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Revision: 1.35
Committed: Tue May 1 05:48:20 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +59 -67 lines
Log Message:
big simplification, still doesn't work, but feels cleaner

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 object *skill = NULL, *skill_tool = NULL, *tmp;
121
122 if (!name)
123 return NULL;
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 (tmp = who->inv; tmp != NULL; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) 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)) && (size_t) 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 /* If this is a skill that can be used without a tool, return it */
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill;
148
149 /* Player has a tool to use the skill. IF not applied, apply it -
150 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them.
152 */
153 if (skill_tool)
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160
161 if (!skill)
162 {
163 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who);
165 }
166
167 return skill;
168 }
169
170 return NULL;
171 }
172
173
174 /* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc).
176 *
177 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it.
180 *
181 * This code is basically the same as find_skill_by_name() above,
182 * but instead a skill name, we search by matching number.
183 * this replaces find_skill.
184 */
185 object *
186 find_skill_by_number (object *who, int skillno)
187 {
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp;
197
198 /* Try to find appropriate skilltool. If the player has one already
199 * applied, we try to keep using that one.
200 */
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202 {
203 if (QUERY_FLAG (tmp, FLAG_APPLIED))
204 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp;
207 }
208 }
209 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill;
232 }
233
234 return NULL;
235 }
236
237 /* This changes the objects skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * if new_skill is null, this just unapplies the skill.
243 * flag has the current meaning:
244 * 0x1: If set, don't update the range pointer. This is useful when we
245 * need to ready a new skill, but don't want to clobber range.
246 * return 1 on success, 0 on error
247 */
248 int
249 change_skill (object *who, object *new_skill, int flag)
250 {
251 if (who->type != PLAYER)
252 return 0;
253
254 if (!new_skill)
255 {
256 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
257 who->debug_desc ());
258 return 0;
259 }
260
261 player *pl = who->contr;
262
263 // move skill to front, so it will be preferred next time
264 new_skill->remove ();
265 who->insert (new_skill);
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 {
284 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
285 who->contr->ranged_ob = 0;
286 }
287 }
288
289 /* do_skill() - Main skills use function-similar in scope to cast_spell().
290 * We handle all requests for skill use outside of some combat here.
291 * We require a separate routine outside of fire() so as to allow monsters
292 * to utilize skills. Returns 1 on use of skill, otherwise 0.
293 * This is changed (2002-11-30) from the old method that returned
294 * exp - no caller needed that info, but it also prevented the callers
295 * from know if a skill was actually used, as many skills don't
296 * give any exp for their direct use (eg, throwing).
297 * It returns 0 if no skill was used.
298 */
299 int
300 do_skill (object *op, object *part, object *skill, int dir, const char *string)
301 {
302 int success = 0, exp = 0;
303 int did_alc = 0;
304 object *tmp, *next;
305
306 if (!skill)
307 return 0;
308
309 /* The code below presumes that the skill points to the object that
310 * holds the exp, level, etc of the skill. So if this is a player
311 * go and try to find the actual real skill pointer, and if the
312 * the player doesn't have a bucket for that, create one.
313 */
314 if (skill->type != SKILL && op->type == PLAYER)
315 {
316 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
317 if (tmp->type == SKILL && tmp->skill == skill->skill)
318 break;
319
320 if (!tmp)
321 tmp = give_skill_by_name (op, skill->skill);
322
323 skill = tmp;
324 }
325
326 // skill, by_whom, on_which_object, which direction, skill_argument
327 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
328 return 0;
329
330 switch (skill->subtype)
331 {
332 case SK_LEVITATION:
333 /* Not 100% sure if this will work with new movement code -
334 * the levitation skill has move_type for flying, so when
335 * equipped, that should transfer to player, when not,
336 * shouldn't.
