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Revision: 1.39
Committed: Wed May 9 11:32:31 2007 UTC (17 years, 1 month ago) by root
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Branch: MAIN
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# 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 if (!new_skill)
250 {
251 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
252 who->debug_desc ());
253 return 0;
254 }
255
256 player *pl = who->contr;
257
258 // move skill to front, so it will be preferred next time
259 new_skill->remove ();
260 who->insert (new_skill);
261
262 if (apply_special (who, new_skill, AP_APPLY))
263 return 0;
264
265 return 1;
266 }
267
268 /* This function just clears the chosen_skill and range_skill values
269 * in the player.
270 */
271 void
272 clear_skill (object *who)
273 {
274 who->chosen_skill = 0;
275 CLEAR_FLAG (who, FLAG_READY_SKILL);
276
277 if (who->type == PLAYER)
278 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
279 who->contr->ranged_ob = 0;
280 }
281
282 /* do_skill() - Main skills use function-similar in scope to cast_spell().
283 * We handle all requests for skill use outside of some combat here.
284 * We require a separate routine outside of fire() so as to allow monsters
285 * to utilize skills. Returns 1 on use of skill, otherwise 0.
286 * This is changed (2002-11-30) from the old method that returned
287 * exp - no caller needed that info, but it also prevented the callers
288 * from know if a skill was actually used, as many skills don't
289 * give any exp for their direct use (eg, throwing).
290 * It returns 0 if no skill was used.
291 */
292 int
293 do_skill (object *op, object *part, object *skill, int dir, const char *string)
294 {
295 int success = 0, exp = 0;
296 int did_alc = 0;
297 object *tmp, *next;
298
299 if (!skill)
300 return 0;
301
302 /* The code below presumes that the skill points to the object that
303 * holds the exp, level, etc of the skill. So if this is a player
304 * go and try to find the actual real skill pointer, and if the
305 * the player doesn't have a bucket for that, create one.
306 */
307 if (skill->type != SKILL && op->type == PLAYER)
308 {
309 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
310 if (tmp->type == SKILL && tmp->skill == skill->skill)
311 break;
312
313 if (!tmp)
314 tmp = give_skill_by_name (op, skill->skill);
315
316 skill = tmp;
317 }
318
319 // skill, by_whom, on_which_object, which direction, skill_argument
320 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
321 return 0;
322
323 switch (skill->subtype)
324 {
325 case SK_LEVITATION:
326 /* Not 100% sure if this will work with new movement code -
327 * the levitation skill has move_type for flying, so when
328 * equipped, that should transfer to player, when not,
329 * shouldn't.
330 */
331 if (QUERY_FLAG (skill, FLAG_APPLIED))
332 {
333 CLEAR_FLAG (skill, FLAG_APPLIED);
334 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
335 }
336 else
337 {
338 SET_FLAG (skill, FLAG_APPLIED);
339 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
340 }
341
342 op->update_stats ();
343 success = 1;
344 break;
345
346 case SK_STEALING:
347 exp = success = steal (op, dir, skill);
348 break;
349
350 case SK_LOCKPICKING:
351 exp = success = pick_lock (op, dir, skill);
352 break;
353
354 case SK_HIDING:
355 exp = success = hide (op, skill);
356 break;
357
358 case SK_JUMPING:
359 success = jump (op, dir, skill);
360 break;
361
362 case SK_INSCRIPTION:
363 exp = success = write_on_item (op, string, skill);
364 break;
365
366 case SK_MEDITATION:
367 meditate (op, skill);
368 success = 1;
369 break;
370 /* note that the following 'attack' skills gain exp through hit_player() */
371
372 case SK_KARATE:
373 attack_hth (op, dir, "karate-chopped", skill);
374 break;
375
376 case SK_PUNCHING:
377 attack_hth (op, dir, "punched", skill);
378 break;
379
380 case SK_FLAME_TOUCH:
381 attack_hth (op, dir, "flamed", skill);
382 break;
383
384 case SK_SPARK_TOUCH:
385 attack_hth (op, dir, "zapped", skill);
386 break;
387
388 case SK_SHIVER:
389 attack_hth (op, dir, "froze", skill);
390 break;
391
392 case SK_ACID_SPLASH:
393 attack_hth (op, dir, "dissolved", skill);
394 break;
395
396 case SK_POISON_NAIL:
397 attack_hth (op, dir, "injected poison into", skill);
398 break;
399
400 case SK_CLAWING:
401 attack_hth (op, dir, "clawed", skill);
402 break;
403
404 case SK_ONE_HANDED_WEAPON:
405 case SK_TWO_HANDED_WEAPON:
406 attack_melee_weapon (op, dir, NULL, skill);
407 break;
408
409 case SK_FIND_TRAPS:
410 exp = success = find_traps (op, skill);
411 break;
412
413 case SK_SINGING:
414 exp = success = singing (op, dir, skill);
415 break;
416
417 case SK_ORATORY:
418 exp = success = use_oratory (op, dir, skill);
419 break;
420
421 case SK_SMITHERY:
422 case SK_BOWYER:
423 case SK_JEWELER:
424 case SK_ALCHEMY:
425 case SK_THAUMATURGY:
426 case SK_LITERACY:
427 case SK_WOODSMAN:
428 /* first, we try to find a cauldron, and do the alchemy thing.
