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Revision: 1.40
Committed: Fri May 11 20:06:33 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +12 -2 lines
Log Message:
fix typoes

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 /* Created July 95 to separate skill utilities from actual skills -b.t. */
26
27 /* Reconfigured skills code to allow linking of skills to experience
28 * categories. This is done solely through the init_new_exp_system() fctn.
29 * June/July 1995 -b.t. thomas@astro.psu.edu
30 */
31
32 /* July 1995 - Initial associated skills coding. Experience gains
33 * come solely from the use of skills. Overcoming an opponent (in combat,
34 * finding/disarming a trap, stealing from somebeing, etc) gains
35 * experience. Calc_skill_exp() handles the gained experience using
36 * modifications in the skills[] table. - b.t.
37 */
38
39 /* define the following for skills utility debuging */
40
41 /* #define SKILL_UTIL_DEBUG */
42
43 #include <global.h>
44 #include <object.h>
45 #include <sproto.h>
46 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47 #include <spells.h>
48
49 const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51 # define def(uc, flags) flags,
52 # include "skillinc.h"
53 # undef def
54 };
55
56 static int attack_hth (object *pl, int dir, const char *string, object *skill);
57 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58
59 /* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the
61 * subtypes.
62 */
63 void
64 init_skills (void)
65 {
66 for (archetype *at = first_archetype; at; at = at->next)
67 if (at->clone.type == SKILL)
68 {
69 if (skill_names[at->clone.subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
72 else
73 skill_names[at->clone.subtype] = at->clone.skill;
74 }
75
76 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors.
78 */
79 for (int i = 1; i < NUM_SKILLS; i++)
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82 }
83
84 /* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp.
88 */
89 void
90 link_player_skills (object *op)
91 {
92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL)
94 {
95 /* This is really a warning, hence no else below */
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99
100 if (tmp->subtype >= NUM_SKILLS)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 {
104 op->contr->last_skill_ob[tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 }
107 }
108 }
109
110 /* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc).
112 *
113 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it.
116 */
117 object *
118 find_skill_by_name (object *who, const char *name)
119 {
120 if (!name)
121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149
150 /* Player has a tool to use the skill. If not applied, apply it -
151 * if not successful, return null. If they do have the skill tool
152 * but not the skill itself, give it to them.
153 */
154 if (skill_tool)
155 {
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 if (apply_special (who, skill_tool, 0))
158 return 0;
159
160 if (!skill)
161 {
162 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165
166 return skill;
167 }
168
169 return 0;
170 }
171
172
173 /* This returns the skill pointer of the given name (the
174 * one that accumlates exp, has the level, etc).
175 *
176 * It is presumed that the player will be needing to actually
177 * use the skill, so thus if use of the skill requires a skill
178 * tool, this code will equip it.
179 *
180 * This code is basically the same as find_skill_by_name() above,
181 * but instead a skill name, we search by matching number.
182 * this replaces find_skill.
183 */
184 object *
185 find_skill_by_number (object *who, int skillno)
186 {
187 object *skill = NULL, *skill_tool = NULL, *tmp;
188
189 if (skillno < 1 || skillno >= NUM_SKILLS)
190 return NULL;
191
192 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
193 {
194 if (tmp->type == SKILL && tmp->subtype == skillno)
195 skill = tmp;
196
197 /* Try to find appropriate skilltool. If the player has one already
198 * applied, we try to keep using that one.
199 */
200 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
201 {
202 if (QUERY_FLAG (tmp, FLAG_APPLIED))
203 skill_tool = tmp;
204 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
205 skill_tool = tmp;
206 }
207 }
208 /* If this is a skill that can be used without a tool, return it */
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210 return skill;
211
212 /* Player has a tool to use the skill. IF not applied, apply it -
213 * if not successful, return null. If they do have the skill tool
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill;
231 }
232
233 return NULL;
234 }
235
236 /* This changes the objects skill to new_skill.