337 */
338 if (QUERY_FLAG (skill, FLAG_APPLIED))
339 {
340 CLEAR_FLAG (skill, FLAG_APPLIED);
341 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
342 }
343 else
344 {
345 SET_FLAG (skill, FLAG_APPLIED);
346 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
347 }
348
349 op->update_stats ();
350 success = 1;
351 break;
352
353 case SK_STEALING:
354 exp = success = steal (op, dir, skill);
355 break;
356
357 case SK_LOCKPICKING:
358 exp = success = pick_lock (op, dir, skill);
359 break;
360
361 case SK_HIDING:
362 exp = success = hide (op, skill);
363 break;
364
365 case SK_JUMPING:
366 success = jump (op, dir, skill);
367 break;
368
369 case SK_INSCRIPTION:
370 exp = success = write_on_item (op, string, skill);
371 break;
372
373 case SK_MEDITATION:
374 meditate (op, skill);
375 success = 1;
376 break;
377 /* note that the following 'attack' skills gain exp through hit_player() */
378
379 case SK_KARATE:
380 attack_hth (op, dir, "karate-chopped", skill);
381 break;
382
383 case SK_PUNCHING:
384 attack_hth (op, dir, "punched", skill);
385 break;
386
387 case SK_FLAME_TOUCH:
388 attack_hth (op, dir, "flamed", skill);
389 break;
390
391 case SK_SPARK_TOUCH:
392 attack_hth (op, dir, "zapped", skill);
393 break;
394
395 case SK_SHIVER:
396 attack_hth (op, dir, "froze", skill);
397 break;
398
399 case SK_ACID_SPLASH:
400 attack_hth (op, dir, "dissolved", skill);
401 break;
402
403 case SK_POISON_NAIL:
404 attack_hth (op, dir, "injected poison into", skill);
405 break;
406
407 case SK_CLAWING:
408 attack_hth (op, dir, "clawed", skill);
409 break;
410
411 case SK_ONE_HANDED_WEAPON:
412 case SK_TWO_HANDED_WEAPON:
413 attack_melee_weapon (op, dir, NULL, skill);
414 break;
415
416 case SK_FIND_TRAPS:
417 exp = success = find_traps (op, skill);
418 break;
419
420 case SK_SINGING:
421 exp = success = singing (op, dir, skill);
422 break;
423
424 case SK_ORATORY:
425 exp = success = use_oratory (op, dir, skill);
426 break;
427
428 case SK_SMITHERY:
429 case SK_BOWYER:
430 case SK_JEWELER:
431 case SK_ALCHEMY:
432 case SK_THAUMATURGY:
433 case SK_LITERACY:
434 case SK_WOODSMAN:
435 /* first, we try to find a cauldron, and do the alchemy thing.
436 * failing that, we go and identify stuff.
437 */
438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
439 {
440 next = tmp->above;
441
442 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
443 {
444 attempt_do_alchemy (op, tmp);
445
446 if (QUERY_FLAG (tmp, FLAG_APPLIED))
447 esrv_send_inventory (op, tmp);
448
449 did_alc = 1;
450 }
451 }
452
453 if (did_alc == 0)
454 exp = success = skill_ident (op, skill);
455
456 break;
457
458 case SK_DET_MAGIC:
459 case SK_DET_CURSE:
460 exp = success = skill_ident (op, skill);
461 break;
462
463 case SK_DISARM_TRAPS:
464 exp = success = remove_trap (op, dir, skill);
465 break;
466
467 case SK_THROWING:
468 success = skill_throw (op, part, dir, string, skill);
469 break;
470
471 case SK_SET_TRAP:
472 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
473 break;
474
475 case SK_USE_MAGIC_ITEM:
476 case SK_MISSILE_WEAPON:
477 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
478 break;
479
480 case SK_PRAYING:
481 success = pray (op, skill);
482 break;
483
484 case SK_BARGAINING:
485 success = describe_shop (op);
486 break;
487
488 case SK_SORCERY:
489 case SK_EVOCATION:
490 case SK_PYROMANCY:
491 case SK_SUMMONING:
492 case SK_CLIMBING:
493 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
494 break;
495
496 default:
497 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
498 break;
499 }
500
501 /* For players we now update the speed_left from using the skill.
502 * Monsters have no skill use time because of the random nature in
503 * which use_monster_skill is called already simulates this.
504 * If certain skills should take more/less time, that should be
505 * in the code for the skill itself.
506 */
507
508 if (op->type == PLAYER)
509 op->speed_left -= 1.0;
510
511 /* this is a good place to add experience for successfull use of skills.
512 * Note that add_exp() will figure out player/monster experience
513 * gain problems.
514 */
515
516 if (success && exp)
517 change_exp (op, exp, skill->skill, 0);
518
519 return success;
520 }
521
522 /* calc_skill_exp() - calculates amount of experience can be gained for
523 * successfull use of a skill. Returns value of experience gain.
524 * Here we take the view that a player must 'overcome an opponent'
525 * in order to gain experience. Examples include foes killed combat,
526 * finding/disarming a trap, stealing from somebeing, etc.
527 * The gained experience is based primarily on the difference in levels,
528 * exp point value of vanquished foe, the relevent stats of the skill being
529 * used and modifications in the skills[] table.
530 *
531 * For now, monsters and players will be treated differently. Below I give
532 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
533 * Monsters just get 10% of the exp of the opponent.
