);
999 if (len >= strlen(
string)) {
1003 while (*
string == 0x20)
1005 if (strlen(
string) == 0)
1009 #ifdef SKILL_UTIL_DEBUG
1010 LOG(
llevDebug,
"use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].
name :
"none");
1043 object *best_skill = NULL;
1046 if (
op->contr->unarmed_skill) {
1062 "Unable to find skill %s - using default unarmed skill",
1063 op->contr->unarmed_skill);
1067 for (i = 0; i <
sizeof(unarmed_skills); i++)
1068 if (best_skill->
subtype == unarmed_skills[i])
1070 if (i <
sizeof(unarmed_skills))
1092 last_skill =
sizeof(unarmed_skills);
1105 for (i = 0; i < last_skill; i++) {
1148 if (
op->chosen_skill) {
1151 for (i = 0; unarmed_skills[i] != 0; i++)
1152 if (
op->chosen_skill->subtype == unarmed_skills[i]) {
1153 skill =
op->chosen_skill;
1164 "You have no unarmed combat skills!");
1169 if (skill !=
op->chosen_skill) {
1174 "Couldn't change to skill %s",
1184 if (!
op->current_weapon) {
1187 LOG(
llevError,
"Player %s does not have current weapon set but flag_ready_weapon is set\n",
op->name);
1190 LOG(
llevError,
"Could not find applied weapon on %s\n",
op->name);
1191 op->current_weapon = NULL;
1197 op->current_weapon =
tmp;
1202 if (!
op->chosen_skill ||
op->current_weapon->skill !=
op->chosen_skill->skill) {
1204 assert(found_skill != NULL);
1212 if (
op->type ==
PLAYER &&
op->contr->tmp_invis) {
1213 op->contr->tmp_invis = 0;
1229 }
else if (
string != NULL) {
1305 && (
pl->contr->party != NULL &&
pl->contr->party == tmp2->contr->party))
1315 "There is nothing to attack!");
1340 static void attack_hth(
object *
pl,
int dir,
const char *
string,
object *skill) {
1345 if (weapon != NULL) {
1352 "You are unable to unwield %s in order to attack with %s.",
1353 weaponname, skill->
name);
1357 "You unwield your weapon in order to attack.");
1388 "You have no ready weapon to attack with!");
object * object_find_by_type_applied(const object *who, int type)
#define MSG_TYPE_ATTACK_MISS
int learn_skill(object *pl, object *scroll)
void LOG(LogLevel logLevel, const char *format,...)
int use_alchemy(object *op)
static void do_skill_attack(object *tmp, object *op, const char *string, object *skill)
#define QUERY_FLAG(xyz, p)
void archetypes_for_each(arch_op op)
uint8_t permanent_exp_ratio
#define MSG_TYPE_ATTACK_DID_HIT
object * give_skill_by_name(object *op, const char *skill_name)
int write_on_item(object *pl, const char *params, object *skill)
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
int use_oratory(object *pl, int dir, object *skill)
int singing(object *pl, int dir, object *skill)
int skill_ident(object *pl, object *skill)
void fix_object(object *op)
object * object_find_by_type_and_skill(const object *who, int type, const char *skill)
int find_traps(object *pl, object *skill)
object * find_skill_by_number(object *who, int skillno)
sstring skill_messages[MAX_SKILLS]
static int digits_in_long(int64_t num)
static int free_skill_index()
static event_registration m
const char * skill_names[MAX_SKILLS]
void object_update(object *op, int action)
int pick_lock(object *pl, int dir, object *skill)
int change_skill(object *who, object *new_skill, int flag)
sstring add_refcount(sstring str)
const char * determine_god(object *op)
short freearr_y[SIZEOFFREE]
static void attack_hth(object *pl, int dir, const char *string, object *skill)
static int clipped_percent(int64_t a, int64_t b)
void query_name(const object *op, char *buf, size_t size)
int shop_describe(const object *op)
int remove_trap(object *op, object *skill)
sstring add_string(const char *str)
void apply_anim_suffix(object *who, const char *suffix)
int do_skill(object *op, object *part, object *skill, int dir, const char *string)
const Face * skill_faces[MAX_SKILLS]
int exp_level(int64_t exp)
#define GET_MAP_MOVE_BLOCK(M, X, Y)
#define MSG_TYPE_SKILL_MISSING
void change_exp(object *op, int64_t exp, const char *skill_name, int flag)
int64_t level_exp(int level, double expmul)
int pray(object *pl, object *skill)
void skill_attack(object *tmp, object *pl, int dir, const char *string, object *skill)
static void do_each_skill(archetype *at)
#define FLAG_CAN_USE_SKILL
#define MSG_TYPE_VICTIM_WAS_HIT
int skill_throw(object *op, object *part, int dir, object *skill)
int get_skill_client_code(const char *skill_name)
void clear_skill(object *who)
int random_roll(int min, int max, const object *op, int goodbad)
static void attack_melee_weapon(object *op, int dir, const char *string, object *skill)
void fatal(enum fatal_error err)
static object * find_best_player_hth_skill(object *op)
static object * adjust_skill_tool(object *who, object *skill, object *skill_tool)
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
#define PERM_EXP(exptotal)
#define MSG_TYPE_SKILL_ERROR
#define MSG_TYPE_SKILL_FAILURE
int use_skill(object *op, const char *string)
int is_dragon_pl(const object *op)
int get_learn_spell(int stat)
#define MSG_TYPE_SKILL_LIST
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
const typedef char * sstring
#define CLEAR_FLAG(xyz, p)
void do_harvest(object *pl, int dir, object *skill)
#define SK_SUBTRACT_SKILL_EXP
int apply_special(object *who, object *op, int aflags)
void show_skills(object *op, const char *parms)
void meditate(object *pl, object *skill)
int steal(object *op, int dir, object *skill)
int64_t calc_skill_exp(const object *who, const object *op, const object *skill)
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
#define OB_TYPE_MOVE_BLOCK(ob1, type)
#define MSG_TYPE_SKILL_SUCCESS
int attack_ob(object *op, object *hitter)
short freearr_x[SIZEOFFREE]
int hide(object *op, object *skill)
void link_player_skills(object *op)
#define FLAG_READY_WEAPON
object * find_skill_by_name(object *who, const char *name)
#define FOR_INV_PREPARE(op_, it_)
int jump(object *pl, int dir, object *skill)