237 * note that this function doesn't always need to get used -
238 * you can now add skill exp to the player without the chosen_skill being
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error
242 */
243 int
244 change_skill (object *who, object *new_skill, int flag)
245 {
246 if (who->type != PLAYER)
247 return 0;
248
249 // optimise this supposedly common case
250 if (new_skill == who->chosen_skill)
251 return 1;
252
253 fprintf (stderr, "cs from %s to %s\n", who->chosen_skill ? &who->chosen_skill->name : 0,
254 new_skill ? &new_skill->name : 0);//D//D//D
255
256 if (who->chosen_skill)
257 apply_special (who, who->chosen_skill, AP_UNAPPLY);
258
259 if (!new_skill)
260 {
261 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
262 who->debug_desc ());
263 return 0;
264 }
265
266 player *pl = who->contr;
267
268 // move skill to front, so it will be prefered next time
269 new_skill->remove ();
270 who->insert (new_skill);
271
272 if (apply_special (who, new_skill, AP_APPLY))
273 return 0;
274
275 return 1;
276 }
277
278 /* This function just clears the chosen_skill and range_skill values
279 * in the player.
280 */
281 void
282 clear_skill (object *who)
283 {
284 who->chosen_skill = 0;
285 CLEAR_FLAG (who, FLAG_READY_SKILL);
286
287 if (who->type == PLAYER)
288 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
289 who->contr->ranged_ob = 0;
290 }
291
292 /* do_skill() - Main skills use function-similar in scope to cast_spell().
293 * We handle all requests for skill use outside of some combat here.
294 * We require a separate routine outside of fire() so as to allow monsters
295 * to utilize skills. Returns 1 on use of skill, otherwise 0.
296 * This is changed (2002-11-30) from the old method that returned
297 * exp - no caller needed that info, but it also prevented the callers
298 * from know if a skill was actually used, as many skills don't
299 * give any exp for their direct use (eg, throwing).
300 * It returns 0 if no skill was used.
301 */
302 int
303 do_skill (object *op, object *part, object *skill, int dir, const char *string)
304 {
305 int success = 0, exp = 0;
306 int did_alc = 0;
307 object *tmp, *next;
308
309 if (!skill)
310 return 0;
311
312 /* The code below presumes that the skill points to the object that
313 * holds the exp, level, etc of the skill. So if this is a player
314 * go and try to find the actual real skill pointer, and if the
315 * the player doesn't have a bucket for that, create one.
316 */
317 if (skill->type != SKILL && op->type == PLAYER)
318 {
319 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
320 if (tmp->type == SKILL && tmp->skill == skill->skill)
321 break;
322
323 if (!tmp)
324 tmp = give_skill_by_name (op, skill->skill);
325
326 skill = tmp;
327 }
328
329 // skill, by_whom, on_which_object, which direction, skill_argument
330 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
331 return 0;
332
333 switch (skill->subtype)
334 {
335 case SK_LEVITATION:
336 /* Not 100% sure if this will work with new movement code -
337 * the levitation skill has move_type for flying, so when
338 * equipped, that should transfer to player, when not,
339 * shouldn't.
340 */
341 if (QUERY_FLAG (skill, FLAG_APPLIED))
342 {
343 CLEAR_FLAG (skill, FLAG_APPLIED);
344 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
345 }
346 else
347 {
348 SET_FLAG (skill, FLAG_APPLIED);
349 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
350 }
351
352 op->update_stats ();
353 success = 1;
354 break;
355
356 case SK_STEALING:
357 exp = success = steal (op, dir, skill);
358 break;
359
360 case SK_LOCKPICKING:
361 exp = success = pick_lock (op, dir, skill);
362 break;
363
364 case SK_HIDING:
365 exp = success = hide (op, skill);
366 break;
367
368 case SK_JUMPING:
369 success = jump (op, dir, skill);
370 break;
371
372 case SK_INSCRIPTION:
373 exp = success = write_on_item (op, string, skill);
374 break;
375
376 case SK_MEDITATION:
377 meditate (op, skill);
378 success = 1;
379 break;
380 /* note that the following 'attack' skills gain exp through hit_player() */
381
382 case SK_KARATE:
383 attack_hth (op, dir, "karate-chopped", skill);
384 break;
385
386 case SK_PUNCHING:
387 attack_hth (op, dir, "punched", skill);
388 break;
389
390 case SK_FLAME_TOUCH:
391 attack_hth (op, dir, "flamed", skill);
392 break;
393
394 case SK_SPARK_TOUCH:
395 attack_hth (op, dir, "zapped", skill);
396 break;
397
398 case SK_SHIVER:
399 attack_hth (op, dir, "froze", skill);
400 break;
401
402 case SK_ACID_SPLASH:
403 attack_hth (op, dir, "dissolved", skill);
404 break;
405
406 case SK_POISON_NAIL:
407 attack_hth (op, dir, "injected poison into", skill);
408 break;
409
410 case SK_CLAWING:
411 attack_hth (op, dir, "clawed", skill);
412 break;
413
414 case SK_ONE_HANDED_WEAPON:
415 case SK_TWO_HANDED_WEAPON:
416 attack_melee_weapon (op, dir, NULL, skill);
417 break;
418
419 case SK_FIND_TRAPS:
420 exp = success = find_traps (op, skill);
421 break;
422
423 case SK_SINGING:
424 exp = success = singing (op, dir, skill);
425 break;
426
427 case SK_ORATORY:
428 exp = success = use_oratory (op, dir, skill);
429 break;
430
431 case SK_SMITHERY:
432 case SK_BOWYER:
433 case SK_JEWELER:
434 case SK_ALCHEMY:
435 case SK_THAUMATURGY:
436 case SK_LITERACY:
437 case SK_WOODSMAN:
438 /* first, we try to find a cauldron, and do the alchemy thing.