534 *
535 * players get a ratio, eg, opponent lvl / player level. This is then
536 * multiplied by various things. If simple exp is true, then
537 * this multiplier, include the level difference, is always 1.
538 * This revised method prevents some cases where there are big gaps
539 * in the amount you get just because you are now equal level vs lower
540 * level
541 * who is player/creature that used the skill.
542 * op is the object that was 'defeated'.
543 * skill is the skill used. If no skill is used, it should just
544 * point back to who.
545 *
546 */
547 int
548 calc_skill_exp (object *who, object *op, object *skill)
549 {
550 int op_exp = 0, op_lvl = 0;
551 float base, value, lvl_mult = 0.0;
552
553 if (!skill)
554 skill = who;
555
556 /* Oct 95 - where we have an object, I expanded our treatment
557 * to 3 cases:
558 * non-living magic obj, runes and everything else.
559 *
560 * If an object is not alive and magical we set the base exp higher to
561 * help out exp awards for skill_ident skills. Also, if
562 * an item is type RUNE, we give out exp based on stats.Cha
563 * and level (this was the old system) -b.t.
564 */
565
566 if (!op)
567 { /* no item/creature */
568 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
569 op_exp = 0;
570 }
571 else if (op->type == RUNE || op->type == TRAP)
572 { /* all traps. If stats.Cha > 1 we use that
573 * for the amount of experience */
574 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
575 op_lvl = op->level;
576 }
577 else
578 { /* all other items/living creatures */
579 op_exp = op->stats.exp;
580 op_lvl = op->level;
581 if (!QUERY_FLAG (op, FLAG_ALIVE))
582 { /* for ident/make items */
583 op_lvl += 5 * abs (op->magic);
584 }
585 }
586
587 if (op_lvl < 1)
588 op_lvl = 1;
589
590 if (who->type != PLAYER)
591 { /* for monsters only */
592 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
593 }
594 else
595 { /* for players */
596 base = op_exp;
597 /* if skill really is a skill, then we can look at the skill archetype for
598 * bse reward value (exp) and level multiplier factor.
599 */
600 if (skill->type == SKILL)
601 {
602 base += skill->arch->clone.stats.exp;
603 if (settings.simple_exp)
604 {
605 if (skill->arch->clone.level)
606 lvl_mult = (float) skill->arch->clone.level / 100.0;
607 else
608 lvl_mult = 1.0; /* no adjustment */
609 }
610 else
611 {
612 if (skill->level)
613 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
614 else
615 lvl_mult = 1.0;
616 }
617 }
618 else
619 {
620 /* Don't divide by zero here! */
621 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
622 }
623 }
624
625 /* assemble the exp total, and return value */
626
627 value = base * lvl_mult;
628 if (value < 1)
629 value = 1; /* Always give at least 1 exp point */
630
631 #ifdef SKILL_UTIL_DEBUG
632 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
633 #endif
634 return ((int) value);
635 }
636
637 /* Learn skill. This inserts the requested skill in the player's
638 * inventory. The skill field of the scroll should have the
639 * exact name of the requested skill.
640 * This one actually teaches the player the skill as something
641 * they can equip.
642 * Return 0 if the player knows the skill, 1 if the
643 * player learns the skill, 2 otherwise.
644 */
645 int
646 learn_skill (object *pl, object *scroll)
647 {
648 object *tmp;
649
650 if (!scroll->skill)
651 {
652 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
653 return 2;
654 }
655
656 /* can't use find_skill_by_name because we want skills the player knows
657 * but can't use natively.
658 */
659
660 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
661 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
662 break;
663
664 /* player already knows it */
665 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
666 return 0;
667
668 /* now a random change to learn, based on player Int.
669 * give bonus based on level - otherwise stupid characters
670 * might never be able to learn anything.
671 */
672 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
673 return 2; /* failure :< */
674
675 if (!tmp)
676 tmp = give_skill_by_name (pl, scroll->skill);
677
678 if (!tmp)
679 {
680 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
681 return 2;
682 }
683
684 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
685 link_player_skills (pl);
686 return 1;
687 }
688
689 /* Gives a percentage clipped to 0% -> 100% of a/b. */
690
691 /* Probably belongs in some global utils-type file? */
692 static int
693 clipped_percent (sint64 a, sint64 b)
694 {
695 int rv;
696
697 if (b <= 0)
698 return 0;
699
700 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
701
702 if (rv < 0)
703 return 0;
704 else if (rv > 100)
705 return 100;
706
707 return rv;
708 }
709
710 /* show_skills() - Meant to allow players to examine
711 * their current skill list.
712 * This shows the amount of exp they have in the skills.