429 * failing that, we go and identify stuff.
430 */
431 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
432 {
433 next = tmp->above;
434
435 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
436 {
437 attempt_do_alchemy (op, tmp);
438
439 if (QUERY_FLAG (tmp, FLAG_APPLIED))
440 esrv_send_inventory (op, tmp);
441
442 did_alc = 1;
443 }
444 }
445
446 if (did_alc == 0)
447 exp = success = skill_ident (op, skill);
448
449 break;
450
451 case SK_DET_MAGIC:
452 case SK_DET_CURSE:
453 exp = success = skill_ident (op, skill);
454 break;
455
456 case SK_DISARM_TRAPS:
457 exp = success = remove_trap (op, dir, skill);
458 break;
459
460 case SK_THROWING:
461 success = skill_throw (op, part, dir, string, skill);
462 break;
463
464 case SK_SET_TRAP:
465 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
466 break;
467
468 case SK_USE_MAGIC_ITEM:
469 case SK_MISSILE_WEAPON:
470 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
471 break;
472
473 case SK_PRAYING:
474 success = pray (op, skill);
475 break;
476
477 case SK_BARGAINING:
478 success = describe_shop (op);
479 break;
480
481 case SK_SORCERY:
482 case SK_EVOCATION:
483 case SK_PYROMANCY:
484 case SK_SUMMONING:
485 case SK_CLIMBING:
486 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
487 break;
488
489 default:
490 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
491 break;
492 }
493
494 /* For players we now update the speed_left from using the skill.
495 * Monsters have no skill use time because of the random nature in
496 * which use_monster_skill is called already simulates this.
497 * If certain skills should take more/less time, that should be
498 * in the code for the skill itself.
499 */
500
501 if (op->type == PLAYER)
502 op->speed_left -= 1.0;
503
504 /* this is a good place to add experience for successfull use of skills.
505 * Note that add_exp() will figure out player/monster experience
506 * gain problems.
507 */
508
509 if (success && exp)
510 change_exp (op, exp, skill->skill, 0);
511
512 return success;
513 }
514
515 /* calc_skill_exp() - calculates amount of experience can be gained for
516 * successfull use of a skill. Returns value of experience gain.
517 * Here we take the view that a player must 'overcome an opponent'
518 * in order to gain experience. Examples include foes killed combat,
519 * finding/disarming a trap, stealing from somebeing, etc.
520 * The gained experience is based primarily on the difference in levels,
521 * exp point value of vanquished foe, the relevent stats of the skill being
522 * used and modifications in the skills[] table.
523 *
524 * For now, monsters and players will be treated differently. Below I give
525 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
526 * Monsters just get 10% of the exp of the opponent.
527 *
528 * players get a ratio, eg, opponent lvl / player level. This is then
529 * multiplied by various things. If simple exp is true, then
530 * this multiplier, include the level difference, is always 1.
531 * This revised method prevents some cases where there are big gaps
532 * in the amount you get just because you are now equal level vs lower
533 * level
534 * who is player/creature that used the skill.
535 * op is the object that was 'defeated'.
536 * skill is the skill used. If no skill is used, it should just
537 * point back to who.
538 *
539 */
540 int
541 calc_skill_exp (object *who, object *op, object *skill)
542 {
543 int op_exp = 0, op_lvl = 0;
544 float base, value, lvl_mult = 0.0;
545
546 if (!skill)
547 skill = who;
548
549 /* Oct 95 - where we have an object, I expanded our treatment
550 * to 3 cases:
551 * non-living magic obj, runes and everything else.