439 * failing that, we go and identify stuff.
440 */
441 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
442 {
443 next = tmp->above;
444
445 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
446 {
447 attempt_do_alchemy (op, tmp);
448
449 if (QUERY_FLAG (tmp, FLAG_APPLIED))
450 esrv_send_inventory (op, tmp);
451
452 did_alc = 1;
453 }
454 }
455
456 if (did_alc == 0)
457 exp = success = skill_ident (op, skill);
458
459 break;
460
461 case SK_DET_MAGIC:
462 case SK_DET_CURSE:
463 exp = success = skill_ident (op, skill);
464 break;
465
466 case SK_DISARM_TRAPS:
467 exp = success = remove_trap (op, dir, skill);
468 break;
469
470 case SK_THROWING:
471 success = skill_throw (op, part, dir, string, skill);
472 break;
473
474 case SK_SET_TRAP:
475 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
476 break;
477
478 case SK_USE_MAGIC_ITEM:
479 case SK_MISSILE_WEAPON:
480 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
481 break;
482
483 case SK_PRAYING:
484 success = pray (op, skill);
485 break;
486
487 case SK_BARGAINING:
488 success = describe_shop (op);
489 break;
490
491 case SK_SORCERY:
492 case SK_EVOCATION:
493 case SK_PYROMANCY:
494 case SK_SUMMONING:
495 case SK_CLIMBING:
496 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
497 break;
498
499 default:
500 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
501 break;
502 }
503
504 /* For players we now update the speed_left from using the skill.
505 * Monsters have no skill use time because of the random nature in
506 * which use_monster_skill is called already simulates this.
507 * If certain skills should take more/less time, that should be
508 * in the code for the skill itself.
509 */
510
511 if (op->type == PLAYER)
512 op->speed_left -= 1.0;
513
514 /* this is a good place to add experience for successfull use of skills.
515 * Note that add_exp() will figure out player/monster experience
516 * gain problems.
517 */
518
519 if (success && exp)
520 change_exp (op, exp, skill->skill, 0);
521
522 return success;
523 }
524
525 /* calc_skill_exp() - calculates amount of experience can be gained for
526 * successfull use of a skill. Returns value of experience gain.
527 * Here we take the view that a player must 'overcome an opponent'
528 * in order to gain experience. Examples include foes killed combat,
529 * finding/disarming a trap, stealing from somebeing, etc.
530 * The gained experience is based primarily on the difference in levels,
531 * exp point value of vanquished foe, the relevent stats of the skill being
532 * used and modifications in the skills[] table.
533 *
534 * For now, monsters and players will be treated differently. Below I give
535 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
536 * Monsters just get 10% of the exp of the opponent.
537 *
538 * players get a ratio, eg, opponent lvl / player level. This is then
539 * multiplied by various things. If simple exp is true, then
540 * this multiplier, include the level difference, is always 1.
541 * This revised method prevents some cases where there are big gaps
542 * in the amount you get just because you are now equal level vs lower
543 * level
544 * who is player/creature that used the skill.
545 * op is the object that was 'defeated'.
546 * skill is the skill used. If no skill is used, it should just
547 * point back to who.
548 *
549 */
550 int
551 calc_skill_exp (object *who, object *op, object *skill)
552 {
553 int op_exp = 0, op_lvl = 0;
554 float base, value, lvl_mult = 0.0;
555
556 if (!skill)
557 skill = who;
558
559 /* Oct 95 - where we have an object, I expanded our treatment
560 * to 3 cases:
561 * non-living magic obj, runes and everything else.