713 * we also include some other non skill related info (god,
714 * max weapon improvments, item power).
715 * Note this function is a bit more complicated becauase we
716 * we want ot sort the skills before printing them. If we
717 * just dumped this as we found it, this would be a bit
718 * simpler.
719 */
720
721 void
722 show_skills (object *op, const char *search)
723 {
724 object *tmp = NULL;
725 char buf[MAX_BUF];
726 const char *cp;
727 int i, num_skills_found = 0;
728 static const char *const periods = "........................................";
729
730 /* Need to have a pointer and use strdup for qsort to work properly */
731 char skills[NUM_SKILLS][MAX_BUF];
732
733
734 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
735 {
736 if (tmp->type == SKILL)
737 {
738 if (search && strstr (tmp->name, search) == NULL)
739 continue;
740 /* Basically want to fill this out to 40 spaces with periods */
741 sprintf (buf, "%s%s", &tmp->name, periods);
742 buf[40] = 0;
743
744 if (settings.permanent_exp_ratio)
745 {
746 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
747 buf, tmp->level, tmp->stats.exp,
748 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
749 }
750 else
751 {
752 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
753 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
754 }
755 /* I don't know why some characters get a bunch of skills, but
756 * it sometimes happens (maybe a leftover from bugier earlier code
757 * and those character are still about). In any case, lets handle
758 * it so it doesn't crash the server - otherwise, one character may
759 * crash the server numerous times.
760 */
761 if (num_skills_found >= NUM_SKILLS)
762 {
763 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
764 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
765 break;
766 }
767 }
768 }
769
770 clear_win_info (op);
771 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
772 if (num_skills_found > 1)
773 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
774
775 for (i = 0; i < num_skills_found; i++)
776 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
777
778 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
779
780 cp = determine_god (op);
781 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
782
783 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
784 op->contr->item_power, (int) (op->level * settings.item_power_factor));
785 }
786
787 /* use_skill() - similar to invoke command, it executes the skill in the
788 * direction that the user is facing. Returns false if we are unable to
789 * change to the requested skill, or were unable to use the skill properly.
790 * This is tricky because skills can have spaces. We basically roll
791 * our own find_skill_by_name so we can try to do better string matching.
792 */
793
794 int
795 use_skill (object *op, const char *string)
796 {
797 object *skop;
798 size_t len;
799
800 if (!string)
801 return 0;
802
803 for (skop = op->inv; skop != NULL; skop = skop->below)
804 {
805 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
806 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
807 break;
808 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
809 break;
810 }
811 if (!skop)
812 {
813 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
814 return 0;
815 }
816
817 len = strlen (skop->skill);
818
819 /* All this logic goes and skips over the skill name to find any
820 * options given to the skill. Its pretty simple - if there
821 * are extra parameters (as deteremined by string length), we
822 * want to skip over any leading spaces.
823 */
824 if (len >= strlen (string))
825 {
826 string = NULL;
827 }
828 else
829 {
830 string += len;
831 while (*string == 0x20)
832 string++;
833 if (strlen (string) == 0)
834 string = NULL;
835 }
836
837 #ifdef SKILL_UTIL_DEBUG
838 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
839 #endif
840
841 /* Change to the new skill, then execute it. */
842 if (do_skill (op, op, skop, op->facing, string))
843 return 1;
844
845 return 0;
846 }
847
848 static bool
849 hth_skill_p (object *skill)
850 {
851 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
852 }
853
854 /* This finds the first unarmed skill the player has, and returns it.
855 */
856 static object *
857 find_player_hth_skill (object *op)
858 {
859 for (object *tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
861 return tmp;
862
863 return 0;
864 }
865
866 /* do_skill_attack() - We have got an appropriate opponent from either
867 * move_player_attack() or skill_attack(). In this part we get on with
868 * attacking, take care of messages from the attack and changes in invisible.
869 * Returns true if the attack damaged the opponent.
870 * tmp is the targetted monster.
871 * op is what is attacking
872 * string is passed along to describe what messages to describe
873 * the damage.
874 */
875 static int
876 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
877 {
878 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
879 return RESULT_INT (0);
880
881 /* For Players only: if there is no ready weapon, and no "attack" skill
882 * is readied either then try to find a skill for the player to use.
883 * it is presumed that if skill is set, it is a valid attack skill (eg,
884 * the caller should have set it appropriately). We still want to pass
885 * through that code if skill is set to change to the skill.