552 *
553 * If an object is not alive and magical we set the base exp higher to
554 * help out exp awards for skill_ident skills. Also, if
555 * an item is type RUNE, we give out exp based on stats.Cha
556 * and level (this was the old system) -b.t.
557 */
558
559 if (!op)
560 { /* no item/creature */
561 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
562 op_exp = 0;
563 }
564 else if (op->type == RUNE || op->type == TRAP)
565 { /* all traps. If stats.Cha > 1 we use that
566 * for the amount of experience */
567 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
568 op_lvl = op->level;
569 }
570 else
571 { /* all other items/living creatures */
572 op_exp = op->stats.exp;
573 op_lvl = op->level;
574 if (!QUERY_FLAG (op, FLAG_ALIVE))
575 { /* for ident/make items */
576 op_lvl += 5 * abs (op->magic);
577 }
578 }
579
580 if (op_lvl < 1)
581 op_lvl = 1;
582
583 if (who->type != PLAYER)
584 { /* for monsters only */
585 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
586 }
587 else
588 { /* for players */
589 base = op_exp;
590 /* if skill really is a skill, then we can look at the skill archetype for
591 * bse reward value (exp) and level multiplier factor.
592 */
593 if (skill->type == SKILL)
594 {
595 base += skill->arch->clone.stats.exp;
596 if (settings.simple_exp)
597 {
598 if (skill->arch->clone.level)
599 lvl_mult = (float) skill->arch->clone.level / 100.0;
600 else
601 lvl_mult = 1.0; /* no adjustment */
602 }
603 else
604 {
605 if (skill->level)
606 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
607 else
608 lvl_mult = 1.0;
609 }
610 }
611 else
612 {
613 /* Don't divide by zero here! */
614 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
615 }
616 }
617
618 /* assemble the exp total, and return value */
619
620 value = base * lvl_mult;
621 if (value < 1)
622 value = 1; /* Always give at least 1 exp point */
623
624 #ifdef SKILL_UTIL_DEBUG
625 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
626 #endif
627 return ((int) value);
628 }
629
630 /* Learn skill. This inserts the requested skill in the player's
631 * inventory. The skill field of the scroll should have the
632 * exact name of the requested skill.
633 * This one actually teaches the player the skill as something
634 * they can equip.
635 * Return 0 if the player knows the skill, 1 if the
636 * player learns the skill, 2 otherwise.
637 */
638 int
639 learn_skill (object *pl, object *scroll)
640 {
641 object *tmp;
642
643 if (!scroll->skill)
644 {
645 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
646 return 2;
647 }
648
649 /* can't use find_skill_by_name because we want skills the player knows
650 * but can't use natively.
651 */
652
653 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
654 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
655 break;
656
657 /* player already knows it */
658 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
659 return 0;
660
661 /* now a random change to learn, based on player Int.
662 * give bonus based on level - otherwise stupid characters
663 * might never be able to learn anything.
664 */
665 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
666 return 2; /* failure :< */
667
668 if (!tmp)
669 tmp = give_skill_by_name (pl, scroll->skill);
670
671 if (!tmp)
672 {
673 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
674 return 2;
675 }
676
677 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
678 link_player_skills (pl);
679 return 1;
680 }
681
682 /* Gives a percentage clipped to 0% -> 100% of a/b. */
683
684 /* Probably belongs in some global utils-type file? */
685 static int
686 clipped_percent (sint64 a, sint64 b)
687 {
688 int rv;
689
690 if (b <= 0)
691 return 0;
692
693 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
694
695 if (rv < 0)
696 return 0;
697 else if (rv > 100)
698 return 100;
699
700 return rv;
701 }
702
703 /* show_skills() - Meant to allow players to examine
704 * their current skill list.
705 * This shows the amount of exp they have in the skills.
706 * we also include some other non skill related info (god,
707 * max weapon improvments, item power).
708 * Note this function is a bit more complicated becauase we
709 * we want ot sort the skills before printing them. If we
710 * just dumped this as we found it, this would be a bit
711 * simpler.