562 *
563 * If an object is not alive and magical we set the base exp higher to
564 * help out exp awards for skill_ident skills. Also, if
565 * an item is type RUNE, we give out exp based on stats.Cha
566 * and level (this was the old system) -b.t.
567 */
568
569 if (!op)
570 { /* no item/creature */
571 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
572 op_exp = 0;
573 }
574 else if (op->type == RUNE || op->type == TRAP)
575 { /* all traps. If stats.Cha > 1 we use that
576 * for the amount of experience */
577 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
578 op_lvl = op->level;
579 }
580 else
581 { /* all other items/living creatures */
582 op_exp = op->stats.exp;
583 op_lvl = op->level;
584 if (!QUERY_FLAG (op, FLAG_ALIVE))
585 { /* for ident/make items */
586 op_lvl += 5 * abs (op->magic);
587 }
588 }
589
590 if (op_lvl < 1)
591 op_lvl = 1;
592
593 if (who->type != PLAYER)
594 { /* for monsters only */
595 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
596 }
597 else
598 { /* for players */
599 base = op_exp;
600 /* if skill really is a skill, then we can look at the skill archetype for
601 * bse reward value (exp) and level multiplier factor.
602 */
603 if (skill->type == SKILL)
604 {
605 base += skill->arch->clone.stats.exp;
606 if (settings.simple_exp)
607 {
608 if (skill->arch->clone.level)
609 lvl_mult = (float) skill->arch->clone.level / 100.0;
610 else
611 lvl_mult = 1.0; /* no adjustment */
612 }
613 else
614 {
615 if (skill->level)
616 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
617 else
618 lvl_mult = 1.0;
619 }
620 }
621 else
622 {
623 /* Don't divide by zero here! */
624 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
625 }
626 }
627
628 /* assemble the exp total, and return value */
629
630 value = base * lvl_mult;
631 if (value < 1)
632 value = 1; /* Always give at least 1 exp point */
633
634 #ifdef SKILL_UTIL_DEBUG
635 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
636 #endif
637 return ((int) value);
638 }
639
640 /* Learn skill. This inserts the requested skill in the player's
641 * inventory. The skill field of the scroll should have the
642 * exact name of the requested skill.
643 * This one actually teaches the player the skill as something
644 * they can equip.
645 * Return 0 if the player knows the skill, 1 if the
646 * player learns the skill, 2 otherwise.
647 */
648 int
649 learn_skill (object *pl, object *scroll)
650 {
651 object *tmp;
652
653 if (!scroll->skill)
654 {
655 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
656 return 2;
657 }
658
659 /* can't use find_skill_by_name because we want skills the player knows
660 * but can't use natively.
661 */
662
663 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
664 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
665 break;
666
667 /* player already knows it */
668 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
669 return 0;
670
671 /* now a random change to learn, based on player Int.
672 * give bonus based on level - otherwise stupid characters
673 * might never be able to learn anything.
674 */
675 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
676 return 2; /* failure :< */
677
678 if (!tmp)
679 tmp = give_skill_by_name (pl, scroll->skill);
680
681 if (!tmp)
682 {
683 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
684 return 2;
685 }
686
687 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
688 link_player_skills (pl);
689 return 1;
690 }
691
692 /* Gives a percentage clipped to 0% -> 100% of a/b. */
693
694 /* Probably belongs in some global utils-type file? */
695 static int
696 clipped_percent (sint64 a, sint64 b)
697 {
698 int rv;
699
700 if (b <= 0)
701 return 0;
702
703 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
704
705 if (rv < 0)
706 return 0;
707 else if (rv > 100)
708 return 100;
709
710 return rv;
711 }
712
713 /* show_skills() - Meant to allow players to examine
714 * their current skill list.
715 * This shows the amount of exp they have in the skills.
716 * we also include some other non skill related info (god,
717 * max weapon improvments, item power).
718 * Note this function is a bit more complicated becauase we
719 * we want ot sort the skills before printing them. If we
720 * just dumped this as we found it, this would be a bit
721 * simpler.
