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Revision: 1.45
Committed: Sat May 12 22:04:20 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +1 -1 lines
Log Message:
some floatingpoint µopts

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