712 */
713
714 void
715 show_skills (object *op, const char *search)
716 {
717 object *tmp = NULL;
718 char buf[MAX_BUF];
719 const char *cp;
720 int i, num_skills_found = 0;
721 static const char *const periods = "........................................";
722
723 /* Need to have a pointer and use strdup for qsort to work properly */
724 char skills[NUM_SKILLS][MAX_BUF];
725
726
727 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
728 {
729 if (tmp->type == SKILL)
730 {
731 if (search && strstr (tmp->name, search) == NULL)
732 continue;
733 /* Basically want to fill this out to 40 spaces with periods */
734 sprintf (buf, "%s%s", &tmp->name, periods);
735 buf[40] = 0;
736
737 if (settings.permanent_exp_ratio)
738 {
739 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
740 buf, tmp->level, tmp->stats.exp,
741 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
742 }
743 else
744 {
745 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
746 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
747 }
748 /* I don't know why some characters get a bunch of skills, but
749 * it sometimes happens (maybe a leftover from bugier earlier code
750 * and those character are still about). In any case, lets handle
751 * it so it doesn't crash the server - otherwise, one character may
752 * crash the server numerous times.
753 */
754 if (num_skills_found >= NUM_SKILLS)
755 {
756 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
757 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
758 break;
759 }
760 }
761 }
762
763 clear_win_info (op);
764 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
765 if (num_skills_found > 1)
766 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
767
768 for (i = 0; i < num_skills_found; i++)
769 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
770
771 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
772
773 cp = determine_god (op);
774 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
775
776 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
777 op->contr->item_power, (int) (op->level * settings.item_power_factor));
778 }
779
780 /* use_skill() - similar to invoke command, it executes the skill in the
781 * direction that the user is facing. Returns false if we are unable to
782 * change to the requested skill, or were unable to use the skill properly.
783 * This is tricky because skills can have spaces. We basically roll
784 * our own find_skill_by_name so we can try to do better string matching.
785 */
786
787 int
788 use_skill (object *op, const char *string)
789 {
790 object *skop;
791 size_t len;
792
793 if (!string)
794 return 0;
795
796 for (skop = op->inv; skop != NULL; skop = skop->below)
797 {
798 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
799 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
800 break;
801 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
802 break;
803 }
804 if (!skop)
805 {
806 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
807 return 0;
808 }
809
810 len = strlen (skop->skill);
811
812 /* All this logic goes and skips over the skill name to find any
813 * options given to the skill. Its pretty simple - if there
814 * are extra parameters (as deteremined by string length), we
815 * want to skip over any leading spaces.
816 */
817 if (len >= strlen (string))
818 {
819 string = NULL;
820 }
821 else
822 {
823 string += len;
824 while (*string == 0x20)
825 string++;
826 if (strlen (string) == 0)
827 string = NULL;
828 }
829
830 #ifdef SKILL_UTIL_DEBUG
831 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
832 #endif
833
834 /* Change to the new skill, then execute it. */
835 if (do_skill (op, op, skop, op->facing, string))
836 return 1;
837
838 return 0;
839 }
840
841 static bool
842 hth_skill_p (object *skill)
843 {
844 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
845 }
846
847 /* This finds the first unarmed skill the player has, and returns it.
848 */
849 static object *
850 find_player_hth_skill (object *op)
851 {
852 for (object *tmp = op->inv; tmp; tmp = tmp->below)
853 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
854 return tmp;
855
856 return 0;
857 }
858
859 /* do_skill_attack() - We have got an appropriate opponent from either
860 * move_player_attack() or skill_attack(). In this part we get on with
861 * attacking, take care of messages from the attack and changes in invisible.
862 * Returns true if the attack damaged the opponent.
863 * tmp is the targetted monster.
864 * op is what is attacking
865 * string is passed along to describe what messages to describe
866 * the damage.
867 */
868 static int
869 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
870 {
871 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
872 return RESULT_INT (0);
873
874 /* For Players only: if there is no ready weapon, and no "attack" skill
875 * is readied either then try to find a skill for the player to use.
876 * it is presumed that if skill is set, it is a valid attack skill (eg,
877 * the caller should have set it appropriately). We still want to pass
878 * through that code if skill is set to change to the skill.
879 */
880 if (player *pl = op->contr)
881 {
882 if (!pl->combat_ob)
883 {
884 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
885 {
886 for (tmp = op->inv; tmp; tmp = tmp->below)
887 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
888 break;
889
890 if (!tmp)
891 {
892 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
893 return 0;
894 }
895
896 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
897 }
898 else
899 {
900 if (!skill)
901 {
902 /* See if the players chosen skill is a combat skill, and use
903 * it if appropriate.