722 */
723
724 void
725 show_skills (object *op, const char *search)
726 {
727 object *tmp = NULL;
728 char buf[MAX_BUF];
729 const char *cp;
730 int i, num_skills_found = 0;
731 static const char *const periods = "........................................";
732
733 /* Need to have a pointer and use strdup for qsort to work properly */
734 char skills[NUM_SKILLS][MAX_BUF];
735
736
737 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
738 {
739 if (tmp->type == SKILL)
740 {
741 if (search && strstr (tmp->name, search) == NULL)
742 continue;
743 /* Basically want to fill this out to 40 spaces with periods */
744 sprintf (buf, "%s%s", &tmp->name, periods);
745 buf[40] = 0;
746
747 if (settings.permanent_exp_ratio)
748 {
749 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
750 buf, tmp->level, tmp->stats.exp,
751 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
752 }
753 else
754 {
755 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
756 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
757 }
758 /* I don't know why some characters get a bunch of skills, but
759 * it sometimes happens (maybe a leftover from bugier earlier code
760 * and those character are still about). In any case, lets handle
761 * it so it doesn't crash the server - otherwise, one character may
762 * crash the server numerous times.
763 */
764 if (num_skills_found >= NUM_SKILLS)
765 {
766 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
767 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
768 break;
769 }
770 }
771 }
772
773 clear_win_info (op);
774 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
775 if (num_skills_found > 1)
776 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
777
778 for (i = 0; i < num_skills_found; i++)
779 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
780
781 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
782
783 cp = determine_god (op);
784 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
785
786 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
787 op->contr->item_power, (int) (op->level * settings.item_power_factor));
788 }
789
790 /* use_skill() - similar to invoke command, it executes the skill in the
791 * direction that the user is facing. Returns false if we are unable to
792 * change to the requested skill, or were unable to use the skill properly.
793 * This is tricky because skills can have spaces. We basically roll
794 * our own find_skill_by_name so we can try to do better string matching.
795 */
796
797 int
798 use_skill (object *op, const char *string)
799 {
800 object *skop;
801 size_t len;
802
803 if (!string)
804 return 0;
805
806 for (skop = op->inv; skop != NULL; skop = skop->below)
807 {
808 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
809 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
810 break;
811 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
812 break;
813 }
814 if (!skop)
815 {
816 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
817 return 0;
818 }
819
820 len = strlen (skop->skill);
821
822 /* All this logic goes and skips over the skill name to find any
823 * options given to the skill. Its pretty simple - if there
824 * are extra parameters (as deteremined by string length), we
825 * want to skip over any leading spaces.
826 */
827 if (len >= strlen (string))
828 {
829 string = NULL;
830 }
831 else
832 {
833 string += len;
834 while (*string == 0x20)
835 string++;
836 if (strlen (string) == 0)
837 string = NULL;
838 }
839
840 #ifdef SKILL_UTIL_DEBUG
841 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
842 #endif
843
844 /* Change to the new skill, then execute it. */
845 if (do_skill (op, op, skop, op->facing, string))
846 return 1;
847
848 return 0;
849 }
850
851 static bool
852 hth_skill_p (object *skill)
853 {
854 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
855 }
856
857 /* This finds the first unarmed skill the player has, and returns it.
858 */
859 static object *
860 find_player_hth_skill (object *op)
861 {
862 for (object *tmp = op->inv; tmp; tmp = tmp->below)
863 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
864 return tmp;
865
866 return 0;
867 }
868
869 /* do_skill_attack() - We have got an appropriate opponent from either
870 * move_player_attack() or skill_attack(). In this part we get on with
871 * attacking, take care of messages from the attack and changes in invisible.
872 * Returns true if the attack damaged the opponent.
873 * tmp is the targetted monster.
874 * op is what is attacking
875 * string is passed along to describe what messages to describe
876 * the damage.
877 */
878 static int
879 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
880 {
881 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
882 return RESULT_INT (0);
883
884 /* For Players only: if there is no ready weapon, and no "attack" skill
885 * is readied either then try to find a skill for the player to use.
886 * it is presumed that if skill is set, it is a valid attack skill (eg,
887 * the caller should have set it appropriately). We still want to pass
888 * through that code if skill is set to change to the skill.
889 */
890 if (player *pl = op->contr)
891 {
892 if (!pl->combat_ob)
893 {
894 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
895 {
896 for (tmp = op->inv; tmp; tmp = tmp->below)
897 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
898 break;
899
900 if (!tmp)
901 {
902 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
903 return 0;
904 }
905
906 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
907 }
908 else
909 {
910 if (!skill)
911 {
912 /* See if the players chosen skill is a combat skill, and use
913 * it if appropriate.