886 */
887 if (player *pl = op->contr)
888 {
889 if (!pl->combat_ob)
890 {
891 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
892 {
893 for (tmp = op->inv; tmp; tmp = tmp->below)
894 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
895 break;
896
897 if (!tmp)
898 {
899 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
900 return 0;
901 }
902
903 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
904 }
905 else
906 {
907 if (!skill)
908 {
909 /* See if the players chosen skill is a combat skill, and use
910 * it if appropriate.
911 */
912 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
913 skill = op->chosen_skill;
914 else
915 {
916 skill = find_player_hth_skill (op);
917
918 if (!skill)
919 {
920 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
921 return 0;
922 }
923 }
924 }
925
926 /* now try to ready the new skill */
927 if (!change_skill (op, skill, 0))
928 { /* oh oh, trouble! */
929 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
930 return 0;
931 }
932 }
933
934 if (!pl->combat_ob)
935 {
936 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
937 return 0;
938 }
939 }
940
941 if (op->current_weapon != pl->combat_ob)
942 {
943 op->current_weapon = pl->combat_ob;
944 op->update_stats ();
945 }
946
947 /* lose invisiblity/hiding status for running attacks */
948
949 if (pl->tmp_invis)
950 {
951 pl->tmp_invis = 0;
952 op->invisible = 0;
953 op->hide = 0;
954 update_object (op, UP_OBJ_CHANGE);
955 }
956 }
957
958 int success = attack_ob (tmp, op);
959
960 /* print appropriate messages to the player */
961
962 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
963 {
964 if (op->type == PLAYER)
965 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
966 else if (tmp->type == PLAYER)
967 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
968 }
969
970 return success;
971 }
972
973 /* skill_attack() - Core routine for use when we attack using a skills
974 * system. In essence, this code handles
975 * all skill-based attacks, ie hth, missile and melee weapons should be
976 * treated here. If an opponent is already supplied by move_player(),
977 * we move right onto do_skill_attack(), otherwise we find if an
978 * appropriate opponent exists.
979 *
980 * This is called by move_player() and attack_hth()
981 *
982 * Initial implementation by -bt thomas@astro.psu.edu
983 */
984 int
985 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
986 {
987 sint16 tx, ty;
988 maptile *m;
989 int mflags;
990
991 if (!dir)
992 dir = pl->facing;
993
994 tx = freearr_x[dir];
995 ty = freearr_y[dir];
996
997 /* If we don't yet have an opponent, find if one exists, and attack.
998 * Legal opponents are the same as outlined in move_player_attack()
999 */
1000 if (!tmp)
1001 {
1002 m = pl->map;
1003 tx = pl->x + freearr_x[dir];
1004 ty = pl->y + freearr_y[dir];
1005
1006 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1007 if (mflags & P_OUT_OF_MAP)
1008 return 0;
1009
1010 /* space must be blocked for there to be anything interesting to do */
1011 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1012 return 0;
1013
1014 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1015 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1016 {
1017 /* Don't attack party members */
1018 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1019 return 0;
1020
1021 break;
1022 }
1023 }
1024
1025 if (!tmp)
1026 {
1027 if (pl->type == PLAYER)
1028 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1029
1030 return 0;
1031 }
1032
1033 return do_skill_attack (tmp, pl, string, skill);
1034 }
1035
1036
1037 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1038
1039 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1040 * (attack_hth) we check for weapon use, etc in the second (the new
1041 * function skill_attack() we actually attack.
1042 */
1043
1044 static int
1045 attack_hth (object *pl, int dir, const char *string, object *skill)
1046 {
1047 object *enemy = NULL, *weapon;
1048
1049 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1050 for (weapon = pl->inv; weapon; weapon = weapon->below)
1051 {
1052 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1053 {
1054 CLEAR_FLAG (weapon, FLAG_APPLIED);
1055 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1056 pl->update_stats ();
1057 if (pl->type == PLAYER)
1058 {
1059 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1060 esrv_update_item (UPD_FLAGS, pl, weapon);
1061 }
1062 break;
1063 }
1064 }
1065
1066 return skill_attack (enemy, pl, dir, string, skill);
1067 }
1068
1069 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1070 * For now we are just checking to see if we have a ready weapon here.
1071 * But there is a real neato possible feature of this scheme which
1072 * bears mentioning:
1073 * Since we are only calling this from do_skill() in the future
1074 * we may make this routine handle 'special' melee weapons attacks
1075 * (like disarming manuever with sai) based on player SK_level and
1076 * weapon type.
1077 */
1078 static int
1079 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1080 {
1081
1082 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1083 {
1084 if (op->type == PLAYER)
1085 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1086
1087 return 0;
1088 }
1089
1090 return skill_attack (NULL, op, dir, string, skill);
1091
1092 }