904 */
905 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
906 skill = op->chosen_skill;
907 else
908 {
909 skill = find_player_hth_skill (op);
910
911 if (!skill)
912 {
913 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
914 return 0;
915 }
916 }
917 }
918
919 /* now try to ready the new skill */
920 if (!change_skill (op, skill, 0))
921 { /* oh oh, trouble! */
922 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
923 return 0;
924 }
925 }
926
927 if (!pl->combat_ob)
928 {
929 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
930 return 0;
931 }
932 }
933
934 op->set_weapon (pl->combat_ob);
935
936 /* lose invisiblity/hiding status for running attacks */
937 if (pl->tmp_invis)
938 {
939 pl->tmp_invis = 0;
940 op->invisible = 0;
941 op->hide = 0;
942 update_object (op, UP_OBJ_CHANGE);
943 }
944 }
945
946 int success = attack_ob (tmp, op);
947
948 /* print appropriate messages to the player */
949
950 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
951 {
952 if (op->type == PLAYER)
953 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
954 else if (tmp->type == PLAYER)
955 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
956 }
957
958 return success;
959 }
960
961 /* skill_attack() - Core routine for use when we attack using a skills
962 * system. In essence, this code handles
963 * all skill-based attacks, ie hth, missile and melee weapons should be
964 * treated here. If an opponent is already supplied by move_player(),
965 * we move right onto do_skill_attack(), otherwise we find if an
966 * appropriate opponent exists.
967 *
968 * This is called by move_player() and attack_hth()
969 *
970 * Initial implementation by -bt thomas@astro.psu.edu
971 */
972 int
973 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
974 {
975 sint16 tx, ty;
976 maptile *m;
977 int mflags;
978
979 if (!dir)
980 dir = pl->facing;
981
982 tx = freearr_x[dir];
983 ty = freearr_y[dir];
984
985 /* If we don't yet have an opponent, find if one exists, and attack.
986 * Legal opponents are the same as outlined in move_player_attack()
987 */
988 if (!tmp)
989 {
990 m = pl->map;
991 tx = pl->x + freearr_x[dir];
992 ty = pl->y + freearr_y[dir];
993
994 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
995 if (mflags & P_OUT_OF_MAP)
996 return 0;
997
998 /* space must be blocked for there to be anything interesting to do */
999 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1000 return 0;
1001
1002 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1003 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1004 {
1005 /* Don't attack party members */
1006 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1007 return 0;
1008
1009 break;
1010 }
1011 }
1012
1013 if (!tmp)
1014 {
1015 if (pl->type == PLAYER)
1016 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1017
1018 return 0;
1019 }
1020
1021 return do_skill_attack (tmp, pl, string, skill);
1022 }
1023
1024 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1025
1026 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1027 * (attack_hth) we check for weapon use, etc in the second (the new
1028 * function skill_attack() we actually attack.
1029 */
1030 static int
1031 attack_hth (object *pl, int dir, const char *string, object *skill)
1032 {
1033 object *enemy = NULL, *weapon;
1034
1035 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1036 for (weapon = pl->inv; weapon; weapon = weapon->below)
1037 {
1038 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1039 {
1040 CLEAR_FLAG (weapon, FLAG_APPLIED);
1041 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1042 pl->update_stats ();
1043 if (pl->type == PLAYER)
1044 {
1045 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1046 esrv_update_item (UPD_FLAGS, pl, weapon);
1047 }
1048
1049 break;
1050 }
1051 }
1052
1053 return skill_attack (enemy, pl, dir, string, skill);
1054 }
1055
1056 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1057 * For now we are just checking to see if we have a ready weapon here.
1058 * But there is a real neato possible feature of this scheme which
1059 * bears mentioning:
1060 * Since we are only calling this from do_skill() in the future
1061 * we may make this routine handle 'special' melee weapons attacks
1062 * (like disarming manuever with sai) based on player SK_level and
1063 * weapon type.
1064 */
1065 static int
1066 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1067 {
1068
1069 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1070 {
1071 if (op->type == PLAYER)
1072 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1073
1074 return 0;
1075 }
1076
1077 return skill_attack (NULL, op, dir, string, skill);
1078
1079 }