914 */
915 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
916 skill = op->chosen_skill;
917 else
918 {
919 skill = find_player_hth_skill (op);
920
921 if (!skill)
922 {
923 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
924 return 0;
925 }
926 }
927 }
928
929 /* now try to ready the new skill */
930 if (!change_skill (op, skill, 0))
931 { /* oh oh, trouble! */
932 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
933 return 0;
934 }
935 }
936
937 if (!pl->combat_ob)
938 {
939 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
940 return 0;
941 }
942 }
943
944 op->set_weapon (pl->combat_ob);
945
946 /* lose invisiblity/hiding status for running attacks */
947 if (pl->tmp_invis)
948 {
949 pl->tmp_invis = 0;
950 op->invisible = 0;
951 op->hide = 0;
952 update_object (op, UP_OBJ_CHANGE);
953 }
954 }
955
956 int success = attack_ob (tmp, op);
957
958 /* print appropriate messages to the player */
959
960 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
961 {
962 if (op->type == PLAYER)
963 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
964 else if (tmp->type == PLAYER)
965 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
966 }
967
968 return success;
969 }
970
971 /* skill_attack() - Core routine for use when we attack using a skills
972 * system. In essence, this code handles
973 * all skill-based attacks, ie hth, missile and melee weapons should be
974 * treated here. If an opponent is already supplied by move_player(),
975 * we move right onto do_skill_attack(), otherwise we find if an
976 * appropriate opponent exists.
977 *
978 * This is called by move_player() and attack_hth()
979 *
980 * Initial implementation by -bt thomas@astro.psu.edu
981 */
982 int
983 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
984 {
985 sint16 tx, ty;
986 maptile *m;
987 int mflags;
988
989 if (!dir)
990 dir = pl->facing;
991
992 tx = freearr_x[dir];
993 ty = freearr_y[dir];
994
995 /* If we don't yet have an opponent, find if one exists, and attack.
996 * Legal opponents are the same as outlined in move_player_attack()
997 */
998 if (!tmp)
999 {
1000 m = pl->map;
1001 tx = pl->x + freearr_x[dir];
1002 ty = pl->y + freearr_y[dir];
1003
1004 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1005 if (mflags & P_OUT_OF_MAP)
1006 return 0;
1007
1008 /* space must be blocked for there to be anything interesting to do */
1009 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1010 return 0;
1011
1012 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1013 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1014 {
1015 /* Don't attack party members */
1016 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1017 return 0;
1018
1019 break;
1020 }
1021 }
1022
1023 if (!tmp)
1024 {
1025 if (pl->type == PLAYER)
1026 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1027
1028 return 0;
1029 }
1030
1031 return do_skill_attack (tmp, pl, string, skill);
1032 }
1033
1034 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1035
1036 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1037 * (attack_hth) we check for weapon use, etc in the second (the new
1038 * function skill_attack() we actually attack.
1039 */
1040 static int
1041 attack_hth (object *pl, int dir, const char *string, object *skill)
1042 {
1043 object *enemy = NULL, *weapon;
1044
1045 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1046 for (weapon = pl->inv; weapon; weapon = weapon->below)
1047 {
1048 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1049 {
1050 CLEAR_FLAG (weapon, FLAG_APPLIED);
1051 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1052 pl->update_stats ();
1053 if (pl->type == PLAYER)
1054 {
1055 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1056 esrv_update_item (UPD_FLAGS, pl, weapon);
1057 }
1058
1059 break;
1060 }
1061 }
1062
1063 return skill_attack (enemy, pl, dir, string, skill);
1064 }
1065
1066 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1067 * For now we are just checking to see if we have a ready weapon here.
1068 * But there is a real neato possible feature of this scheme which
1069 * bears mentioning:
1070 * Since we are only calling this from do_skill() in the future
1071 * we may make this routine handle 'special' melee weapons attacks
1072 * (like disarming manuever with sai) based on player SK_level and
1073 * weapon type.
1074 */
1075 static int
1076 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1077 {
1078
1079 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1080 {
1081 if (op->type == PLAYER)
1082 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1083
1084 return 0;
1085 }
1086
1087 return skill_attack (NULL, op, dir, string, skill);
1088
1089 }